The Intoxicating Belligerence of Unification (Reference Info)

Gattletowne

The Crowned Light of Midday Night
This is where I'll be organizing the information created in the OOC/Discussion thread that we can quickly refer to, as well as information for character generation, and general background information for the world. I've linked a google doc in the OOC/Discussion thread with this exact information, but this is thread will, I think, be the most convenient. I will update it as needed.
 
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The Greater Parishes
There are nine Parishes that make up what the faithful of Sibisis know as the Greater Parishes. Each Parish spreads outward from one of the nine largest cities that dot the countryside. Every Parish specializes in an industry such as agriculture, manufacturing, luxuries, mining/refining, etc. The cities are connected by the Hierophant's Way, a heavily defended roadway and the only form of travel approved for most citizens. The Parishes are defended and policed by the Shining Crown Array, the major military force of the region. The Parishes are governed by the Luminous Garland, a three chair council that makes the day-to-day decisions that affect the Parishes as a whole.

Parishes and Capitals
Kindleflame Parish: Acheron, the Golden City
Morningtrill Parish: Gattletowne
Sparrow Parish: Brovsonn
Highhall Parish: Koose
Silverbarrow Parish: Jrymyr
Coldspeer Parish: River Rock
Blackpeak Parish: Mavent
Ginger Parish: Geartowne
Rinegard Parish: Lyntonberg

The cities of the Parishes are protected by encompassing walls in an attempt to keep the wilds at bay. One main gate connects the city to the Hierophant's Way, but other ways can be found in and out. The Parish capitals are the only proper cities to speak of, but smaller garrisons dot the countryside around which small communities tend to grow. Acheron, the seat of the Kidleflame Parish, doubles as the national capital. It is where the Luminous Garland resides.

Sibisis
Sibisis is the Sun, and the religion that worships Sibisis is a sun cult. The church and institution that has grown around this personification of the sun is called the Sanctuary of Incandescence. The Sanctuary (colloquially know as The Sanct) is the dominant cultural and political force in the Parishes. To many it is a bastion of hope that helps them to brave another day in this harsh, dirty world. To others, though, it is a symbol of power and influence gone awry.

Ixe
Ixe is the Forever Night, the counterpart to the Sibisis mythology. Ixe is the personification onto which the superstitious and fearful can project their anxieties and fears. Ixe is generally associated with misfortune and aberration. Ixe is also a popular symbol of the counterculture and anti-Sanct organizations.

Day and Night
How people operate and behave during the day and the night cycles are partially based on the myths of Ixe and Sibisis, and they are partially based on how local authorities have adapted these myths to control the population. The night, which is the mythological domain of Ixe, is taboo. When the sun is down businesses don't operate, people aren't on the streets, windows are shuddered. The only people permitted to be on the street is the Nightwatch, a specialized branch of the Array that only operates during the night. Breaking the night curfew is punishable by death, but most are punished by a few days in the local jail. Each of the nine major cities has at least one illegal speak-easy which caters to (and is usually run by) members of Ixe's Shadow.

Government
The Greater Parishes are ruled by a triumvirate known as the Luminous Garland. The offices include the Otho of the Sanctuary of Incandescence, the Commandant of the Shining Star Array, and the Citizens' Electorate. The Electorate is chosen from the citizenry by the nine High Men of the Parishes. It is generally the most wealthy and influential of the current sitting High Men. High Men (women hold the office but are still call the High Man) are the governors of their respective Parishes and are selected by the Garland when a position is open. High Men are usually wealthy and influential business owners, but occasionally one will be selected from the military for outstanding service. Each Parish is allowed two Gun Dogs to serve as the highest lawmen and women in the area. These marshals of the law have considerable freedom to interpret the laws of the land and act on them as if they were judges. The Gun Dog is a sacred office to many, but unfortunately, many of them are no better than tyrants that bought their way into their position. Gun Dogs from Parishes other than their own have no authority other than their right to wear their guns and travel without restriction.

