This is a transcript for various files (Personnel, Weaponry, Glossary, Writing
on the Wall) for Valkyria Chronicles, a game on the PS3 and PC. The contents of
these transcriptions are copyright SEGA, and are for personal use only. Further
copyright instructions are provided at the end of this document.
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Here be spoilers! If you have not beaten the game, or if you don't want to have
any plot points spoiled, DO NOT READ ANY FURTHER! You've been warned.
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Table of Contents/List of Entries
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1. Personnel ......................................................... [PERSL]
Main Characters ................................................... [MAINC]
Welkin Gunther
Alicia Melchiott
Isara Gunther
Faldio Landzaat
Eleanor Varrot
Largo Potter
Brigitte "Rosie" Stark
Zaka
Gallian NPCs ...................................................... [GANPC]
Kreis Czherny
Leon Schmidt
Hans
Cordelia gi Randgriz
Maurits von Borg
Georg von Damon
Martha Lipponen
Martha's Baby
Drill Instructor
Aged Gentleman
Belgen Gunther
Theimer
Frederic Klein
Isara Gunther
Squad 7: Shocktroopers ............................................ [S7SHO]
Alex Raymond
Kevin Abbott
Coby Caird
Salinas Milton
Hannes Salinger
Mica Hawkins
Vyse Inglebard
Lynn
Wendy Cheslock
Edy Nelson
Aisha Neumann
Jane Turner
Dorothy Howard
Nina Streiss
Squad 7: Scouts ................................................... [S7SCO]
Musaad Mayfield
Hermes Kissinger
Melville Young
Ted Ustinov
Wavy
Montley Leonard
Noce Wordsworth
Nancy Dufour
Ramona Linton
Susie Evans
Freesia York
Juno Coren
Cherry Stijnen
Aika Thompson
Squad 7: Lancers .................................................. [S7LAN]
Jann Walker
Nils Daerden
Theold Bohr
Walter Nash
Hector Calvey
Audrey Heitinga
Rosina Selden
Yoko Martens
Elysse Moore
Squad 7: Engineers, Snipers and Medics ............................ [S7ESM]
Knute Jung
Herbert Nielsen
Karl Landzaat
Homer Peron
Dallas Wyatt
Ramsey Clement
Nadine
Claudia Mann
Emile Bielert
Oscar Bielert
Cezary Regard
Marina Wulfstan
Catherine O'Hara
Medic
Empire and Federation ............................................. [EMFED]
Maximilian
Selvaria Bles
Radi Jaeger
Berthold Gregor
Giorgios Geld
Ambassador
2. Weaponry .......................................................... [WEAPS]
Rifles and Machine Guns ........................................... [RIFMG]
Gallian
Gallian-A
Gallian-S
Gallian-X
ZM Kar
ZM Kar B
Ruhm
Mags
Mags MXX
MAJ-X
T-MAG
ZM MP
ZM MP B
Lances and Sniper Rifles .......................................... [LANSN]
Lancaar
Theimer
Lancaar-SH
V8 PL
GSR
Brondel
GSR-XX
Brondel X
ZM SG
ZM SG B
Attachments and Grenades .......................................... [ATTGR]
Randgrizer M
VB GGG
FF
FoG
V8 FW
VB FW B
B-Type Grenade
VB WF
Tanks ............................................................. [TANKS]
Edelweiss
Shamrock
Lupus
Lupus Regnum
Dromedarius
Light Tank
Medium Tank
Heavy Tank
Tank Destroyer
3. Glossary .......................................................... [GLOSS]
Gallia ............................................................ [GALLI]
The Principality of Gallia
Gallia's History
Gallia's Topography
Bruhl
The Capital City Randgriz
Military Headquarters
The Great Vasel Bridge
The Kloden Wildwood
The Citadel at Ghirlandaio
The Barious Desert
Barious Ruins Antechamber
Barious Ruins Sanctum
Fouzen
Darcsen Concentration Camp
The Marberry Shore
The Naggiar Plains
Europan History ................................................... [EUROP]
Europa
E. Europan Imperial Alliance
Atlantic Federation
EC (Europan Calendar)
The First Europan War
The Second Europan War
The War of the Valkyrur
Old Northern Script
The Darcsen Hunts
House Randgriz's Secret
The Valkyrur
Darcsens
Culture ........................................................... [CULTU]
The Feast of All Spirits
Darcsen Good-Luck Dolls
Military and Military Technology .................................. [MILIT]
Universal Conscription
The Gallian Army
The Imperial Army
Gallian National Arsenal
Tanks
Gallian Tanks
Imperial Tanks
Federation Tanks
Equus
Batomys
Marmota
The Valkyrur ...................................................... [VALKY]
Valkyrur Common Knowledge
Valkyrur Historical Truth
Valkyria Worship
The Lance and Shield
Valkof
Nature ............................................................ [NATUR]
Ragnite
Uses of Ragnite
Lion's Paw
Porcavians
Aeronautics ....................................................... [AERON]
The Biplane *ISARA*
4. Writing on the Wall ............................................... [WRIWA]
Signs of Gallian Resistance
Flames of War Sweep Europa
Militia Claims Vasel Bridge
Gallia to Pull Out of North
Lucky 7's Cut Off Supply Base
Militia Issues Draft Notice
Imperial Shadow Hits Barious
Gallia-Federation Talks Begin
Militia Routs Imp Commander
New Lode in Gallian Southeast
South, Central Forces Team Up
GOS to be Cancelled
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MAIN CHARACTERS [MAINC]
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Welkin Gunther
Lieutenant, age 22. Son of the late EW1 hero Gen. Belgen Gunther, and leader of
Squad 7. While attending university, his focus lay in Animal Sociology. In
secondary military education, he chose Tank Operation; at university, Officer
Training. In addition, he earned credentials as Tank Commander.
A lover of nature since childhood, his free time was spent observing animal and
plant life near his home. He is credited with discovering six new insect
species.
He is peaceful by nature. He will not, however, hesitate to defend the ones he
loves, such as his Darcsen sister, who often faces harsh discrimination.
Over the course of the war, he has grown increasingly aware of his feelings for
Alicia, whose friendship has become an important part of his life.
Sergeant, age 19. Squad 7 scout. While a team captain in the Bruhl Town Watch,
she also worked as a live-in apprentice at the local bakery.
In light of her experience both from the town watch and her military education,
she was appointed as a non-commissioned officer posted to Squad 7.
A country girl, she saw no shortage of physical exercise in her youth, building
a physique with exceptional resilience to injury that's the envy of her squad.
Born of unknown parentage and raised in an orphanage, she was unaware of her
own heritage until a bullet wound at Naggiar woke the Valkyrian blood within
her. Unable to accept her nature, she planned to sacrifice herself to destroy
the Marmota, but was dissuaded by Welkin's heartfelt admission of love.
Corporal, age 16. Squad 7 tank pilot. Daughter of the late Darcsen engineer,
Professor Theimer, she was adopted into the Gunther family as Welkin's sister.
Taking to engineering in her father's footsteps, she elected a mechanic's path
in secondary military education, earning several credentials before enlisting.
The consistent prejudice she faced since childhood due to her Darcsen blood has
fostered not bitterness, but respect for the brother who stood up for her.
A natural tinkerer, her hobbies include collecting tools. The wrench set Welkin
sent to celebrate her entrance to high school remains particularly dear to her.
Though the operation cost her her life, Squad 7 survivors report Isara's
actions up to and following the Marberry mission as a powerful boost to squad
solidarity.
Lieutenant, age 23. Tank commander and leader of Squad 1. An archeology student
at the same university as Welkin, his knowledge of history is considerable. His
secondary and university military education earned him an officer's rank and
credentials as a tank commander. He is also trained as a staff officer.
Born a Randgrizer, he personified blithe charm and gregarious warmth. In
Welkin's words, "every girl in campus knew him by name and by reputation."
His strong opinions concerning fashion let him to submit a redesign idea for
the Gallian uniform. It was rejected for being "impossibly florid."
In a selfless effort to end the war and redeem his tarnished name, Faldio
joined Imperial commander Maximilian in death aboard the exploding Marmota.
3rd Regiment Captain and direct superior to Welkin. She is one of the most
feared yet respected officers in the Gallian military. Age 35, unmarried.
Drafted during EW1, she joined Gallia's militia as a sniper, electing to remain
in the military after the war's end. Her work ethic quickly saw her promoted.
An avid reader, her private quarters are a sea of books ranging from economic
treatises to children's literature. One local bookshop owes her its livelihood.
During EW1, she and Largo were posted to the same squad. They were both
decorated after one operation that saw them defeat five enemy tanks on their
own.
A lust for revenge for her slain love, Frederick, drove her to remain in the
militia until, moved by Largo's words, she was able to lay her past to rest.
Sergeant, age 36. Squad 7 lancer. Since his initial conscription during EW1, he
has survived countless missions, making him the most experienced of the 7's.
Believing that frontline experience is everything, he has consistently rejected
all offers of promotion and continued his career as a foot soldier.
Reprimanded for the unlicensed planting of vegetables on army property, though
the fruits of his labor earned accolades from foodies across the base.
He enlisted at the same time as Eleanor Varrot, and the two were posted in the
same squad. Their vastly divergent views soon had them engaging in epic
quarrels.
Largo's heartfelt promise to stand by Varrot and protect her for all time was
enough to thaw her frozen heart, warped by two decades spent seeking vengeance.
Corporal, age 27. Squad 7 shocktrooper. Formerly a bartender and songstress,
she still bears the nickname "Rosie," given to her by the bar-going regulars.
Despite her education (and with it her military training) ending at a middle-
school level, experience with her town watch earned her the rank of Corporal.
Her hobbies include cards, which she picked up while working her bar job. She
often played Faldio, winning ten games to his five.
After losing her family in an Imperial Darcsen hunt that hit her village as a
child, she grew up blaming the Darcsens, and hated them well into adulthood.
Through her interaction with and sudden separation from Isara, Rosie was able
to move beyond her prejudice and understand the true importance music held to
her.
Sergeant, age 33. He joined Squad 7 as a tank commander in charge of the
Shamrock following the militia's liberation of Fouzen.
Born the son of a poor family of Darcsen laborers, he worked in a Fouzen
factory from a young age, picking up a broad knowledge of machines and
weaponry.
Accustomed to closing one eye to aid in making fine observations in his factory
job, he often squints his right eye out of habit, despite his 20/20 vision.
Despite his often grim countenance, Zaka has a kind, gentle heart. Much of his
free time in the labor camps was spent entertaining the children.
After the war's end, he dedicated his life to assisting Darcsens displaced by
hunts. In particular, he worked with war orphans while still in the militia.
Private First Class, age 20. A mechanic working in the militia's R&D facility,
his primary responsibilities included weapons maintenance and repairs.
Called to enlist while working a factory job in his hometown after middle
school, he was initially so homesick he reports once attempting to go AWOL to
return.
The owner of a legendary sweet tooth, he adds three heaping tablespoons of
sugar to his hot milk. Coworkers say he keeps chocolate hidden on him at all
times.
