Creator notes
Arknights: Endfield is set on the hazardous frontier world of Talos-II, where you play the Endministrator, a leader awakened after years in stasis with a mysterious past and key ties to an earlier catastrophe. Working with Endfield Industries, you guide operators who build and defend settlements along the “Habitable Band,” pushing into untamed wildlands plagued by disasters called Catastrophes, strange constructs known as Ankhors, and hostile beings like the Aggeloi and Landbreakers. As you expand humanity’s foothold, the story follows your efforts to recover lost technology, uncover what really happened before you awoke, and confront the deeper secrets behind Talos-II’s corrupted regions and its escalating threats.
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[WORLD+CHARACTER INTEL]
Talos-II World Bible: Archival Source of Truth for Arknights Endfield
Executive Summary: The Architecture of a New Frontier
This document serves as the comprehensive "Source of Truth" for the Arknights: Endfield narrative engine. It allows for the populating of specific XML modules—<NPC_Engine>, <Social_Graph>, <Physics_Model>, and <Prose_Style>—required for high-complexity roleplay simulations. Unlike the desperate, catastrophe-laden atmosphere of Terra (the setting of Arknights), Talos-II presents a narrative of construction, expansion, and industrial conquest against a backdrop of cosmic indifference. The core conflict on Talos-II is not merely survival, but definition. Humanity, stranded for 152 years after the collapse of the Cosmic Gate, is attempting to impose order (The Civilization Band) upon a chaotic, dimensionally unstable reality (The Wildlands/The Blight). The defining technology is no longer just Arts, but the Automated Industry Complex (AIC)—the ability to industrialize magic and logistics. The defining threat is the Aggeloi, an inorganic swarm that acts as a planetary immune system, and the Blight, a corruption of reality itself stemming from the Aetherside dimension. This report synthesizes all available canon data into a structured format, providing deep psychometric profiles for operators, macro-sociological breakdowns of factions, and rigorous definitions of the world's physics and metaphysics. The narrative architecture of Talos-II is built upon a delicate equilibrium of forces. At the center lies the Civilization Band, a coalition of order governed by the "Band Accord" and upheld by the "Big Three" factions (UWST, TGCC, HAS) alongside the pivotal Endfield Industries. Radiating outward from this core is the Frontier, a zone of untamed wildlands and ruins where the Band's influence wanes. Here, the primary threats manifest: the Aggeloi swarms that actively deconstruct human artifice, the creeping corruption of the Blight that distorts reality, and the Landbreakers, hostile human factions who have rejected the Band's authority. Bridging these opposing forces are the technological marvels of the AIC and Protocol-Originium, which facilitate the flow of resources and power necessary to maintain the Civilization Band's foothold against the encroaching entropy of the Frontier.
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Module 1: NPC Engine (Character Profiling)
This section provides the psychometric and identity data required to simulate the cast of Arknights: Endfield. The core distinction in Endfield characterization compared to Arknights is a shift from "trauma-survivors" to "frontier-pioneers." While trauma exists, the driving motivation is often professional competence, exploration, and the maintenance of civilization.
1.1 Core Protagonists & Endfield Industries Staff
The Endministrator (Player Character)
- Identity & Visuals:
- Vitals: Name: [Player Choice/Endministrator], Age: Unknown (Centuries/Sleeper), Species: Unknown (Presumed Precursor/Terran), Height: Variable.
- Visual_Status: The Endministrator appears in a specialized Endfield uniform characterized by a tactical harness and a coat that balances field utility with executive authority. Their physical features are customizable, yet they consistently project a stoic, commanding presence that commands immediate respect from subordinates and allies alike.
- Attire: High-tech, practical field gear suited for industrial oversight and combat. The outfit blends the utilitarian aesthetic of an engineer with the sleek lines of a commander, utilizing durable fabrics in Endfield's signature navy and white color scheme.
- Speech_Pattern: As a silent protagonist in gameplay, the Endministrator's "voice" is defined by their actions. However, narrative context implies a speech pattern that is decisive, commanding, and highly knowledgeable when active. They tolerate silence well, often using it as a tactical tool, speaking primarily to issue commands or deliver critical insights.
- Psychometrics:
- Archetype: The Sleeper Awakened / The Architect.
- Big-5 Traits: High Conscientiousness (Strategic oversight), Low Neuroticism (Unflappable), Introversion (Action over words), High Openness (Adaptability to new tech).
- Motivation: Restoration & Expansion. Their core drive is to stabilize the frontier and ensure humanity's foothold on Talos-II. They are the catalyst for the AIC's expansion and the re-establishment of order.
- Hamartia: Amnesia/Disconnection. The Endministrator possesses immense power and authority, recognized by history books, but lacks the personal context of the last century's history. This creates a disconnect where they are revered as a legend yet feel like a stranger in their own legacy.1
- Social Links:
- Closest Bonds: Perlica (Trusted lieutenant/handler), Chen Qianyu (Protector).
- Social Standing: Legendary. Universally recognized as the "Endministrator," a figure of historical significance and absolute authority within Endfield. Their return is viewed as a messianic event for the corporation.1
Perlica
- Identity & Visuals:
- Vitals: Name: Perlica, Race: Liberi (Bird traits), Gender: Female, Height: 161 cm.3
- Visual_Status: Perlica is of short stature but carries herself with immense gravity. Her Liberi traits are subtle, integrated into her sleek, professional appearance. She is known for riding a bike through the harsh snow and sand of Talos-II, a visual signature of her relentless drive.
- Attire: She wears a professional Endfield Supervisor uniform—a structured jacket over a dress shirt, practical for both office administration and field command. The outfit is pristine, reflecting her meticulous nature.
- Speech_Pattern: Pitch: Medium-High, clear. Speed: Measured, professional. Tone: Calm, decisive, authoritative but weary. She uses formal language ("I have always believed...", "It is our wish...") and speaks with the weight of someone who has been holding a crumbling organization together for too long.
- Psychometrics:
- Archetype: The Capable Lieutenant / The Administrator.
- Big-5 Traits: High Conscientiousness (Workaholic), High Agreeableness (Diplomatic), Low Neuroticism (Crisis calm).
- Motivation: Duty & Order. She is deeply committed to the Endministrator’s return and the survival of Endfield Industries. Her drive is to maintain the "Protocol" and ensure the machinery of civilization keeps turning.
- Emotional Triggers: Joy: The Endministrator’s success/return. Fear: Chaos, failure of the protocol network, the loss of stability she has fought so hard to maintain.
- Social Links:
- Closest Bonds: Endministrator (Deep loyalty/reverence), Chen Qianyu (Colleague/Friend).
- Social Standing: Supervisor. Effectively the CEO/Acting Commander of Endfield Industries in the Endministrator's absence. She is the public face of the company and its primary decision-maker.3
Chen Qianyu
- Identity & Visuals:
- Vitals: Name: Chen Qianyu, Race: Lung (Dragon traits), Gender: Female, Height: 166 cm.4
- Visual_Status: She features striking blue hair and prominent Lung horns. Her eyes are sharp, reflecting a warrior's focus. She wields a sword and carries herself with the athletic grace of a martial artist.
- Attire: Her outfit is a blend of modified martial arts attire and tactical gear, allowing for fluid movement. Notable accessories include her "Wuling Runners" (sneakers), which hint at a more casual, practical side to her personality.4
- Speech_Pattern: Pitch: Medium. Speed: Energetic, fast. Tone: Confident, enthusiastic, slightly informal with superiors ("Endmin! How are—Oh. Okay."). She often recites martial arts manuals or proverbs, grounding her actions in tradition.
- Psychometrics:
- Archetype: The Genki Warrior / The Prodigy.
- Big-5 Traits: High Extraversion (Upbeat), High Openness (Learns skills instantly), High Agreeableness (Altruistic).
- Motivation: Excellence & Protection. She wants to be the "best operator" and live up to her mother's legendary status. She is driven by a desire to prove her worth through martial perfection.4
- Hamartia: Overconfidence/Eagerness. Her belief that she "just can't help but end up as your best operator" suggests a potential for underestimating threats or overextending herself in her quest for glory.
- Social Links:
- Closest Bonds: Endministrator (Idol/Boss), Perlica.
- Social Standing: Core Crisis Team Member. Elite Guard. She is the muscle and the heart of the initial team.
Wulfgard
- Identity & Visuals:
- Vitals: Name: Catello Wulfgard Luppino, Race: Lupo (Wolf traits), Gender: Male, Height: 182 cm.5
- Visual_Status: A tall, imposing figure with a scarred, hardened look. His Lupo ears and tail are prominent. He carries "Akimbo Handcannons," and his stance is always ready for combat.
- Attire: His gear is that of a mercenary—practical, worn, and heavily customized for survival in the wild. It lacks the polish of the Endfield uniforms, reflecting his outsider status.
- Speech_Pattern: Pitch: Low, gravelly. Speed: Slow, deliberate. Tone: Cynical, realistic, blunt. He speaks in absolutes regarding survival: "Strength isn't everything, but... you can't live without it."
- Psychometrics:
- Archetype: The Hardened Mercenary / The Realist.
- Big-5 Traits: Low Agreeableness (Distrustful), High Conscientiousness (Professional), Low Extraversion (Loner).
- Motivation: Survival. Driven by the harsh realities of the wildlands. He represents "The Pack" (Landbreaker clan) and operates on a code of contracts and survival of the fittest.
- Hamartia: Cynicism. He believes "idealism breaks lives," which limits his ability to trust or envision a better future beyond mere survival.
- Social Links:
- Closest Bonds: The Pack (Clan).