Citizens and Makers
There are two labor classes in the Greater Parishes that are separated by military service. To be an officially licensed citizen of the Greater Parishes, you must serve the Array no less than 3 years. If this requirement is met, then full citizenship is granted with all of its benefits. Otherwise, the default Maker status is applied. Makers are blue-collar workers that hold the dirtiest, most dangerous jobs that usually involve manufacturing or municipal maintenance work of some kind. Citizens have the privilege of traveling and working in Parishes other than the one in which they were born. A Maker can only live and work within their birth Parish and cannot leave. Citizens are also allowed to work white-collar jobs or apply for skilled trades apprenticeships. A citizen can also hold the offices of High Man and Gun Dog.


There are two ways to join the military. The first and most common is enlistment. Those who enlist become common soldiers. Common soldiers make up the bulk of the Array, and they are assigned to the most dangerous jobs in the most dangerous areas. The survival percentage is low. 75% do not live out their 3 year commitment. The less common way into military service is through Officer Training, which is very expensive but far less dangerous. There is a 90% survival rate for those who are able to choose this route.

The Shining Star Array
Many generations ago when the Parishes were still independent, the Sanct founded the Array as their military arm. Though originally a holy order, the Array grew more secular as its power grew. Eventually the Array, though even today is still loosely tied to religion, split away from the Sanct to become its own independent organization. The Array unified the Parishes 249 years ago. It was quickly evident, however, that it was an impossible task to manage and defend the young empire while fighting the environment at the same time. This was the birth of what became the modern triumvirate that now rules the Parishes.


Enlisted Ranks – common soldier, veteran soldier, master soldier, Non-Commissioned Commander
Officer Ranks – Lieutenant, Commander, High Commander, Lord Commander, Commandant

Ixe's Shadow
This revolutionary organization began as an irreverent group of counterculture risk takers daring each other to run the streets at night and avoid being jailed by the Nightwatch. What it became was a movement, a statement to those in control that there is power not only in established institutions, but in motivated free-thinkers as well. To this point the group has perpetrated only minor nuisances and misdemeanors, but their leader has bigger plans in mind. This movement is mainly concerned with the transparent corruption evident in the highest offices of the Sanct. As a principle, Ixe's Shadow only operates during the night.

The Orb of Fire
This order was originally founded within the Sanct to be sort of a moral police force for the population. It soon became to brutal and controversial to be associated with the church in an official capacity, so they were taken in by the Array, which at the time had still not become entirely secularized. This time their zealotry and insistence that everyone should follow their value system got them into trouble. The order retreated into the mountains to be closer to the sun. Most people know of them only as a myth, but they still maintain a fortified monastery deep in the mountains from which they run small scale operations against the Parishes from time to time.

The Sisterhood of the Red Rain
Though small criminal operations do exist scattered throughout the Parishes, the Red Rain is the only organization that operates on a Parish-wide scale. This sophisticated crime network is led by twin sisters Wren and Kessa Essex, who are talented Crackles. Though men make up the bulk of those who work for the Red Rain women hold nearly all of the leadership positions. The Red Rain was largely discounted, at first, because of their heavy use of women, but they soon gained a reputation for being ruthless and brutal. Every woman in the organization is a Crackle or Touched, and the standards for entry for women are much higher than for their male counterparts.

The Hierophant's Way
The Hierophant's Way is the system of highly maintained roads that connect the Parishes to one another. It is the only condoned method of travel, and the only guarded method of travel. Every 3 miles is a guardhouse manned by Array soldiers who patrol their particular 3 mile stretch of the road. Though it is heavily guarded, the H-Way is still dangerous and travelers are still attacked on a fairly common basis.

Classes and Races

There is only one real race in the Parishes, and that's human. When the term ‘races’ are used, it generally refers to a cultural distinction that is useful for defining our characters and thus the world. Some of the races are classes of their own. These descriptions are intended not as a min/maxing of abilities to build a stat-laden death machine, but tools to give characters depth and interesting characteristics to build upon. Keep this in mind as your characters take shape in your imagination.

