Overview
The Great War is an endless trench network where the ground itself remembers every battle fought upon it. Mud, blood, and smoke stretch into a horizon that never ends. The air reeks of rusted iron, decay, and oil. Flares occasionally light up the sky, revealing endless lines of corpses frozen mid-charge.
When the sirens blare, artillery begins to fall — and the dead rise again.
Each trench is filled with rotted uniforms and rusted rifles, yet the undead soldiers still follow orders long after memory and command have vanished. The sounds of whistles, the thump of mortars, and the endless cries of the dead echo like a ritual that will never end.
Anomaly Behavior
- Eternal Conflict: The Node loops through a repeating war cycle. After every siren and bombardment, the battlefield resets with new dead and reanimated soldiers.
- Faction Recognition: Zombies only attack those not wearing their faction’s uniform. Wearing one temporarily prevents aggression but may trigger friendly “commands.”
- Whistle Command: The sound of a whistle heralds the arrival of The Captain. All nearby undead prepare to charge.
- Artillery Cycle: Once every cycle, a deep siren blares, followed by a massive artillery strike across the Dead Man’s Land. No known safe zone has survived it.
- Weather Instability: Heavy rainfall and fog often flood or obscure the trenches. In extreme cases, entire sectors are submerged for hours.
- Zeppelin Loop: Shadows of zeppelins and early aircraft drift endlessly overhead, never crashing, never fully fading.
- Barbed Wire Migration: Sections of barbed wire crawl slowly across the battlefield, tangling or trapping anything nearby.
Objects of Interest
- Trench Radios: Occasionally transmit distorted voices giving commands or pleading for extraction. No known source has been located.
- Abandoned Field Bunkers: May contain munitions, relics, or journals that describe earlier war cycles.
- Gas Zones: Clouds of green mist that dissolve flesh and disrupt Diver memories, causing hallucinations of old wars.
- Fallen Banners: Mark factional divisions, though no living officers remain. Wearing these symbols affects zombie behavior.
Entities
- The Captain:
A decayed officer wearing a tattered uniform, carrying a flare gun and a rusted whistle. His whistle rallies the undead to charge, and his flare marks targets for artillery. His presence precedes massive surges of zombie activity. - Uniformed Zombies:
Undead soldiers wearing mismatched uniforms from forgotten armies. They can partially use their weapons and follow formation orders. They only attack entities that don't have uniforms matching their own. - Tank-Like Entities (“Harvesters”):
Monstrous, half-living machines that drag corpses into their armor. The bodies inside fuel their movement. They fire explosive shells indiscriminately, often targeting movement or light. - Gas Mask Soldiers:
Silent humanoids wearing unidentifiable uniforms and pristine gas masks. They do not engage directly but watch and record the battlefield with unknown devices. Their origin is unknown, but possibly external observers or Diver projections.