After Isara's death, he requested to be posted to Squad 7 where, newly
appointed to the rank of Corporal, he followed in her footsteps as the
Edelweiss's pilot. After receiving the late Isara's tools from Welkin when he
joined the squad, Kreis has doubled his efforts to become a skilled engineer in
her image.
Private First Class, age 20. A member of the militia's R&D team, his chief task
lay in the development of new weapons.
Despite entering a secondary tech school with promising grades, his
freewheeling nature soon prompted him to withdraw and wander Gallia until the
war broke out.
His insistence on testing everything he developed resulted in quality work and
one instance of him accidentally driving a tank full-bore into a civilian home.
Entrusted with outfitting the Shamrock, Leon soon converted Zaka's tank into a
reflection of his own personality: quick and flighty as a bird.
Through his work on various vehicles, he gradually became interested in
driving, and often tried his hand at the wheel of anything he could find in the
hangar.
Male porcavian, age 1. A special member of Squad 7 following a chance meeting
in the Kloden wildwood. His rank is Private Third Class (according to Alicia).
Though small for a porcavian, he boasts impressive agility and jumping ability.
He also appears to be intelligence enough to understand human words and
emotions. Perhaps in an effort to mimic the other members of Squad 7, he
trained himself through running and wrestling with Largo in between combat
operations.
Most at home nestled into a snug space, he often attempted to borrow his way
into Isara's shawl or Alicia's scarf, much to the ladies' displeasure.
Though porcavians are widely thought to be incapable of flight, more than one
witness has claimed to have seen Hans fluttering about in the late-night sky.
Current heiress to the Randgriz line of Archdukes who rule the nation. At the
age of 16, she stands as figurehead and Gallia and scion of the Valkyrur.
The death of her parents, the former Archduke and Duchess of Gallia, left her
heiress to the throne, though her young age has precluded her coronation as
yet.
Reported to be a bright and cheery girl while her parents lived, the
appointment of Maurits von Borg as her regent marked an end to all outward
shows of emotion.
An accomplished ballerina, trained since early childhood, her skill is said to
be enough to bewitch the audience, though opportunities to witness it are rare.
Reminded of her pride and duty as ruler through her interactions with Welkin,
she elected to turn and face her people with selfless candor and sincerity.
Marquis, head of House Borg, and Prime Minister of Gallia. Age 68. He currently
acts as regent to the young Princess Cordelia, handling affairs in her stead.
An heir to a noble house with roots back to medieval times, Borg has long
played an active role in politics, often clashing with the Archduke's
progressive views. Upon the Archduke's demise, he led the aristocracy in a
takeover, becoming Prime Minister. His policies since have benefited the
nobility exclusively.
The unusual curls he sports are said to denote House Borg's master, with their
size representing his grandeur. He keeps a team of five stylists on retainer.
As part of a plot for control of Gallia, Borg served as a spy for the Empire.
As the wages for his treachery, Imperial commander Maximilian had Borg
executed.
General, age 54. Born into a family with a long history of military service, he
now commands the central Gallian force, including the militia.
He rose to his post as a commander thanks to Borg's recommendation.
Exceptionally proud of his noble birth, he considers the commoner militiamen
disposable. Though the success of his grandfather as a general helped him rise
through the ranks with uncommon speed, rumors abound that he lacks the
requisite competence.
Faldio was among the chain of up-and-coming officers Damon brought home as
potential suitors for his daughter, but was soon rejected for his low birth.
Shortly after the fall of the citadel at Ghirlandaio, Damon fell victim to the
massive explosion caused by Imperial general Selvaria Bles.
Age 38. Nanny to the Gunther family like her mother before her, she helped
raise Welkin and Isara since birth, as well as five of her own children.
A presence in the Gunther house since she herself was a child, Martha became a
surrogate parent and source of assurance to the orphaned Welkin and Isara.
After evacuating Bruhl, she moved to the capital with her family. Concern for
Welkin and Isara eventually drove her to take up work at the militia mess hall.
Martha's son, born inside the Edelweiss on the day Bruhl fell to the Empire. He
is Martha's fifth child.
When asked to be the child's godfather, Welkin offered wishes that he grew as
tall and strong as a Gallian willow, naming the child after the genus Salix.
Martha's husband, a landscaper, planted a Gallian willow in Bruhl to
commemorate their son's birth. Both tree and child are now growing by leaps and
bounds.
Sergeant, age 48. Chief Drill Instructor at the militia training grounds, his
stern countenance and harsh words haunt the dreams of soldiers near and far.
During EW1, he fought on the front lines as a daredevil lancer. His impressive
record won him recognition and the role of instructor for new recruits.
Though his quick temper and blunt nature have earned him the nickname "Ramrod,"
his full name is Calvaro Rodriguez.
Age 52. A frequent visitor to the graves of his fallen EW1 comrades, this
doleful gentleman has been passing his learned orders down to Welkin.
He bears a striking similarity to Roald Kankkunen, commander of Gallia's
Armored Corps during EW1. Before his departure from the army, he was lauded as
a hero.
Rumor has it Kankkunen witnessed Belgen Gunther's uncanny leadership and
stepped down as Armored Corps Commander, giving the young squad leader his post.
Welkin's late father, widely regarded as a great hero for his contributions to
preserving Gallia's independence during the First Europan War.
His friendship with Professor Theimer was supposedly so close that even the
typically taciturn Gunther talked up a storm when the two were together.
He left the military to return to Bruhl after the war. There, he lived out his
days surrounded by family and nature until disease quietly claimed his life.
Isara's biological father and a gifted Darcsen inventor who contributed much to
furthering Gallian technology. He built the Edelweiss for his friend after EW1.
Though the owner of an uncommon talent and author of several brilliant theses,
his Darcsen heritage prevented him from working at the major industrial firms.
He continued to innovate after the war's end until a sudden accident claimed
his life, leaving his infant daughter, Isara, behind him.
Gallian militiaman and lover to Eleanor Varrot. He fell prisoner to the Empire
during EW1, and was killed under torture administered by Imperial Giorgios
Geld.
As a perpetually calm intellectual type, he offered support and restraint to
his hot-headed childhood friend, Largo.
A lover of animals, he hoped to become a veterinarian. Talk about the pet cat
he had left behind led Frederic and Varrot to become friends and, ultimately,
lovers.
Daughter of Welkin and Alicia, named for Welkin's late sister.
Every bit Welkin's daughter, she's loved nature since birth. She once gave
Alicia a rare grass centipede as a present. The gift literally bowled her
mother over.
Always quick to mimic her mother, Isara is almost always seen in the matching
uniform Alicia made her, doing her best to help out at the bakery.
Squad 7 shocktrooper, age 17. His leap-before-you-look brashness and flighty,
carefree nature have earned him the name "Bird" among his friends in the squad.
A fan of any spot with a clear view, he was known for dropping everything to
climb tall trees he came across. Vyse's tales of the sky always captivated him.
He set out together with his new friends to find the life in the sky he'd
dreamed of since he was a young boy. His parting words were, "I'm off to be a
real bird!"
Squad 7 shocktrooper, age 25. Skittish and introverted, he found interactions
with others difficult. He seemed rather uncomfortable with his role as a
shocktrooper.
Though he'd intended to enlist as an engineer or sniper, his inability to
choose between them eventually saw him assigned to trooper work by default.
He took up martial arts to combat his introverted tendencies, and ultimately
became Kevin "The Abattoir" Abbott, every kid in Gallia's favorite pro
wrestler.
Squad 7 shocktrooper, age 65. A foreman for a carpentry company before he
joined the militia, his bad back is the result of an injury suffered during
EW1.
Alicia bears a strong resemblance to the daughter he lost in EW1. Seeing her is
a constant reminder of his loss, leading him to keep his distance.
After leaving Squad 7, he began a school to train young carpenters. Years
later, surrounded by his large family and many students, he ended his life in
peace.
Squad 7 shocktrooper, age 24. Handsome and smooth, he was always popular with
the ladies. A bit of a Lothario, he's made many a beautiful woman cry.
A major tank aficionado, he enlisted for a chance to see one up close. He's
been spotted more than once in the R&D hangar past midnight, stroking the
tanks.
His love of tanks kept him in the force after the war. Though that meant more
time spent around tanks than ever, his time around the ladies suffered
horribly.
Squad 7 shocktrooper, age 31. Born in a richly wooded part of southern Gallia,
he enlisted immediately upon hearing his hometown was in the path of danger.
Having grown up self-sufficient, he is strong in both body and spirit. Unused
to wearing hot, heavy gear, he prefers to walk around barefoot and shirtless.
After saving the daughter of a well-off merchant from ruffians, he took on work
as the family's butler. His inability to fix tea properly keeps him up at
night.
Squad 7 shocktrooper, age 26. A warrior and a perfectionist, he lets even minor
details get to him, making him tiresome company but a skillful machinist.
His excessive, almost obsessive fussing over the machines he worked on led to
malfunction more often than not, getting him fired from more than one position.
"I Think I Can't," a self-published memoir of his failings, was a big hit
despite its gloomy, navel-gazing nature, and sales continue to rise.
Squad 7 shocktrooper, age 17. Together with Aika, he roams the globe seeking
adventure. Rumor has it he hails from a nation far removed from Europa's
shores.
Bleak circumstances only excite him all the more, and luckily he has an iron
will to see him through. Once he starts talking about the sky, he doesn't stop.
He left the militia for parts unknown on a new adventure. No Gallian has seen
him ever since he boarded a ship at a sleepy quay shrouded in morning fog.
Squad 7 shocktrooper, age 20. A Darcsen, she was in hiding for fear of Imperial
hunters until news that her love, Karl, was in danger. This drove her to
enlist.
Though unaccustomed to firearms, Karl's instruction paired with her Darcsen
work ethic saw her skill grow in leaps and bounds within a short period of
time.
After the war, she returned to Fouzen as Karl's bride. When seeking playmates
for her children, she made a point of making friends with her non-Darcsen
neighbors.
Squad 7 shocktrooper, age 25. Tinkering with explosives filled this shut-in's
days until an overly ambitious portion of gunpowder blew her house to bits.
She applied to be a trooper on the front lines as a way of testing out her
bombs. Her squad mates whisper that she keeps a miniature bomb under her cap.
Post-EWII, she took work at the Gallian National Arsenal developing explosives.
Her designs, while potent, have all been too unstable for a sane soldier to
use.
Squad 7 shocktrooper, age 17. As a self-proclaimed actress growing up in a tiny
rural town, she was quite the starlet.
Though proud, she lacks coping skills. Unable to forgive anyone who draws the
public's eye away from her, she feels a strong (and one-sided) sense of rivalry
against Rosie, the squad's top trooper.
Upon hearing of Rosie's success singing, she tried to become an even bigger
star, only to find she was tone-deaf. She is now training to become a real
actress.
Squad 7 shocktrooper, age 12. She earned secondary military training credit at
a record age, and was permitted to enlist after expressing a strong will to
fight.
She paired the fathomless curiosity and energy stores of a child with
impressive physical agility and intelligence. Back home, people called her
"Girl Genius."
Over the course of the war, she grew to feel a strong admiration for Captain
Varrot, and began reading up on the art of war in order to follow her example.