- Social Standing: Mercenary / Liaison. He is an outsider integrated into the team, respected for his skills but kept at a slight distance due to his background.5
1.2 Key Operators & Allies
Ember
- Identity & Visuals:
- Vitals: Name: Ember, Race: Sankta (Angel-like), Gender: Female, Height: 175 cm.
- Visual_Status: A towering figure with the characteristic Sankta halo and wings. She wields a massive Great Sword, implying immense physical strength.
- Attire: Heavy armor typical of the Order of Steel Oath, designed for frontline combat against the Aggeloi.
- Speech_Pattern: Formal, disciplined, and martial. She speaks of "Oaths," "Crusades," and "Pacts."
- Psychometrics:
- Archetype: The Paladin / The Bulwark.
- Big-5 Traits: High Conscientiousness (Disciplined), Low Neuroticism (Stoic), High Agreeableness (Loyal).
- Motivation: The Crusade. She views war as an unending process ("War never ends") and is driven by her duty to defend humanity against the Aggeloi threat.6
- Emotional Triggers: Breach of oath, failure of defense lines.
- Social Links:
- Closest Bonds: The Order of Steel Oath (Comrades).
- Social Standing: Knight of the Assault Banner. A respected warrior elite.
Avywenna
- Identity & Visuals:
- Vitals: Name: Avywenna, Race: Cautus (Rabbit traits), Gender: Female, Height: 166 cm.
- Visual_Status: Features long Cautus ears and a polished, fashionable appearance. She wields a Polearm with elegance.
- Attire: High-fashion tactical gear. She values aesthetics and comfort, often wearing expensive accessories that signal her status within the Chamber of Commerce.
- Speech_Pattern: Tone: Charming but transactional. She uses mercantile metaphors ("price tags," "value") and maintains a professional yet playful demeanor.
- Psychometrics:
- Archetype: The Merchant / Socialite.
- Big-5 Traits: High Extraversion (Social), High Openness (Fashion/Trends), Low Agreeableness (Transactional).
- Motivation: Wealth & Connection. She is driven by the accumulation of value—whether monetary or informational. She views secrets as a currency.7
- Hamartia: Materialism. Her transactional view of relationships may hinder genuine emotional connection.
- Social Links:
- Closest Bonds: TGCC (Employer/Network).
- Social Standing: Armed Messenger. A high-status courier entrusted with valuable secrets.
Yvonne
- Identity & Visuals:
- Vitals: Name: Yvonne, Race: Vouivre (Wyvern/Dragon), Gender: Female.
- Visual_Status: Distinctive pink color scheme, including painted horns and tail, which contrasts with her Vouivre physiology.
- Attire: High-tech caster gear customized with fashionable, vibrant elements.
- Speech_Pattern: Enthusiastic, intellectual, and slightly eccentric. She talks about science as if it were art.
- Psychometrics:
- Archetype: The Eccentric Genius.
- Big-5 Traits: High Openness (Imaginative), High Extraversion (Expressive), High Conscientiousness (Detail-oriented in work).
- Motivation: Innovation & Aesthetics. She seeks to blend science with fashion, finding the beauty in technology.
- Quirk: Obsessed with pink and trends, defying the sterile stereotype of a scientist.8
- Social Links:
- Closest Bonds: Research Team.
- Social Standing: Caster/Scientist. A brilliant but unconventional mind within Endfield.
Fjall
- Identity & Visuals:
- Vitals: Name: Korlek Fjall, Race: Lupo, Gender: Male, Height: 180 cm.
- Visual_Status: A rugged Lupo with a weary demeanor.
- Attire: Practical medical/field gear, less armored than Ember but more protective than standard staff.
- Speech_Pattern: Soft-spoken, polite, cautious. "Think before you act."
- Psychometrics:
- Archetype: The Retired Warrior / The Healer.
- Big-5 Traits: High Agreeableness (Polite), Low Extraversion (Quiet), Low Neuroticism (Calm).
- Motivation: Atonement/Peace. Formerly the "Beastslayer," he is tired of carnage and seeks to heal rather than harm.10
- Hamartia: World-Weariness. His fatigue with battle may lead to hesitation or pacifism in critical moments.
- Social Links:
- Closest Bonds: Patients, Endfield Medical Team.
- Social Standing: Medic. A former legend seeking a quiet life.
1.3 Legacy Characters (Arknights Veterans)
- Angelina (Gilberta): Now operating under the name Gilberta.
- Role: Messenger.
- Traits: Retains her upbeat personality but with a layer of nostalgia and maturity. She suffers from "groundsickness," a reversal of her gravity-manipulating nature, feeling ill when not in flight or motion.
- Lore Implication: Her presence raises questions about the timeline and the nature of "Heterocores" (clones) versus original operators surviving through stasis or other means.11
- Warfarin: Confirmed to be alive and active, not a clone. As a Sarkaz vampire, her longevity fits the timeline. She serves as a direct link to the "Old Rhodes Island" era and holds institutional memory of the Doctor and Kal'tsit.12
- Chen (Ch'en?): Referenced in lists, likely the legendary Ch'en from Terra. Whether she is the original Ch'en or a descendant/clone remains ambiguous, but her legacy influences characters like Chen Qianyu.12
- Laevatain: A Sarkaz Striker who roamed the world alone. She has issues with memory, constantly circling back to the topic, possibly hinting at the Sarkaz racial memory or the effects of the Blight/Time on her psyche. Connected to the "Surtr" archetype of memory loss and power.13
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Module 2: Macro-Sociology (Social Graph)
The social structure of Talos-II is defined by the Band Accord, a treaty that binds the major factions into a cooperative (though politically tense) entity known as the Civilization Band. This Accord was born out of the "Humiliation War," a conflict where humanity, shamed by their infighting in the face of the Aggeloi threat, agreed to consolidate power.
2.1 The "Big Three" (U3) + Endfield
These four organizations effectively govern human civilization on Talos-II. The concentration of power in these entities is a result of the Band Accord, which sought to eliminate the inefficiency of smaller nation-states.14
| Faction | Type | Core Function | Key Visuals/Vibe | | :---- | :---- | :---- | :---- | | Endfield Industries | Corporation / Think Tank | Pioneering & Tech. Leads exploration, AIC construction, and crisis management. Controls OMV Dijiang (Orbital Base). Acts as the "protagonist" faction, pushing the boundaries of the known world. | Industrial sci-fi, "NASA meets Construction," Blue & White aesthetics. Organized, high-tech, yet rugged. | | UWST (United Workers' Syndicates) | Union / Federation | Manufacturing & Expansion. The engine of construction. Builds forward bases and industrial output. HQ: Mat' Gorodov. They represent the "muscle" of civilization, prioritizing output and expansion above all. | Soviet/Industrialist heavy industry, utilitarian, massive scale. Rough, practical, communal.16 | | TGCC (General Chamber of Commerce) | Corporation | Logistics & Trade. Controls the flow of goods and money (Oroberyl). "Everything has a price." They manage the intricate supply chains that keep the Band alive. | Sleek, corporate, mercantile, high-fashion elements. Wealthy, transactional, polished (Avywenna).7 | | HAS (Hongshan Academy of Sciences) | Research Institute | R&D & Science. Provides advanced tech to UWST. Linked to "Great Yan" (Chinese cultural roots). HQ: Hongshan City. They are the "mind" of the Band, preserving and advancing knowledge. | Academic, Eastern aesthetic blended with futurism. Intellectual, traditional yet advanced.14 |
2.2 Specialized & Military Factions
- Order of Steel Oath:
- Role: The Military / The Shield. Dedicated wholly to defending the North against the Aggeloi. They are the reason the Civilization Band can exist without constant fear of annihilation from the pole.
- Structure: Divided into Banners (e.g., Assault Banner "The Nail", Shieldguard Banner) and Cohorts. This feudal/military structure allows for flexible deployment along the massive defensive lines.
- Culture: Knightly orders, oaths, stoicism. "Oathkeepers" bind themselves to the defense of humanity, often sacrificing personal lives for the "Crusade".17
- Base: Fort Forgefane, a fortress-factory that produces their arms and armor.
- Cabal of Tranquility:
- Role: Techno-Religious Scholars.
- Goal: Study the "Predecessors" (Ancient Civilization) and "Veritas" (Truth). They seek to understand the history that predates the Terran arrival.
- Vibe: Mysterious, cryptic, reverence for ancient tech. Wear "looped square" symbols (resembling the Apple command key). They cooperate with Endfield on "Project Unilingua" to decipher ancient scripts.18
2.3 The "Enemy" & The Frontier
- The Aggeloi (Inorganic Swarm):
- Nature: Not biological. They are "animated entities composed of natural matter and a halo structure." Created by Ankhors via "catalytic construction." This implies they are a form of self-replicating machine or a planetary immune system gone rogue.
- Behavior: Construct, Deconstruct, Mimic, Attack. They actively dismantle human structures and repurpose the matter. They are the primary antagonist of expansion.
- Types: Ram (Brute force), Sting (Ranged/Fast), Poison Ivy (Area denial), Triaggelos (Massive Boss constructs).19
- The Landbreakers (Hostile Humans):
- Nature: Outcasts, bandits, and survivors living outside the Civilization Band in the Wildlands. They reject the Band Accord, viewing the U3 as tyrants or believing in a different path for survival.
- Sub-Factions:
- Bonekrushers: Led by Nefarith. They use blight-related drugs to enhance strength, leading to hallucinations and brute-force tactics. Their philosophy is "power rules."
- Sandreavers: Loose pirates operating in the deserts, likely descendants of Iberian or similar cultures.
- Shadowskulls: A group of assassins and covert operatives.20
- Philosophy: Anti-civilization, territorial. Some factions may be attempting to "domesticate" the Aggeloi, seeing them as part of the natural order to be harnessed rather than fought.19
- The Blight:
- Definition: A spatial anomaly where the Aetherside (Dimension Depth = 1) overlaps with Realspace. It is a corruption of physics.
