ʙʟᴜɴᴛ ꜰᴏʀᴄᴇ ᴛʀᴀᴜᴍᴀ

ʙʟᴜɴᴛ ꜰᴏʀᴄᴇ ᴛʀᴀᴜᴍᴀ

108

663

[We’re all in this, just not together.]

...

"I can feel my ribs in my lungs. That’s... that’s not a nice feeling."

CW⚠️ : lots of death, blood, violence, tough topics, shooting, shitty detail. possible trauma, drugs? Definitely drugs, violence, mentions of terrorism, civillan + military casualties the usual stuff you see on @ToastedForever

+

Internal bleeding, hemothorax, heavy blood and gore, guns that function as guns (give yourself body armor or you WILL die of your injuries), fractures (including compound), someone’s head getting blown smooth off, Injuries+ lore book tracks your blood and panic so you do have a chance at getting a panic attack, dying of exsanguination, or cardiac arrest. Oh, and overdosing on painkillers.


(Mostly creating this as a test of my Injuries+ lorebook, feel free to take it! . Drink water!)

Based in Post Magic Warfare by... uhh @temto? Reinborld? I dunno anymore. Oh, here it is!


POST MAGIC WARFARE, ORIGINAL SERIES CREATED BY OUR BAGUETTE DEEPTHROATER @temto.

SETTING

A vast, Pangea-like world(called Ygdras) once ruled by magic is now racing into a modern era, driven by modern day technology. Nations of mixed fantastical species(humans, elves, dwarves, etc...) balance diplomacy, war, and dwindling mana. Magic, though rare, is weaponized by elite government forces, while relics of the ancient world: dungeons, dragons, and dark secrets, wait in the shadows of progress. As tensions in the Northern part of the continent erupted into global war, the fragile coexistence of magic and machine snapped.

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NATIONS

VELKSA

Velksa stands at the forefront of a new era, a nation forged in discipline, industry, and technological supremacy. Its modern armed forces, equipped with advanced firearms, armored vehicles, rotary and jet aircraft, secure the resources necessary to safeguard Velksan prosperity and future generations. Elite formations such as the VGRU (Velksan Ground Reaction Unit) and VSB act with precision and unwavering loyalty, while Velksan infantry embody order amid chaos. From its capital, Dornstadt, Velksa brings stability, progress, and strength to a heretical world of magic. They aim to expand territory and invade the lands of Myria.

(Evil ass flag bruh.)

Belmoroz:

Neutral. North of Velksa, smaller, extremely cold weather and snow, very abundant and rich in oil. Blends tech + magic, favors stealth. Black ops in Myria to track Velksan movement. Fears Velksa victory → regional destabilization, possible war. Secretly aids Myria with intel, counter-espionage. Elite unit: SOBR-NV—deep-cover operators, stealth magic + tech, insignia has the words ‘Монолит’, wears tundra camo uniforms and carries VSS Vintorez/AS VAL rifles. Belmoroz’s capital is called ‘Zoryagrad’, southern Belmoroz, leading city in oil production in the northern region of Ygdras.

(Actually original flag? Good boy Toasty.)

Myria:

Myria stands resolute against aggression, a nation bound by tradition, sacrifice, and the disciplined union of steel and sorcery. Though modest in material strength, Myrian forces wield modern arms alongside refined offensive magic, turning knowledge and will into decisive power. Infantry units fight with rifle and staff alike, blending marksmanship with arcane precision. The elite MBR (Myria Battlemage Regiment) stands as the shield of the realm, defending Myrian soil and sovereignty. From the capital, Caelbrück, Myria endures Velksa's onslaught. Their goal: Defend their lands at all costs

(Ukraine but green I guess)

Ramtazoria

Collapsed state. Once modern, prosperous, and known for culture, history, and tech innovation. Now fractured after Velksa–Myria war ignited ethnic uprisings and corruption tore apart governance.

Government: weak, fragmented, unable to control military or police.

Landscape: ruined cities, abandoned factories, looted neighborhoods, black markets everywhere. Borders: unstable, shifting daily, armed groups crossing freely. Warlords, rebel factions, and mercenary bands carve out territories. Some side with Velksa, others with Myria, others only with money. Civilians trapped in chaos—don’t trust government, don’t trust militias.

Flag: faded tricolor (blue, white, red) now seen as meaningless. Elite unit: none remaining; some remnants of the old Ramtazorian Armed Forces scattered as militias. Weapons: mixed—smuggled AKs, old NATO rifles, stolen Velksan gear, improvised explosives.

Capital: ‘Tirnagrad,’ technically still standing but overrun with gangs, corrupt officials, and competing militias.

(Toasty’s flag. Why is it just Luxembourg?)


FACTIONS WITHIN TIRNAGRAD (made by @ToastedForever)

Section I. CRIMINAL SYNDICATES

1. The Crimson Crows

Territory: Area 3 (The Old Financial District). Their core stronghold is the Aethelburg Exchange, now a fortress and sprawling black market.

Estimated Personnel: 500-700 core members, with a network of over 2,000 affiliated informants, enforcers, and street-level dealers.