Martialist
A Martialist is a fighter. Only Gun Dogs and members of the Array are permitted firearms, Martialists are trained to use their physicality and their environment to their advantage. Some use blunt weapons (edged weapons are taboo), but most are hand-to-hand experts. I would like to differentiate this class from martial artists. I'm not envisioning traditional kata-based, eastern martial arts. MMA styles might be okay, but I'm envisioning a very pragmatic skill, like street fighting honed to an art-form. I'm leaving this intentionally vague, as I will most other classes, so that it can be fleshed out based on needs. If you are interested in this class, pitch me ideas of the abilities you'd like to have and we'll work the details out.

Crackle
A Crackle is a psychic. Most are kinetics (move stuff around), some influence minds, and some can choke the life out of you with a look. Others can see into the dimensions of death or experience memories of the past through the eyes of those who lived them. This class will be non-magic in that these abilities are innate, the individuals born with them. Also they are not considered taboo by the Sanct. Crackles are Sibisis approved. Your character can have one major talent and two minor talents. They should all complement one another. Think Jedi powers, more or less. Pitch me the powers you'd like to have and we'll work out the details.

Gun Dog
As I mentioned before, Gun Dogs are a kind of Marshal, a lawman or woman. This title can only be given by a Parish High Man, and only two Gun Dogs can legally operate within a Parish. Gun Dogs visiting other Parishes have no jurisdiction. The Gun Dog is kind of like a Judge in the Dredd universe. They have considerable freedom to interpret and enforce laws. Gun Dogs have no travel restrictions and can come and go as they please. They also have no curfew and can be out at night without harassment from the Nightwatch. Besides the Array, the Gun Dog is the only class permitted to carry firearms, and revolvers are generally a mark of office. Most Gun Dogs are corrupt and bought their way into their positions to become petty tyrants. Only a few still exist that truly uphold the spirit of the office. My main in this RP is a Gun Dog, I'll allow another clearly or I wouldn't post this class, but one more is the maximum I'll allow at this time.

Undrujk (une-droo-k)
The people of the Parishes are made up of those who began civilization anew after whatever event erased the civilization that preceded. There are those, however, that remember the old civilization and its technologies much more clearly. These people are the Undrujk. Almost entirely unknown to the population of the Parishes, the Undrujk live underground in small communities, tinkering away in their workshops, hoping that one day the old civilization can be born again in the Parishes. Because of their subterranean lifestyle, the Undrujk appear gaunt, lithe, and very pale. Their hair is also pale, and their eyes have an odd appearance as they have adapted to function well in dim light or none at all. For many generations they remained entirely underground as they worked to engineer and reverse engineer old technology into practical application. They now use personal cloaking devices that allow them to take on any appearance they wish, within reason, and thus allows them to interact with Parish citizens without alarming them. The Undrujk silently cultivate the technology of the Parishes in subtle ways as the take up jobs as mechanics, inventors, and tinkerers. The current industrial revolution taking place in the Parishes is directly resulted from their quiet efforts. They rarely reveal their origins as Undrujk, and they never take anyone, no matter how trusted, to their underground communities. It's the most serious of their laws, and violating it means death. This race is kind of a class of its own. Undrujk don't exhibit Crackle abilities and are not part of the Kryst culture (though they find the Kryst fascinating) so they tend to be, in the context of a character RPing one, adventurers seeking out tech. If you are interested in playing an Undrujk, let me know and we'll talk about possible weapons, abilities, and access to technology.