- Effects: Hallucinations, mental stress, physical corruption. It requires heavy PPE suits to traverse. It is not just a disease like Oripathy, but a fundamental instability of reality.22
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Module 3: World Physics & Geography (Physics Model)
This module defines the hard rules of the setting. The transition from Terra to Talos-II involves a shift from "Arts as Magic" to "Technology as Industrialized Arts."
3.1 Geography: Talos-II
- Astrography: A habitable moon orbiting the gas giant Talos. It possesses a nitrogen/oxygen-rich atmosphere, making it breathable for Terrans.23
- The North (Auroral Region):
- The Aurora: A "ticking clock" for humanity. It is a massive barrier of light and energy that dominates the northern sky.
- The Auroral Barrier: An impenetrable wall of energy surrounding the pole, preventing any travel into the deep north.
- The Aether Tide: The upper atmospheric phenomenon associated with the Aurora, visible as a veil that shifts and pulses.
- Key Locations:
- The Hub (Civilization Band): The safe zone where humanity has thrived. Includes major cities like Wuling City (HAS stronghold) and Talos City.
- Valley IV: The barren frontier where the game starts. It is a region of high Aggeloi activity and blighted zones, serving as the testing ground for Endfield's expansion.
- OMV Dijiang: Endfield's orbital headquarters. It is the only orbital vehicle in existence, serving as a command center and a symbol of Endfield's technological superiority.
3.2 The Physics of Energy: Originium vs. Protocol-Originium
- Originium (Legacy): The classic "red rock" from Terra. It still exists on Talos-II and causes Oripathy (infection), but it is no longer the sole source of power. It is dangerous, volatile, and associated with the "Old World."
- Protocol-Originium (PROTORIG):
- Function: Endfield's proprietary technology. It stabilizes Originium energy for Teleportation (Tele-protocol) and massive power generation.
- Mechanic: Used to power the AIC (Automated Industry Complex). It allows for the instantaneous transfer of matter and energy across the network, solving the logistics problem of the frontier. This is the "internet of matter".2
- Significance: This is the "Fuel" of the setting. It represents the taming of the wild magic of Originium into a reliable industrial utility.
3.3 The Automated Industry Complex (AIC)
The AIC is the prose engine for "construction." It is not just a gameplay mechanic; it is a core lore element.
- Core: Protocol Anchor-Core (PAC). The heart of any factory. It anchors the local reality and provides the power grid for the facility.
- Function: Miniaturized, modular industrial production. A small team can deploy a PAC and build an entire supply chain in the wild, converting raw resources into advanced tech in hours.
- Economy: Powered by Oroberyl (Currency/Energy) and Origeometry. These resources are the lifeblood of the AIC economy.25
3.4 The Aetherside (Metaphysics)
- Definition: A parallel dimension. Defined by a "Depth reading of 1."
- Relation to Reality: It "overlaps" with realspace. When the barrier thins (Depth approaches 1), Blight occurs. This overlap causes physical laws to break down and alien geometries to manifest.
- Entities: Aethermorphs (Demons/Collapsals equivalent?) reside here. The Cosmic Gate used to traverse this dimension, but its collapse has left humanity stranded on the "shore" of this cosmic ocean.26
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Module 4: Aesthetic & Narrative Identity (Prose Style)
This section dictates how the AI should describe the world. The tone is Constructive Melancholy. Unlike Arknights' "Doomed World," Endfield is "Brave New World," but the bravery is hard-won against a cold, alien universe.
4.1 Visual Texture (<World_Texture>)
- Lighting: High contrast. "Vibrant Pastel" mixed with "Industrial Grey." The bright, unnatural light of the Aurora contrasts with the matte finish of concrete and steel AIC structures. The sun is often filtered through atmospheric haze or the Aurora itself.
- Architecture (Wuling Style): "Neo-Chinese Brutalism." A blend of traditional Yanese architecture (sloped roofs, intricate lattice) with massive, brutalist concrete supports and sci-fi conduits. This style reflects the HAS influence and the need for durable structures in a hostile environment.28
- Environment: Vast, empty wildlands (Deserts, Canyons) punctuated by hyper-advanced, lonely industrial nodes. The feeling is one of isolation amidst grandeur.
4.2 Sensory Signature
- Smell: Ozone (Aurora/Electricity), Dust, Cold Air, Gunpowder, Coffee (Endfield office culture). The scent of "work" permeates the setting.
- Sound: The Hum. The constant, low-frequency hum of the AIC factories and power lines is the heartbeat of the Civilization Band. The "crunch" of snow/sand underfoot. Ambient electronic chimes from UI/AR overlays. The howling wind through canyons.29
4.3 Narrative Tone
- Core Themes:
- Infrastructure as Heroism: Building a power line is as heroic as slaying a dragon. The game celebrates the logistics of survival.
- The Indifferent Cosmos: The universe isn't evil; it's just vast and dangerous (Aggeloi/Blight). Humanity must carve out its place.
- Legacy: Living up to the "Predecessors" (Terrans/Doctor/Kal'tsit eras). The characters are descendants of legends, trying to forge their own path.
- Banned Concepts:
- Whimsical Magic: Arts are treated as physics/tech. No "waving wands" without a technological explanation (Arts Units). Even magic has a "protocol."
- Pure Fantasy: No dragons/elves in the high-fantasy sense; they are biological races (Vouivre/Sarkaz) with scientific traits.
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Module 5: History & Context (State Persistence)
5.1 Timeline of Talos-II
- Era of Arrival (152 Years Ago):
- Terran pioneers open the Cosmic Gate (Aethergate) and arrive on Talos-II. They find a habitable world but are soon cut off.
- The Gate collapses shortly after, stranding them. This event defines the "Prehistory" of Talos-II civilization.
- The Survival Era (0-50 Years Post-Collapse):
- Massive struggle for survival. The First Aggeloi War occurs almost immediately. The Northern Frontier is destroyed in 24 hours, teaching humanity the deadly nature of their new home.
- Formation of early settlements. Rhodes Island and partners found Endfield Industries as a think tank to solve the crisis.
- The Endministrator is active, leading survey teams and mapping the world, before going into hibernation to preserve their knowledge/life.
- The Expansion Era (50-140 Years Post-Collapse):
- Establishment of the Civilization Band. The "Humiliation War" ends with the signing of the Band Accord.
- Founding of the U3 (UWST, TGCC, HAS). The consolidation of power brings stability.
- Construction of the great cities (Wuling, Talos City).
- Launch of OMV Dijiang into orbit, giving humanity a "god's eye view" and a secure base.
- Current Era (The Game Start):
- Status: The Endministrator is awakened by Perlica and Chen Qianyu after a long slumber. The world has changed, but the threats remain.3
- Crisis: New waves of Aggeloi attacks are testing the defenses. The Blight is surging in Valley IV, threatening the stability of the Band.
- Mystery: The connection between the "Oracle" (Perlica's companion, possibly Kal'tsit's clone/heterocore) and the Endministrator's past is a central driving mystery.30
5.2 Key Mysteries (Unresolved State)
- The Oracle/Kal'tsit: A character resembling Kal'tsit appears but is unnamed. Speculated to be a "Heterocore" (Clone) or the original. Her presence links the deep lore of Terra to the current crisis.30
- The North: What exactly is behind the Auroral Barrier? Is it the source of the Aggeloi, or something else entirely?
- Sami's Presence: Lore implies "Sami" (the country/entity from Terra) might have "moved" or manifested on Talos-II, possibly as the Snow/Mountain itself. This suggests that "concepts" from Terra may have physically manifested in the new world.31 [/WORLD+CHARACTER INTEL]
Arknights
541 entries · scan depth 50 · budget 700 tokens · recursive
Pretty comprehensive lorebook.
- #1Terraselective
Keys: Terra, Earth, Planet, earth, terra
Terra is similar, if not identical, to Earth, including having an oxygen atmosphere, a more-or-less identical gravity and atmospheric pressure, carbon-based lifeforms, and identical climate. The planet has many dangerous creatures and is significantly more dangerous than Earth, it also has two moons, which are nicknamed "Twin moons" by the Terrans. Terra is home to many different races of humanoids, like kemonomimi or animal people. Terra is a supercontinent with diverse biomes, including arid deserts, temperate regions, and fertile areas near water bodies. Central Terra, where Victoria is located, is the most fertile. The Sea of Clariside creates sub-tropical and wet tropical biomes. A subterranean region inhabited by the Durin race remains largely uncharted. Terra's "great beyond" includes the Foehn Hotlands and the Infy Icefield, with a mysterious crater-like region beyond the Icefield. Most oceans are in the southern part of the continent, with altered coastlines due to tsunamis. Unclaimed territories are referred to as barrenlands, and unexplored areas as terra incognita.
- #2Sargonselective
Keys: Sargon
Sargon, formally known as the Sargon Empire, is a Terran country bordering Minos, Siesta, Columbia, and Bolívar that encompasses the southernmost desert of the continent. It is an imperial monarchy ruled by the famous "King of Kings" (Shahanshah) who shares his power with regional Padishahs and Lords Ameer. Although the balances between these regional governments are checked though annual tributes or skirmishes, it results in fracture of the country as the ruling Shahs remain powerless in handling tribal conflicts.
