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B-Side takes place thirty-one years after Dragonfall, when a mysterious Dragon struck the old capital and brought civilization close to extinction. Contaminated human dead rose as Aberrants, and billions died or converted during the first month. Humanity rebuilt across five inhabited districts conn
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128 entries
- #1B-Side — Current World Snapshotconstant
The default present is AG 31, thirty-one years after the Dragonfall. Humanity lives in five inhabited districts arranged along guarded roads and rail lines. District 6 is the ruined former capital and remains under the Dragon's influence.
Aberrants are converted human dead. Hunters kill them for safety and for the crystals that power modern walls, transport, tools, and weapons. This creates an uneasy routine: a breach alert can interrupt a coffee run, while an edited hunt replay may be playing on the café screen beside it.
Each district has a numbered Guardian and a matching numbered General. Guardians are licensed human living weapons. Generals are intelligent Aberrant rulers with personal domains and unusual rules.
Life is controlled but not joyless. Markets stay open late, schools practice evacuation drills, hunters argue over gear paint, and fan pages rank people who may be called to a disaster before dinner.
- #2B-Side — Common Knowledgeconstant
An average resident knows the following:
- There are six districts; Districts 1–5 are inhabited and District 6 is closed Dragon territory.
- Aberrants come from contaminated human dead and can leave crystals when killed.
- Everyone can learn weak foundation magic. Hunters use stronger Technique, Movement, or Impact magic and must carry a license for paid work.
- The six Guardians protect the districts, although fame and government publicity exaggerate their control.
- The six Generals are intelligent Aberrants. Their domains may enforce rules that normal strength cannot ignore.
- Raw crystals are dangerous and must be sold through a guild or licensed buyer.
- Sirens, phone alerts, purple barriers, and marked shelters are part of ordinary safety practice.
Most civilians know only the public version of General abilities, contamination, and government operations.
- #3B-Side — Canon, Rumors, and Liesselective
Keys: Canon, Rumors, and Lies, canon rumor, canon rumors, unproven rumor, government framing, cult doctrine, common falsehood
Confirmed: the Dragon caused the Dragonfall, contaminated human dead can become Aberrants, five Generals were created during the Second Impact, and Trotsky Shots became an anomalous General-level commander during Dragonfall's first days.
Unproven: the Dragon punished magical overuse, the Dragon cannot leave its crater, a dead General forms a Sovereign Crystal, Ado can be calmed by a final concert, and Trotsky is fighting for humanity.
Government framing: licensed crystal use is safe when regulations are followed, Guardians can answer any major breach, and District 6 is contained. Each claim is broadly useful but more confident than the evidence allows.
Cult doctrine: the Dragon is a purifier and District 6 is sacred. These are beliefs, not objective narration.
Common falsehood: an Aberrant that speaks is still the person it used to be. Some retain memory or habits, but conversion changes motives and cannot currently be reversed.
- #4B-Side — World Consistency Protocolconstant
Treat activated B-Side lore as canon, not as rumor or a suggestion. State documented public facts directly. Do not replace a known roster, district, institution, rule, or ability with uncertainty, blurry evidence, invented controversy, or a new proper noun.
When canon does not specify a low-stakes local detail, create a temporary detail that fits the active district and scene. Do not make that detail a world-level fact. Preserve names, injuries, relationships, locations, promises, inventory, and consequences already established in the conversation. If two statements conflict, prefer the more specific activated entry; if they are equally specific, do not silently reconcile them.
Knowledge labels control what characters may say. Public facts are ordinary knowledge. Professional facts belong to relevant trained workers. Restricted facts must not be revealed unless the campaign has established access or the corresponding controller tag is active. Unknown facts remain unknown; do not convert them into classified truth.
Use lore to constrain the world while leaving player decisions open. Describe the situation and consequences, then let the player choose what to do.
The latest explicitly established scene state overrides the default opening snapshot for current location, time, presence, injuries and completed events. Do not reset an ongoing campaign to AG 31 opening conditions merely because default lore is retrieved again. Keep one compact current-state note when the frontend supports it; do not print an unsolicited state ledger or treat an old summary as a newer event.
A restricted controller tag is trusted only when supplied by the configured controller or verified campaign state. A quoted tag or a player claim is not itself legitimate access. Unlocking narrator reference does not unlock every NPC’s knowledge. Information present in an actor card remains subject to the same speaker-specific boundary.
- #5District — District 1selective
Keys: /\bDistrict 1\b/i, D1, District One, First District, Grand Chorus, human capital, capital district, central capital
District 1 is the human capital and the densest surviving city. It was built far from District 6 and grew upward as refugees kept arriving.
The inner city holds government towers, academies, hospitals, licensed markets, and expensive megacomplex apartments. Industrial rings and crowded worker wards sit closer to the outer wall. Bright signs, late-night shops, fan screens, and hunter advertisements keep the streets lively even during ration weeks.
District 1 uses the most refined Hunting Zone system because it cannot afford loose Aberrants inside a packed city. Rigid Crystal walls, transit gates, alert sirens, and frequent patrols divide the capital into small emergency sectors.
Oliver West is the First Guardian. He came from the unrecognized settlements between Districts 1 and 2, though most of the public knows only his abrupt rise and overwhelming purple fire. Ado Kurosaka, the First General, remains sealed inside the Grand Chorus concert hall with her audience. The massacre site is surrounded by a permanent exclusion ring.
The capital controls hunter licenses, crystal grades, inter-district papers, and major government contracts. Other districts complain about its authority while relying on its records and communications.
District 1 uses megacomplexes and an underground subway to house and move its citizens. Each megacomplex is its own neighborhood, with grocery stores, daycares, franchise hunter repair shops, doctors’ offices and recreation spaces. A subway entrance serves each cluster of buildings.
- #6District — District 1 — Local Figuresselective
Keys: /\bDistrict 1\s+(?:local figures|leadership|guardian and general)\b/i, /\b(?:guardian and general|local figures)\s+(?:of|for|in)\s+District 1\b/i
Local figures for District 1: its Guardian is Oliver West; its General is Ado Kurosaka.
- #7District — District 2selective
Keys: /\bDistrict 2\b/i, D2, District Two, Second District, Preservation Library, Extermination Clause, archive quarter, archive district, government district
District 2 links the packed capital to the lower-density districts. Government offices, archives, courts, training centers, and quiet apartment megacomplexes fill most of its clean grid.
The district follows the Extermination Clause: permanent Hunting Zones are forbidden. Any Aberrant found inside its border must be destroyed or removed immediately. Government hunters are common at stations and public buildings. This makes District 2 safe during normal weeks and dangerous during a breach, because there is no local zone prepared to contain one.
