The Archives · Volume I

After the End

How the world ended, who's left and why they fight.

Chapter I

The End War

The End War took less than a year. Civilization had spent millennia building cities, nations, philosophies and plumbing. The war turned most of it into irradiated rubble.

The bombs fell. The skies went grey, then black, then a colour nobody had a word for, because the people who named colours were gone. Whole regions became wasteland. Famine followed fire.

When the survivors finally crawled out of whatever had saved them, they found something predictable: they still disagreed about everything.

The calendar reset to year zero. Nobody agreed on that either.

Chapter II

The Clad

Out of the ashes, factions formed. Out of the factions, champions. They're called the Clad: warriors sealed in relic cyber-armour, salvaged from before the war and held together by engineering, desperation and aggressive optimism.

Not soldiers. Not mercenaries. Something in between. They fight for factions too stubborn to negotiate, in arenas too brutal for diplomacy. There are no treaties any more. Only matches.

Clad warriors in salvaged plate armour stand in front of the ruined domes
The Clad, from the End War key art.

Chapter III

The Five, and the Miners

Five classes of Clad, and the Miners who come with every squad. Every squad is drafted, so no two are the same.

The Squire, idle

Squire

Frontline · Anchor

Relic plate, a spear and a shield that has stopped worse than you. The Squire stands in front so the rest of the squad can keep standing.

Squire card →
The Assassin, idle

Assassin

Damage · Back-line hunter

Nobody sees the Assassin arrive. They see their back line fall, and then they see the Assassin.

Assassin card →
The Data Shaman, idle

Data Shaman

Damage · Artillery

Keeps a staff that shouldn't still work and a lot of distance. The Shaman turns what's left of the old world's data into fire.

Data Shaman card →
The Archer, idle

Archer

Control · Marksman

Patient, far away and very hard to reach. If you suddenly can't move, look for the Archer.

Archer card →
The Alchemist, idle

Alchemist

Support · Medic

Acid for them, elixirs for us. The Alchemist keeps one squad standing by making the other one corrode.

Alchemist card →
The Miner, idle

Miner

Economy · Auto-included

Every squad gets two. Miners dig crystals out of the cavern floor so everyone else can gear up at the forge.

Miner card →

Chapter IV

Why they fight

The factions will tell you it's about territory. About tech buried in the ash. About resources, influence, survival.

The Clad will tell you something else. They fight because the world ended and nobody could agree on what comes next. Talking stopped working, and this is what's left.

They fight because someone has to.

Chapter V

Combat doctrine

Now you know why. Here's how.

  1. I

    Set up, then strike

    Corrode first, burst second. Damage without setup is damage wasted. The Clad who rush in die. The Clad who prepare win.

    Status effects →
  2. II

    Protect the chain

    Every kill starts with a setup unit. Find theirs and kill it first. Keep yours inside the Squire's Fortified aura, where it can't be backstabbed.

    Counters →
  3. III

    Position is the game

    Squire in front. Archer in back. Assassin in the shadows. One wrong tile costs the match, and you only get one unit per turn to fix it.

    Your turn →

Free · No wallet needed

The arena's open.

History's written. The next match isn't.