Declaring itself as the "ancestor of all civilizations," Sargon's history is as old as the entire history of the Terran civilizations across the continent. Its history could be traced back to a legendary conquest that unified the desert tribes under the solemn rule of the Aslan house, ushering in the dawn of the Terran civilization. At the zenith of its rule, Sargon was the unquestionable superpower of the Terran heartland that left everlasting cultural legacies across the continent, from the earliest form of the modern Terran monarchical system, agricultural techniques, to the foundation of a common calendar used across Terra. At the dawn of the common era, Sargon initiated a grand conquest onto the southernmost tip of the continent to repeal demonic beings, but the war not only resulted in a pyrrhic victory with large casualties, but also an immediate natural disaster after the war brought drastic climate change upon the country. Without a unified leadership, Sargon forever lost its hegemony and was embroiled into several never-ending tribal conflicts, causing the country to suffer from disunity and backwardness that have lasted until the modern Crystal Age.
As a classical empire, Sargon governs many tribes with diverse cultures through a satrapy system that pledges loyalty to the "King of Kings." The nation can be divided into two distinct regions: the desert tribes on the west and the jungle tribes on the east. The desert tribes in the Sargonian heartland are closely tied to the Shahs and the Padishahs ruling the regions, whereas the jungle tribes of the east are mainly composed of scattered primitive tribes. Although these jungle tribes maintain some degree of contact with the outside world, they still retain a unique tradition and culture that are totally distinct from the desert clans heartland, causing the region to be under Sargon's jurisdiction nominally while maintaining a certain degree of autonomy and different history from the heartland.
Much of Sargon, especially the desert part, is divided among the various clans led by a Lord Ameer who answers to the Padishahs of Sargon. Both the Ameers and the Padishahs maintain an unstable balance of power through annual tributes and skirmishes or wars against each other, where they often employ Columbian and Sarkaz mercenaries. Even though the nation has a king, titled the "King of Kings", who lives inside the legendary "Golden City," he is a powerless nominal leader who could not stop the tribal conflicts. The jungle of eastern Sargon is mainly inhabited by primitive tribes composing of its native Archosaurian and Pythian races. Although the tribes maintain some degree of contact with the outside world, they still retain a unique tradition and culture that are totally different from the desert clans in the heartland of Sargon. It's based on the Middle East.
- #3Nomadic Cityselective
Keys: Nomadic City, Mobile City, moving city, city
Nomadic cities in Arknights are mobile settlements designed to cope with frequent and destructive Catastrophes. These cities are built on giant vehicles powered by Originium engines, allowing them to move entire cities to safer areas within 2-8 weeks. Each nomadic city is divided into multiple "land plots" or "city plates," which are mobile platforms connected through hydraulic docks and anchor pipelines.
Nomadic cities have three levels: the upper Residential Layer, where most dwellers live; the middle Support Layer, which maintains stability and energy connection; and the lower Power Layer, equipped with mobile structures and Originium reactors. The cities' mobility helps avoid the destruction caused by Catastrophes, but also exacerbates economic disparities, as those in static settlements are at constant risk.
Operating a nomadic city is a laborious task, requiring coordination of various functions like waterway management, power operation, and urban maintenance. Different regions have their own perceptions of nomadic cities, influenced by cultural, economic, and geographic factors. Notable nomadic cities include Chernobog, Lungmen, Kawalerielki, and Londinium.
- #4Catastropheselective
Keys: Catastrophes, catastrophe, Originium, natural disaster
The general name for a variety of frequent natural calamities, including but not limited to storms, blizzards, floods and even meteor showers. Catastrophes occur frequently, but also at unpredictable intervals. These events are far more severe than Earth's natural disasters. Therefore, most civilizations can only hide from Catastrophes by moving entire cities. A mineral called Originium can usually be found in the area after a Catastrophe is over, but they can contaminate affected areas and spread Oripathy. Studies indicate that Catastrophes may actually serve as vectors for the spread of Originium.
Technological advancements and the work of Catastrophe Messengers allow for more accurate predictions of when and where a Catastrophe will occur, giving nomadic settlements time to relocate. However, errors in predictions can have devastating consequences, as seen with Chernobog and Wolumonde. Even with accurate predictions, evacuating a nomadic city is a complex process that requires halting activities, planning evacuation routes, and redistributing power to essential systems.
- #5Originiumselective
Keys: Originium, Arts, Cancer rock, originium
Originium is a mysterious mineral in the world of Arknights, formed after Catastrophes and widely used as an energy source. It appears as a black, semi-transparent crystalline mineral and can be found in surface-level rock layers or meters underground. Originium is highly unstable, vaporizing into gaseous particles over time, and is highly flammable and explosive. It is not radioactive but can assimilate with organic matter, causing a disease called Oripathy.
Originium is used in the field of Arts as a basic material and catalyst, and its efficiency has led to a technological revolution in Terra. It allows the use of various forms of "magic" known as Originium Arts, with applications in daily life and war. The most valuable Originium product is Originite Prime, a highly refined, pure form used as the main energy source worldwide.
Originium has a high energy yield and has been a valuable resource since ancient times. It has led to the development of Originium engines, artificial Arts Units, and the construction of nomadic cities. However, its volatility and ability to assimilate into living organisms pose significant risks.
Originium refining plays a crucial role in the development of luxury goods and Arts Units. The mineral's hazardous traits have led to widespread discrimination against those infected with Oripathy. Despite its dangers, Originium remains an essential part of modern industry and technology in Terra.
- #6Artsselective
Keys: Arts, magic, originium arts, super science, Originium Arts, arts
Originium Arts, or simply Arts, is a technique in the world of Arknights that allows individuals to manipulate and transform matter and energy using the power of Originium. This "super-science system" is natural for Terrans, with many capable of basic forms of Arts. Highly skilled individuals, known as Casters, can use Arts for combat and other purposes.
Originium Arts encompasses various supernatural phenomena, including damaging projectiles, substance manipulation, healing, and physical augmentation. The ability to use Arts is linked to Originium Arts Assimilation, an innate trait that enhances Arts by balancing the body's adaptability with Originium energy. Training and experience are required to improve a Caster's power, stability, and safety.
Arts can be categorized into classical schools, such as Conjuration, Evocation, Transmutation, Augmentation, Restoration, and Divination. Each school focuses on different aspects of Arts, from altering matter to enhancing biological processes. Sarkaz witchcraft, a unique form of Arts, involves rituals and bloodline-inherited abilities.
The modernist school, originating from Columbia, seeks to apply Arts in industrial and practical methods, reducing the mystic approach and making Arts accessible to more people. This approach has led to the development of Arts-powered machines and artificial Arts Units.
- #7Infectedselective
Keys: Infected, infection, Oripathy, disease, infected
In the world of Arknights, the term "Infected" refers to individuals suffering from Oripathy, a disease caused by exposure to Originium. People have found that long-term exposure to Originium and its industrial derivatives makes it more likely to be infected by an incurable disease called Oripathy, whose patients are called "the Infected". Historically, the Infected have faced severe mistreatment, including quarantine, execution, and expulsion from communities. This deep-rooted hatred stems from the belief that Oripathy is contagious, despite scientific evidence proving otherwise. The treatment of the Infected varies between nations. The Infected, sometimes colloquially called "Oripathics", are very common in Terra, owing to the fact that Originium, the primary cause of Oripathy, plays an important role in Terran industry and technology. The Terrans hold a deep-rooted hatred towards the Infected since ancient times, even before the concept of "law," causing them to be systematically discriminated and marginalized by virtually all parts of the non-Infected Terran society. In Ursus, the Infected face persecution, enslavement, and extermination. Yan's treatment is more lenient, but the Infected still face restrictions and discrimination. In Victoria, the Infected are exploited and confined to quarantine zones. Columbia presents a facade of equality but exploits the Infected for labor. Infected individuals in Columbia must earn citizenship through work and are often subjected to harsh conditions and false promises of medical treatment.
Other nations, such as Kazimierz, Siracusa, Leithanien, Bolívar, Lateran, Rim Billiton, Minos, Sargon, and Kjerag, have varying degrees of discrimination and exploitation of the Infected. Some nations provide better treatment, while others continue to marginalize and mistreat the Infected. The harsh treatment of the Infected has led to the rise of militant groups like Reunion, which use violence against oppressive authorities. However, some Infected, like those in Rhodes Island, choose non-violent methods to fight for their rights and improve their living conditions.
- #8Oripathyselective
Keys: infected, infection, Oripathy, Multiple Originium Infection Syndrome, Stone Disease, oripathy
Oripathy, also known as Multiple Originium Infection Syndrome or Stone Disease, is a progressive, terminal disease in the world of Arknights, caused by direct or prolonged exposure to Originium. Individuals with Oripathy are referred to as the "Infected." The disease is scientifically defined as the abnormal assimilation between body cells and active Originium, which corrodes the patient's body as crystals replace normal cells. Symptoms include hardened skin, internal burns, and crystallization, leading to organ failure and death. The Infected's body disintegrates post-mortem, releasing Originium particles that can cause secondary infections.
Transmission occurs through direct contact with active Originium shards, industrial pollution, or disintegrating Infected corpses. Oripathy is not contagious through physical contact but can be transmitted via blood or congenitally. Diagnosis involves angiography, which detects blurry outlines around internal organs and blood vessels. Oripathy is divided into three stages based on the assimilation of Originium particles and blood density.
There is no known cure for Oripathy, but treatments can slow its effects. Rhodes Island has developed suppressants that halt further assimilation and disperse Originium energy. Body disposal involves cremation or freeze-drying to prevent secondary infections. The Infected face severe discrimination and persecution, leading to social exploitation and marginalization.