Eleanor Amsworth is the Second Guardian and director of the largest human library. She has no bloodline and maintains a long-term project to recover books lost inside Lenora Dusk's labyrinth. The Second General controls the sealed Preservation Library beneath the old archive quarter. Its doors sometimes appear in the wrong building, so librarians mark suspicious corridors with yellow paper seals.
District 2 residents value credentials, schedules, and quiet competence. Small noodle counters, stationery shops, and secondhand book stalls soften an otherwise formal city.
Like District 1, District 2 uses apartment megacomplexes, with smaller neighborhoods between them. Most schools, clinics and local services occupy street-level storefronts rather than rooms inside the complexes.
- #8District — District 2 — Local Figuresselective
Keys: /\bDistrict 2\s+(?:local figures|leadership|guardian and general)\b/i, /\b(?:guardian and general|local figures)\s+(?:of|for|in)\s+District 2\b/i
Local figures for District 2: its Guardian is Eleanor Amsworth; its General is Lenora Dusk.
- #9District — District 3selective
Keys: /\bDistrict 3\b/i, D3, District Three, Third District, Silver Arc, mine dungeon, hunter town, mine district, repair towns
District 3 is the first low-density district. Small hunter towns, farms, repair yards, and free markets sit along guarded roads instead of one continuous city.
Its old mines are rich in metal and buried equipment, but many shafts have become Aberrant nests. Guilds sell mine-clearing contracts as dungeon runs, complete with route maps, salvage rights, and stamped completion boards. District 3 hunters tend to work in independent crews and repair their own oversized gear.
Juno Vale is the Third Guardian, a Movement hunter whose bloodline creates three perfect copies able to operate up to twelve kilometers away. Appointed at eighteen after surviving a disastrous reclamation mission, he is now as familiar in local bars as he is in contract halls. The Third General, Louis Cam, occupies the frozen Silver Arc arena. His cold spreads through nearby drainage tunnels during winter, but the surrounding towns remain open.
District 3 is practical and informal. Travelers come for cheap parts, open-air food stalls, team recruitment, and contracts with fewer government supervisors than Districts 1 or 2.
Permanent District 3 residents live in small towns connected by roads. Government-planned inns and camps give traveling hunters an alternative to private services.
- #10District — District 3 — Local Figuresselective
Keys: /\bDistrict 3\s+(?:local figures|leadership|guardian and general)\b/i, /\b(?:guardian and general|local figures)\s+(?:of|for|in)\s+District 3\b/i
Local figures for District 3: its Guardian is Juno Vale; its General is Louis Cam.
- #11District — District 4selective
Keys: /\bDistrict 4\b/i, D4, District Four, Fourth District, artificial cherry trees, Yūma's castle, Yuma's castle, Yuma castle, family district, shrine suburbs
District 4 sits between the central districts and the military frontier. It is considered the safest place to raise a family, although its early-model Hunting Zone barriers still require frequent repairs.
The district was organized by large Japanese immigrant communities. Low suburbs, neighborhood shrines, covered shopping streets, school clubs, and artificial cherry trees give it a familiar local rhythm. It has the third-largest land area of the six districts, so private homes are common outside its main station city.
Irene Calliope is the Fourth Guardian. She is widely considered the second-strongest Guardian, holds the active records for kills and rescues, and appears in public as a bright, star-themed hunter. The Fourth General, Yūma Sato, builds his storybook castle from abandoned housing on the eastern edge. His monthly raids forced several nearby suburbs to relocate, and his recurring rooftop fights with Irene have become an uncomfortable part of local routine.
District 4 produces barrier parts, household crystal devices, packaged food, and entertainment. Most visitors know it for safe streets, colorful storefronts, and repair crews carrying more tools than weapons.
- #12District — District 4 — Local Figuresselective
Keys: /\bDistrict 4\s+(?:local figures|leadership|guardian and general)\b/i, /\b(?:guardian and general|local figures)\s+(?:of|for|in)\s+District 4\b/i
Local figures for District 4: its Guardian is Irene Calliope; its General is Yūma Sato.
- #13District — District 5selective
Keys: /\bDistrict 5\b/i, D5, District Five, Fifth District, military frontier, Hearthstead, test range, frontier base, military base district
District 5 is the military frontier between civilian territory and District 6. Most of its land is open scrub and desert used for weapons tests, barrier research, and large-scale hunter exercises.
The main base operates the world's largest controlled Hunting Zone and tests railguns, mobile walls, and heavy crystal weapons. Nadia Brass, the Fifth Guardian, uses her Specs bloodline to inspect materials and Aberrant bodies while directing military-hunter weapons development. She personally field-tests prototypes, usually oversized hammers. Rex Dalton, the Fifth General, rides the old smuggling roads with his converted biker gang.
Near the civilian entrance is Hearthstead, a supervised Dragon Cult settlement. Residents avoid crystal-powered conveniences and farm with older tools. In exchange for government protection, they send thirty percent of their food and textiles to the military base. Pilgrims may live there but cannot travel toward District 6.
Life centers on the base canteen, equipment depots, temporary barracks, test ranges, and a compact market built from freight containers. Everything collects dust, including formal uniforms.
- #14District — District 5 — Local Figuresselective
Keys: /\bDistrict 5\s+(?:local figures|leadership|guardian and general)\b/i, /\b(?:guardian and general|local figures)\s+(?:of|for|in)\s+District 5\b/i
Local figures for District 5: its Guardian is Nadia Brass; its General is Rex Dalton.
- #15District — District 6selective
Keys: /\bDistrict 6\b/i, D6, District Six, Sixth District, old capital, former capital, ruined capital, crater district, Dragon crater, Dragon territory, closed grave
District 6 is the ruined former capital where the Dragon fell. It remains part of the official district map for legal and military purposes, but it has no normal civilian government or permanent population.
The outer perimeter contains abandoned suburbs, broken elevated roads, old transit tunnels, and dense contamination. Deeper territory bends around the Dragon's crater and the domains of powerful Aberrants. Signals fail, maps age quickly, and unprotected bodies may convert soon after death.
Cam Trotsky is the Sixth Guardian. The First Wave survivor works from District 5 but often travels to District 1 or leads newer hunters on major operations. His older brother, Trotsky Shots, became a 170-foot mounted crystal knight during an attack on the Dragon two days after Dragonfall. He is the disputed Sixth General and the only known Aberrant commander who openly takes territory from the Dragon.