Squad 7 shocktrooper, age 27. A florist in Bruhl until the Imperial invasion
destroyed her shop. Ever since, she has fostered a deep hatred for the Empire.
Any hesitation she may have felt on the battlefield soon gave way to feelings
of pleasure at defeating Imperials. She began to take the front lines by
choice.
She stayed on after the war to train new recruits with the Drill Instructor.
Even stricter than he, soldiers now whisper the name "Sadistic Jane" with
reverence.
Squad 7 shocktrooper, age 18. Her family ran an ironworks factory in Fouzen.
She dreams of designing accessories made of precious metals.
Prone to extreme stage fright, her face goes scarlet when forced to speak to
others. Her frail constitution is yet more proof of her sheltered upbringing.
Following her dream, she began a jewelry company. To avoid the need to speak to
others directly, her business works on a custom-made, mail-order-only basis.
Squad 7 shocktrooper, age 29. Her belief that a sound body saves lives
motivates her to train her physique daily. In nine years she hasn't missed a
day's workout.
The heavy armor covering tanks and blast suits worn by lancers run counter to
her philosophy of fighting with one's body alone, earning them both her
disdain.
After EWII, she left on a journey-cum-workout where she met the man of her
dreams and married. Despite dwarfing her spouse, she continues to lift daily.
Squad 7 scout, age 43. He enlisted upon hearing news of fellow Bruhler Welkin's
success. Haughty by nature, his words and actions often reflect his hubris.
To some extent, his pride is merited. In EW1, his skill at trench warfare
earned him the title of hero among Gallians and "that damned mole" among his
enemies.
Leaving only the observation, "My place has only ever been on the field of
war," he disappeared from Gallia. His current whereabouts are unknown.
Squad 7 scout, age 25. As a child of the open field, he dislikes cramped
spaces. Slender and handsome, he is physically unable to not chat up any nearby
ladies.
Prone to exhaustion, he lacks endurance. Though he has no trouble finding
dates, he is often too tired to stay out long, leading the ladies to think him
a flake.
He began work as an action star, but one broken leg later, all offers for roles
have ceased coming in. Presently, he is training up his endurance under Nina.
Squad 7 scout, age 19. Full of more pep than even he knew what to do with, he
enlisted. Friendly and upbeat, he is quick to befriend pretty much anyone.
A lover of all types of meat, porcavians hold a particular fascination for him.
A close friend of Ted's, the two often practiced their clown routines together.
Together with his friends, he began work as a professional clown. His naturally
goofy persona and trademark hairstyle predictably wins laughs from all ages.
Squad 7 scout, age 16. His greatest love was always making others laugh, and
his clowning persisted after enlistment. He is highly allergic to most metals.
He dreams of becoming a full-time clown once the war ends. Despite countless
attempts, he was yet to make Marina laugh even once.
After the war, he invited a group of his close friends to form a comedy troupe,
the Dancing Bears. Their antics helped put the smiles back on Gallians' faces.
Squad 7 scout, age 35. Considerate and polite to a fault, this Darcsen
schoolteacher rarely displays his emotions.
Known for his devotion to his wife, he enlisted to protect her and his infant
daughter. Though a placid man, he fights ferociously to protect his loved ones.
With wife and daughter in tow, he moved to a remote part of Gallia and founded
a school for underprivileged children.
Squad 7 scout, age 16. As a child of the great plains, he grew up around
animals. One encounter with a longhorn stag left him deathly afraid of pointed
objects.
Fully embracing the creed that time is money, he is incapable of sitting still.
He has bulked up fast as a result of all the laps he has run around the base.
Hired as a deliveryman due to his fleet feet, his employers didn't realize just
how fast he is. All the down time tempts him to run off, often making him late.
Squad 7 scout, age 19. Like Alicia, he worked as a team captain in the Bruhl
Town Watch. His hobbies include writing and performing songs.
His open interest in Alicia makes him dislike Welkin quite a bit. His plan is
to win her over with a series of ballads he wrote in praise of her beauty.
Just as he finished the last song in his Alicia compilation, he heard of her
marriage to Welkin. Returning home, he became head of the Bruhl Town Watch.
Squad 7 scout, age 15. Her life on the family farm led her to grow up rather
sheltered. She often enjoyed holing up in the stables with the animals.
She makes tripping over her own two feet look easy. On the farm, she once
dropped a basket containing a hundred fresh eggs. Her father nearly exploded.
A pioneer in the raising of longhaired mules, she had orders for their warm,
soft wool pouring in until she left the pen gate unlocked and they wandered
off.
Squad 7 scout, age 18. Formerly a model for the popular "Gallian Girl"
magazine, she lives her life devoted to fashion.
A sucker for anything trendy, she often snuck out of her room at night to visit
the heart of the city, though low blood pressure made the mornings after rough.
She became the top model for a globally renowned designer, appearing in several
important fashion shows. Lately, she's begun work on her own line of design.
Squad 7 scout, age 19. As the daughter of a frontier tycoon, she knew precious
little of the ways of the world, once naively paying 25dct for a single apple.
Though a pacifist normally incapable of killing a fly, her family's honor
forced her to enlist. Fundamentally opposed to war, she finds killing
loathsome.
Despite heavy opposition from within her family, she used personal funds to
build a shelter for those injured in the war, where she continues to work
today.
Squad 7 scout, age 18. Called "Dancer of the Sands," she roamed the desert as
an entertainer until the Empire's attack killed business, driving her to enlist.
Having lost her parents at an early age, she grew up footloose and fancy free.
As a result, she is unused to other people counting on her, which she finds
taxing.
When a wealthy merchant offered to marry her, she replied that she would never
be tied down to any man. She has continued life as a traveling dancer ever
since.
Squad 7, age 22. A classmate of Welkin's at university, she possesses both
brains and beauty in spades, making her the object of many a boy's desires.
Her feelings for Welkin once overflowed into a heartfelt letter, but her pride
has kept her from ever delivering it.
Juno returned to school to continue her studies in microbiology. She eventually
discovered a microbe with medical uses, naming it after a certain EWII hero.
Squad 7 scout, age 16. Trends and pretty boys form the center of her world,
with "Gallian Girl" weekly her preferred fix for top-notch photos of both.
Her enlistment was motivated by a strong attraction to the big city. There, she
found Rosie, whose freewheeling attitude and city-girl cool inspired her.
She returned home where, at only 17, she married and gave birth to a child. She
divorced soon after, and now spends her days devoted to raising her daughter.
Squad 7 scout, age 17. Childhood friend and co-conspirator with Vyse, she came
with him from a far-off land half for adventure and half to keep him in line.
Adversity only makes her stronger as she turns any problem around to
resolution. The only two things that can stop this vibrant girl are ghosts and
roaches.
She left Gallia for places unknown on a new adventure for untold treasures,
with the new comrades she'd found in Squad 7 there at her side.
Squad 7 lancer, age 27. Muscles send him to the moon, whether they be his own
or those of the other gents in the squad. His little sneezes are just adorable.
A mother hen by nature, he worked as a babysitter before enlisting. Since then,
he's busted himself preparing meals and baking treats for his crush, Largo.
Trading a blast suit for an apron, Jann founded a kindergarten in his hometown
where he devoted his life to the local kids as their beloved "Uncle J."
Squad 7 lancer, age 29. A denizen of the capital city's seedy underbelly, his
was a solitary life. He remained undefeated through countless turf wars.
Burly, rugged and stoic, he's had more than a few ladies approach him, but none
have yet managed to sway him from his lone wolf ways.
A long chain of turf battles ultimately saw him reigning at the peak of
Gallia's underworld, enforcing his own code of honor in concert with the
government.
Squad 7 lancer, age 18. An impoverished childhood has driven home the
importance of wealth for him, driving him to seek fame and fortune as a war
hero.
Born in an isolated village, he bears a strong hatred for Darcsen "heretics."
Weak to the strong, but strong to the weak, he enjoys tormenting Kevin.
Meeting a woman of truly noble character and experiencing real love for the
first time profoundly changed him, as few who knew him before would believe
possible.
Squad 7 lancer, age 33. Contrary to his gruff looks, his hobbies include
cooking and tending his garden. He often joins Alicia in baking bread on his
days off.
Prone to wild mood swings, his self-confidence can come and go at a moment's
notice. Because cooking helps calm him, he hopes to open a restaurant one day.
After opening his dream restaurant back home, he was shocked to find that his
grisly countenance kept the customers at bay. He still isn't quite over it yet.
Squad 7 lancer, age 25. The former head of the local watch in his home village,
he showed a natural leadership that won the respect of all his soldiers.
People still speak of the time he routed an Imperial team with only a handful
of soldiers at his side. He dreams of starting a shipping company one day.
He began Gallia's first major shipping company, which rose to be the top name
in deliveries, a success rumored to come from his popularity among housewives.
Squad 7 lancer, age 17. After hearing of Welkin's exploits, she traveled to the
capital with stars in her eyes. She has a tendency to get swept up in trends.
She has a knack for making friends with others and being prepared for anything.
Few know her svelte form is capable of crushing a watermelon single-handedly.
Her brute strength later saw her hired as bodyguard to a popular actor.
Shortly, after saving his life from an attack, she was promoted to the role of
wife.
Squad 7 lancer, age 24. A sort of older sister figure to many 7's, her
teammates affectionately call her "Lady Rose."
She enjoys working out when off-duty. With "must have muscle" as her personal
mantra, she views the generally slender Darcsen race as inferior.
Back home, she founded a fitness center. The set of novel bodybuilding
techniques she developed there earned her the title of "Princess of the Muscle
World."
Squad 7 lancer, age 37. She ran a well-loved Randgriz eatery until donating all
the food in her larder to refugees one day and joining the militia.
Largo's resemblance to her ex-husband causes her to avoid him as she searches
elsewhere for a man to act as a father to her one son.
The war's end saw the reopening of her shop, where she later met and married a
regular ten years her junior and bore twins. The whole family now helps cook.
Squad 7 lancer, age 17. She was raised by her father, a fencing instructor to
the nobility, who recommended she enlist as a way to harden her psyche.
Generally laid-back, it often takes her a while to build up steam. Once she
gets going, however, she has the tenacity and staying power to master nearly
anything.
Granted a post in Princess Cordelia's Royal Guard in light of her successes on
the battle field in EWII, she now spends her days guarding Castle Randgriz.
Squad 7 engineer, age 38. An unwavering believer in money over all things, he
joined up with Squad 7 after deciding Welkin smelled like a gold mine.
A discerning eye for profit and abundant luck has seen him through life thus
far. When enlisting, he chose engineer as duty as a way to control the supply
chain.
After opening Gallia's first casino in downtown Randgriz to wild profit, he set
off for the Federation in search of new sources of capital.
Squad 7 engineer, age 18. Born in an arid region where the weather dictates
one's day, he grew to avoid any energy expenditures he possibly could.
Utterly capricious, he refuses to lift a finger when unmotivated. He began
riding horseback to save himself the effort of walking, and has become quite
skilled.
