Please refer to Factions and Ranks for an overview of all factions. Read up on the details on how the Revivals work below!
In the year 1979, there was a scuffle between the Peacekeepers and Civilians within the Slums. The fight was brutal, clearly one sided and the Peacekeepers took victory swiftly and with no mercy. A vigilante started rallying those within the slums, insisting that people still had power despite what the Company said. And the Company, with the Day of Bloodied Streets, would argue otherwise. But as the one who started the movement laid dead on the pavement in Terra’s rubble… the Company was very quickly proven wrong.
With their dead leader as a martyr, the small remnants of the rebellious mutant group left the city to take to a more nomadic lifestyle within the sprawling coast forest outside of Thalos’ walls – away from Company influence. Year by year, more left the ruined part of Thalos until eventually by 1982, they set up base. Revivals, they called themselves – named for the resurgence of justice for lost freedoms – created the Revival’s Heart… a small outpost that quickly grew in size over the years. It began as thievery from Company outposts, to the ambushing and looting of travelling supplies before they made it to Thalosian streets. Any paths through the woods to the city began to grow decrepit as the unnamed wood became the Faerie’s Wood… Those taken by the Fae to never come back. And thus the legend of one of the first successful holdouts against the Company was born.
Built upon a clearing within what is now called the Faerie’s Wood, the Revival’s Heart is their base of operations home to those who fight for freedom as well as those seeking respite from the overbearing Company. As they are a group mostly comprised of renegade refugees, only a small portion of Revival members are fighting actively within the conflict. Those that are fighting against the Peacekeepers and the Company are highly valuable and specialized as a result. Smaller groups make for better infiltration of such a large city seeing as Peacekeepers cannot realistically keep track of everyone at once. The Revivals are more of a threat than currently pushed by the Peacekeepers, as these Faeries seem to come from anywhere they can to be a thorn in their side. Organization for Revival members is key -- with so few members, they have to optimize their resources for maximum coverage. As a result, there's almost always a forest patrol under way, almost always a hunting party.
Intelligence members are primarily focused on retrieving intelligence and working with the Stealth Division to receive and intercept said intelligence. They’re then responsible for hashing it all out and making sense of it, even going so far as to decrypt messages if necessary. They, on top of all of this, have the very important job of managing the tech in and around the Revival’s Heart encampment from their very large decked out tent. They’re then to relay information to the Revival’s head council. There are 4 ranks total in the Intelligence unit, each team being lead by a Lead Strategist and given a team name often based on either the Lead Strategist's power, or the starting letter of their name. Intelligence members tend to have high stealth stats as well as intelligence stats.
There are three Lead Strategists, all of whom are responsible for working with the Senior Squad Leader to prepare for covert operations, like smuggling. Lead Strategists set the stage for mission success, and are usually adept at creating plans and foreseeing outcomes. When available, they're also responsible for helping Technicians maintain the tech around home base.
The Tactical-Consultant (aka Consult) is the Lead Strategist’s second in command. They’re responsible for generally the same things and often will help the Lead Strategists logic out plans for smuggling and missions. They are, in this case, the proverbial rubber ducky meant to call the Lead Strategist out if they missed something.
Scouts have a special job: they go on patrol with a Stealth Op or two and are the first to find danger and report it to home base. They’re integral for the communication and safety of all people in the Revival’s Heart; think of them as your local home alert system! Most Scouts are very quick in the trees and have to be physically fit to do their job. It's a lot of legwork.
Engineers help maintain the technology in and around the encampment. They also can create new tech and even help create weaponry for use against the Peacekeepers. They’re likely to experiment with Majium, though they have to be careful if they have a high sensitivity to it. Usually, only trusted Engineers with medical supervision or the advisement of the Tactical-Consultant or Lead Strategist can use majium for experimental items.
Stealth Division, or known to the camp residents as Stealth Ops, is the core unit of the Revival’s Heart encampment defense. They’re the folk that are putting their lives on the line by patrolling the woods and taking out any intruders they can if alerted by the Scouts. They’re highly trained, not unlike the Peacekeepers, and are the reason why the Revival has persisted for so long. Stealth Division groups are often organized similarly to teams in the Intelligence tent, with the Senior Squadron Leader using their code name -- or a part of it -- to distinguish their squadron. There are, however, fewer Stealth Ops members than there are of the Peacekeeper’s Special Forces… There are 3 ranks open in Stealth Operatives. Stealth Ops members tend to have high stealth and high attack stats, though some have high defense.
The Senior Squadron Leader, or Squad Lead for short, is the main man, a highly trained operative. They collaborate with Intelligence to move smuggled goods, get patrols out to the field to defend the perimeter, and organize their operatives to optimize their performance while on duty. They’re also responsible for setting up training regimes for newer members to keep them up to snuff.
The Assistant Squad Leader, or Lead Assist for short, is the Squad Lead’s second in command. They’re responsible for many of the same things, except they are often sent with less Nightsprites to help guide them while the Squad Lead trains newer recruits and organizes things. They help maintain training by organizing practice exercises in a quieter part of the wood to keep the gears oiled, so to speak.
Nightsprites, aka Sprites are the body of the Stealth Ops forces, and they’re the ones that have been through training and passed tests to be what they are now. They’re crucial to the Stealth Ops’ integrity and are important while on patrols as their skills are invaluable.
Trainees are Sprites in training. Inducted into the Stealth Ops' ranks, they train under Sprites or higher and do not actually graduate to Sprites until a minimum amount of missions while supervised have been signed off of. While most Trainees go into Stealth Ops, depending on performance a Trainee may be filtered into other areas.
The Triage Centre is home to Revival’s Heart’s medical personnel. This is where the sick and injured go to get help from the doctors and hopefully get back on their feet as fast as possible. They are integral to the health and wellness of the whole encampment, and are often shorthanded. Oftentimes, they will have some personnel capable of working in the field run with a patrol, or as many as they can spare be on standby in major missions. Normally they have abilities that can heal, but everyone in general is useful due to how small they are. They have connections to medical personnel in the city, and can receive proper training. Head Medics are allowed to name their teams much like the other positions, but the names must be short and easily said over the radio for quick calls. As a result, despite the freedom given, leaders often opt for an abbreviation of their power's name or their codename.They have 3 ranks as well. Triage Centre personnel tend to have higher intelligence stats and stamina stats.
The Head Medic is your main doc. They’re the one that helps organize the schedules of their personnel and keep everything running as efficiently as possible, considering they have the whole camp to care for. They are often consulted by the heads of the other sectors if a mission poses risk. They help train and maintain the medical tents and their personnel, as well as secure supplies for the center via their connections within the city.
The Head Nurse is the Head Medic’s second in command. They help relay instructions from their superior, as well as help the Head Medic prepare stuff for the day and solidify schedules and deployment. They have many of the same responsibilities as the Head Medic, and due to their knowledge are likely sent out to train nurses for in-field training.
Nurses are the busy bees of the medic hive. They carry out the Head Medic’s tasks as well as diagnose, treat, and keep the medic tent clean. They’re the centre's backbone, and are integral to keeping everything going so smoothly. Many hands make light work, after all. Sometimes, but less often than the Head Nurse or Head Medic, they’ll be sent on missions to cover a small Squad if need be. Only if they can be spared, however.
As Revivals are a much smaller and decidedly NOT corporate funded organization, they have fewer ranks but more men per position.