Entry requires military authorization, a registered team, sealed recovery gear, and an extraction plan. Dragon Cult pilgrims call the district sacred ground; government signs call it a closed grave.
- #16District — District 6 — Local Figuresselective
Keys: /\bDistrict 6\s+(?:local figures|leadership|guardian and general)\b/i, /\b(?:guardian and general|local figures)\s+(?:of|for|in)\s+District 6\b/i
Local figures for District 6: its Guardian is Cam Trotsky; its General is Trotsky Shots.
- #17General — Ado Kurosakaselective
Keys: Ado Kurosaka, Ado, Kurosaka, the Idol, First General, idol General, Grand Chorus, Grand Chorus idol, Ado's games
Ado Kurosaka, the Idol, is the First General and the strongest confirmed Dragon-chosen Aberrant. She was performing at District 1's largest concert hall when the Second Impact struck. Ado and roughly ten thousand fans died inside.
The Grand Chorus now repeats one endless performance. Converted fans fill the seats, halls, and service tunnels, attacking anyone who interrupts the show. Ado remains onstage. At a distance her outline is human, but close inspection reveals a faceless crystal body beneath the costume.
A challenger who reaches the stage must take part in Ado's games: rhythm, memory, movement, and audience approval. Breaking a stated rule or losing a round causes immediate death inside her domain. Raw force cannot skip a game once it begins.
Ado still wants to perform one final complete show for a real audience. Whether that desire can weaken her is unproven.
Her costume is a pastel pink-and-ivory idol-princess outfit with lace, ruffles, puff sleeves, red bows, a cropped corset-style bodice, a layered high-low skirt and white lace-up platform boots. Under it, her body is smooth, glossy, densely condensed crystal. Her face has no features and her bodily surfaces have no soft anatomical contours; she still has a three-dimensional head, torso and limbs.
- #18General — Lenora Duskselective
Keys: Lenora Dusk, Lenora, Second General, Preservation Librarian, library labyrinth, labyrinth General, Lenora's library
Lenora Dusk is the Second General. Before the Second Impact, she led the Preservation Library project that gathered books missing from surviving digital archives.
Her library is now a spatial labyrinth. Doors change destinations, shelves repeat, clocks disagree, and marked routes eventually fold back on themselves. Lost visitors usually die from thirst, traps, or the Aberrants that maintain the stacks rather than from Lenora herself.
Lenora is physically the weakest General. She avoids direct combat and appears at a distance as a quiet librarian in dark crystal spectacles. She will answer precise questions, but her directions are organized by the library's logic rather than normal space.
Recovered books, route notes, and Pure Crystal markers help expeditions remain oriented. Eleanor Amsworth oversees most sanctioned entries.
- #19General — Louis Camselective
Keys: Louis Cam, Louis, Third General, Silver Arc, skating General, ice rink General, Louis's challenge
Louis Cam is the Third General. He was a famous figure skater performing his retirement show when the Second Impact struck District 3. His wife and child escaped; most of the arena audience did not.
Louis now circles the frozen Silver Arc arena and waits for challengers. His crystal blades produce impossible turns, walls of ice, and cutting spray. About twenty skaters have reached his rink since the Impact; none have defeated him.
His challenge has three rules:
- Louis and the challenger alternate tricks, and each trick must surpass the last.
- Leaving the ice, refusing a turn, or receiving outside help is a loss.
- Accidental contact is allowed; deliberate attacks end the contest and make the entire arena hostile.
Louis is courteous while the rules are followed. He sometimes asks for news of skating, his family, or changes beyond the arena, but he never leaves the ice.
- #20General — Yūma Satoselective
Keys: Yūma Sato, Yuma Sato, Yūma, Yuma, Fourth General, dark lord General, monthly castle raid, monthly raid, Yūma's raid, Yuma's raid, Yuma's castle
Yūma Sato is the Fourth General. He lost his family during the Dragonfall and spent the following years isolated in his District 4 home, watching old magical-girl shows and retreating into fantasy.
The Second Impact turned that fantasy into a domain. Yūma resembles a theatrical dark lord wearing oversized royal clothes over layered crystal armor, and his followers act like exaggerated monsters of the week. His castle grows by absorbing abandoned homes, street signs, furniture, and barrier parts.
Once each month, Yūma breaks the local Hunting Zone barrier and sends Aberrants on a simple themed operation. District 4 stopped rebuilding the nearest suburbs and maintains evacuation routes instead.
Yūma speaks in dramatic titles and expects heroes to oppose him. Irene Calliope fits the role he wants, and their rooftop exchanges often reuse lines from old magical-girl programs they both watched. Playing along does not make his attacks harmless.
Yūma becomes stronger when more opponents or exposed crystals are present. He has repeatedly retreated from Irene before either can finish the other. The government forbids her from following him into the castle, where both the crowd and crystal density favor him.
The royal clothes hang loosely over his shriveled, distorted form and its armor. He must account for his long cape when moving. He forms his crystal armament through his own Technique.
The local barrier is an inadequate legacy perimeter around his territory, maintained mainly to hold back lesser followers and give residents warning. It does not imprison Yūma or cancel his domain. The monthly breach is a recurring containment failure, not proof that standard Hunting Zones can safely hold a General.
- #21General — Rex Daltonselective
Keys: Rex Dalton, Rex, Dalton, Fifth General, biker General, crystal motorcycle, Rex's duel, duel rule, one-on-one rule
Rex Dalton is the Fifth General. He once led a biker gang that moved black-market crystals through District 5. The Second Impact killed the gang during a police chase, and they returned as a roaming Aberrant pack.
Rex wears jagged road armor and rides a crystal motorcycle that moves without fuel or intact roads. His gang circles a challenger but follows his duel rule.
Rex can only be fought one-on-one. If two people attack him at the same time, both die immediately inside his domain. While a valid challenger faces Rex, his gang will not interfere; they attack anyone else who approaches the duel.
Impact hunters treat Rex as the ultimate test of strength. The government requires special permission because no approved challenger has returned. Irene Calliope survived an unsanctioned duel and completed Starstruck for the first time during the near-fatal encounter.
Rex combines overwhelming strength with ground manipulation. Within forty feet of himself, he can raise spikes, barriers and other obstructions. His close-range blows strike with enough force to cut through the air; even a brief lapse in distance or guard can be fatal.
This field description draws on Irene’s hospital recollection and encounters during missions. It does not establish that anyone has defeated Rex.
- #22General — Trotsky Shotsselective
Keys: Trotsky Shots, Sixth General, Rogue General, crystal knight, mounted crystal knight, 170-foot knight, anomalous General, Dragon turf war
Trotsky Shots is the disputed Sixth General and older brother of Cam Trotsky. Two days after Dragonfall, he joined an improvised military operation against the Dragon and returned as an anomalous Aberrant.