Though a completely accidental discovery of a ragnite lode made him an
overnight millionaire, he couldn't be bothered to spend it, so he gave it to
his brother.
Squad 7 engineer, age 15. A sensitive soul dwells within the angelic exterior
of this young boy who volunteered for service despite his frail constitution.
Pain and misfortune yield blissful joy for this twisted cherub, a trait that
likely explains his choice to join the war effort.
He remained in the militia, ignoring the concerns of those around him. His
grace while cutting across the field, smile on his face, has been likened to a
swan's.
Squad 7 engineer, age 15. As the product of a girls' school for the well off,
she dreams of a life surrounded by flowers and shuns the unrefined company of
men.
Quick to develop crushes on the strong women around her, she soon fell hard for
Alicia, whom she proceeded to follow around like a puppy dog.
Though news of Alicia's marriage struck her hard, she soon awoke to a newfound
appreciation for Rosie's untamed allure and began following her around instead.
Squad 7 engineer, age 21. Her love for tinkering with machines saw her enroll
in a technical university. There, she began work on developing new weapons.
Often careless, the machines she works on have a tendency to break down easily.
She set out to create a firearm that required no maintenance, but got bored.
She took a cushy job at a major weapons firm, but one too many malfunctions got
her fired. Since then, she's been back to work on maintenance-free weaponry.
Squad 7 engineer, age 25. A Darcsen with a strong sense of responsibility and
the wherewithal to fulfill it. She holds a master's degree in literature.
She is fiercely protective not only of her fellow Darcsens, but of anyone whom
she has recognized as a friend, readily risking danger to keep them safe.
She is now hard at work penning a novel, a longtime dream of hers. Her first
book is a tale of epic romance sure to warm the hearts of ladies across Europa.
Squad 7 engineer, age 19. Her life as a homebody ended when a stray tank shell
demolished her house. She now fights to win back that peaceful existence.
Naturally cursed with terrible luck, she found nothing but trouble any time she
left home. She tried never leaving, but soon lost even that safe haven.
Feeling a strong calling to help others, she decided to become a nurse, though
accidents and natural disasters kept her from reaching the exam multiple times.
Squad 7 sniper, age 15. He cut short his stay at a rural sanitarium after
hearing that his brother was in danger. Despite his failing health, he
enlisted.
Though he trusts his brother implicitly, he feels guilty for being a burden in
constant need of care. His greatest wish is to be of help to Oscar.
He returned to rest in the country while helping his brother study to become a
doctor. The watercolors he paints on the side hang in galleries across
Randgriz.
Squad 7 sniper, age 15. He enlisted in order to keep his sickly younger brother
safe. The scar on his forehead tells of a childhood attempt to do the same.
He tries to play the strong big brother to Emile, but he's actually quite
timid. Terrified of thunder and mice, he always keeps his distance from the
kitchen.
Deciding to become a doctor in order to cure his brother, he began studying at
a furious pace. Thoughts of practicing surgery on real people have him spooked.
Squad 7 sniper, age 23. Always looking out for number one, he elected to become
a sniper in order to keep himself safely removed from the front lines.
His home is a small village in Barious. Out of pure boredom, he once tried to
scale some nearby ruins as a child and fell. He has feared heights ever since.
While climbing a tree to capture a rare bird rumored to sell for thousands, he
fell again. The head trauma erased both his memory and his cynical personality.
Squad 7 sniper, age 24. An aloof beauty, she keeps all others at a distance.
Her father, a skilled hunter, trained her in the art of marksmanship from
childhood.
Despising other people interfering with her life above all else, she prefers to
be alone. Though a single glare can send him packing, Ted still tries to chat.
Following her father's footsteps, she became a hunter famed for never letting
her prey escape. She now lives with a fox she found injured in the mountains.
Squad 7 sniper, age 35. An EW1 veteran, she didn't hesitate to enlist again to
fight for her people. She holds the bond of friendship above all else.
Ever since an ammo shortage left her to helplessly watch an ally get killed,
she has felt extremely anxious without a loaded weapon close at hand.
Tired of the ceaseless fighting of man, she chose a hermit's life deep in the
mountains. She passes her days in peace, wishing for an end to war everywhere.
Squad 7 medic, age 17. Responsible for securing and treating Squad 7's wounded,
she is well-loved for her gentle touch and selfless dedication.
Actually a set of triplets named Mina, Gina and Fina, all of whom are currently
militia medics. They are often seen socializing with Vyse and Aika.
Stating that there were countless people the world over who needed their help,
the triplets departed Gallia together with their newfound friends.
-------------------------------------------------------------------------------
EMPIRE AND FEDERATION [EMFED]
-------------------------------------------------------------------------------
Maximilian
General, age 29. Imperial prince and commander of the Empire's invasion of
Gallia.
Said to grant opportunities to talented subordinates regardless of social rank,
he is also known to ruthlessly dispose of anyone useless to his purposes.
Though born as the crown prince, his mother's low station precluded his rise to
legitimacy within the court, and he was relegated to prince status.
His habit of carrying a knife for self-protection grew into a rich collection.
His private quarters now hold a display of hundreds of ornamental blades.
Maximilian's ambitions for dominion over all of Europa and revenge against the
Empire died along with him, swallowed in the flames of the falling Marmota.
Brigadier General, age 22. Member of the Triumviri under Maximilian's direct
command and a leader of the Empire's invasion of Gallia.
Undefeated since she began work as one of Maximilian's commanders, her forays
into the nations around the Empire have struck with the force of a tidal wave.
After being identified as a Valkyria in her early childhood, she was held at an
Imperial research facility and used in a test subject in their experiments.
Selvaria enjoyed cooking as a meditative exercise, and strove to recapture the
taste of her mother's cooking that lingered within her memories.
Bested at Ghirlandaio, she sacrificed herself to call forth the Valkyria's
final flame, completely eradicating the citadel with her.
Major General, age 36. Member of the Triumviri under Maximilian's direct
command and a leader of the Empire's invasion of Gallia.
Previously a general for his homeland, the kingdom of Fhirald, until it was
lost in an Imperial invasion in EW1, to which he himself also fell prisoner.
Freed by Maximilian, he agreed to lend the young commander his keen eye for
strategy in exchange for a promise that Fhirald would be restored its autonomy.
Decisive and level-headed, he ascribes to a knightly code of honor that has him
show respect even to his foes. He often faces Gregor across the chessboard.
He disappeared into the flames after the Gallian militia breached his defenses
at the Great Vasel Bridge, never to be seen or heard from again.
Major General, age 51. Member of the Triumviri under Maximilian's direct
command and a leader of the Empire's invasion of Gallia.
Born into the rank of count in a family with close ties to the Imperial court,
he worships the emperor, dedicating his life to uniting Europa under his rule.
A specialist in shock-and-awe tactics, he uses superior numbers to annihilate
the opposition. His leg was injured by Jaeger during the Fhirald invasion.
An avid equestrian, he frequently went on long rides before his injury. One of
the stallions in his manor's stables has been called the Empire's finest horse.
The conclusion of the battle to liberate Fouzen saw the Gallian militia drop
the Equus, an Imperial armored train, into a chasm with Gregor aboard it.
Captain, age 43. Though his unparalleled cruelty often disgusted even his
peers, his undeniable results soon saw him rise to command his own Imperial
regiment.
A sadist to the core, he experienced a euphoric high when inflicting pain upon
others, a habit that only intensified as he obtained increasing authority.
His torture of prisoners, including civilians, ultimately provoked the ire of
Imperial commander Maximilian, who promptly ordered him executed.
Jean Townshend, diplomat to the Federation's Foreign Ministry, age 45.
Appointed to lead the diplomatic mission to Gallia at an uncommonly young age,
Cordelia's kidnapping was decided upon in secret by the Federation's high
council and enacted by Townshend and a cadre of elite operatives.
Though his affable demeanor suggested a temperate personality, reports describe
him as a perfectionist willing to take any means necessary to achieve his aims.
A standard rifle developed by Gallia's only arms manufacturer, the National
Arsenal. Created during EW1, it was issued to Gallian soldiers and saw use in
combat before the war's end.
By minimizing changes made to the action of existing models, developers were
able to save time in realizing their design while also allowing for a wider
range of uses through further customization.
Its name came from its status as the first domestically designed rifle in the
nation's history.
Designed to add stopping power to the Gallian's adaptable base, the Gallian-A
also uses a water-based cooling system within the action to ensure smooth rapid
fire, uncommon in standard rifles.
The experimental system worked better than even its designers had expected,
also enhancing firing accuracy.
The stock and other parts are identical to those used in the Gallian.
Firing accuracy was the focal point when developers created this daughter to
the original Gallians. Its construction is 90% identical to that of its parent.
Each part was farmed out to craftsmen specializing in various fields, combining
to create a finely-tuned gun.
The barrel was also extended to an unusually extreme length to ensure a stable
firing trajectory.
The Gallian underwent a major overhaul to enable the firing of specialty rounds
for the Gallian-X.
Those rounds unfortunately deliver a substantial shock to the entire gun body
when fired, requiring reinforcement not just of the barrel, but the entire gun.
As a result, the Gallian-X's gunstock was crafted from Kloden dark walnut, an
exceptionally dense and resilient wood.
Crafted by the Empire's top arms maker, Zechmeister (ZM Corp), this rifle is
one of the factors that enabled the Imperial armies to sweep across Europa.
Substantially lighter than conventional rifles, the ZM Kar greatly improved
unit mobility and won the thanks of those forced to carry them on their march.
Its distinctive axe shape earned it the nickname "Francisca" among its users.
A literal extension of the ZM Kar, this model features a longer barrel and a
higher muzzle velocity.
Thanks to a shock-absorbing buffer added between the action and the barrel, the
user experienced substantially less recoil, which in turn led to better
accuracy.
Further adjustments to the construction allowed for the use of specialized
rounds as well.
A specialty gun crafted by an arsenal under the Emperor's direct command and in
conjunction with ZM Corp, it marries the accuracy of a sniper rifle with the
power of a heavy machine gun.
Its muzzle-dampening system and drum-shaped magazine together yield a fearsome,
rapid-fire performance.
Quite rare, Selvaria Bles was the only member of the Gallian invasion force to
possess one. Named "Glory," this weapon was granted to her directly for
Maximilian as a reward for her service.
EW1 saw a variety of firearms developed to suit a broad spectrum of needs.
Among them, the machine gun's stopping power made it exceptionally popular,
among arms masters, both within Gallia and abroad.
Though models of all shapes and sizes saw use in combat, the Mags machine gun
was especially prized on the front lines for its portability.
Excelling in rapid-fire speed and ease, it exhibited unparalleled performance
in the close quarters of trench and urban operations.
An elongated barrel gave this model even greater rapid-fire capabilities than
the original. Between the noticeable change in size and performance, this
series was given two-digit model numbers.
A water-cooled system and fully retooled action yielded smoother firing, and
made chambering and shell ejection failures a thing of the past.
For soldiers on the front lines, those little mishaps could easily spell death.
This series allowed them to fight with one less thing to worry about.
Developed as a powered-up version of the Mags line, the MAJ-X's initial designs
called for it to fire reinforced shells, which caused too much of a strain on
the gun's body to maintain its durability.