- #9Rhodes Islandselective
Keys: Rhodes Island, R.I, Rhodes
Rhodes Island Pharmaceuticals Inc., or simply Rhodes Island (R.I.), is a humanitarian NGO and pharmaceutical company in the world of Arknights. It is dedicated to developing treatments and a possible cure for Oripathy, a disease caused by exposure to Originium. With a paramilitary force for security and occasional pseudo-PMC operations, R.I. inherits its authority and resources from Babel, Kazdel’s government-in-exile. Despite claiming political neutrality, its origins raise skepticism among nations. Funding comes largely from the Contingency Contract program and wealthy patients, while others unable to pay for treatment often work or volunteer for R.I. R.I. welcomes all Infected patients and employees regardless of background, prioritizing shared values over combat experience. Non-combatants provide essential logistical support. Additionally, all personnel must wear Infection monitor bracelets to track health and Oripathy progression. While focused on humanitarian efforts, R.I. takes up arms when necessary. Its paramilitary force, though small, relies on guerilla tactics and standard military equipment from Raythean. Elite Operators like Blaze use certified custom weapons, and R.I. also fields vehicles, including two VTOL aircraft, “Good Boy” and “Bad Guy.” Docked R.I. personnel can explore local areas, provided their activities align with the organization’s interests. Supply points across Terra ensure the landship remains operational, sustaining R.I.'s vital work Rhodes Island is a large landship consisting of six decks capable of holding a large amount of crew within her hull, allowing to mobilize the personnel anywhere, at any time. In simple terms, it works similar to an aircraft carrier, while serving as a living space for Operators. Because Rhodes Island needs to constantly obtain enough sufficient data to systematically study Oripathy and its effects, the landship also needs to move from area to area. This, however, comes with a cost; Whenever the Rhodes Island moves, Operators generally use ear muffs to relieve the constant, high-intensity noise, in addition to adapt to any region she might encounter —be it blizzards in the north or thunderstorms in the south.
- #10Yanselective
Keys: Yan, Yumen, Lungmen, China
Yan, formally referred to as Great Yan, is a Terran country located between Higashi, Kazdel, and Ursus. Based on Chinese culture, it is an imperial monarchy led by an emperor titled the "True Lung" with an enormous, centralized bureaucratic body run by its mandarins. Each Yanese cities and prefectures posses distinctive administrative structures for specific roles such as Lungmen that acts as its autonomous "special economic zones" and Yumen that is governed by military bodies. One of the Terran countries that has existed since ancient times, Yan has a diverse and venerable culture throughout its vast lands, extraordinary natural scenery that is venerated by its people, and bustling cities that support its robust economy. Yan often demonstrates its soft side such as its toleration and even endorsement of racial diversity within its lands, but it also treats the Infected harshly as is often the case for other Terran nations. Yan is famous for its many martial arts schools, giving rise to its wuxia sub-culture. A great number of youths practice at these schools to keep fit as well as to learn self-defense, while many tournaments are held regularly with businesses springing up to make the most of such occasions. Still, a small minority of schools held on to traditional teachings which considered martial arts a tool for maintaining peace first and foremost. These differences in ideals sometimes manifest in fierce conflict and conspiracy, with the losing side facing disbandment and disgrace.
- #11Lungmenconstantselective
Keys: Lungmen, Hong Kong
Lungmen is an autonomous region of Yan, located between Kazdel and Ursus. A prosperous, advanced nomadic city, it is governed by the Yan imperial family member Wei Yenwu and acts as a "special economic zone" with greater autonomy such as a largely independent government and economy, making it more progressive and open to foreign influences than Yan. Lungmen's prosperity and economic prowess is shown by their currency, Lungmen dollar (LMD), which is widely used in international transactions across Terra. In adition, Lungmen is also the youngest administrative district within Yan —under the administrative code 0019. Lungmen's urban planning is based surrounding the Central Business District (CBD) located on the city's downtown area, above the artificial river that spans across the city. A series of expressways encircling the downtown area connect various nodes within Lungmen. On the other hand, Lungmen's treatment towards the Infected is known to be harsh, though not to the same degree as the neighboring Ursus; prior to Reunion's invasion, the majority of the Infected Lungmenites were confined into slums where they live in lower standards than the rest of the Lungmenites. The situation has improved since with the slums now developed and integrated to Lungmen's downtown. It is based on Hong Kong.
- #12Yumenselective
Keys: Yumen
Located in the furthest north of Yan wandering in the dry Gobi Desert, Yumen is a grand monument of Yan's Great Hunt that immortalizes the empire's victory against Sui and other Feranmuts. To this day, the city still serves as the sole garrison defending the incursion of the northern Collapsals and other surviving Feranmuts into the civilized world. The city is filled with thick iron walls, tall pagodas decorated with ornate lanterns, and brave soldiers under the leadership of Yan's Imperial Guards and the elite Tianshi. Day after day, countless warriors fall to the demonic power, yet Yumen still persists while standing alone in the wilderness and protecting both the empire and the whole of Terra. Under the administration of its general-magistrate Zuo Xuanliao and the military grandmaster Chongyue, the city's military is still maintaining such uplifting spirit for many decades.
- #13Ursusselective
Keys: Ursus, Russia
Ursus, formally known as the Empire of Ursus/Ursus Empire and historically called the Empire of Hippogryph, is a Terran country located at its furthest north. The largest country in Terra that borders Kazimierz, Victoria, Leithanien, Sami, Higashi, and Yan, it is famous for its military might and the physical prowess of its predominant Ursine inhabitants. Ursus is an imperial monarchy with the Emperor as the head of state, although a power struggle between the military old-guards and loyalist aristocrats is happening behind the scenes.
Ursus is particularly known for its militarist and xenophobic attitudes against other Terran nations. Founded via a violent revolution that toppled the Hippogryph dynasty, Ursus' strong urge to purge its political rivals deteriorated into an all-right expansionism against other nations. But since the failed campaign against Higashi and a violent civil war initiated by the rebellious military, Ursus' stability greatly dwindles due to civil unrest and political rivalries.
Ursus is also infamous for its cruel treatment of the Infected, being some of the worst treatment across Terra, who have become the target of pogroms carried out by the local patrol units. Those who manage to survive are usually sent to Originium mining camps in the vast tundra of the north alongside political prisoners. They are subject to forced labor until they either die from their Oripathy or are systematically killed for the overseers and guards' entertainment. When an Originium mine becomes exhausted, the remaining prisoners are to be executed before the mines are destroyed. Ursus is based on the Russian Empire and Russia.
- #14Leithanienselective
Keys: Leithanien, Germany
Leithanien, formally known as the Leithanian Empire, is a Terran country bordering Kazimierz, Siracusa, Victoria, and Ursus. It is a feudal confederate empire formed by nine Kreise governed by its Kurfürsten who routinely elect each other to become the ruling Kaiser. The nation is predominated by the Caprinae and Elafians who are known to be talented Arts users, and a handful of Lupos could be found on its southeastern corner. Leithanien is based on the German-speaking nations in Central Europe such as the historical Germanic empires (Austria-Hungary, the Holy Roman Empire, and Prussia) and modern Germany and Austria.
Leithanien is famous for its classicism, its classical academic studies on Originium Arts and the extensive use of Arts-based technologies. Notably, the Leithanians are able to merge both music and Arts, and musical Arts is so prevalent that many Leithanian terms are named after musical terms and techniques. However, its Arts supremacy often comes with the cost of sacrificing the basic rights of the local Infected to a point of using them as test subjects in the past. Discrimination against non-Arts users is also prevalent to the point of calling them "defects."
Throughout history, Leithanien is heavily influenced by political classicism and a strong hierarchy of aristocrats. The history of the nation could be traced back to the drafting of the magical Güldenesgesatz that unites the aristocrats of the Kreise. Entering the Crystal Age, Leithanien was saved from a devastating separatist movement of Siracusa, but the nation soon came under the tyrannical rule of Herkunftshorn the Witch King whose century-old shadow still lingers on. The current intensive political environment is born following the overthrow of the Witch King by the Twin Empresses whose unique statuses still question the ruling Kurfürsten
- #15Kazimierzselective
Keys: Kazimierz, Poland
Kazimierz, formally known as the United Knightly Territory of Kazimierz or the Kazimierz Alliance for short, is a Terran country bordering Columbia, Leithanien, Sami, Ursus, and Victoria that occupies much of the northern grasslands. It is a confederation of feudal chivalric orders with the Grand Knight serving as the head of state. The majority of Kazimierzians are of the Kuranta race, which is reflected on its national emblem resembling a knight piece.
Dubbed the "Land of the Knights and Commerce," Kazimierz has been famous for both its generational knightly tradition and the newly risen merchant class. The nation began as a confederation of fiefdoms serving the Elder house of the Pegasi until the usurp of the royal house by the Nightzmoras and the knights. Entering the modern era, a series of commercial incidents nourished its capitalists that modernized the nation, but the process came into conflict with the traditional knights who despised their greed and corruption. The economic imbalance also results in inequality in development between its rich mega-cities and its remote, sedentary villages.
Although the Kazimierzian society has been much open as it modernizes, it still retains its old feudal traditions like chattel slavery and hierarchical structure. In the Infected's case, they are outwardly treated better than many other places in Terra; however, they are being discriminated against behind the scenes such as gladiatorial fights between Infected competitive knights in both open and underground tournaments and living in underground ghettos. Kazimierz is based on Poland.
- #16Kawalerielkiselective
Keys: Kawalerielki
Full name Kawalerielki Alliance, the bustling capital is made up of four different nomadic cities and acts as the economic and cultural center of Kazimierz. As the revenue where the famed Kazimierz Major is held, the core city of Kawalerielki will select three of the best nomadic cities nearby and will dock together into one. During the season, tourists from around the world will flood the city whether to enjoy, to watch the match in the Roar Arena in its Central Division, or to take a visit to the Champion's Hall, the museum to commemorate both campaign and competitive knights, bringing the city a lucrative income. But in spite of its fame and richness on the outside, many poor people and Infected are cast into underground ghettoes where they are neglected by the aristocrats.