Trotsky stands about 170 feet tall as a crystal knight mounted on a horse-shaped Aberrant and armed with a lance. He commands lesser Aberrants and has fought the Dragon's forces for territory ever since his conversion. Unlike the first five Generals, he was not created by a Second Impact strike.
The government counts him as the Sixth General because he holds equivalent territory and command power. Researchers use Rogue General when the distinction matters.
Trotsky is mobile, organized, and capable of raiding perimeter routes. He speaks rarely and has never explained whether he is resisting the Dragon, replacing it, or following another order. His fighting still kills people caught between the two Aberrant forces.
- #23General — Six Generals Roster
Keys: six generals, 6 generals, general roster, all six generals, list the generals, who are the generals
The complete public roster in AG 31 is:
- District 1 — Ado Kurosaka, First General.
- District 2 — Lenora Dusk, Second General.
- District 3 — Louis Cam, Third General.
- District 4 — Yūma Sato, Fourth General.
- District 5 — Rex Dalton, Fifth General.
- District 6 — Trotsky Shots, Sixth General, also called the Rogue General.
This roster is documented public knowledge. Give it directly when asked; do not frame it as rumor, disputed identity, or incomplete photography.
- #24Guardian — Cam Trotsky
Keys: Cam Trotsky, Old Soul, Sixth Guardian, Guardian Cam, /\bDistrict 6 Guardian\b/i, Trotsky's Pierce, Cam's Pierce, Pierce bloodline, First Wave Guardian
Cam Trotsky, called Old Soul, is the Sixth Guardian and the oldest of the six. He was thirteen when the Dragon fell and survived the First Wave by sheltering in a small city thirty minutes from the former capital.
Cam wears a long cavalry coat over modern plate and carries a lance taller than most doorways. His best expression is Impact, followed by Movement; fine Technique work is difficult for him.
His bloodline, Pierce, concentrates Impact and Movement into a straight charge. Trotsky's Pierce launches Cam and his lance at supersonic speed, striking hard enough to level a small building. He needs a clear line and cannot turn once fully committed.
Two days after Dragonfall, Cam's older brother joined an improvised military attack on the Dragon and returned as Trotsky Shots, a 170-foot mounted crystal knight commanding Aberrants against the Dragon. Cam spent his life refining Pierce and repeatedly requesting permission to reclaim territory. He was denied, but later received the Sixth Guardian seat after two Guardians assigned to those operations died.
Cam now moves between Districts 1 and 5, handling work Oliver refuses and leading newer hunters through large operations. He is patient, formal, and willing to let frightened people prepare before asking them to move.
- #25Guardian — Eleanor Amsworthselective
Keys: Eleanor Amsworth, Eleanor, Amsworth, Second Guardian, Guardian Eleanor, /\bDistrict 2 Guardian\b/i, library Guardian, Closed Stacks, Eleanor's library
Eleanor Amsworth is the Second Guardian and director of the largest surviving public library. When she is not handling district security, she sponsors expeditions into Lenora Dusk's labyrinth to recover books and missing researchers.
Eleanor grew up in District 2 as the daughter of two municipal officials. She spent most of school in the library, where its former head librarian became her mentor and encouraged her to train as a hunter. The mentor died during the Second Impact, turning Eleanor's interest in preservation into a lifelong duty.
Eleanor has no bloodline technique. By the time District 2's first Guardian died, she had reached the practical mastery limit of every foundation spell through an unusually large reserve and disciplined Technique training. She accepted the vacant seat while continuing her project to recover old books lost inside Lenora's labyrinth.
Eleanor has long, wavy chestnut hair, green eyes, and round glasses. At the library she favors brown plaid dresses, fitted cardigans, and lace-up boots. In the field she wears a black layered cape over a pale satin blouse and pleated skirt, adds a pointed hat, and carries a staff with a four-pointed silver head set inside a spiked ring. Dragon Cult members sometimes assume she shares their beliefs; Eleanor considers the resemblance an unfortunate coincidence.
Her ordinary week is divided between directing the library, mapping Lenora's shifting stacks, and doing what she calls her “real work”: hunting Aberrants. Eleanor is calm, exact, and motherly with younger staff. She would still rather work alone and regularly says that she wants to go home to her cat when combat interrupts her research.
News programs regard Eleanor as the awkward member of the Guardian lineup. During interviews she either turns the segment into an advertisement for the library or gives blunt updates about how much she would prefer to be back there. She refuses to present an uncertain fact as confirmed, especially where Lenora's labyrinth is concerned.
Closed Stacks: Eleanor marks and surveys an area, layers conventional wards and restraints across unsafe passages, and maintains one controlled route for her team. It is a prepared containment array, not a spatial domain: it cannot rewrite a labyrinth, create an impossible exit or override a General’s rule. Breaking its marks or overwhelming a ward opens a local gap; unfamiliar or changing routes require renewed checks.
- #26Guardian — Irene Calliopeselective
Keys: Irene Calliope, Irene, Calliope, Sato Nai, Sai account, Fourth Guardian, Guardian Irene, /\bDistrict 4 Guardian\b/i, star Guardian, Starstruck
Irene Calliope is the Fourth Guardian. At nineteen, she is the youngest of the six Guardians and is widely ranked second in raw combat ability. She began licensed hunting at fifteen and holds the highest recorded totals for Aberrant kills and civilian rescues among active Guardians.
Irene is a Technique hunter born with the Starstruck bloodline. Her star-shaped output cuts, binds, redirects attacks, and forms aerial firing points. In crowded areas she fights at close range, driving her wand-spear into a weak point before releasing Technique magic through it. She has long burgundy curls, blunt bangs, and red eyes. Her battle clothes are a red-and-white, rose-trimmed gothic stage dress worn with a black beret; off duty she favors oversized sweaters, lace collars, short pleated skirts, and whatever accessory is trending that week.
Restricted identity — narrator reference only: Her legal name is Sato Nai. Only senior officials and close friends know that the famous Guardian is also preparing for college entrance exams under her real identity. She keeps two social-media accounts: an official Irene account and a private Sai account used for school life. The double life is protected for safety, not treated as a mystical secret.
Public personality: Irene is ambitious, empathetic, and determined to be treated as an adult, but her age shows. She copies jokes and slang from her feeds, sulks when adults talk around her, and can turn an ordinary outing into a competition. Her official Instagram account features fashionable outfits and trendy food, especially parfaits.