Instead, the weapon's makers crafted special bullets that caused secondary
damage to the target upon impact. Though this succeeded in increasing damage,
the new rounds were prone to jams while chambering, a problem ultimately solved
by limiting the number of rounds held in the firearm's magazine.
A thorough redesign from the ground up gave birth to this vastly improved gun.
Countless variants on the Mags existed, but the base was fast approaching its
limitations. The key to progress was a loading device invented by Professor
Theimer for use in tank machine guns. Built around that device, the T-MAG saw a
large magazine and vast improvements in clip size and firing speed.
The "T" in the line's name was added in deference to the professor who made its
creation possible.
This remodeled ZM MP boasts a modified barrel allowing for the use of specialty
rounds without any loss in performance.
Its construction remains 90% true to the original, meaning that the existing
pool of mass-produced MPs could be converted into their B-series cousins by
swapping out a few simple parts.
Despite being introduced relatively late in the war, this line of firearms saw
a considerable amount of use in the field.
-------------------------------------------------------------------------------
LANCES AND SNIPER RIFLES [LANSN]
-------------------------------------------------------------------------------
The use of a reinforced warhead core contact mechanism yielded gains in both
stopping power and trajectory stability in this redesign of the Lancaar model.
Wing stabilizers derived from Professor Theimer's work vastly reduced
projectile drift, an issue that had forced users of the original series to fire
from point-blank range. A greater effective range meant users could keep a safe
distance, greatly improving their survival rate.
Its effectiveness against Imperial tanks had soldiers calling it "The Tamer."
Developed as an anti-tank lance variant for anti-personnel use, the Lancaar SH
uses a mortar-like warhead packed with explosives. Its power, blast radius and
effective range all surpass that of a traditional hand grenade.
As an anti-personnel weapon, portability was a top priority. The launcher saw a
substantial slimming down, making the SH the lightest AT lance so far.
That said, it still hardly outweighs a normal firearm, meaning only those used
to carry lances can likely wield it.
This weapon could rightfully be called the grandfather of all anti-tank lances,
developed by Von Bismark (VB) under the direction of founder Adolf von Bismark,
a leader in explosives research.
As the first major power to realize the tank's battle potential, the Empire was
also active in developing the means for combating enemy tanks.
The designation "PL" comes from the term "Panzer Lance."
The GSR sniper rifle has its origins in a rifle made for use on horseback,
built with all the know-how amassed during the Gallian-S's development. Its
defining feature is a variable zoom sniper scope.
Built in an era of semi-automatic hand guns, the fully manual bolt action GSR
was half obsolete by the time it hit the production lines. But its exceptional
firing accuracy and brilliantly made safety saw it continue to see use until
the very end of EW1.
By modifying and extending the barrel of the GSR, developers were able to
achieve a much steadier bullet trajectory, while modifications made to the
action itself further improved firing accuracy.
Improving the gun's serviceability was also a priority, informed by real combat
experience. All units were shipped with a cleaning rod and maintenance kit
stored in the gunstock, meaning tools were never far from reach.
In function and reliability, this line universally outperformed the original.
Alterations to the Brondel's percussion enabled this model to fire specialty
rounds. It also featured a redesigned barrel and a far sturdier action than its
predecessor's. Though the additional weight of these upgrades posed several
issues, its makers were largely able to resolve them before it saw production.
Though its considerable weight at the testing phase gave it the unfortunate
reputation for being unusable in combat, a lightened stock and pared-down
barrel ultimately made its weight only slightly greater than that of the
original line.
The ZM SG based on an infantry gun carried by many of the Empire's soldiers
during EW1, particularly noted for its firing accuracy. The SG also featured a
Rudolf Co. variable small arms scope.
Lauded for its accuracy and uncommonly shock-resistant barrel, it first saw use
with the Empire's mountain ranger units.
Though the ZM SG's design allowed for a bayonet to be affixed under the muzzle,
there are very few instances of it being used during the Second Europan War.
This rifle's action was redesigned to enable the use of specialty rounds.
In order to suppress the negative effect of recoil on firing accuracy, the
front grip was outfitted with an adjustable counterweight allowing ours to
manually alter the gun's center of balance.
This line's increased complexity meant a rise in malfunction frequency,
however, and both the quantity of units produced and the use it saw in actual
combat were limited.
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ATTACHMENTS AND GRENADES [ATTGR]
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A launching device developed as a way to propel hand grenades greater
distances.
Early designs that had grenades loaded directly into the gun's muzzle prevented
conventional firing, and the recoil from the grenades often bent the barrel.
The solution came in the form of this underbarrel type, which allowed users to
fire the rifle and grenade independently.
Built to be the crowning glory of the Gallian-type rifles it affixed to, these
grenades were named after Gallia's capital.
Developed in the Empire based on combat data from EW1, this widely used grenade
launcher fit under the muzzles of most Imperial-issue rifles.
Replacing the grenade's handle with a shell casing and launching it meant one
less item for field units to carry, and they saw considerable use both against
personnel and lightly armored vehicle targets.
These weapons emit an intense blaze by igniting a spray of atomized ragnite,
and were designed as an attachment to an existing machine gun. Each unit has a
liquid ragnite atomizer and a spring-valve reagent spray emitter to ignite it.
For the sake of convenience, it uses replaceable pressurized fuel cells.
What it lacks in duration, range and stopping power, it easily makes up for in
psychological shock value.
It takes its name from the nickname its designer gave it, the "Flame Flail."
A more lethal version of the FF, the FoG emits a toxic gas byproduct made
during ragnite combustion for added damage. The unit's greater size reduced its
ease of portability, and the enlarged muzzle meant a greater strain on the
wielder when in use. While its ability to emit a large quantity of flame made
it useful against trenches and bunkers, that also led to units armed with
flamethrowers becoming more frequent targets.
Named for the "Flames of Gehenna," its putrid fire made the passing of many a
life a very painful endeavor.
This flamethrower attachment was created specifically to combat enemies hidden
in trenches and concrete bunkers.
Though flamethrowers did exist in EW1, they all took the form of back-mounted
ragnite tanks. This form made long-term orientation difficult and required the
user to stand, making them an easy target for enemy fire.
Machine gun-mounted pressurized fuel cells alleviated these issues, allowing
users to engage in normal firearm combat until a need for the flamethrower
arose.
The successor to the VB FW. Because of its comparatively simple construction,
little about the attachment was changed.
The greatest difference lay in the level of refinement in the ragnite atomizing
unit and the purity of the fuel itself, which was modified to exhibit a
stronger reaction to the igniting agent while simultaneously producing a
noxious gas.
A wooden handle extends from this simple can-type explosive, made from a
powdered ragnite mix that emits a characteristic blue glow upon detonation.
It uses a friction-based fuse system in which the user first removes the safety
cap at the handle's end, then pulls the internal ripcord to spark the fuse.
Because the bomb detonates a few seconds after the fuse is ignited, requiring
the user to swiftly throw it then seek cover from the blast, its operation
requires some degree of safety training.
Similar in basic construction to those used elsewhere, this friction-fuse hand
grenade is the official standard within the Imperial army.
Though the time delay until detonation can be adjusted via the dial or screw on
the side of the device, most users were hesitant to deviate from the timing
that had been drilled into them in training.
Designed and constructed by Isara's late father, Theimer, this tank's 360-
degree rotating turret, fully automated loading system and other innovations
completely revolutionized tank technology. Built to be operated by two, Welkin
mans the guns and issues commands to Isara, in control of both the wheel and
wireless radio.
Despite its age, it was among the first to use angled plating and other
emergent concepts, yielding high performance from an early test age. Its high
cost was all that precluded its mass production.
Length: 4.97m
Width: 2.55m
Height: 2.39m
Weight: 11.2t
Top Speed: 50km/h
Power: 200hp/2800rpm
Arms: Breda 24/75mm PaK mk.II cannon
Erma 7.92mm tank machine gun
Based on standard Gallian designs, this model used parts seized from Imperial
tanks to enhance its armor plating and improve power output.
Thanks to modifications by tank captain and engineer Zaka and the Shamrock's
mechanic, Leon, the main turret can be fitted with a cannon, flamethrower or
machine gun at will to meet the needs of the mission at hand.
The tank is painted with a traditional Darcsen pattern, Zaka's personal touch.
This later form of the Lupus, made under Jaeger's direction, covered its
radiator (a weak point common to all tank models) with extra plating.
In addition to weighing the tank down considerably, this design bore a strong
risk of overheating when operated for an extended period of time.
Jaeger overcame that flaw by operating the vehicle near his platoon's camps,
where auxiliary cooling measures could be taken while attacking the enemy.
Though originally developed before the outbreak of EWII, these tanks saw
considerable use throughout the war.
Taking the stage just as tanks began to see use as highly mobile units able to
work in conjunction with troops on foot, this model came to define the epoch.
By the beginning of EWII, however, they had begun to show signs of age, and
were outclassed by Federation counterparts in terms of frontal firepower.
As the Imperial gold standard in EWII tank designs, over 12,000 of this model
had been produced by 1935, the majority of which saw actual combat.
It offers a solid balance between power, armor and mobility at an exceptionally
low price, making it highly versatile.
Variants were made to suit a wide range of combat needs, and its ubiquitousness
led Imperial soldiers to associate it with home, calling it the "Fatherland."
This heavyweight tank's powerful, relatively long-barreled rotary cannon and
front-mounted, wide-muzzled fixed cannon combined to form a shockingly
effective frontal offense.
A small magazine mounted at the turret's rear increased the number of rounds
the tanks carried, while the use of a large, interchangeable chassis kept costs
low, a practice that later became common.
Originally developed as a self-propelled artillery unit, the addition of a
drive system similar to that used in Imperial heavy tanks saw it reborn as a
tank destroyer.
Equipped with an anti-tank cannon based on anti-aircraft weaponry designs with
exceptional armor-piercing capabilities, it became the bane of the Federation.
This highly useful design soon took the field not just within armored
squadrons, but as an escort unit for foot soldiers.
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GALLIA [GALLI]
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The Principality of Gallia
Full of nature and rich in ragnite ore, Gallia borders the Empire to the east
and the Federation on its western edge.
This small, central Europan nation is a constitutional monarchy, ruled by House
Randgriz, the hereditary sovereign of Gallia. The first ruling ancestor of the
house, revered as the legendary hero of the ancient War of the Valkyrur, built
a castle on the site of what is now the capital city Randgriz, establishing it
as the seat of Gallian rule.
Despite its size of only 38,567 sq. km and a population of just over 430,000 it
boasts a rich and unique culture. The official currency is the ducat, and it is
characterized by policies of armed neutrality and universal conscription.
The nation was formally born in the 3rd Century, when Castle Randgriz was built
and rule over surrounding areas began.
When the Empire invaded Gallia at the turn of the 19th Century, the king
renounced his crown, instead ruling over an autonomous region within the Empire
as archduke. But as democratic movements swept western Europa, the archduke
harnessed that energy in Gallia to push for freedom from the Empire, resulting
in the War of Gallian Independence.