The Touched/Kryst
The Kryst are outcasts, either by force, fate, or choice. Regardless of the why, the fact remains, the Kryst live outside of the protection of the Parishes. The Kryst (known as the Touched in the Parishes, a name they consider insulting) is a community of people who live in the wilds of the Parishes and share common space for mutual defense and survival. Community begets culture and the Kryst have a fascinatingly unique culture, and it is from this culture they derive their name. Latreis Tou Krystallo, the lovers of the crystal, are a loose collective of outcast tribes that have a single cultural commonality that bring them together. They practice body modification in the form of grafting colorful crystals into their skin. These crystals, however, have given these people an unforeseen advantage. They call it magic, and older civilization might have called it technology. Either way it grants them a variety of magic-like abilities that vary depending on the color of crystals grafted into their skin. There is a drawback, however. The more a Kryst uses his or her powers, the more likely they are to become disfigured physically and deranged mentally. Those who use their power sparingly and with intelligence pass easily for anyone else (except for their crystalline implants) and avoid the worst of the harassment from the Array. Those who act carelessly and with greed become monstrous and psychotic. The Array kill these beasts on sight, and they are shunned even from their own community. The Kryst are not uncommon in Parish cities, but they have no official standing, and the Array and Gun Dogs treat them however they want without consequence. For the most part people are outwardly civil with them, but it varies depending on Parish. In some places they are outright hated. Abilities do vary on crystal color and rarity. Let me know what you'd like your crystal power to be. @Shadowwell will be posting a system outlining how the crystal power structure works. If your interested in playing this class, let me know so we can discuss powers/abilities. The more powerful crystals (white and black) will be off limits at the beginning of the RP. Also we'll discuss how deformations manifest both mentally and physically.

Survivalist
Even the outcasts have outcasts. There are those in the Kryst community that either don't take to the crystals and become ill when they are grafted on, or they refuse the body mods outright. Either way, they are banished from the community. Most of these unfortunate souls die, but those that don't are these toughest of loners. A survivalist is the ultimate adapter. He or she she knows how to get out of tough, desperate situations with a clear and sober mind. A survivalist can modify almost anything into a weapon and can draw nourishment out of plants and animals that the normal citizen couldn't stomach. They also know their way around. No one knows the Parishes like a survivalist, and many find work as guides and scouts. Survivalists prefer the natural world, in general, to the manufactured one and find technology to be off-putting. They are resistant to poisons, radiations, and confusion. A survivalist doesn't get lost and retains their sense of direction even in pitch darkness. They can also ignore severe weather conditions. The survivalist also knows the flora and fauna like none other and can comment on most plants and animals as if an expert. Again, specific abilities and equipment is a matter of discussion for anyone interested in playing this class.
 
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Crystal Color Power Level Guide​
There are 9 different crystals used by the Kryst, as part of their culture. The colors from weakest and most common to strongest and the rarest are Red, Orange, Yellow, Green, Blue, Indigo, Violet, and then White and Black, which are of equal strength and rarity. No matter the power granted it will always be tinged with the color of the Crystal, except for the White crystal which allows one to make their power/ability seem to be any color, which is why it is more heavily regulated than the others. There are layers to the power granted by the crystals:

First layer: the three colors in the first layer are the most commonly found crystal types, and they can grant similar levels of power depending upon the ability. (The ability to create fire by manipulating heat, will be used a common example for color comparisons.)

Red: one can create a fireball the size of a fist and direct and move it anywhere within a couple feet of themselves.

Orange: One can create a fireball the size of a grapefruit or the equivalent, and move it within a fewfeet of themselves, destructive power is the same as the red fireball.

Yellow: One can create a fireball the size of a persons head or the equivalent, and move it within several feet of themselves, destructive power is the same as the red fireball.

Second Layer: The second layer serves as a divider of sorts, it has much more power than the previous layer but less than the following. The color here is uncommon but is still more numerous than the remaining 5 colors by a long shot.

Green: One can create multiple large fireballs or cloak themselves in a sheet of flame for a short time. It is Much more destructive and versatile than the previous colors.

Third Layer: From this layer onwards the colors of crystals are rarer and much more powerful that the previous ones.

Blue: One can create small constructs or the like out of heat and flame, but they last a short time and cannot leave your person.

