Legends in white-gold, glitch-green and rust-orange fight among wreckage in the Deadband under huge loudspeakers.

The Deadband

Where the Seal first tore, and where Bleedthrough runs strongest in the city.

A war nobody calls a war

Mapped The war corridor is drawn in the build as preview geometry you can fly over and cannot land on. Open Deadband PvP is designed and not built.

Kind
War zone
Who runs it
Nobody. Three banners hold nodes
Combat
Designed Open PvP, entry at Operator 15 or higher
Landmark
The Fracture
Loop station
None
Sound
Nyx's narration and the Fracture's dropped-frame audio

The Fracture is a permanently glitching gash in the skyline that reads like a dropped frame in reality. It floats and collides with nothing. It is the counter-anchor to the Coil, at the other end of the skyline from it.

No Meridian writ runs here, and Meridian Security does not come in. Any Legend may enter, whatever their origin or alignment, but the gate makes you declare a banner for the excursion. Legends of the same banner can never harm each other, and Bleedthrough constructs hate every banner equally. The Deadband war has the rules.

The ground is tilted broken slabs with no continuous plane.

The nodes and the Muster

The Fracture

Every other scar in the city has grown. The Fracture has not. It looks the same at every hour. See the Fracture.

The three nodes

The Plaza favours a ground approach, the Deck favours a grapple and the Mast favours flight. The nodes are called like a race.

Plaza's gone green. Deck's still arguing. Mast is on fire, as usual.

Nyx Static

Landing

A banner has to put someone on the ground to contest a node. You have to land on it.

The Muster

A Loom-era time clock on a tilted slab that blows the shift whistle every hour. Three banners have held that slab, and none of them has ever broken the Muster. It is one of the Bleedthrough constructs, and Nyx calls the hour off it.

Quartermaster aprons

Each banner keeps a quartermaster at its gate apron. Their aprons are the only warm rooms in the district.

Between war ticks

Nobody lives in the Deadband. Between war ticks there are long quiet hours when three banners' worth of people are visibly not shooting each other, and everyone finds that more unnerving than the fighting. None of the three sides will call it a war on the record.

On the approach walls

DECLARE ALOUD. THE GATE HEARS YOU OR IT DOESN'T OPEN.

The Deadband gate

STILL HERE

All three approach walls The same tag in three colours. None of the three has ever painted over another.

Hour's up. Nobody shoot the clock.

Called across the war from the Muster

The war, as designed

Designed

In the game's design you declare a banner at the gate, contest the nodes, and fly the winning banner over the Junction for a week. Your satchel is safe inside, and only what you pick up in the zone is at risk. The gate stands in Overpass Fields, and entry needs Operator 15.

At the nodes

  • Nyx Static calls the nodes.
  • A quartermaster at each banner's apron, each of them running a war like a shift.

The third army

  • Bleedthrough is the impartial third army here. The constructs hate every banner equally, and the more people in the zone, the harder they come. See Bleedthrough.
  • Meridian Security does not come in.