Stretched thin between multiple fronts, the Empire was unable to maintain its
hold, and the small nation rose as the independent Principality of Gallia,
declaring neutrality and establishing a system of universal conscription.
With the sea at its north and west and thick forests shielding it to the south,
Gallia is naturally fortified against invasion, historically allowing it to
repel even significantly larger foes.
Hilly plains cover sixty percent of the nation's land, and its mountains
contain a rich store of ragnite ore, a valued source of energy. Large cities
dot the flatlands to the north, while the rest is largely occupied by lush
farmland.
Gallia enjoys a temperate oceanic climate with little variation in rain levels
throughout the year, and the soil is highly fertile. Because growing conditions
for livestock and grain are equally favorable, Gallia practices a mixed form of
agriculture.
This small town lies on the Imperial border at the eastern edge of Gallia.
Windmills stand atop the crests of many of the region's rolling hills, but few
are as large as the so-called "Sister Mills" built from an old castle tower at
the heart of town. Because it radiates out from the mill, Bruhl is also known
as "Miller's Home."
The town supposedly began as a hideout for Royal Guard soldiers who'd revolted
against the king. Perhaps in echo of that, this town of just under 8,000
nonetheless has an active town watch, and Bruhlers are famed for taking pride
in guarding their homes themselves. Exports include dairy and bread made from
locally grown wheat.
The capital of Gallia since its days as a monarchy, this ancient city has the
longest history of any in Europa.
The city takes its name from the ancient war hero who founded it and began rule
over the surrounding area, the ancestor of today's House Randgriz. Surrounded
by castle walls stretching 1km in diameter, the entire city stands as a citadel
and contains the seat of Gallia's politics, economy and culture.
Castle Randgriz, home to the archduke, marks the iconic heart of the capital.
Its single magnificent tower has been likened to a unicorn's horn, giving rise
to the national crest that bears the likeness of the mythical beast.
The Gallian Army's central base stands amid a wooded area at the outskirts of
the capital. Known informally as Fort Amatriain, in honor of General Amatriain,
who was responsible for restructuring Gallia's military and establishing this
facility during EW1.
Within its walls lie the army's command room, offices, training grounds,
hangars for weapons storage and maintenance, and other military facilities. It
also holds living quarters, a mess hall, infirmary, and a relaxation lounge for
the soldiers themselves.
Even R&D work on inventing new weaponry takes place in an on-base facility,
with mechanics and engineers hard at work there around the clock.
This massive iron drawbridge spans the Vasel River, which flows into Lake Graz
near the walls of Castle Randgriz.
The bridge has its origins in the late medieval era, when it was built with two
towers at either bank as part of a ring of defensive installations around the
capital. A 19th century renovation saw it made into a retractable drawbridge
with a unique accordion-fold design that allowed it to be operated by extending
and retracting a single pair of cables. The city of Vasel grew out from either
side of the bridge, prosperous in its role as a transit gateway between the
Gallian and capital and the outside world due to its key position on both
ground routes and a series of canals connecting it to the North Sea.
This expansive primeval forest stretches across Gallia's south, forming a
natural border with the Empire.
Poor roads, violent peaks and valleys, and extremely dense vegetation combine
to impede travelers while baffling their natural sense of direction. Thought to
be impenetrable except by foot, Kloden has been a living fortification against
invasion since Gallia's inception.
The woods are home to foxes, squirrels and rabbits, as well as larger animals
like deer and boar and rarities such as the porcavian. Beeches form the
majority of this deciduous forest, also rich in elm and oak. Untouched by human
hands, some of Kloden's trees are thought to be over a thousand years old.
Massive and stalwart, this fortress sits on the Gallian-Imperial border. Built
in the middle ages as a castle along a key route linking Gallia to eastern
Europa, it now stands as a modern fortress.
Following EW1, it served as a checkpoint controlling the flow of people and
goods into and out of Gallia. At the onset of EW1, Imperial forces claimed it
for use by Commander Maximilian and his top-echelon officers as a base of
operations for the ensuing large-scale invasion.
After claiming the Citadel, the Empire outfitted its facade with powerful fixed
cannons and began to use the structure as a storehouse for weaponry to be used
in the Gallian incursion.
An arid desert devoid of all vegetation covers the eastern Gallian basin area,
several tens of kilometers across.
Allegedly scorched as a result of the so-called Darcsen Calamity, the area has
been reduced to a huge, uniquely-shaped crater with a host of deep crags
issuing out from a massive gulch at the basin's center. Thought to be the
result of a massive explosion, these fissures in the ground match standing rock
formations full of large, circular holes.
The remnants of human dwellings dot the eroded landscape, suggesting that this
area was once the site of a large city. These days, violent sandstorms assail
travelers, and visitors to the region are few.
The structures found across the badlands and the temple at the crater's core
are collectively called the Barious Ruins.
The main temple, said to have been built by the ancient Valkyrur, was
constructed using giant slabs of ragnite-rich stone in an architectural style
found nowhere else in Gallia. Inside, the walls of the antechamber are
inscribed with a history of the Darcsen Calamity and War of the Valkyrur,
written in Old Northern script.
Decorated with a motif believed to be a representation of the Valkyrur people
known as the Valkyrian Spiral, the grand hall also holds a door leading down
into the inner sanctum, closed tight to bar the entry of all outsiders.
Undiscovered until quite recently, the Barious Temple hides within it an inner
sanctum, thought to be accessible only to descendants of the Valkyrur.
The interior takes the form of a massive spiral staircase winding down over 50m
below the surface around a large column. Along the outer wall, further writings
etched in a ceremonial script detail the truth behind the War of the Valkyrur:
as immigrants from the north with advanced ragnite technology, the Valkyrur
easily defeated the indigenous Darcsens and succeeded in the conquest of
Europa.
The Barious Temple served to disseminate a false history to the masses while
the truth of what happened was passed down to their descendants alone.
As one of Gallia's richest mining sites, this industry capital grew hand in
hand with the evolution of ragnite science.
The city is divided between an upper and lower level along either side of a
steep ravine that locals have chiseled away at for decades to create the
present shape. The city's layout allows for ragnite ore to be mined, extracted
and sent on to manufacturing along a smooth, logical flow. Trolley cars
stationed throughout the area carry the excavated ore to a refinery where it
can be extracted, then sent on to one of several manufacturing plants to be
made into weapons.
Following the Empire's occupation, the manufacturing process's labor needs were
met by Darcsen labor camp detainees.
Darcsen laborers collected during Imperial hunts were held in this Fouzen
prison facility.
After capturing Fouzen, the Empire was faced with the task of staffing its ore
mines, smelting facilities and arsenals with laborers. Hunting parties were
sent to scour Gallia for Darcsens that were abducted and used as slave labor,
made to live in a shoddy wooden camp on the ravine floor while working under
inhumane conditions.
A high-voltage electric fence surrounded the camp's perimeter to prevent
escape, and Imperial soldiers kept a close watch on detainees from atop
watchtowers built throughout the area.
One of several stretches of open shore north of the Fouzen industrial region.
The Empire turned the sheer cliffs that surrounded the broad, hilly center of
this inlet into an extremely effective stronghold. Massive cannons and thickly
shielded machine gun emplacements lined the rock face, barring all entry, while
fortifications carved directly into the cliffside further contributed to making
this base utterly unassailable.
This bloody beach marked the end of the road for countless Gallian soldiers
sent in the many attempts to oust the Empire from the area, each of them
failing to breach the base's ironclad defenses.
Few areas within Gallia have been the grounds for more battles through history
than the sweeping Naggiar Plains, found in the nation's northeastern region.
As the object of several border disputes between the Empire and Gallia, this
area saw warfare so frequent that today only a few scraggly patches of grass
remain to cover the divot-ridden red clay soil.
Trenches dug during EW1 also remain, criss-crossing the region in a complex
network of deep scars.
-------------------------------------------------------------------------------
EUROPAN HISTORY [EUROP]
-------------------------------------------------------------------------------
Europa
As a resource-rich part of the largest land mass in the northern hemisphere,
this land has inspired those with dreams of domination for millennia.
In ancient times, the Valkyrur managed to unite Europa under their rule, giving
rise to a number of kingdoms. Subsequent divisions arose as influential leaders
within each of the kingdoms chose to splinter off to form new nations, and it
was not long before the first campaigns of conquest begun.
By the 1800's, the balance of power lay split between the East Europan Imperial
Alliance and the Atlantic Federation, with the small nations in their shadows
left to weather the waves caused by the clash of these two behemoths.
A conglomerate of nations united under the rule of the East Europan Emperor,
commonly referred to as "The Empire."
The Industrial Revolution that occurred when ragnite was discovered as a
useful energy source saw the nations of eastern Europa, pioneers in machine
technology, rise to power. Already tightly bound by a network of marriages
amongst their royalty, these nations now joined hands in a formal international
alliance.
While not technically an autocracy, the emperor enjoys limitless authority
within the alliance. The Empire retains customs and practices held over from
medieval times, and its people are known to harbor conservative views including
a strong hatred for the Darcsen race.
The product of an alliance among a large collective of West Europan
democracies, known informally as "The Federation."
Popular uprisings spurred on by the late 18th Century Industrial Revolution
gave birth to a number of new democracies. The nascent Empire, formed to the </pre><pre id="faqspan-3">
east, represented a common threat, motivating a mutual defense agreement among
these infant republics. Though an elected Head Councilor acts as the
Federation's chief executive, unanimous agreements are rare among the
constituent republics, meaning it often takes months to enact measures. Though
a series of secret alliances and gains won by extortion and blackmail put the
Federation ahead of the Empire in terms of national power, they have yet to
defeat them on the field of war.
This calendar, used across Europa, has its origin the Valkyrur conquest of the
continent. For this reason, it is also known as the Valkyrian calendar.
Each year is counted in relation to the year the Darcsen people were subdued
and Europa was united as a continent. Years predating the unification are
denoted as "BC" or "Before Conquest."
Friction between Federation and Empire surrounding ragnite resources escalated
into a continent-wide war, "EW1."
The Industrial Revolution of the 18th Century led to skyrocketing demand for
ragnite, pitting Europa's twin giants in a race for resources. When the crown
prince of the Empire was assassinated at the start of the 20th Century,
tensions spiraled into an all-out war. Though the Imperial force employed a
corps of newly developed tanks, hostilities soon became bogged down in
fruitless trench warfare, and the two exhausted powers ultimately signed a
cease-fire agreement.
During the war, Gallia's military, led by General Belgen Gunther's tank corps,
foiled an Imperial invasion attempt.
Beginning as an Imperial incursion into Federation land, EWII quickly engulfed
the entire continent in what became the largest-scale war in Europa's history.
Though EW1 ended in a stalemate, both powers had spent the intervening years
stockpiling arms and preparing for the inevitable return to hostilities. After
a short 20-year pause, the Empire began the invasion anew, taking three of the
Federation's border republics in quick succession. The Federation responded
with a formal declaration of war.
It wasn't long before the forces of both superpowers began to spill across the
borders of other neighboring nations. Soon, all of Europa was caught up in a
war that dwarfed all those in recent memory.