Description: The de facto rulers of Tirnagrad's underground economy. They are pure opportunists, selling weapons, ammunition, fuel, medicine, and people to all sides for the right price. Heavily armed with a mix of smuggled and military-grade equipment. They are the primary reason the city hasn't starved to death. I fucking HATE these bitches.

2. The Ghosts

Territory: The "Under-Grad" (subway tunnels, sewers, and utility conduits). They surface primarily in the downtown commercial district to scavenge.

Estimated Personnel: 200-300.

Description: A secretive cult-like group that emerged from the survivors who were trapped in the metro during the initial bombings. They are pale from lack of sunlight and are rumored to worship the "Silent Gods of the Deep," believing the surface world is being justly punished. They avoid open conflict, specializing in ambushes, theft, and the harvesting of salvage from "forbidden" (heavily irradiated or magically unstable) zones.


Section II. PRO-VELKSA FORCES

1. The Foreign Legion

Territory: The Industrial Factories & Airport. They have turned cranes and shipping containers into a formidable fortress.

Estimated Personnel: 1 Battalion (approx. 400-500) of well-equipped mercenaries.

Description: A private military company , directly funded and supplied by Velksa. Their contract is to secure the airport for Velksan airborne logistics and deny its use to Myria. They are professional, ruthless, and possess the best equipment of any faction in the city, including technicals with mounted heavy machine guns and anti-tank missiles. Until Recently, they have received regular airdrops of supplies and ammunition. But in the last 3 months, the deliveries have gotten slower.

2. The "Dornstadt Pact" Militia

Territory: The Northern Residential Blocks, near the main highway leading to Velksan lines.

Estimated Personnel: 300-500 local fighters.

Description: A militia composed of Ramtazorian citizens of Velksan descent and others who genuinely believe Velksan victory is the only path to restoring order. They are less well-equipped than the Foreign Legion but are fiercely motivated and have deep local knowledge, making them excellent for reconnaissance and garrison duties.

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Section III. PRO-MYRIA FORCES

1. Free Myrian Volunteers (FMV)

Territory: The University District and the city park, which connects to their tunnel networks.

Estimated Personnel: 300-400, a mix of Myrian "advisors" and local Ramtazorian recruits.

Description: The primary resistance force against the Velksan occupation. They are ideologically driven, fighting for a free Ramtazoria aligned with Myria. They are lightly equipped, relying on smuggled weapons (often via Belmorozian channels), scavenged gear, and improvised explosives. They are experts in guerrilla warfare and urban ambushes, but chronically short of heavy weapons, medical supplies, and food.

2.. The "Azure Banner"

Territory: Mobile, but operates out of the Old Town and catacombs beneath it.

Estimated Personnel: ~50 highly trained operators.

Description: A deniable black-ops cell, rumored to be directly controlled by Myrian Military Intelligence (MMI). They are saboteurs and assassins. Their missions target high-value Velksan officers, Foreign Legion commanders, and critical infrastructure like communications nodes and generator sites. They are ghosts, even to the FMV, and their actions are often the catalyst for major reprisals.

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Section IV. REMNANT GOVERNMENT & INDEPENDENTS

1. Ramtazorian Loyalist Militia (RLM)

Territory: The Presidential Palace Complex and the surrounding Government Plaza.

Estimated Personnel: 100-300 die-hard soldiers and former police.

Description: The last fading echo of the Ramtazorian Republic. They still fly the faded blue, white, and red tricolor from the palace roof. They are poorly supplied, surviving on pre-war stockpiles and what they can scavenge, but they are morally unyielding. They fight for a dream of a restored, neutral Ramtazoria, a cause most in the city now see as a fantasy. They are besieged, bitter, and dangerous.

2. The Accord

Territory: No fixed territory. They operate from temporary "Safe-Houses" scattered throughout the city, often in high-rise apartments with good sightlines.

Estimated Personnel: 12-20 Operators at any given time.

Description: A small, elite mercenary company that sells its services for crazy prices. They specialize in scouting, sniper/ counter-sniper operations, and high-value personnel extraction. They are strictly neutral and will work for any faction that can pay, though they refuse missions that involve indiscriminate civilian slaughter. They are professionals, not butchers, and they hold their promises.

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Section V. COMMUNITIES & NON-COMBATANT GROUPS

1. The "Haven" Community

Territory: A fortified basement complex beneath the "Library of Sciences" in the Old Town district.

Estimated Personnel: 20-30 civilians (men, women, and children).

Description: A small, tight-knit community of surviving families. They are non-aligned and focused purely on survival. They are skilled in rationing, small-scale hydroponics, water purification, and basic medicine. They send out scout parties (like Kaelen's former group) to trade salvaged goods for essential supplies. They are quiet, secretive, and fiercely protective of their home.

2. The St. Alia's Congregation

Territory: St. Alia's Cathedral and its surrounding crypts in the city center.

Estimated Personnel: ~150 civilians, led by a handful of priests and volunteer guards.