Indigo: Constructs can fly around within a few feet of your person and you can cook small things with your touch after a period of time.

Violet: Can cook and heat larger things and your flame constructs can be more complex and larger.

Fourth Layer: within this layer is the rarest and most powerful of the Colored Crystals, they are also the most peculiar. The two colors in this layer have some interesting peculiarities and unlike the other layers are not relatively equal in destructive power.

Black: You can form fireballs but not constructs, you can burn things to ash but not heat them. This Colored crystal is much more destructive than any of the others, and you cannot do as many things with it. It is the far more powerful of the two in this layer.

White: You can form many constructs and heat things with great precision, but you have less destructive power than the counterpart crystal. However what this lacks in destructive power, you gain in versatility, being able to do so many more things than the other colors with much more precision and control.

The abilities granted by the Crystal are not definite and are rather varied, Fire related abilities are among the most common granted. If you have any questions about them, PM me or ask in the OOC.
 
Character Sheet

Name:
Age:
Gender:
Character Concept: (class and race or class/race hybrid)
Appearance: (images welcome)
Backstory: (include what brings the character to Hermingild Inquiries to answer the ad for Treasure Hunters).
 
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Melle
Beselisk
Gender
: Female
Age: 36
Character Concept: Gun Dog
Backstory: Melle was born in Gattletowne. Her parents both worked in the Foundry, the main source of employment in the area. She never took to girly things very well, preferring fights with boys and sneaking off to sip stolen vials of Rotters Whiskey. She spent two of her teenage years in the Foundry, despite her mothers insistence on the need to procreate, before she became very ill. During this nearly fatal sickness, she had a fever dream in which she was visited by a being of pure light floating above her on wings of fire. Soon after, her fever broke and she insisted she had been saved by Sibisis. Melle, as soon as age permitted, joined the Array. She excelled and eventually achieved the prestigious rank of Master Soldier. It was during this period her faith in what she was doing was crippled. The Array was not at all a holy army protecting and promoting the light of Sibisis. It was a collective of highly trained murderers that did anything they pleased to whomever they pleased. And she was one of them, one of the best of them. She witnessed Acolytes of Sibisis use their influence and status to steal, whore, and glutton themselves into stupor, and nothing she did made the slightest difference. When she reached the age of mandatory retirement (30) she was a bitter and disillusioned killer.

As recognition for her exemplary service to the Luminous Garland, the High Man of Morningtrill Parish bestowed on her the title of Gun Dog so that she could privately continue her service to the Parishes. She's currently working for Hermingild Inquiries as a Treasure Hunter. She is not vocal about being a Gun Dog, and tries to let people of the Parish settle their own arguments by blood or by the courts. She's disillusioned, she bitter, but justice still lurks somewhere behind her steeled gaze.
 
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Name: Artorius "Voltaire" Ellingsworth
Age:19
Gender: Male
Character Concept: Telekinetic Crackler Magician Extraordinaire
Appearance: View attachment 25

Additional inventory Info: The Walking Cane that was given to him has a slight modification, The cane is both reinforced in the inside and detachable at the hook. Artorius, with the use of telekinetics, is able to detach the hook and send it flying at his enemies. If maneuvered correctly, the hook of the cane can pin the arm or feet of an individual to the wall.

Backstory: Born in Koose, Parish Highhall to the wealthy Ellingsworth Family, Artorius spent most of his life taking it easy. His family made a fortune off owning a Luxurious taxi carriage company, offering "Safe and Reliable Carriage Rides across the Great 9 Parishes,” to those who can afford it. In reality, “Safe and Reliable” was just a Euphemism for bribing Array soldiers to prioritize protecting Ellingsworth Carriage Routes while also redirecting bandits to other suitable targets. The Carriage guards themselves were mostly showbait for customers. In fact, these show guards did nothing but talk big and looked the part of a veteran soldier. Although he was privy to the fact, Artorius couldn't do much about the inherent corruption. He realized that, indirectly, his family's business would put many travelers in danger while only helping the rich that can afford their carriages. It was sickening to him, but also ineffable. Until he could reach the age to inherent, this wasn't a matter his young self could do anything about.