The ancient Valkyrur united the Europan continent after subjugating the
Darcsens in this half-legendary war of conquest.
By circa 30 BC, the Darcsens are said to have ravaged much of Europa,
wielding the dark arts to harness the destructive potential of ragnite in their
heedless power struggles. Suddenly, an immigrant population known as the
Valkyrur emerged from the north, bearing a "divine power" in the form of lances
and shields bathed in blue light. Using those to halt the Darcsen rampage, they
brought peace to Europa, according to inscriptions found in ruins across
Europa.
In addition to unifying the land under their rule, the Valkyrur are credited
for the birth of modern Europan culture.
The written form of Old Northern, the lingua franca of Europa following its
unification under Valkyrur role.
It was a set of characters comprised of vertical, horizontal and angled strokes
no longer legible to most contemporary Europans. Inscriptions on the monuments
discovered across the continent suggest that the script served both as a tool
of everyday communication and in rituals. It has been shown that the Valkyrur
royalty and members of the high clergy used a ceremonial variant of the script,
though surviving examples are extremely rare.
The ancient Darcsens were also thought to have their own written language, but
no material evidence remains today to support that theory.
A common term for the systematic capture of Darcsens, practiced most frequently
in eastern Europa.
Continuing the long history of prejudice and persecution against Darcsens that
dates back to the War of the Valkyrur, the Imperial army often staged hunts.
Captives were alternately used as slaves or simply executed. Hunts are
performed by dedicated squads whose sole job is to scour settlements both
within the Empire and abroad for Darcsen captives.
The increased need for labor brought on by the onset of war saw hunts grow both
more frequent and violent. Victims were sent to live and work in inhumane
squalor at any of several concentration camps across Europa.
The original ancestors of House Randgriz were actually a powerful clan of
Darcsen natives who had ruled portions of Europa before the Valkyrur invasion.
When the northerners arrived, this clan chose to betray their race by aiding in
the Valkyrur conquest.
In return, the Valkyrur granted the clan a city-state to rule (today's
Randgriz), and made them the Valkof's keepers. The Darcsen traitors
subsequently claimed to be Valkyrur themselves, writing their betrayal out of
history. The Valkof was sealed away as the pillar of a castle tower, while the
truth about House Randgriz was buried even more thoroughly over centuries of
ruthless suppression of any knowledge about historical events.
These immigrants from the north are said to have united the devastated
continent under one rule in ancient times.
Though believed to be an oceanic tribe that crossed into Europa via the North
Sea, much of their historical origin remains unproven by archeological fact.
Their ragnite weaponry allegedly granted them unparalleled power over the
Darcsen natives, though other accounts suggest that their very bodies exuded a
strange blue light that allowed them to perform superhuman feats. Where
historical fact ends and legend begins, none can say.
By the end of the 2nd Century after the conquest, interbreeding with the native
population is thought to have all but ended the pure Valkyrian bloodline.
Europa's oldest indigenous race, said to have lived across the continent since
ancient times. They are characterized by their dark blue-black hair and shawls
bearing the traditional Darcsen pattern.
History tells of a "Darcsen Calamity" in which this race devastated the
continent until the Valkyrur defeated them in the War of the Valkyrur. For
their crimes of senseless destruction, the Darcsens were stripped of their last
names and chased from their jobs and property, and remain the target of hatred
and persecution. Recent use of Darcsen labor to mine and smelt ragnite in
refinery sites full of pungent oils has given rise to a new set of stereotypes.
Despite endless derision and persecution, the Darcsens remain a proud race with
a rich, unique culture.
A longstanding tradition in Gallia, this festival is now an official holiday.
The spirits of the earth, driven away by the old Darcsen Calamity, were again
able to return to Europa after the Valkyrian conquest. This day is said to mark
the beginning of their renewed exchanges of love during the peace that
followed.
Major practices for celebrating the day include the exchange of gifts between
lovers. In the past, presents were given to anyone the giver felt close to, but
recent times have seen it become a day for couples in love to mimic the spirits
in exchanging tokens of their affection.
Traditionally made by Darcsen people as gifts for loved ones, these dolls are
thought to protect their bearer from harm, and are kept on one's person at all
times.
The human-shaped dolls, made of thatched fishergrass, wear shawls bearing the
Darcsen pattern. Additional clothing and facial expressions are added using
scrap cloth and colored thread.
Though the basic doll is of traditional design, makers are free to add their
own touches and decorations to make the gift more personal.
-------------------------------------------------------------------------------
MILITARY AND MILITARY TECHNOLOGY [MILIT]
-------------------------------------------------------------------------------
Universal Conscription
One of Gallia's national precepts states that all citizens are eligible to be
drafted into service in times of war.
Enacted as a way to enforced the position of armed neutrality adopted after
Gallia won its independence, the law prescribes a three-stage draft according
to need, and applies to men and women alike.
Schools of each level offer mandatory military education, and all citizens are
required to graduate from middle school, meaning all Gallians have basic
training in combat skills. Universities double as officer training schools, and
graduates are eligible for the rank of lieutenant upon enlistment.
A standing self-defense force serves to uphold Gallia's position of neutrality.
As every citizen receives basic military training, most of Gallia is also
guarded by independent watch groups, and defensive preparations are made on a
town, neighborhood and household level.
In times of peace, Gallia's army is made up of 80,000 ground units, 10,000
marine units, and 2,000 military police units in addition to the autonomous
town watches found across the nation. When at war, a militia is drafted from
the civilian public and assembled under that standing force (called the Gallian
Army). Officers from the Gallian Army are assigned to lead militia regiments
and battalions as necessary.
Led by the Emperor, the Empire's politics are still largely controlled by the
aristocracy. The military is no exception, with several of the highest
positions held by the emperor's blood relatives and close affiliates.
Operating under a code of conduct with roots in the medieval ideal of knightly
chivalry, troops are expected to give their all in fidelity to the emperor.
The Imperial army was the first to make and employ tanks (their replacement for
armored cavalry units), a development that redefined war in Europa and secured
the Empire's military superiority.
As the nation's only arms manufacturer, the National Arsenal both develops and
constructs all of Gallia's weapons.
Seeing the production of arms as a part of national defense, leaders elected to
end weapons importation and founded a new domestic arsenal during EW1. This
also helped keep weapons of technology and plans from leaking to foes.
Professor Theimer, creator of the tank that war hero General Gunther operated,
was a major player in the arsenal's initial staff, matched only by Bernhardt
Brondel in skill. Brondel, who rose to lead the arsenal, is said to have
amassed his considerable knowledge through close friendships with a number of
talented Darcsen engineers.
At the turn of the 20th Century, a time when trench combat was the primary form
of warfare, these armored vehicles were created to break across defensive
lines.
Their design employs a ragnoline fuel combustion engine in which energy is
harnessed from the explosive ignition of liquid ragnite. Byproducts include a
distinctive blue light and extreme heat, requiring the addition of a radiator
at the tank's rear to prevent overheating. Originally used to cross trenches
and as foot soldier support, economic and technological advances have seen
tanks grow to fill a number of combat roles.
After the Empire employed highly mobile attack tanks in EW1, all of Europa
began to develop new vehicles, leading to the diverse array of models seen
today.
As part of a defensive force, Gallian tank designs favor small, highly mobile
units suited to Gallia's topography over heavy tanks focused on firepower.
In EW1, the Gallian force used light tanks and foot soldiers to stop the
Empire's invasion rather than squaring off against the attack-heavy Imperial
tanks. After witnessing the Empire's fearsome armored corps, a group of Gallian
engineers led by Professor Theimer came together to develop a new kind of tank
that could be mass produced to check the Imperial force. Theimer proposed the
necessity of a line of tanks specialized in offensive power, but Gallian Army
leaders dismissed his ideas. Consequently, most of Gallia's tanks remain
primarily defensive units.
Born in the late 19th Century as a means to break the stalemate of trench
combat, Europa's first tanks were Imperial in design and manufacture. The
Empire's armored corps took to the field shortly after EW1 began as a force of
extremely powerful, highly mobile tanks, easily tearing apart the Federation's
defenses. In the medieval military philosophy of the Empire, the tank
represented the new knight, and stood at the army's core as it marched across
the continent.
Unable to stand up to the Empire's tank force directly, neighboring countries
were left to develop small ambush tanks, which in turn led to Imperial
designers to build bigger and tougher juggernauts. In the tank technology race,
the Empire has long remained one step ahead.
Partially due to barrel arsenals and a lack of infrastructure in the Federation
prior to EW1, the war saw the Empire secure a broad head start in the field of
tank technology. To Federation forces centered around foot soldier tactics, the
Imperial armored corps represented a new and terrifying form of warfare. By the
end of EW1, the Federation military knew well the necessity for heavy tanks
with large cannons, and the development of armored vehicles began in earnest.
Unable to rival the Empire in technology or military prowess, they instead
chose to exercise their economic superiority, building a force of tanks with
middling capabilities large enough to combat the Imperial force by sheer
numbers.
Imperial General Gregor personally aided in the design and development of this
large armored train. Designed to fit European broad gauge rails, the entire
chassis of this ragnite engine plated in thick armor. It tows a massive cannon
car and a heavily armored defense car, both equipped with machine guns and
standard cannons. At the rear is a final command car from which Gregor
presides.
Installed in Fouzen upon its completion, it is used to deter both enemy
invasion and Darcsen laborer escape attempts.
Maximilian, the leader of the Imperial invasion, commanded this massive tank.
It represents the enhanced version of an existing design, created to fell enemy
castles or fortresses. Under orders from Maximilian, the body was reinforced
and fitted with a ragnite cannon, adding to its already formidable
capabilities. It played heavily in the Empire's seizure of the citadel at
Ghirlandaio.
Built to Maximilian's specifications in a joint effort with the Imperial navy,
this vehicle blurs the line between tank and battleship in a new class called
the "terrestrial dreadnought." Four engines and two propellers work in parallel
to power this behemoth, allegedly developed as a mobile platform for the
Valkof. An experimental artificial Valkyria apparatus is said to have been
installed at the rear of its main deck.
-------------------------------------------------------------------------------
THE VALKYRUR [VALKY]
-------------------------------------------------------------------------------
Valkyrur Common Knowledge
Legends of the War of the Valkyrur and a number of traditions that stem from
this ancient people can be found in all areas of Europa, and a basic awareness
of the Valkyrur's existence pervades the land as common knowledge.
The generally held view of this race is as saviors of the continent who led all
of Europa to prosperity, with some going as far to worship them as divinities.
That said, the bloodline is said to have died out long ago, resulting in a
thinning of their presence within the popular consciousness. Today, there are
many who view them less as historical fact than as the stuff of legend.
The ancient Valkyrur invaded Europa from northern lands known to be
exceptionally rich in ragnite, engaged the indigenous Darcsen population in
unprovoked combat, and ultimately subjugated them. Skilled in the use of
ragnite and genetically able to unleash the latent power within it, they used
the Valkof to incinerate cities and crush the Darcsen defenses.
In order to justify their actions, the Valkyrur shifted blame for devastating
the continent onto the Darcsen people. They authored a history in which they
were Europa's saviors, using that as a basis for authoritarian rule. Much
remains unknown about the Valkyrur, including their origins and the basis of
their preternatural powers.