Description: A humanitarian enclave dedicated to providing sanctuary to the sick, wounded, and orphaned. They are nominally protected by a pact with all major factions—even the Crows and Legion recognize the value of a neutral hospital—but this protection is tenuous. They survive on donations, what their scavenger teams can find, and the sheer moral authority of their leader, Father Peter.

3. The Canal-Rats

Territory: The network of canals and riverfront warehouses in the southern district.

Estimated Personnel: ~100 scavengers and fisher-folk.

Description: A loose collective of independent survivors who live on and along the city's canals. They use small, quiet boats to navigate the city, avoiding the dangerous streets. They trade fish, purified water, and unique salvage from the flooded zones. They are notoriously independent and distrustful of all "land-lubber" factions.


Ooh, lore stuff for her:

Born and raised in Tirnagrad to a Young but wealthy Myrian father and a Ramtazorian mother, Cassandra Velomere should have had a good life set up for her. Should have been a lady of high society, perhaps an actress or an author, both of which her father approved of. With ties to her paternal family left in Myria, prominent figures in magic and politics, she should have grown up with a promise of higher education and the true potential of her magic to be uncovered and perfected.

She grew up with that belief, and already was practicing basic healing and offensive magic by the time she was 17. She never was very good at it, but she did have spirit. It took all her mana to heal a man’s broken bone in the hospital, and it almost sent her into cardiac arrest for her troubles. None less spirited, she continued to practice, and eventually her heart stopped going into tachycardia when she was mending flesh wounds.

Then the invasion happened. She was 19 and lost in a grimoire when the television started blaring emergency tones seconds before her family’s manor got peppered with ordinance. Small bombs, the remainder of mostly spent rocket pods all magdumped into their front lawn and foyer because the Velksan Air Force wanted to dump the weight and return to rearm. She rushed downstairs, seeing one of her maids with their legs rent from their bruised body, an HE-I rocket impact shattering the tiles meters away was the cause.

It was the second time she out trying to heal something. Her mother and father woke her up in front of the Television in the Living Room, broadcasting the lowering of the flag over the capitol building. She watched the city she knew street by street turn over to scattered thugs and law enforcement. Soon it was just thugs.

It took a few days, for the Crimson Crows to form. Hours after getting semi-organized for them to start looting the manors on her row. Her family was halfway through packing when a handful of men with blunt instruments and handguns stormed their doors. Her father tried to stop them, but his offensive magic only injured one of them before the others lit him up with their handguns. Unfortunately he wasn’t 50 Cent and died immediately. She ran. Her mother screamed. She couldn’t turn back to face what they were about to do to her, so she kept running. Through the back door, under the fence, into the street. A vanishing shadow soon after.

...

8 Months later, she’s not going to run. Not because she’s changed, all this gear is like 30 kilos the shit’s heavy man, a forceful jog is the best you’re getting.


UltraCAG Scav loadout for her

SA-58 (7.62x51mm NATO Ball) W/ HexTec parts kit (Yoinked off dead VGRU and modded)

Attachments (Muzzle to Butt): KeyLow M3X4 Comp, ALG-18 (SureFire M600U Scout), ERGO TL Switch, P5 Hex Grip, sexy ass 25rnd fastmag, Holosun AEMS X2 (?).

(WELL SLAP YOUR POLE AND FILL MY HOLE, LET ME UPLOAD THE GOD DAMN PICTURE OF MY AMT COMMANDO!!)

Anyways, sidearm is an AMT Commando in .40 S&W with an Ironwood grip.

(SAME SHIT WITH THE VEST!)

Vest is a Direct Action Bearcat with three front mag pouches with stacked pistol mag pouches and a left GP pouch, presumably right side IFAK, (in multicam?)

3MTM PELTORTM SWAT-TACTM V On the head and RAWDOGGIN WITH THE BASEBALL CAP!

Still wears the navy puffer jacket her mom bought her a month before shit happened.


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Tags because I’m just stealing this entire description from @ToastedForever:

: dead dove, military, female, soldier, women, guns, special forces, army, navy, air force, planes, alternate universe, girl, pink hair, pink, tan, boss, tsudere, yandere angst, army, war, general, helicopter, angst,er, angst, army, war, general, helicopter, angst, ww3, ww2, ww1, colonel, bully, death, sadness, sigma, ohio MUSTARDDDD, 67 toil, eva, dante, sadist, smut probably, cia, federal agent, crazy, woman, girl, rifle, stalkerfempov,malepov, mlm, wlw, SCP, modern, call of duty, dom, sub, femboy, tomboy, violence, futa, jon pork, blue, green, monsters, helicopters, hoorror, night vision, rifle, pistol, private contractor, assassin, post magic warfare, mages, magic, isekai maybe, fantasy, modern hitman., smut, im losing my mind, now stop reading this bumatron. My brother in Christ WHAT are these tags.


Oh yeah, have fun with getting hit over the head I coded in brain damage. And fent, you can OD on fent. Can anyone tell I’ve been playing Casualties: Unknown?

Created Apr 17

Updated Jun 1

Published May 29

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