The only thing that ever interested the lad was doing what he called "Crackle Magic," which was essentially Magic Tricks that were further improved up by his telekinetic abilities that manifested in him at birth. At night in occupied rooms in his manor, the young noble would practice his “crackling” avidly and away from prying eyes. This was not because his abilities were seen as heretical mind you. No, it was more to avoid the personal wrath of his parents. You see, to them, Arthur was just a tool to continue their family’s wealth and legacy. To attain that goal, his parents made sure Arthur was put on a strict path towards business, where he would eventually inherent the Ellingsworth Carriage Company. Crackling to them was just a pointless ability that deviated from this path, therefore they forbade him from ever using them.

For years, he would practice in secret, until he reached the age of 15 and put into officer training. There the boy had a much better avenue in practicing his abilities using the excuse that superiors required his innate skills. Life was momentarily exciting for Artorius. It wasn’t the classes that interested him however, he mostly lazed around in them, no, it was the field jobs they were given as part of field training. Most of these jobs were either harmless or supervised, but it allowed Artorious to apply his Crackling to people. Whether it be to break up petty arguments with his crackle-induced persuasion, or to disarming crooks by use of telekinetic force, the officer in training every bit of it. Also, to was also a chance for Artorious to show off his “magic tricks.” This mostly comprised of many sleight of hand card tricks that, despite being relatively simple, put many of his fellow officers and trainees in awe. He would even, given the chance, volunteer and put up little performances for the street children that roamed the lower class neighborhoods. For four years this was the life that he led, one that he cherish greatly over his predetermined fate by his parents. However, much of it was going to end within an instant.

A few days before his official end in training Artorius' would witness just how immoral his fellow officer were. He know many of them partook in corruption, but Artorius tried his best stay away from such dealings. At this moment though, he simply could just ignore anything. In the officer barracks he resided in his fellow trainees and some senior officers had bound and gagged a girl no more than 16 years of age. They said she was caught by the night-watch and was to be put in jail at their barracks, however there was obviously a more sickening intent in mind. Anger boiled inside Artorius', so fearlessly that one by one the officers started choking violently. Slowly, each one fell out of consciousness as the oxygen left their bodies, until finally Artorius himself black out. He would later awake during the day in a house full of masked strangers. It was explained that the girl he "saved" was a member of Ixe's Shadow, and that soon after his incident the Shadows raided the barracks and took a few hostages as well. This was, of course, to cover up Artorius' escape. It would be too suspicious for one officer to suddenly go missing. In gratitude for protecting one their own, the Shadows explained that during the night they transported him to Gattletowne,Morningtrill Parish. He wasn't safe in his home anymore. They told Artorius to "...abandon your identity, and take up a new one. When time comes where you have established a name for yourself, come find us. We would be more than happy to offer you a home in the shadows.." as the man's words faded in silence, so did the masked men. In their absence was left a deck of cards, a curved walking cane, and a piece of paper. It was a call for treasure hunters, seeking fame and fortune in this very city. With that being his only lead, Artorius' fate was very ever changed.
 
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Simulacrum
Gender: Male
Age: ~30
Character Concept: Survivalist
Backstory: Simulacrum once had another name, for he was once person. A Kryst originally, and a prodigal one at that, a dangerous overuse of kyrst crystals left him on the knife's edge of an insane monster. Had he not had his crystals quickly removed, he would have changed into a monster completely. Abiding by kyrst law, he was exiled from their society, and left to die in the wilderness. Shunned by his former clan and family, and with a memory hazy and damaged from the crystals, he did his best to survive in the dangerous countryside. He quickly discovered what abomination his body had turned into, much to the horror of the tiny sane fragment of his mind. Skin a pitch black leathery hide, warped in places, eyes small, and completely black as well, blood a deeper shade of crimson than it should ever be, and muscles stringy and lean, rippling with strange strength under his bizarre skin.