- #17Kazimierz Majorselective
Keys: Kazimierz major, knight tournament, tournament
The Kazimierz Major is a triennial competitive sports event in Arknights, held in Kawalerielki, the capital of Kazimierz. It features professional martial games where knights compete in single, pairs, or free-for-all formats. The event evolved from a festival celebrating knights and includes preliminaries with activities like racing. Most knights are part of teams called Knightclubs, which can be promoted to Knight Orders based on their achievements. Independent knights can also participate but face disadvantages compared to well-funded Knightclubs.
The Major has several rules, such as prohibiting harm to the audience and interference with judges. Despite its glory, the event is plagued by commercialization, match-fixing, and sabotage by influential Kazimierzian companies. Infected knights were once banned but are now allowed to compete under the "Infected Participation System," though they face segregation and suspicion.
Notable participants include Degenbrecher, the Black Knight, who won three consecutive seasons, and Margaret Nearl, the Radiant Knight, a hero of the Infected. Knightclubs like Pinus Sylvestris, Roar K.C., Bloodboil K.C., Bladehelm K.C., and Nova K.C. have notable members and unique combat styles.
The Kazimierz Major is heavily commercialized, with advertisements, sponsorships, and sports betting. Despite its darker sides, it remains a prestigious event that showcases the skills and valor of Kazimierz's knights.
- #18Siestaselective
Keys: Siesta, Hawaii
Siesta, formally known as the Siestan Commonwealth, is a Terran country on a peninsula in the Sea of Clariside bordering Sargon, Victoria, and Iberia. It is an independent city-state republic with a city council that is under the nominal jurisdiction of Columbia as its commonwealth. Siesta is also well-known for the scenery of its tropical beaches and its proxy to a volcano that holds a vast reserve of obsidian deposits.
Siesta began as a Columbian trading outpost meant to establish diplomacy with Iberia, but the Profound Silence severed its ties from its homeland which in turn stirred the locals' desire to retain their independence and self-rule. As Victoria attempted to annex the country, Siesta decided to bring itself under Columbian jurisdiction, yet it still retains de facto independence in terms of diplomacy and sovereignty, preserving the only independent city-state on Terra. In recent decades, Siesta greatly prospers thanks to its flourishing tourism, though a natural disaster in 1097 has forced the city-state to migrate onto mobile platforms. Siesta is based in Hawaii.
- #19Iberiaselective
Keys: Iberia, Spain, Portugal
Iberia, formally known as the Kingdom of Iberia (Reino de Iberia), is a Terran country bordering Laterano, Sargon, and Victoria, occupying the southern coastlines of the continent. It is a totalitarian theocracy that was once ruled by secular kings but is now under the ironclad rule of the Inquisition, a religious order following the Lateran faith enforcing strict isolationist policies on the nation. The population is predominantly of the Liberi race, as symbolized by the wings on its national emblem. Additionally, a minority of local Aegir inhabitants, referred to as the "Islanders," have settled in the country for generations but have faced severe religious persecution.
Historically, Iberia was a prosperous maritime empire that actively explored the southernmost oceans of Terra. It almost became a superpower in the Terran heartland through its advanced oceanic technologies and powerful naval fleets that could threaten its neighbors. However, a devastating tsunami dubbed the "Profound Silence" submerged much of the nation's land and abruptly ended its zenith through the destruction of its former royal capital and its once-glorious navy. In present times, although the Inquisition has replaced the leaderless royal court to maintain the country's order, Iberia continues to suffer from both sectarian conflicts sparked by the cultic Church of the Deep and the subsequent consequences of the Profound Silence, as the coastlines have become uninhabitable and heavily infested by the Seaborn. Iberia is based on Iberian (Spanish and Portuguese) culture.
- #20Shangshuselective
Keys: Shangshu
Shangshu is a mountainous nomadic city of Yan. As the ancient proverb goes, “Shu's paths try, as climbing atop the heavens," Shangshu is a perfect example of mankind's conquest of nature in which the city was built on nomadic platforms along the mountain cliffs and valleys. Long ago, the city was a sedentary one in which the inhabitants decided to settle here around a thousand years ago, and legend says that the city's fore-bearers made the same dream that guided them here which they treated it as auspicious and sacred. As generations passed, frequent Catastrophes forced the people to migrate to a nomadic one. However, the Shangshuites did not wish to give up their hometown out of such cultural tribute, thus leading to this magnificent architecture constructed with the aid of brilliant Tumu tianshi. It is even said that some of its iconic mountains were relocated onto mobile platforms so that these natural landmarks could literally migrate together with the city whenever a Catastrophe arrives. Thanks to this new strategy that allows the city to escape from major disasters, Shangshu has been experiencing peace and prosperity for many years.
- #21Columbiaselective
Keys: Columbia, America
Columbia, formally known as the Columbian Union, is a Terran country. It is a federal presidential republic and the only known democratic country in Terra, made up of various states with independent municipal governments and their own laws. A centralized federal government serves as the national government, with three branches: the legislative (the Union Congress), the executive led by its one and only President Mark Max, and the judiciary (the Union Supreme Court). Columbia, formally known as the Columbian Union[note 1], is a Terran country located on the northwestern corner of the continent bordering Ursus, Kazimierz, Sami, Sargon, and Bolívar. It is a federal presidential republic governed by a national government under a modern democratic institution with three separate branches: legislative, executive, and judicial. However, the executive branch has long been occupied by its one and only president, President Mark Max, who is constantly elected back to the office due to popularity, further weakening the supposed democracy that limits the power of a head of state.
As the youngest geopolitical superpower on Terra, Columbia is a melting pot of various races and cultures. The nation begins from a Victorian colony in the region that declared its independence under Gaulish support. Following its victory in the war for independence, Columbia continues to expand westward while accelerating in scientific progress, military capability, cultural and ideological exports, and economy. However, Columbia's increasing expansionism through incentive migrations of frontier pioneers and interventionism has led to its direct conflict against neighboring Bolívar and its extensive political influences upon other countries such as Sargon and Sami, and it has recently invested in an arm race to further exert its power upon other Terran superpowers through superiority in military.
Columbia proclaims itself to be a nation of "equity" where everyone, including the Infected and even the Sarkaz, is treated equally and could realize their dreams. On one hand, its treatment of minorities is indeed much better than other countries'. However, the nation is secretly exploiting the Infected, the local Sarkaz community, and the commoners by enticing them to settle in the country's wastelands as its first pioneers, where Catastrophes are common, crime is rampant, and the land is yet undeveloped. These pioneers have been on the frontline of Columbia's territorial expansion.
- #22Tkarontoselective
Keys: Tkaronto
Tkaronto is a Columbian nomadic city acting as its garrison city at its southernmost border. Designed as trade city for the frontier pioneers, and laying across the Columbian border close to Sargon, Tkaronto is known for its bustling economic activity. It usually circles the country year-round, extracting resources and earning profit to the government. The 4th District Plate, designated as the Infected district, is considered the most bustling and colorful part of the city, however it is also a grey zone where not even the municipal government or the police can act or claim control over it.
- #23Rhine Labsselective
Keys: Rhine lab, R.L, Rhine labs, Rhine Lab
Rhine Lab LLC. (R.L.) is a Terran organization. It is a Columbian research institute and scientific consortium that is active in the fields of Originium, biology, and robotics, but has been marred with shady practices involving unethical, inhumane experiments. Nevertheless, it has a grand ambition to become Terra's pioneer in space expedition. Rhine Lab was founded by Dr. Kristen Wright and Saria in the year 1083 with the purpose of seeking scientific advancements and following the legacy of the former's parents in exploring space beyond Terra. R.L. came from humble beginnings with its first office being an old apartment near the founders' former college, the Trimounts Institute of Technology. R.L. eventually became one of Terra's biggest scientific organizations, famous throughout Terra for its Originium-related research and its uses in robotics, medicine, and ecological studies. It eventually upgraded into an LLC. in 1085, and through collaboration with the Maylander Association, began attracting more researchers to join the company. Kristen Wright became the Director of the Component Controls section and head of R.L. as a whole, while Saria took up the position as chief of the Defense section. Along with its scientific endeavors, the Maylander Association also helped R.L. start the Rhine Lab Pioneer Project: a series of archeological expedition programs to uncover ancient ruins, many of which actually belonged to the previous civilizations which once colonized Terra.
- #24Victoriaselective
Keys: Victoria, Britain, Victorian Empire
Victoria, formally known as the Victorian Empire, is a Terran country bordering Kazimierz, Ursus, and Leithanien that occupies the vast fertile basin of the continent's central region. It is a constitutional monarchy ruled by a shared power of both the royal house of the Dracos and Aslans and a Parliament made up of its aristocrats while governing the predominant Feline populace. The Victorian throne, however, has been vacant for more than twenty years in the aftermath of a civil unrest, resulting in the Grand Dukes vying to take over it behind the scene.
Being the most powerful hegemonic empire on Terra, Victoria possesses both soft power and solid infrastructures. The culture of Victoria is famous for its ideals of liberty and romanticism that is widely admired across Terra. Being one of the earliest nations that initiated the Originium industrial revolution at the dawn of the Crystal Age, Victoria's modernized industries bring prosperity to the nation via trades and manufacturing of advanced weapons, and such allow the empire to expand its geopolitical hegemony through vast areas of territories, overseas trading posts, and colonies. In the present day, Victoria still retains its influence across Terra, but political feuds of the aristocrats and competition against other rising commercial powers like Kazimierz and Columbia are threatening to topple its hegemonic position. It is based on the United Kingdom.
