Assyria

Where Blood and Death were Born.

Creatures

Burmicks- To stand a chance against this hulking war machine, is to only blast away the armor covering the Burmick's hide. Burmicks are used as war machines and blast away cities just by delivering a load of rocks from the rocket launchers on their back and sides. Guns are held to the sides of both the rocket launcher, as well as one on each wrist.

   Once weakened by a Core Provided Weapon, you can easily take down a Burmick with once single hit of a pounding weapon o mass destruction.

Deathmounts- Deathmounts are flesh-eating, monstrous creatures that eat the flesh of humans, Core, Commerce and Union, as well as anything else they can get their teeth sunk into and claws grabbed on. They require a Hostile master mount for them to be stable and to see where they're going.

   If the Hostile mount is gone, the Deathmount goes ravage and unstable, thrashing around, unable to team itself as it requires more flesh than what it usually takes in for. To kill one, easily take out the rider and then hit the face plate on the head off to where you can easily blast away the armor. Hit it straight in the head and out goes the Deathmount.

Scavengers- Scavengers are small creatures that run on four legs, but have a nasty screech that can break through the sound barrier, cracking the glass. Scavengers hunt in large packs, up to eight or nine, sometimes less. They're wretched ways of feasting are unbearable. The stench of their flesh can be carried for miles as they place a toxin in the flesh to help rot away the skin and hide of a human, demon, etc. and an animal to help them feast on their prey.

   Scavengers are sneak and use their claws to eviscerate their enemies and even climb on walls only to be dropping down from above on their prey. They compensate for their low pain tolerance by attacking in packs and overwhelming their targets with superior numbers. Close encounters to Immersion, Scavengers become volatile and unstable, maiming or killing anyone close to their view.

Hostiles- Hostiles are Immersion infected, human-sized figures that can tear anything in shreds, masticating and dismantling anything. once in combat of face-to-face with a Hostile, they become ravage and have the need to feed or dismantle. Hostiles thrive and feed on immersion, becoming volatile like Scavengers, but not as eviscerating and volatile as they are.

   Hostiles can be put down easily if you head-shot them - shoot them in the head. With an easy shoot to the head, the head explodes and your problem may see done... but it's not. Hostiles ,live mostly everywhere and they have the need and hunger to conquer and consume everything of it's deadly wake. Hostiles are elite drones of the Palace where the Queen of this species lives.

Palace Guards- Palace Guards are the Elite Hostiles, armed with elite weaponry and artillery. Palace Guards aren't easily won over. Over their bodies are tough hides with a tough armor, suited for battle and to take bullets. To conquer these Hostiles, you must hit them in the cracks of the armor and aim for the head, shooting the helmet off the reveal the head... then blast away!

   Palace Guards guard the palace as only the dedicated and most accomplished soldiers are chosen to protect the palace and it's secrets. With their formidable skills in weapons in armor, you should engage with caution.

Immersion

   What is Immersion? Immersion is a particle or chemical in Lair that is used for many inhumane and genocidal ways in Lair. Creatures from the deep and above try to thrive and crave more of it, wanting more as they feed on little they have. The first war in Lair resulted of the thriving of Immersion, as every creature wanted more and more of it, thriving with greed and power.

   Immersion made creatures more different, making them change spontaneously, craving more and more for power and domination. But, that got out of hand. Immersion, once injected or forced into the body, it creates a new creature. Immersion changes the appearance, mind, body, powers, and all of the creature that's thriving off the chemical. Immersion develops more limbs, spikes, anything extra, or changes the body by ripping anything out of another part, making them Hostile or Hostiles.

   Hostiles are Immersion thriving creatures that have the need to take over and dominate everything, including Lair and Lore and soon, their numbers will increase. But, not without the help of the Commerce and Core, taking it out and killing them by hordes. Immersion changes one drastically, making them volatile and very vile. They feed on flesh and pick from bone, killing anything that moves, that contains meat or flesh, and/or, they feed on anything that is warm.

   Immersion is all around Lair - in rivers, streams, falls, puddles, everywhere. But, it is mainly located at the heart of the Hallow, below Korin where the Aryan base lies and only an Aryan and Evian (Aryan Rider) can enter. Immersion also are in fjords, and is located in a near river bank out far in the Forbidden Valley, as well as Emphyra. Immersion flows in base rivers and lakes near the main city of Lair: Lore.

   The Radien strain was struck by the Immersion particle or atom. The atom clung to the Radien Strain, pulling it in, drafting the atom to it's control. The Radien was then stripped of it's control and power - and the ability to hold control on the Aryan Dragon.

   Immersion atoms are greedy atoms. They need to bond in order to thrive and live. Synile wasn't able to feel these effects for so long for that apparent reason. She was isolated from the objective that the Immersion count in her body wasn't strong or large enough to pact with the other strains and chemicals in her body.

   The Radien was then taken over, the Immersion taking it's mantle on the strains - every one of them being taken over and consumed by the bond with the Immersion. Cutting down the limits of its victim, the Immersion bond made a pact in a way with the Radien strain The Radien was not to have full control, but only 10% of it, while the Immersion had 90% of the control, making it harder for the dragon to gain absolute power.