During his time surviving in the forest, it was the maniac beast within that kept him alive, the tiny, sane fragment of his mind in a deep slumber, only awakening to direct the body at more complex tasks needed to survive: bandaging a wound, taking clothes or a weapon, fixing or creating a tool or poultice needed to stay alive. The beast fought, and the man thought. Nameless and deranged, he preyed upon travelers up and down the Hierophant's Way, particularly those who strayed from the road. He became a scourge of bandits in particular, who often strayed from the road to avoid the patrols that kept it safe. Among the frequent travelers and bandits of the road, he was given a name. Simulacrum.

He became proficient with firearms, having stolen several from bandits or overly curious array members, and became adequately proficient with them, but unable to master the skill required with his fragment of sanity (or even fight with them for too long, before the animal's bloodlust took over.) Preferring whatever weapons he can get in the fight at a time, he fights with a terrifying reckless abandon, leaving self preservation to the wind.

The fragment of sanity felt itself prepared enough to see a city, perhaps find someone who could help his mind recover from its affliction. Hiding his weapons and body beneath his clothes, he learned some of the city, and of a treasure hunting business. He hoped that some kyrst ruins might have an artifact to help his mind, or perhaps better, his body, to recover. Filling out the forms in a bizarre and childish scrawl, he left them at Hermingild Inquiries. He would check back, every now and again, but never staying for too long. The noise of the city draws out the beast.

Edit: He's not meant to be bipolar, the bio makes it sound like he is. I'm too lazy to change it right now, though.
 
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Simulacrum
Gender: Male
Age: ~30
Character Concept: Survivalist
Backstory: Simulacrum once had another name, for he was once person. A Kryst originally, and a prodigal one at that, a dangerous overuse of kyrst crystals left him on the knife's edge of an insane monster. Had he not had his crystals quickly removed, he would have changed into a monster completely. Abiding by kyrst law, he was exiled from their society, and left to die in the wilderness. Shunned by his former clan and family, and with a memory hazy and damaged from the crystals, he did his best to survive in the dangerous countryside. He quickly discovered what abomination his body had turned into, much to the horror of the tiny sane fragment of his mind. Skin a pitch black leathery hide, warped in places, eyes small, and completely black as well, blood a deeper shade of crimson than it should ever be, and muscles stringy and lean, rippling with strange strength under his bizarre skin.

During his time surviving in the forest, it was the maniac beast within that kept him alive, the tiny, sane fragment of his mind in a deep slumber, only awakening to direct the body at more complex tasks needed to survive: bandaging a wound, taking clothes or a weapon, fixing or creating a tool or poultice needed to stay alive. The beast fought, and the man thought. Nameless and deranged, he preyed upon travelers up and down the Hierophant's Way, particularly those who strayed from the road. He became a scourge of bandits in particular, who often strayed from the road to avoid the patrols that kept it safe. Among the frequent travelers and bandits of the road, he was given a name. Simulacrum.

He became proficient with firearms, having stolen several from bandits or overly curious array members, and became adequately proficient with them, but unable to master the skill required with his fragment of sanity (or even fight with them for too long, before the animal's bloodlust took over.) Preferring whatever weapons he can get in the fight at a time, he fights with a terrifying reckless abandon, leaving self preservation to the wind.

The fragment of sanity felt itself prepared enough to see a city, perhaps find someone who could help his mind recover from its affliction. Hiding his weapons and body beneath his clothes, he learned some of the city, and of a treasure hunting business. He hoped that some kyrst ruins might have an artifact to help his mind, or perhaps better, his body, to recover. Filling out the forms in a bizarre and childish scrawl, he left them at Hermingild Inquiries. He would check back, every now and again, but never staying for too long. The noise of the city draws out the beast.