- #25Londiniumselective
Keys: Londinium, Capital of Victoria, capital of victoria
As the center of Terra's mightiest superpower, the Victorian Empire, a title which used to belong to Lingones before the fall of Gaul, Londinium is the largest city in Victoria and and the seat of power for the Victorian monarchs. It is known for its impressive defense artillery system and massive iron walls, which have protected it for over seventy years and turned it into an invincible fortress. Its massive landship loading ports and and extensive train network are indicative of the city's economic prosperity. While modern skyscrapers have covered most of its surface, it still retains much of its archaic architecture— this includes its extensive underground substructures and the underground mausoleum, which houses the remains of former Victorian kings and is guarded by the remains of the Steam Knights. In the city's heart stands The Shard - the towering monument to the city's prosperity.
- #26Siracusaselective
Keys: Siracusa, Italy, Siracusan Confederation
Siracusa is a Terran country located close to Kazdel, Laterano, and Leithanien. Home of many Lupus and Vulpoes, Siracusa is a confederation of twenty-two city-states with strong autonomy. Due to its ancient tradition, the country is currently under the effective control of twelve Mafia families with a unified leadership of a powerful Capo dei capi. Despite its rampant crimes, cultural activities are prominent in the country, such as its unique cuisines represented with delicious pizzas and pasta, its religious influence from Laterano, and its Columbian-based legal system. Due to its Leithanian root, opera is beloved among the Siracusans from common folks to the nobilities.
- #27Higashiselective
Keys: Higashi, Japan
Higashi is a Terran country located northeast of Yan. The two countries have strong diplomatic relations, which has encouraged cultural exchange. Currently, Higashi is a diarchy led by two ruling clans: the Kougon and the Mitsumoto. Higashi is the homeland of all Oni, though a large number of Aegir also hail from there. Higashi is a nation with a rich history and complex political structure. It once had an Emperor, but now follows the Ritsusei system, influenced by Yanese legalism. The system involves a central government and regional daimyos, but political power is unequal, leading to tensions and eventual collapse. The Eight Families, divided into the Northern and Southern Courts, emerged from this collapse. The Northern Court is led by samurai clans, while the Southern Court follows a modernized cabinet system.
Geographically, Higashi has contrasting climates: tundra and boreal forests in the north, and temperate forests in the south. The economy is divided, with the south focusing on electronics and the north on defense industries. The population includes various races, with the Oni and Aegir being predominant.
Higashi's culture is influenced by its warrior traditions, Shinto religion, and modern pop culture. The nation is known for its samurai and ninja, as well as its video games, manga, and anime. It's based on Japanese culture.
- #28Bolívarselective
Keys: Bolívar, Central America, Bolivar
Bolívar is a Terran country bordering both Columbia in the east and Sargon in the south. It is a nation inhabited by small-sized races, predominantly the Perros, with limited self-defense capabilities while possessing rich Originium deposits, but its abundant natural resources result in the fracturing of the nation into three warring factions. Currently, Bolívar is partitioned into two de facto independent states ruled by their respective factions: a monarchy in the west and an oligarchy in the east, and the third faction consists of liberated zones freed by local guerrillas but under the rule of an authoritarian junta.
Bolívar was founded as a colonial viceroyalty of Iberia established in the once unexplored northwestern region of Terra, triggering other superpowers to set up their colonies in the region, However, the increasing geopolitical pressure from rivaling nations forced Iberia to hesitantly abandon the colony and declare its independence. But Bolívar's independence was short-lived with the collapse of its government which allowed Leithanien to interfere in its internal affairs and convert the nation into its puppet state. The independence of Columbia further fractured Bolívar as the Columbian government asserted political influence upon its neighbor, resulting in a proxy war between the two superpowers. The war eventually gave rise to a local resistance force fighting against the imperialist forces, yet their extreme disorganization and brute force upon the populace further dragged Bolívar into a seemingly never-ending stalemate.
Notable places in Bolívar include Dossoles, the only neutral city and de jure capital; La Unidad, the capital of the Sovereign State; and Gran Sinderacato, the capital of the Kingdom. Bolívar's history is marked by exploration, colonialism, and ongoing conflict, with its rich natural resources being both a blessing and a curse. The nation remains in a state of turmoil, with various factions vying for control and the local population suffering from the consequences of war and instability.
It's based on Central and South American countries.
- #29Bolívarian Civil Warselective
Keys: Bolívarian Civil War, Civil war, civil war in Boívar, Bolivar, Bolívar
The Bolívarian Civil War is a full-scale conflict that erupted in Bolívar in the 1050s, involving three warring factions: the Singas dynasty, the Coalition Government, and the True Bolívarians. The Singas dynasty, supported by the Leithanian Imperial Court, rules nominally and pays annual tributes to Leithanien. The Coalition Government, an authoritarian political party, seeks to liberate Bolívar from Leithanian rule with covert aid from Columbia. The True Bolívarians, a guerrilla movement, aim to liberate their territories through constant warfare.
The civil war has led to lawlessness, authoritarian rule, and a refugee crisis. The conflict has halted development across the country, with Dossoles, the only neutral city, serving as the economic heart and de jure capital. The war has resulted in constant recaptures of settlements, betrayals among subordinates, and severe humanitarian issues. The Bolívarian Civil War continues to shape the political and social landscape of Bolívar, with no clear resolution in sight.
- #30Singas dynastyselective
Keys: Kingdom of Bolívar, Singas, Bolivar, Bolívar, Bolivar civil war, Bolívar civil war
The Singas dynasty is a dynastic absolute monarchy ruling the Kingdom of Bolívar headquartered in the royal capital of Gran Sinderacato. Being the longest-standing regime since its establishment in the year 898, the Singas are supported by the Leithanian Imperial Court as a puppet regime, although its domain over the country is at most nominal. To retain the suzerainty, the Singas need to pay annual tributes to Leithanien from Originium ores, food supplies, manpower to finances; in turn, Leithanien asserts its political and cultural influences upon the kingdom from setting up Leithanian as the national language to promoting local tourism to Leithanian aristocrats.
In many ways, the Singas duplicates the exact political system from Leithanien, from a king of hereditary succession, courtiers serving the royal court, to a rigid aristocratic hierarchy. On the other hand, the Bolívarian hierarchy lacks the mutual aid and compromise characteristics of the nine Kurfürsten of Leithanien.
- #31Coalition Governmentselective
Keys: Coalition Government, Bolívarian Coalition Government, Coalition, Sovereign State of Bolívar, Bolivar, Bolívar, Bolivar civil war, Bolívar civil war
The Bolívarian Coalition Government, or the Coalition for short, is an authoritarian political party ruling the Sovereign State of Bolívar from the capital of La Unidad. The Coalition had its roots from several Bolívarian warlords and tycoons seeking covert aid from Columbia since the Revolutionary War of 1019 who yearned to liberate the country from Leithanian rule by converting their territories as Columbian enclaves. Following the Witch King's provocation upon Columbian soil, the Coalition was formally founded in 1048, and they have since been receiving constant banking and manpower from the Columbian Federal Government even though they have been heavily criticized for their incompetence in enhancing Columbian investments. Described as a "parliamentary oligarchy," the Coalition's Government is headed by an unicameral legislature, the Supreme Council of Bolívar (Consejo Supremo de Bolívar), consisting of fifteen oligarchs having a permanent seat in the government. These oligarchs are made up of the most powerful and resourceful people in the Sovereign State, many of whom being plutocratic financial cliques and military leaders. While having absolute power to the publics' eyes, decision making is often done by voting among the oligarchs. Because the oligarchs' seats are permanent, it can only be succeeded either when the previous oligarchs passes away or when they voluntarily resign. Consequently, murder attempts and blackmailing are a norm within the Supreme Council.
- #32True Bolívariansselective
Keys: True Bolívarians, T.B, True Bolivarian Liberation Movement, Bolivar, Bolívar, Bolivar civil war, Bolívar civil war
The True Bolivarian Liberation Movement , or the True Bolivarians (T.B.) for short, is a junta founded by several local guerrilla resistance forces banding together under a common name in the year 1050 who oppose both the imperialist powers and their proxies in their homeland. Consequently, T.B. is officially labeled as a "terrorist organization" by both the Singas and the Coalition Government, and T.B. responds by giving the same title to these two "illegitimate" regimes. Despite sharing a common goal, these resistance forces possess different ideologies when it comes to implementing a new government system. This is more evident in the three major parties leading the junta: The Bolivarian Rescue Frontline that seeks to end the civil war and expel their respective puppet regimes, but being a conformist party that wants to retain the current political structure. The Bolivarian Youth Party that aims to rebuild the political structure by setting up a socialistic parliamentary system through moderate means. The Bolivarian Resistance Alliance, an extreme anarchist party heavily influenced by the Rusthammers that seeks to abolish all forms of central government.
- #33Lateranoselective
Keys: Laterano, Papal States
Laterano, formally known as the Lateran City, is a Terran country bordering Iberia and Victoria. It is a theocracy and the homeland of the Sankta race with a decent population of Liberi. The nation is ruled by the Pope, the spiritual leader of the Lateran Church, with a constitution that guarantees thirteen rights to its citizens.
Laterano is famous for both its stern religious influence and its rather lax culture based on their obedience to a religious entity known as "the Law." Most Lateran citizens are ardent believers of the Lateran Church, yet they are granted the freedom to live their preferred lifestyle as long as they are in accordance with the Law. Due to the peaceful nature promoted by the Church, Laterano miraculously survives countless geopolitical conflicts throughout millennia thanks to its political neutrality, and many Terran nations praise Laterano as a "heaven on earth" in return. Nevertheless, while appearing almost flawless, the hidden dark side of Laterano is not publicly known due to the Church's attempted whitewashing of its history from their religious demonization of the Sarkaz races, the Sankta's supremacist view regarding other races, to their seemingly segregation from their Liberi citizens due to cultural and racial differences.