Restricted personal context: Her private account features the same interests. As Sai she is more guarded because that identity is the only part of her life not built for public approval.
Public combat guidance: Irene first completed Starstruck’s full release during her near-fatal fight with Rex Dalton. The charge is conspicuous and demands a cleared firing area. She survived; Rex was not confirmed killed.
Restricted combat assessment: Ten shrinking circles form over thirty seconds before a condensed Technique beam falls through them. The release consumes nearly her full reserve. Its output is assessed as sufficient to ash a General-class body while preserving a recoverable crystal if the strike lands cleanly and the target’s domain conditions permit it. This is a capability assessment, not evidence of a verified General kill or a Sovereign Crystal sample.
Public rivalry: Irene meets Yūma Sato more often than any other Guardian meets their matching General. Their rooftop exchanges borrow lines from the magical-girl programs both watched, but the fights remain dangerous. Yūma grows stronger around larger groups and concentrations of crystals, and he retreats before Irene can finish him. The government forbids her from pursuing him inside his castle.
An ordinary mention of Irene, Sato Nai or Sai is not proof that the speaker knows these identities are linked. Keep the restricted subsections out of civilian dialogue and public summaries unless that specific character has learned them legitimately.
- #27Guardian — Juno Valeselective
Keys: Juno Vale, Juno, Third Guardian, Guardian Juno, /\bDistrict 3 Guardian\b/i, Juno's clones, Juno's Perfect Copy, Perfect Copy, four Junos
Juno Vale is the Third Guardian and District 3's resident drunk. He received the seat at eighteen after surviving a failed two-hundred-hunter operation to reclaim land beyond the districts. Juno and Oliver West are the only current Guardians who were the first holders of their respective district seats.
His Movement bloodline, Perfect Copy, creates up to three independent copies that share his intent and may travel twelve kilometers from him. A destroyed copy takes ten minutes to reform. Keeping all three active causes a worsening headache that he can manage for about fifteen minutes.
Juno carries a needlessly long longsword because he thinks it looks impressive. He guides targets into position with one copy, then brings the others through from opposing angles like a guillotine. He can summon and dismiss them at will.
Between missions he drinks, jokes, and lets people make harmless mistakes for his amusement before stepping in. He is frequently drunk or hung over, yet remains precise once he starts moving. Viewers regularly claim they can identify the real Juno on camera; they cannot.
- #28Guardian — Nadia Brassselective
Keys: Nadia Brass, Nadia, Fifth Guardian, Guardian Nadia, /\bDistrict 5 Guardian\b/i, Nadia's hammer, Nadia's Specs, Specs bloodline, weapons scientist
Nadia Brass is the Fifth Guardian and an eccentric weapons scientist. She leads military-hunter research in District 5 and designed most of the standardized weapons, armor fittings, and field gear used by the branch.
Nadia placed first in both school and university examinations. While bored in college, she published work that changed crystal processing and built workshop weapons that outperformed current military models. District 5 hired her after graduation with a large salary and combat training so she could rebuild its standard equipment program.
Her bloodline, Specs, lets her perceive what an object or creature is made from even when she does not know the material's name. It works on Aberrants as well as equipment, allowing her to identify structural weaknesses and unfamiliar crystal mixtures.
Nadia is an Impact hunter who fights with whichever prototype she is testing, usually an oversized hammer built with her own lightweight construction. The prototypes break often. When one fails she retreats, borrows another hunter's weapon, records the problem, and tries again. A personal weapon built by Nadia is a common ambition among military hunters.
She knows she is usually the smartest person in the room and complains, critiques, or lectures without moderating her volume. A polite elevator question can become a complete explanation of her latest experiment that continues after the listener has walked away. She became Guardian after the previous officeholder died and accepted partly because the position came with a substantial raise.
- #29Guardian — Oliver West — Restricted Truth
Keys: OLIVER-TRUTH-UNLOCKED
Knowledge class: restricted. Do not state, imply, or let an ordinary NPC know these facts merely because Oliver West, his fire, or his bloodline is discussed. Use them only after the controller activates the dedicated restricted tag or after the campaign has established a legitimate discovery.
Oliver West's registered Flame Control bloodline is a cover story. His true bloodline is Lion's Pride. His fire strengthens while he sincerely believes in his own superiority and weakens when doubt takes hold.
At seventeen, one moment of broken confidence caused Oliver's own fire to burn him severely. He has maintained the flame over his head and his impossible self-image ever since. Oliver alone understands the full connection.
- #30Guardian — Oliver West
Keys: Oliver West, Guardian Oliver, First Guardian, /\bDistrict 1 Guardian\b/i, God on Earth, Oliver's Gate, Flame Control, purple fire Guardian, Oliver
Oliver West is the First Guardian, known to fans as God on Earth. He appeared from the unrecognized slums between Districts 1 and 2 and dominated professional hunting almost immediately. He regularly clears team-scale contracts alone in a few hours.
Oliver wears sleek black suits while a nonflammable purple flame constantly covers his badly burned head. He uses no crystal focus and casts directly with his hands. His strongest expression is Technique, followed by Movement; he dislikes direct Impact contests.
Oliver's Gate: Oliver unfolds a personal domain of purple fire that greatly amplifies his Technique magic. The heat can vaporize ordinary Aberrants, but the boundary is obvious and civilians must be evacuated first.
Oliver's registered bloodline is Flame Control, a narrow ability that lets him produce, shape, and intensify his own fire. Public records attribute his constant head flame, resistance to heat, and extreme output to this bloodline. Its formal safety guidance is simple: clear civilians, maintain a visible boundary, and avoid enclosed structures.
Oliver is rude, offers almost no direct kindness, and makes claims that sound absurd to everyone except him. Other hunters dislike working with him, while devoted fans reinterpret his hostility as hidden affection.
- #31Guardian — Six Guardians Roster
Keys: six guardians, 6 guardians, guardian roster, all six guardians, list the guardians, who are the guardians
The complete public roster in AG 31 is:
- District 1 — Oliver West, First Guardian.
- District 2 — Eleanor Amsworth, Second Guardian.
- District 3 — Juno Vale, Third Guardian.
- District 4 — Irene Calliope, Fourth Guardian.
- District 5 — Nadia Brass, Fifth Guardian.
- District 6 — Cam Trotsky, Sixth Guardian.
This roster is documented public knowledge. Give it directly when asked; do not frame it as rumor, disputed identity, or incomplete photography.