Some Europans hold the Valkyrur as the object of religious worship. Known to
have possessed superhuman abilities, the Valkyrur are understood as either gods
or the vassals of god in several sects, the largest of them known as Yggdism.
The Yggdist faith arose at the start of the 3rd Century and gradually spread to
all regions of Europa. Its tenets hold that the Valkyrur were a race of gods,
and its mythology draws heavily from the northern legends brought in during
their conquest.
Because beliefs have traditionally taken the form of popular superstitions tied
closely to everyday practices, regional differences abound, blurring the lines
between one sect and the next.
Unearthed from excavation sites across the continent, these weapons are thought
to have been wielded by the Valkyrur. The shields are round, while the lances
take the shape of a spiral shell, made from ragnite more pure than even current
refining technology can produce. While some variation exists among the weapons'
shapes, all of them bear a design known as the Valkyrian Spiral as a core
motif.
Because contact with a Valkyria triggers a physical alteration to the weapons'
shape, they are believed to serve as amplifiers for the race's preternatural
abilities.
A massive lance-form weapon believed to have been used by the Valkyrur during
their ancient war of conquest. Its core, said to be composed entirely of highly
refined ragnite, was capable of emitting an extremely destructive beam of
light.
After the War of the Valkyrur, the spear was sealed away inside the central
tower of Castle Randgriz and written out of existence. Studies performed after
EWII have suggested that the Valkof may have been mounted on a massive ark when
used in ancient times. If true, knowledge of that ark may have informed the
design of the weapon's modern mount, the Imperial dreadnought, Marmota, but a
dearth of evidence has kept all speculation in the realm of conjecture.
As Europa's primary energy source, this ore has become vital to daily
existence. It luminesces a characteristic blue hue when releasing the energy it
contains.
Mined primarily in mountainous regions, the raw ore is then refined for use in
any number of applications. Though the ore's existence was known in ancient
times, it was not until the Valkyrur brought their refinery technology to
Europa that its use began. Since the Industrial Revolution, it has become a
vital ingredient to human civilization.
A surging need for tank fuel and weaponry derived from the ore has recently
driven Europa's nations to expand their borders in a growing war for resources.
Depending on the refinery methods used, ragnite ore can produce various forms
of energy suited to a spectrum of needs.
Refined into liquid ragnoline, it can fuel lamps or power vehicles, granting it
a broad range of civilian uses. Its military applications include tank fuel, an
incendiary agent in flamethrowers, the explosive payload in hand grenades, and
countless others. Medical scientists recently learned that the ore also acts as
a painkiller, developing a controlled disinfectant and restorative agent known
as Ragnaid.
New properties and applications for the ore continue to be discovered daily,
and few doubt that this resource will only continue to grow in use and value.
A perennial plant found across Gallia, near and dear to the hearts of many as a
sort of informal symbol of the nation.
Distinguishing characteristics include small, white, star-shaped flowers and
seed tufts often carried off by the wind like tiny snowflakes. Its leaves
spread close to the ground's surface in clusters, with stalks bearing the
plant's flowers at their center.
As an exceptionally hardy plant, they are known to thrive even under adverse
conditions, weathering times of extreme hardship to bloom again the next year.
A winged cousin to the common pig, found in wooded areas in central Europa.
Generally smaller than other porcines, this subspecies is further distinguished
by the wing-shaped appendages that grow from its back (because it is incapable
of flight, the biological term "wing" does not strictly apply).
Though some have argued that its wings are an adaptation that makes these pigs
better suited to life in their habitat, no convincing explanation of porcavian
evolution has emerged.
Affectionate and intelligent, they are sometimes kept as pets.
Built according to design notes left by Isara's father, Theimer, this bi-
winged, two-motored plane is comprised of a fore cockpit, horizontal wings and
tail, and a vertical rudder. Isara expanded the cockpit to seat two in order to
allow her brother Welkin to join her. Engines originally used in armored
vehicles but subsequently discarded by the Gallian Army were repurposed to turn
the plane's twin propellers.
Though aeronautics research began across Europa shortly before EWII, Gallia was
not among its pioneers, so the sight of an airplane remains a rare treat.
===============================================================================
4. Writing On the Wall [WRIWA]
===============================================================================
Signs of Gallian Resistance
In an interview on the 8th, a spokesman for the central Gallian armed forces
suggested a massive anti-Imperial counterstrike brewing. Should this come to
pass, all eyes will be on how a force that has thus far specialized in retreat
can stem the Imperial incursion that claimed most of Gallia by last month's end
and now stands before the gates of Randgriz.
It seems the militia will join the army proper on this bid to free the capital
from a siege, a fear that has persisted for weeks now. Some suggest that this
move is due to the army's desire to conserve its own manpower for combat within
the city's walls, a very real possibility should this plan fail.
The Empire-owned and run Tares news outlet reported on the 6th that Imperial
forces have claimed the coastal Federation city of Valua. If true, the Empire
would now hold a supply route for ragnite transit, greatly influencing their
standing in southern Europa. Unlike the northern provinces, Europa's south
lacks for ragnite, meaning that supplies must be shipped in from elsewhere to
sustain the Empire's offensive.
The Empire's hold on Europa's southern coast means expansion of the conflict
to all areas of the continent is more likely now than ever before. The
Federation has yet to issue a statement regarding the Empire's alleged seizure
of Valua at this time.
Gallia's militia brings home the glory! As the first operation in what is
likely a full-scale counteroffensive, the 3rd Regiment reclaimed the Great
Vasel Bridge, a vital trade artery, after rousting the Empire's local defensed
on the 14th. This officially frees Randgriz from the need to seal its walls.
Rather than assail the Empire's bridgehead barricade, the militia opted to swim
a tank across the river and attack from the rear, an unconventional strategy
to say the least. The drawbridge was then opened, dumping the rest of the
defensive force into the drink. The man behind the plan, Welkin Gunther (22),
is none other than the son of EWI hero Belgen Gunther. The acorn hasn't fallen
far at all.
On the 20th, the Gallian forces in the north announced their retreat from the
area. Though no details were given, the Imperial takeover of Fouzen, keystone
among the north Gallian industrial cities, is likely a chief cause. The capture
of Fouzen, a center for Gallia's ragnite, steel and oil refineries, struck a
massive blow to the nation's productivity.
Though the meeting among Gallian army leaders, held the day of the word of
Fouzen's fall arrived, lasted well into the night, no official word has yet
been issued as to a specific plan for liberation of the city.
The militia's 3rd Regiment, a partner in our ongoing war correspondence, was
successful in seizing the Empire's supply base in Kloden wildwood despite
interference from Empire ace Gen. Radi Jaeger. This new victory, coming on the
heels of their Vasel win last month that pushed the invasion back to central
Gallia, has all of Randgriz singing their praises.
Losing the Kloden base was no doubt a severe blow to the Imperial force
looking to regain some of that lost ground, which is good news to Gallians
everywhere. It's anyone's guess where the militia will crop up next, but their
efforts so far make one thing clear: These men and women mean business.
The government issues a second wave of drafts among Gallians on the 8th.
Expected since the Empire's formal declaration of war last month, this draft
was likely made inevitable by the recent series of losses in the east and
north. The draft will target males, ages 30 to 45, selected based on their
qualifications and their impact upon Gallia's normal function.
The Militia is also accepting volunteers from those not included in the second
draft, but many worry about the economic strain that further losses to the
commerce and industry sector may impose.
Central Gallian command reported on the 15th that the militia had encountered
and routed a contingent of Imperials stationed in Barious, the culmination of
a clandestine investigation into reported Imperial activity in the area. The
badlands' topography is poorly suited to combat maneuvers and the region holds
little to no strategic value, making the Empire's goal there unclear. One
theory suggests that the desert region is home to an as-yet-unmined lode, and
that Imperial forces were stationed there for purposes of ragnite speculation.
During a press session on the 10th, Gallian Prime Minister Borg called for
talks with Federation Ambassador Townshend, slated to visit Gallia at the end
of the month.
In light of the increasingly complex conflict between the Federation and
Empire, however, many suspect the Federation views this as a chance to acquire
Gallia for its resources.
This announcement has been met with vehement opposition from members of
Parliament with strong ties to former Imperial cartels. Ambassador Townshend
responded to the invite with a public address, stating that he "firmly believes
that joining hands to thwart the Empire's hubristic ambitions is essential to
assuring peace for Europa."
Central Gallian command reports that a recent chance encounter with Maximilian,
Imperial commander of the Gallian invasion, near the ruins in central Barious
ended in the Empire's defeat and retreat from the badlands. Speaking with on
Gallian soldier who fount in the operation revealed a shocking eyewitness
account of one female soldier among the Empire's army batting a tank shell
out of the air by brute force.
Army doctors looked into the possibility of combat stress-induced hallucination
but several other testimonies have arisen to corroborate this wild account.
Other reports suggest that she resembled one of the Valkyrur of legend, while
Gallian Army has issues no official statement on the matter.
Chief Valence of the Gallian National Survey reported recent discoveries of
three new lodes of ragnite amid the southeastern mountains. Imperial capture
of the key cities in ragnite-rich northern Gallia has meant a steady drain on
domestic productivity. Paired with a rising demand for ragnite for military
uses, scarcity of the ore has become a critical problem.
At the latest Survey meeting, Chief Valence stated that the new discovery
would "likely go a long way toward filling the vacuum that has hounded the
Gallian energy supply of late." Investigations into the size and quality of
the newly found lode are currently underway.
After months of deadlock, the southern Gallian force broke through the defenses
at Norville on the 14th. Built along a natural wall of thick forest, the enemy
encampment had managed to resist all prior advances. According to the official
report, Regiment 10 of Gallia's Army was responsible for this victory, but our
on-site correspondent calls it a Militia win.
En route back from their operation at Barious, Squad 7 of the militia's 3rd
Regiment was met with a surprise attack from the Imperial defenses at Norville
and engaged the enemy in combat. Squad 7's brilliant efforts created a crack
in the Empire's defenses that Army Regiment 10 was able to exploit in a swift
blitz, breaking the Norville defensive line apart for good.
An EGP release issued on the 20th announced that the Glory of Speed (GOS),
Europa's top motor race, has been called off for the year. This marks the
first such cancellation in the event's 24-year history, likely the result of
difficulties in hosting an international race of this scale amid the worsening
conflicts unfolding across the continent.
The progress being made by automobile makers today is largely being drafted
into military use, and more than a few manufacturers have spurned such public
events for fear of trade (and by extension, government) secrets being leaked,
further informing the decision to call off the race. These explanations offer
little solace, though, to disappointed racers and their fans.
===============================================================================
VERSION HISTORY
===============================================================================
VERSION 1.0 (November 14, 2014): Initial version with Personnel, Weaponry,
Glossary, and Writing on the Wall fully transcribed.
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but not mandatory. This file can be saved, printed, or distributed for
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Thanks for helps from Arthellinus and Neoseeker for corroborating certain
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Constructive criticism, error reports, and suggestions are welcome!