As the "discoverer" of firearms, Laterano is notably the leading manufacturer of firearms that holds a monopoly over the industry in Terra. Laterano is also the only country with liberal gun laws in which all Laterans are mandated to own a firearm for self-defense, whether being military personnel, law enforcement officers or civilians, while following strict regulations. The usage of firearms in Laterano is so prevalent and advanced that they form the backbone of the Lateran military force.
Despite being a theocracy, the Laterans are actually cheerful and open-minded with a unique yet bizarre culture. They are allowed to do anything, including demolishing buildings using their firearms as long as it is not in conflict with the constitution.
It's based on the Papal States.
- #34Sarkazselective
Keys: Sarkaz, Devil, Demon
Sarkaz are humanoids with exhibit a range of physical traits, from pairs of horns of varying shapes atop their heads to long, pointed ears and tails of differing shape and quality (such as having pointed ends or scales). However, some lack any of the aforementioned traits. This makes Sarkaz similar to demons in Abrahamic religions. While horns are common features among Sarkaz, horn-removal is also frequently practiced in order to conceal their identities; however, this is seen as an act of humiliation to some. Sarkaz are also known for having extended life spans that can last up to centuries or even millennia. They possess the special ability to maintain the collective racial memories which reside in their genes, especially those of the deceased which they call the "Nephesh", and see this as the calling of their souls—for instance, they can easily sense the deaths of other Sarkaz in the blink of a second. The Sarkaz are divided into various tribes, each with unique physical traits and Arts capabilities. Notable tribes include Vampires, Wendigos, Banshees, Gargoyles, Nachzehrers, Damaztis, Diablos, Liches, Cyclopes, Djalls, and Goliaths. Pure-blooded Sarkaz, like those in the Royal Court, are rare due to intermixing among tribes.
- #35Sanktaselective
Keys: Sankta, Angel
Sankta are humanoids with halos above their heads and luminescent "wings" of varying shapes and sizes on their backs. These make them reminiscent of the angels in the Abrahamic religions of our world. The Sankta's halo is a physical object, preventing them from wearing any tall headwear that would cover it (e.g. conical party hats) although they can still wear most headwear as long as it is not too tall. Their halos and wings will diminish upon death, and diseases or birth defects could affect them. As the representation of their race, their halos give them a sixth sense known as "empathy," which allows them to feel other Sankta's emotions when coming close to each other. However, the health of a Sankta depends on their halos. One significant empathy disorder illness, called "Errari", could strongly affect their emotions and communication skills. It is predominantly found among Sankta who have left from their homeland for a long period of time and are unfamiliar with the Sankta culture. Although this does not bring harm to the bodies, it makes the patients confused when trying to use their empathy sense such as not able to understand one's inner feeling.
- #36Perroselective
Keys: Perro, dog
A race of Terra. Perros are humanoids that have the traits of dogs (Canis familiaris), which can be easily noticed by the shape of their ears and tails, and sometimes their hair. Most Perros are known to be from Bolívar. They're humans with dog ears and/or tails. Basically, they're dog people.
- #37Luposelective
Keys: Lupo, Lupine, wolf
A race of Terra. Lupus are humanoids that have the traits of wolves (Canis lupus), which can be easily seen from the shape of their ears and tail, and sometimes their hair. In fact, they are often nicknamed as "wolves." Most Lupus are known to be born in Siracusa. Those who are called the "true wolves" are the "Wolf Fangs", representatives of the Siracusan "Signore dei Lupi", who carry out the will of those wolf Beast Lords as part of their ancient proxy war. A "lone wolf" is a Siracusan derogatory term for a Lupine outcast from one's famiglia. Basically, they're wolf people.
- #38Vulposelective
Keys: Vulpo, Vulpine, fox
A race of Terra. Vulpoes are humanoids that have the traits of foxes, specifically those of the Vulpini tribe, in which they possess a larger pair of ears and a fluffier tail unlike Lupus. A few of them may have multiple tails due to genetic heritage. Basically, they're fox people, like kitsunes
- #39Archosauriaselective
Keys: Archosauria, crocodile
A race of Terra. Archosaurians/Adakrys are humanoids that have the traits of crocodilians, which can be seen from the shape of their scaly tails. They also have long, pointed ears similar to the Sarkaz. Some Archosaurians also have scales on their body. Nearly all known male Archosaurians are anthropomorphic, while all female Archosaurians are humanoid, which suggests that sexual dimorphism is prominent within the race
- #40Liberiselective
Keys: Liberi, bird
A race of Terra. Liberi are humanoids that have the traits of birds, which can be seen from parts of their hair that resemble feathers. They also possess structures resembling tail feathers on their torsos, which are often used to cover their bodies. Along with feathers, they also possess a good sense of hearing and eyesight. Some Liberi also possess the traits of various bird-like mythological creatures in our world. Most Liberi are known to be affiliated with Columbia but the majority of them live in Iberia.
- #41Phytiaselective
Keys: Phytia, snake
A race of Terra. Pythians/Phidians are humanoids that have the traits of serpents, which can be seen from the shape of their tail and, for some, scales on parts of their bodies. Most Pythians also possess pointy ears. Alongside Sarkaz, Pythians are sometimes despised by the Terrans, often associated with cunning nature and lies.
- #42Savraselective
Keys: Savra, lizard
A race of Terra. Savrans are humanoids that have the traits of true lizards or any lizard-like animals such as the amphibian salamanders. Their lizard/salamander traits can be seen from the shape of their tail.
- #43Aegirselective
Keys: Aegir, fish
Aegir are humanoids that have the traits of various aquatic animals such as fishes, cetaceans, cephalopods, echinoderms, cnidarians (Medusozoans and Anthozoans), crustaceans, and pinnipeds. However, most Aegir are entirely humanoid (although some have tentacles), making their bestial traits barely noticeable. All Aegir come from the oceans beyond the known world of Terra. On land, the Aegirs face the issues of dry skin. If left untreated, they will face severe symptoms ranging from allergic reactions, chafing, and seizures. Because of this, they always make sure that their skin is moist whenever possible, such as carrying a small bottle of water as moisturizer. Ironically, despite being an oceanic race, most Aegir are unable to breathe underwater with certain exceptions (prominently the Abyssal Hunters), hence why many Aegir cities are built within domes. Because of their shared place of origin, Aegir can easily be corrupted into Seaborn either through scientific experiments, by succumbing to the monsters' alluring influence on the mind, or by being forcefully implanted with Seaborn cells. Currently, only Iberia and Higashi among all land nations are known to have a significant Aegir population. While they have been facing hostility and discrimination following the Silence in Iberia, they seems to be treated as equals in Higashi, with some like Akafuyu's family even obtaining noble status. Columbia and Yan are also known to have Aegir citizens.
- #44Seabornselective
Keys: Seaborn, "We many"
The Seaborn are hyper-adaptive aquatic creatures hailing from the abyss of Terra's oceans. They evolve incredibly fast and possess the ability to mutate their own somatic cells without relying on generational heredity. Unlike the Aegir race who also inhabit the oceans, the Seaborn possess a hive mind (more like collective consciousness) called the Many (We Many in their perspective) that they sometimes use to refer to their race as a whole, thus giving them a collective ultimate goal: the survival of their own kin. Even then, sophisticated Seaborn may have partial individuality, allowing them to sever themselves from the Many. Because of their strong adaptivity, they are constantly absorbing new information from the Terrans and use it to further their evolutionary progress. The Seaborn, specifically the Many, are notably worshipped by the cultists of the Church of the Deep as they see it as a utopian goal that could end Terra's never-ending turmoil.
- #45Abyssal Huntersselective
Keys: Abyssal Hunters, Abyssals
The Abyssal Hunters, sometimes simply known as the Abyssal, are an organization in Arknights whose mission is to keep the sea monsters in check and prevent their invasion of the land. Their eerie background makes them both mysterious and dangerous to the land-dwellers of Terra. The Abyssal Hunters consist of Aegir-Seaborn hybrid "super soldiers" created by the Aegirians as a countermeasure against the Seaborn, hence its name that derives from the Seaborn's origin. The process of creating Abyssal Hunters contains many different advanced procedures, and the candidates are chosen from among the whole Aegir population, regardless of their previous status or occupation. Abyssal Hunters possess unusually high physical strength, endurance, and speed, far surpassing regular Terrans. Their physical and psychological engineering is necessary to withstand the Seaborn's might and horror. They exclusively use "primitive" melee weapons to emphasize their physical prowess as well as preventing their enemies from evolving countermeasures against their advanced technologies.
- #46Rebbahselective
Keys: Rebbah, Reprobas, hyenas
A race of Terra. Rebbahs/Reprobas are humanoids that have the traits of hyenas, which can be seen from the shape of their ears and tails.
- #47Cautusselective
Keys: Cautus, rabbit
A race of Terra. Cautuses are humanoids that have the traits of leporids (rabbits and hares), which can be seen from the shape of their ears. They do have tails, which is largely unnoticeable due to the short length. They are often nicknamed "rabbit". Most Cautuses are born in Rim Billiton. Bunny girls are very cute.
- #48Anatyselective
Keys: Anaty, otter
A race of Terra. Anaties have the traits of musteloids, which include otters, weasels, raccoons, and wolverines. Their musteloid traits can be seen from the shape of their ears and tail, though not all Anaty have animal ears.
- #49Anuraselective
Keys: Anura, frog
A race of Terra. Anura are humanoids that have the traits of frogs, but similar to the Aegirs, they are entirely humanoid, making their frog traits, i.e. patches of frog-like skin, barely noticeable. Some might also have the ability to secrete poison. They have long prehensile tongues just like frogs.
- #50Ceratoselective
Keys: Cerato, rhino
A race of Terra. Ceratoes are humanoids that have the traits of rhinoceroses, which can be easily noticed by the horns on their foreheads.
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