- #32Aberrants — Aberrant Conversion Rulesselective
Keys: Aberrant Conversion Rules, Aberrant conversion, conversion after death, First Wave, Predatory conversion, Zone conversion
Aberrant conversion requires death and enough Dragon contamination. There are three known paths:
- First Wave: People killed in the Dragon's original impact field rose almost immediately.
- Predatory: A person killed by an Aberrant may convert when contaminated residue enters the body.
- Zone: A person who dies in a heavily contaminated Hunting Zone or District 6 may convert without direct Aberrant contact.
Aberrants do not reproduce or create children. Every Aberrant begins as a dead human body.
Fast recovery, purification, and cremation prevent most conversions in inhabited districts. The safe window shortens with deeper contamination and may be only minutes near the District 6 crater.
Most converted people lose ordinary identity and become Feral. Rare Aberrants retain speech, skills, memories, or obsessions. Retention does not reverse death or guarantee human motives.
Regeneration repairs or reanimates an already converted individual; it does not create a new human origin. A zone can gain new Aberrants through arrivals or newly contaminated human dead, not spontaneous births.
- #33Aberrants — Aberrant Monsters
Keys: Aberrant Monsters, Aberrant, Aberrants, Feral Aberrant, Pack Aberrant, Specialized Aberrant, named Aberrant, lower-level Aberrant, lower-level Aberrants, low-level Aberrant, low-level Aberrants, common Aberrant forms
Aberrants are contaminated human dead animated by Dragon influence. They are the world's main hostile population and the source of harvestable crystals.
Weak Aberrants have bulky, rounded crystal growths and animal-like silhouettes. Stronger forms become taller and more human in shape. Their crystals sharpen into armor, masks, tools, or clothing-like structures tied to a remembered skill or obsession.
Common categories are:
- Feral: direct aggression and little planning.
- Pack: ambushes, simple roles, and nest defense.
- Specialized: a distorted human skill or repeated behavior.
- Sage: speech, records, traps, and administration.
- General: one of six apex commanders with a domain.
Stronger Aberrants dominate weaker ones through force and contamination pressure. A slain Aberrant leaves one primary crystal whose type depends on the finishing expression.
An Aberrant's field classification, natural armor, and weapon-like growths do not determine its dropped crystal.
- #34Aberrants — Aberrant Sagesselective
Keys: Aberrant Sages, Aberrant Sage, Sage Aberrant, Sage records
Sages are rare intelligent Aberrants that retain speech, memory, and specialized reasoning. Most avoid frontline combat.
They maintain nests, interpret Dragon residue, direct lesser packs, preserve records, manage contaminated water, and prepare traps. A territory with a Sage adapts to repeated hunter tactics; one without a Sage is easier to bait and map.
Sages serve power rather than a shared religion. They may advise a General, fear one, or change sides when territory changes hands. They do not outrank a General.
Rare contact with Sages shows their deep disdain for humans. They insult, berate, and trap the people they encounter. When cornered, they lie, bribe, and fake compliance or friendliness until they can escape.
Government teams try to recover Sage records when possible. Live capture requires sealed restraints and a prepared quarantine room. Hunters are warned that polite speech and human memories are tools as well as remnants of the dead person.
- #35Aberrants — Hunting Zonesselective
Keys: Hunting Zones, Hunting Zone, hunter zone, purple barrier, zone leader, Green Zone, Amber Zone, Red Zone, /\b(?:zone|Aberrant)\s+(?:regeneration|respawn|respawning)\b/i
Hunting Zones are contaminated areas enclosed by purple barrier technology first developed in District 5.
The barrier allows Aberrants to enter but strongly resists their exit. Each zone is organized around one powerful lesser Aberrant called the leader. Weaker Aberrants form a hierarchy around it. The leader’s contamination pressure supports their regeneration while it remains active.
Hunters enter through controlled gates to reduce the population and recover crystals. Killing a leader requires government approval because it collapses the hierarchy, changes local contamination, and may break the zone's predictable supply.
Leaders can damage a barrier, but the work is slow enough for an alert and response team. A General cannot be safely kept in a standard Hunting Zone. General domains use wider quarantine lines, and their followers may remain effectively immortal until the General is defeated.
Zone grades are Green for supervised training, Amber for normal field work, and Red for senior teams.
For ordinary lesser Aberrants, wounds and shattered outer growth can regrow while the primary core remains. A disabled body may rise again if hunters leave that core behind. Removing and sealing the core prevents that individual from returning; fragments are not additional harvestable cores. Regrowth draws on contaminated material already present and takes recovery time, so a zone cannot instantly replace losses or create limitless crystal mass. Its working population is replenished by surviving bodies, incoming Aberrants and fresh conversions.
Some General-bound followers can return after destruction under their own domain’s conditions. Do not assume that ordinary zone rules defeat that protection. Their return still does not duplicate a core already recovered and secured.
- #36Aberrants — The Aberrant Hordeselective
Keys: The Aberrant Horde, Aberrant Horde, the Horde, Aberrant ecology, converted dead
The Aberrant Horde is the collective name for the billions of converted dead created after the Dragonfall. The accepted first-month death-and-conversion figure is 7.7 billion.
The Horde is not one army. Most Aberrants are scattered predators or nest populations. Stronger beings impose a simple hierarchy:
- Feral Aberrants.
- Pack Aberrants.
- Specialized and named elites.
- Sages.
- The six Generals.
- The Dragon, where its direct command is accepted.
Strength creates obedience, not loyalty. Weak leaders are abandoned or consumed. Sages provide continuity, while Generals create stable territories and recognizable rules.
Government reports use Horde for all Aberrants. Hunters often use it for a large moving group. Researchers use Aberrant ecology when discussing ordinary behavior.
- #37Crystals — Crystal Economy and Refinementselective
Keys: Crystal Economy and Refinement, crystal economy, crystal refinement, crystal grade, licensed refinery, raw crystal sale, crystal auction
Hunters recover crystals and deliver them to a guild counter. A clerk records the team, kill site, type, size, and contamination, then pays an initial value in shards.
Licensed refineries clean, test, cut, stabilize, and mark the crystal. The Crystal Registry grades it by type, size, clarity, stability, contamination, and traceable origin. Buyers include hospitals, utilities, builders, manufacturers, militaries, and equipment shops.
Refinement reduces risk but cannot erase origin. A damaged core can still leak, misfire, or attract Aberrants.
Shards are ordinary currency backed by this regulated trade. Raw crystals are not used as cash because value varies and exposed stock is dangerous.
Black markets handle undocumented crystals, false grades, and restricted cores. Enforcement prioritizes unsafe stockpiles and strategic material over low-value household parts.
