Duty, Empty Dreams and Trying Not to Become a Monster

Lore Part


The setting: An event known as the Extinction nearly destroyed the planet several centuries ago. From the ruins of the old world, new powers have risen to shape the future according to their vision.

Three Great Nations: The Reclamation Army, Iterna, and the Oathtakers. The largest or otherwise most influential countries, which became too strong to overcome one another via force of arms. They established an uneasy peace, occasionally prodding each other to gain the upper hand, but direct military aggression was no longer common. The TGN agreed on accepted rules of engagement, classification of altered humans and classes of power, and a ban on the use of weapons of mass destruction.

New Breeds, Abnormals, and Blessed. Terms used to describe those who have been changed by the glow, a side effect of one of the many weapons unleashed upon the Old World. Even if their appearances differ from that of normal humans, the TGN regard them as humans.

Apocalypse Class: A classification given to extremely rare cases among New Breeds. Any person with this rank has the potential to cause another extinction. As such, the nations do their best to contain and limit their abilities, hide their identities, and in rare cases, outright kill an uncooperative Apocalypse. The only publicly known members of this class are Iterna's Elite Eugenia Mylli and the Reclamation Army's Grand Commander Outsider.

Reclamation Army: A state founded by the man known as the "Dynast". Sometimes referred to as the Reclaimers. Under the leadership of their ruler, they seek to forcibly unite all nations under their banner and remove all traces of the Extinction, restarting space exploration. The country had unearthed many technological marvels hidden in the ruins and had become one of the three strongest forces in today's world. The population of the Reclamation Army is composed of various tribes. Mutants, Normies, and New Breeds known as Orais, Wolfkins, and Wyrms.

Originally a strict autocracy, expansion had led to the creation of various democratic institutions to appease the people and improve efficiency. Nevertheless, the Dynast's word is law.

The country is organized into three regions: the Inner Lands, where the Imperial Palace is located; the terraformed Core Lands, known for its industrial prowess; and the wild and barely tamed Outer Lands. The 3rd Army rules the northern part of the latter region, drawing its volunteers from the local population. As they expand, the Wolf Tribe continues to migrate to the front lines.

Iterna: The only land untouched by the Extinction, thanks to an extensive force shield surrounding its territories. Though it had quickly been plagued by an influx of refugees trying to escape starvation and explosions of racism towards altered humanity during the process of transferring authority from monarchy to democracy, by the time of the story they had resolved most of these issues and turned their attention outward, acting as guides to the lesser nations and taking them under their wing. Currently, they are busy consolidating their influence around the small town of Balach in the Ravaged Lands.

Iterna is home to unaltered humans, Normies, virtual identities, offspring of an AI named Lada, and genetically altered people. The strongest army in the known world stands ready to ensure the nation's safety, supplemented by the biologically enhanced Abnormals. Natural-born Abnormals and mutants are rare, though the government is trying to prove that they have abandoned their discriminatory ways.

The country is divided into two parts. The mainland, which enjoys the protection of the shield, and the Frontier, a region full of aspirant regions adapting their traditions to be admitted as independent states into Iterna and be protected by its shield.

Oathtakers: The weakest member of TNG. Unlike the Reclaimers, they lacked an intact industrial base to rapidly grow in strength. Through hard labor and perseverance, they claimed a region for themselves, establishing a society venerating the Blessed, believing that God had bestowed mutations and powers on humanity to help them recover. Instead of relying on conquest, they use subterfuge and propaganda to integrate independent nations into their society, often using underhanded methods.

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Faith binds every facet of their society, and even their elected president, the uncrowned ruler who has never lost an election in the past three hundred years, bears the title of high priest. The Blessed occupy most positions of authority, with the military ultimately under the Church's control. Though many of their 'religious leaders' barely know prayers, the population proudly embraces this unusual method of governance, unwilling to be subjugated by their rival, the Reclamation Army. The Insectoid Commune, Trolls, and Normies constitute the bulk of the population and readily invite mutants into the fold.