   It was inevitable for a dragon with high Immersion contents to gain such control back in a matter of minutes. No, no. Immersion banned that by stripping away the Radien and taking out the memory banks inside the Radien. The memory banks in the Radien were the powerhouses of the strain to help keep the dragon and the strain itself stable. Without that, the dragon goes into complete hostility and instability.

   Radien as only the mere beginning of the dragons change in growth. Radien is presented in the body of the dragon once is hatched. Radien Strain is far out impossible to be removed from the body of the dragon. Only dragons native to Lair has the strains in this world.

   Immersion sets out into more tenacious ways, more vigilant ways. Immersion is more to handle than mood swings and continuous acts of rage and repulsions. In humans or other life forms on Lair, it's more over death than life. Immersion Strain bonds with the Radien or other chemicals, particles, etc. But, once done so, it cannot be reversed. To get rid of the bond of the strain, the creature must die. I not, the strain will kill them in the end.

   Infliction of the Immersion strain, you have yet only seconds to live. It takes only milliseconds for the bond to be complete and only seconds for the strain to develop and conquer the body, mind, emotions, actions, thoughts, reproduction, immune systems, organs, and all. Taking mantle in the body, Immersion takes full frontal and control over everything in the body. In mounts, Immersion is more deadly than it is in dragons.

   Studies showed only results from dragons, but not mounts or lifeforms on Lair. Fights broke out and ravaged a battle on Immersion. In the Biological Labs of Hazardous Chemicals, biologists concluded their studies by inflicting a volunteering candidate to show how the Immersion works in the body. This candidate had no idea what they were going to go through. Immersion doesn't only attack the mind and body itself, that's only in dragons.

   In lifeforms, Immersion differs from the symptoms in dragons. Control of mind and body is only he beginning stage, what comes next is more deadly and painful than the others known to man. Immersion, once entered in the host body, goes through the entire systems of the body and controls it, but that's not all. The strain hits the blood cells, forbidding the bones to make white blood cells (which help fight off infections and viruses) and eat away red blood cells, lowering the count of both. After that, the strains hits the organs, sending in a painful rush of toxins that eat away the flesh inside out.

   The body begins to deteriorate from the inside, organs being drained from their juices and eaten away by the strain and toxins, feeding off the body like a parasite. The mount goes into immediate shock and tremors, as well as a sudden rush of pain through the entire body. Counts and levels of the strain grow and mutate, going through a faster stage of mitosis than any other blood cell and organism can. In seconds, by the millions the Immersion strain count and community is over the limit in the body, exceeding to counts higher than a billion.

   The body is eaten alive from inside out, internal bleeding occurring, as well as the deterioration. The body then dies as the heart brain or life source is devoured and eaten away. What is left of the victim the strain has chosen is nothing but the remains of blood, which soon dissolves from the strains intensive heat.

   The only virus that is able to counter act and stabilize the strain is known as Vyilen Chlorophosphate, or Vyilen. V-C is hard to get hands on and only victims of the Immersion Strain can obtain the virus. If inflicted, the infected victim only has minutes to take action, of it is they whom have to suffer the painful ways of the strain.

Book of Bedlam

   The Book of Bedlam is the book that withholds everything - from ancient history to the dates of upheaval; time lines, wars, laws, oaths, rules. The Book of Bedlam holds everything known to Lair. Holding what is known to this planet and solar system.

   The book lies in security in the building knows as The Demnca. Armcham and Emphyra are two other major buildings in Lore, Lair. Both holding nothing but Governments, soldiers, training, war plans, and more. The Book ranks under the most secret object of Lair. Inscription inside are the words of Synile herself. The words she spoke above the Syneath Horde when they first went into battle with the Mithrill - the malicious dragons that separated from the Syneath after the divide during the event of the assassination of the first Frost Born, Markus.

   Further into the book is the Syneath Language from A-Z. As well as numbers and Grammar. Pages of the Syneath history, language, speech, major quotes, leaders and more is packed into the book. As well as the parts of all Seven Legions, the main Governments of Lair. The Book of Bedlam got it's name from the old city in Lair, which was a chaotic city. Bedlam fitted the chaotic city, as it had many chaotic situations. The book was then named after that city and it was for then originated from there.

   More in unknown about the book, but Marcus will soon be the only to unfold the secrets hidden in the book. Soon then, it's kept hidden from all hands and minds alike.

   On the cover of the book, there is a symbol. A symbol representing the city and it's thrive for Immersion (the main chemical every beast, creature or anything else thrive for). The symbol is far etched into the cover, radiating a bright turquoise-blue with a ring of white. A deep grey like black for the main color of the entire cover side of the book (front and back) as it has the texture looking like the cracked lands of deserts, but not as deep and crevasse.

   Inside the book, the pages have a tan color with lightly ripped edges and stains to show it's age. On each corner of each page, there is a symbol in the Syneath Language of each page number with the same radiating turquoise-blue. In the back, the colors change to a crimson red, for ravage and war. Through the book, you'll see how the history goes with the color, why it changes so. In the middle, it's an acidic-green for sin and greed. Gold would be at the very end of the book for the color symbolization of Immersion.

   At the back of the book it holds an inscription from the creator and the secrets of the book. Only one can translate the words, but she does not trust the humans and their ways, so, her rider must translate the words for himself.