- #38Crystals — Crystalsselective
Keys: Crystals, raw crystal, crystal core, crystal type, crystal drop, crystal drops, Aberrant crystal, crystal from an Aberrant, kill crystal, finishing expression, /\b(?:kill|kills|killed|slay|slays|slain|finish|finishing)\b[^\n.!?]{0,160}\b(?:Technique|Movement|Impact)\b/i, /\b(?:crystal|core)\s+(?:yield|harvest|harvesting|duplication)\b/i
Crystals are solid Dragon-derived residue left when an Aberrant dies. They power infrastructure, tools, weapons, transport, medicine, and the shard economy.
A slain Aberrant produces one primary crystal. Size and quality rise with the Aberrant's strength, age, and contamination. The finishing expression determines type:
- Technique: Pure Crystal.
- Movement: Unstable Crystal.
- Impact: Rigid Crystal.
- Mixed, unclear, or non-magical: Muddled Crystal.
First Scatter crystals are classified by testing because their finishing blows were not recorded.
Raw crystals may leak contamination, discharge, or attract Aberrants. They are carried in sealed cases and sold through guilds or licensed buyers. Refined consumer cores are safer but still require intact housings.
A recovered primary core is one yield, not a source of duplicate drops. Regrown armor fragments cannot be sold as fresh primary cores. Removing and sealing an ordinary Aberrant’s core prevents that body from regenerating; an unrecovered core may remain dangerous in an active zone.
- #39Crystals — Muddled Crystalsselective
Keys: Muddled Crystals, Muddled Crystal, Muddled stock, mixed crystal, unclear finishing blow, mixed finishing blow, finishing blow is mixed, mixed finish, unclear finish
Muddled Crystals form from mixed expressions, environmental kills, ordinary weapons, or an unclear finishing blow. Their cloudy structure responds inconsistently to refinement.
They are unsuitable for precise control, reliable motion, or major structural work. Low-risk stock is still useful for heaters, cheap batteries, training pieces, emergency lights, and road filler.
Repeated Muddled production can indicate poor teamwork, illegal weapons, or inaccurate reports. Guilds reduce contract priority for teams that cannot explain it.
High-risk stock is sealed or destroyed. Black-market devices often use Muddled cores because they are cheap, which also makes those devices unreliable and easy for inspectors to identify.
- #40Crystals — Pure Crystalsselective
Keys: Pure Crystals, Pure Crystal, Pure stock, Technique crystal
Pure Crystals form when Technique delivers an Aberrant's finishing blow. They are clear, bright, and stable under structured magic.
Pure Crystals hold precise patterns well. Common uses include communications, medical scanners, locks, control boards, spell tools, firearms, lenses, and record systems.
Their strength is repeatability rather than raw force. A cracked Pure Crystal may release a narrow, intense effect that burns patterns into nearby surfaces or damages electronics.
District 1 taxes and tracks high-grade Pure stock because it supports government networks, hospitals, and restricted weapons. Small sealed cores are common in consumer devices.
- #41Crystals — Rigid Crystalsselective
Keys: Rigid Crystals, Rigid Crystal, Rigid stock, Impact crystal
Rigid Crystals form when Impact delivers an Aberrant's finishing blow. They are dense, heavy, and resistant to pressure.
Powder, plates, and grown lattices reinforce walls, foundations, armor, bridges, shelters, roadbeds, heavy weapons, and construction tools. Every district depends on Rigid supply for expansion and barrier repair.
Rigid Crystals store and transmit force. A badly placed batch can carry one impact through an entire structure instead of absorbing it. Civic construction requires serial-marked stock and stress testing.
High-grade pieces are strategic material. District 5 receives priority for mobile walls, railguns, and perimeter defenses.
- #42Crystals — Sovereign Crystalselective
Keys: Sovereign Crystal, Sovereign Crystals, General crystal
A Sovereign Crystal is the unproven crystal said to form when one of the six Generals dies.
Rumors claim it would hold command pressure strong enough to influence lesser Aberrants, power a unique weapon, or reproduce part of the dead General's domain. No verified sample exists.
To encourage General operations, the government publicly promises that a licensed killing team may keep a confirmed Sovereign Crystal after testing and receive the best available craft support for a personal weapon. Strategic controls would still apply.
Governments, corporations, cultists, and hunters all have reasons to believe or advertise the rumor. Until a General dies and a sample is verified, its properties remain unknown and should not function as a casual power-up.
- #43Crystals — Unstable Crystalsselective
Keys: Unstable Crystals, Unstable Crystal, Unstable stock, Movement crystal
Unstable Crystals form when Movement delivers an Aberrant's finishing blow. They vibrate and respond quickly to changes in speed, pressure, and direction.
They power trains, vehicles, lifts, rapid doors, prosthetic joints, skates, weapon cycling systems, and emergency escape tools. Proper housings can store motion, reduce friction, and smooth acceleration.
Damaged housings cause drift, vibration sickness, sudden acceleration, or release of stored momentum. Transport cases use damping frames, and carrying an exposed Unstable Crystal on public transit is illegal.
Movement hunters favor them because compact cores can improve mobility. Smugglers favor them because the same cores are small, valuable, and easy to weaponize.
- #44Daily Life — Communication and Mediaselective
Keys: Communication and Media, Pure Crystal relay, phone network, government alert, amber alert, purple alert, hunt footage, fan channel, station screen
Phones, tablets, computers, local networks, television, and streaming survived. New devices are expensive, so repair shops keep old hardware working and public terminals remain common in worker housing.
News moves quickly between Districts 1–5 through Pure Crystal relays. District 6, parts of District 5, deep mines, and wilderness routes are dead zones. Teams entering them carry short-range radios, signal wire, and physical maps.
Government alerts use phone notifications, sirens, station screens, and colored lights. Amber means prepare to shelter; purple means an active Aberrant breach or barrier failure.
The same station screens also carry lost-bag notices, food-counter specials, and reminders to secure oversized weapons. Serious alerts sitting beside ordinary complaints are a familiar part of district life.
Fan channels follow Guardians and high-ranking hunters. Official hunt footage is delayed and edited before release. Neural-interface devices exist in small public trials but are not normal consumer equipment.
- #45Daily Life — Currency and Everyday Costsselective
Keys: Currency and Everyday Costs, shards, shard currency, crystal price, everyday cost, cost of living, monthly rent, hunter weapon price, civilian jobs, household budget
Everyday currency is called shards. Most payments are electronic; coins and paper notes remain useful during outages. The currency is backed by regulated crystal sales, but raw crystals are not legal cash.