Ever thirsty for income and continuing to build their version of paradise, the Oathtakers have created many lavish resorts to show the others firsthand what their rule can offer, and continue to generate impressive tourist revenue by using powers for the artistic games that dazzle visitors.

Church: A conglomeration of faiths forming a surprisingly well-balanced union. It lacks a singular deity, venerating various gods equally, even though scribes often secretly adapt the sacred text to remove problematic topics.

Oath: A legacy of their founder's power, it served as an invaluable tool in the first years after the Extinction. Upon swearing this particular oath, a foreign influence takes root in a person, subtly guiding them to care for their fellow humans and not abuse their authority. The power continued long after the founder's passing.

Power: Another side effect of the Glow was the development of supernatural physical attributes or skills. Occasionally, a power passes down from a parent to a child, but most commonly it results in a diluted version of it. Rare examples of the opposite are the cases of the Wolfkins, the Trolls, and the Wyrms, who retain the potency of their heritage.

3rd Army: The force led by Commander Wyrm Lord, a New Breed and a champion of the Dynast. Though decorated for its outstanding achievements, the Third is viewed as inferior to the Second and the First. After its original leader, Ravaged, defected, Wyrm Lord is considered an upstart, having never passed a trial of strength to prove himself a true S-Class.

Wolfkins: New Breeds, so called because of their external resemblance to wolves. There are two major tribes of Wolfkins. the Wolf Tribe and the Ice Fang Order.

The Wolf Tribe: They claim their heritage from Ravager, the first recorded abnormal in the world. The less civilized of the two tribes. Nearly all serve in the Third. Eighteen wolfkins are known as warlords and lead the packs in war. In times of peace, even the warlords bow to the shamans. The males of this tribe are weaker and smaller than the females.

The Ice Fang Order: More enlightened wolfkins tracing their heritage from the Twins of the North. They are ruled by twenty noble houses and forty elders who form the Council, with two elders representing a single house. The Council deals with civil matters, while the strongest white-furred Wolfkins, the Sword Saints, command at the front.

Resistance: The group of various raiders, tribes, and gangs of the Ravaged Lands, united under the shared goal of refusing to be subjugated by the Reclamation Army. Led by a mysterious figure known as King, their primary military potential comes from the techno-barbarians, the Bento Tribe, famous for their insistence on replacing parts of their bodies with mechanisms. The Soultakers Tribe, famed for their strict discipline, holds the second largest land in the Resistance, with a faction known as the Regulators rounding out the list of important members of this alliance.

Organization: The highly advanced group lurking in the shadows. Their goals are unknown, but their actions often cause tragedy around the globe.

Skinwalkers: An rare genetic anomaly among the Wolf Tribe that causes certain members to transform into a crazed, nearly unkillable creature lacking in morality. Though the shamans worship the skinwalkers, they will also readily join any battle to drive such a creature from a population center. Considered hostile lifeforms, any interaction with the skinwalkers is ill-advised.

Warlord: The highest military rank in the Wolf Tribe.

Shaman: The second highest rank in the tribe. Upon initiation, members relinquish their names and only reclaim them upon promotion or demotion. Shamans are named after their vices and rule the Wolfkins during peace.

Wolf hag: The third rank of importance in the Wolf Tribe. A wolf hag commands ten scouts.

Scout: One of the tribe's lowest ranks. A scout leads a pack of three males and two warriors.

Warrior: The lowest rank of the Wolf Tribe. Below them are cubs and then males.

The Omega Pack: A rarity of the Wolf Tribe. It does not have the usual discrimination or military ranks. Males and females stand equal in it, acting as individual saboteurs, infiltrators, negotiators, and secret agents, paving the way for the advance of their kin and allies. Highly valued, these Wolfkins have full access to the best equipment and medicine in the state.

The Investigation Bureau: The agency responsible for rooting out corruption within the Reclamation Army and for counterintelligence. Tried and tested, its operatives are fully prepared to eliminate the Dynast himself should he betray the nation's ideals.

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