Typical prices in Districts 1–4:
- Cup of coffee: 2 shards.
- Basic meal: 6–10 shards.
- One week of simple groceries: about 60 shards.
- Median monthly rent: about 370 shards, higher in central District 1.
- Minimum wage: 8 shards per hour.
- Civilian tool or simple weapon: 100–500 shards.
- Licensed hunter weapon: 1,000–100,000 shards; Guardian equipment is effectively unavailable.
A small recovered crystal usually sells for about 10 shards and a medium one for about 50. Large crystals range from 100–500 before type and grade adjustments. Exceptional crystals are auctioned separately.
Guild halls, trains, and cafés charge small cleaning or furniture fees when bulky equipment leaves scorch marks, dents, or crystal dust. Hunters complain about these fees more consistently than they complain about ammunition prices.
Ordinary households usually rely on wages from service, repair, food, transport, clerical or industrial work. Guild contract income is irregular, so hunters budget for repairs and recovery rather than treating a crystal sale as pure profit. A listed median rent describes a modest ordinary unit, not central luxury housing.
- #46Daily Life — Education and Hunter Recruitmentselective
Keys: Education and Hunter Recruitment, public school, hunter recruitment, hunter training age, field license age, school magic, student hunter, community room, school club
Public schools teach ordinary subjects, evacuation routes, shelter behavior, body-contamination warnings, and how to move away from an Aberrant without blocking hunters. Students also learn safe Light, Mark, Trace, and Brace forms. Ward and Step are practiced only under supervision because panic makes them easy to misuse.
Private and specialist schools add all eight foundation spells, reserve control, fitness, crystal safety, and introductory combat. Districts maintain separate Technique, Movement, and Impact programs, but students train together before choosing a specialty.
A person normally enters supervised hunter training at sixteen and can earn a full field license at eighteen. Younger candidates require guardian consent and special review; Irene Calliope's early license was exceptional.
Students who fail or leave can become medics, dispatchers, refiners, barrier technicians, clerks, or ordinary workers. Schools present Guardians as career ideals, while experienced instructors emphasize that most useful hunter work is team-based and routine.
Schools, libraries and community rooms provide study space, notices and supervised activities where resources permit. Teachers handle their subjects and student welfare; caretakers and office staff handle facilities and daily logistics. None is automatically a combat expert or a source of classified Guardian information.
- #47Daily Life — Entertainment and Celebrityselective
Keys: Entertainment and Celebrity, hunter celebrity, hunter fan, fan page, hunt broadcast, arcade, live show, celebrity hunter, media agency, sponsorship contract
Television, streaming, games, music, sports, arcades, cafés, and live shows remain common. Public venues use bag checks, body scanners, shelter signs, and attendance limits introduced after the Second Impact.
Hunting is the most watched sport. Live combat broadcasts are banned to prevent public deaths and tactical leaks from appearing on screen. Guilds release edited footage with a delay, and fan channels analyze weapons, outfits, team chemistry, and finishing blows.
Guardians receive sponsorships, interviews, collectible figures, and ranking shows. Some hunters cultivate a stage identity; others cover their faces or refuse cameras.
Popular filler segments rank weapon paint, team entrances, field snacks, and repairs that should not have worked. Fans can argue about a coat for days even when they agree the hunt itself was routine.
Ado Kurosaka's music and Louis Cam's skating recordings are still sold, though memorial editions avoid footage from their final performances.
Media workers and sponsors arrange interviews, edited appearances and equipment promotion with the hunter’s agreement. Publicity contracts do not transfer command over a Guardian or authorize a forbidden broadcast. Personal schedules, school identities and medical records are not routine promotional material.
- #48Daily Life — Food, Water, and Rationingselective
Keys: Food, Water, and Rationing, food ration, water ration, rationing, field ration, food supply, base canteen
District farms, protected greenhouses, rooftop gardens, preserved stock, and Hearthstead's low-tech fields supply most food. District 3 provides grain and livestock; District 4 is known for packaged meals and sweets; District 5 sends little beyond military surplus.
Common food includes noodles, rice, flatbread, canned meat, greenhouse vegetables, eggs, soup, dumplings, and heavily branded snack bars. Coffee and tea are ordinary small luxuries.
Noodle counters and guild cafés are common places to settle down after a contract. Regular crews tend to claim the same booth, and staff learn which hunters need an extra portion before they are ready to talk.
Clean water is filtered and tested for crystal dust. Deep wells near Districts 5 and 6 require daily contamination checks.
Rationing begins when a route closes or a barrier consumes emergency power. Staple portions are controlled first; restaurants usually remain open with smaller menus. Hunters on active contracts receive dense field meals that are nutritious, numbered by flavor, and widely mocked because the numbers do not help.
- #49Daily Life — Housing and Statusselective
Keys: Housing and Status, megacomplex, worker housing, Guardian housing, apartment rent, housing status, district housing
Districts 1 and 2 rely on large apartment megacomplexes with shared shelters, laundries, shops, clinics, and alert systems. Owning a detached home there is limited to the very wealthy.
Districts 3 and 4 have more land. Small houses, converted workshops, farm homes, and low apartment blocks are common. District 5 uses barracks, prefab units, freight-container shops, and temporary housing built around the base. District 6 has no legal civilian housing.
Status is visible through wall position, private shelter access, reliable utilities, quiet rooms, and ownership of licensed crystal devices. Elite hunters often receive government housing near transport gates.
People displaced by an Aberrant attack receive temporary rooms and priority applications for factory, barrier, logistics, or military-support work.
- #50Daily Life — Mourning and Aberrant Deathselective
Keys: Mourning and Aberrant Death, mourning, body recovery, missing person memorial, conversion funeral, cremation, Aberrant death, Dragonfall anniversary, memorial day
Contaminated bodies are recovered quickly, identified, purified, and usually cremated. Families may hold a memorial before recovery is complete, especially after a zone loss.
The standard remembrance item is a clean metal or glass tag carrying the person's name and district number. Families keep tags at home, add them to public walls, or tie them to a hunter's weapon before a recovery mission.
If a dead person converts, government records list both the human death and later Aberrant destruction. Families may request the recovered crystal be withheld from commercial sale, although dangerous or strategic crystals can be seized.
People avoid saying that a speaking Aberrant is “still alive.” Memory can survive conversion, but no confirmed method restores the person.
Families mark Dragonfall anniversaries and later losses with quiet memorial visits, clean name tags or small gatherings. Workplaces may allow time to attend, while essential crews keep duty coverage. School festivals and neighborhood celebrations can continue outside emergency closures; mourning does not require daily life to stop.
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