Edit: He's not meant to be bipolar, the bio makes it sound like he is. I'm too lazy to change it right now, though.
I see what you're going for. A beast with the hint of a man still left inside. Great Bio. Approved!
 
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Name: Sellibeth Isis Gardens

Age: Twenty-nine

Gender: Female/Woman

Character Concept: Former Nightwatchman, current Vagabond

Backstory: Her mother being a part of the High Men, Sellibeth was raised into an incredibly wealthy family, and from a fairly young age she was taught into the art of combat. She was born in the city of Acheron. For a myriad of reasons, one could say she had it easy, but her parents forged her into a cold, seemingly heartless machine. They forbade their daughter from crying and from having too many close relations with others, among other childish things, or so what they deemed to be childish; thus, creating what she is today.

She had an older sister, named Drela Frann Gardens, who she loved dearly. Although she was strict, she was also passionate and kind. Her sister was a lieutenant in the Array, and with that she was usually busy. Sellibeth's father was a High Commander himself. This left her to be trained by others, and she had one instructor who was not so afraid of her parents. This particular man was extremely rough with her and never bothered to give her a break every day they trained together. Her other instructors were a tad more lenient on her, for they feared her mother and father, and even her sister. However, after a couple years of training her as a girl, they soon learned her parents only wanted their daughter to endure the harshest of trainings, so that she may become a valiant and resilient soldier. Therefore, the only one they truly feared was her sister. If anything grave happened to Sellibeth, her sister was always there to knock some teeth out of the one who did her harm.

That all wasn't quite the "official" training for Sellibeth. Her parents had her thrown into Officer Training when she was but a teenage girl. She never complained, however. The training was harsh, but she passed with flying colors and went on to be a strong soldier... very possibly one of the best.

Her mother, of course, was somewhat pleased with her daughter when she became a lieutenant. The High Man, Kalia Trel Gardens, wanted her daughter to strive higher than that. She never showed Sellibeth any hint that she was proud of her accomplishments, and neither did her father. Though her sister did show much support and enthusiasm for her. The odd thing Sellibeth came to realize is that her parents weren't nearly as rough with Drela when she was growing up. Drela would go on about childhood stories, and silly things she would do with old friends. Sellibeth never had any of that. It bothered her for a time, but soon enough she moved past it and continued on her trek of becoming a mighty soldier.

Sellibeth was an Array soldier known for her ruthlessness and dedication. She was a person many came to fear, and stories unfolded about how she took care of those who wandered around after dark. She was a part of the Nightwatch, and so her efforts were to ensure those who thought they might have a careless nighttime walk would pay dearly. She spent years in the Array before she became a commander. She was quite proud of herself for this mighty accomplishment... however, her parents were not quite as amazed. When she told them the news, they simply waved it off. Her father had already been told before she was even an official commander. This took Sellibeth by surprise. She didn't expect much, but not so much as a "congratulations", kind of took her off guard. She remembered back to when her sister became lieutenant, her parents were ecstatic. Sellibeth became a lieutenant in far less time than she did, and now she was a commander when Drela was not... she was expecting some sort of praise. She almost had an outburst from their response, but she played it cool and walked away.

A week after, her sister took her out to celebrate. The two of them had a couple days off, and decided to have a little fun. Sellibeth was reluctant at first, but Drela ended up persuading her. She had never gotten drunk before, and that day was a day she would not soon forget. Other soldiers came to celebrate with her, the ones who liked her at least. It was sort of an odd thing... many disliked the young soldier, for reasons that may be obvious. In any case, she had a fun time. She had never laughed quite like she did that day. Her sister created the only true joy she had in her life.

About one year after that event, Drela had been struck down by an unknown individual. Sellibeth only remembers her sister yelping in agony, and turning to find her heavily bleeding. She died two days after that. She was dumbstruck with what had happened; nothing was there when she turned to look at her sister. The two of them were having a mindless chatter and were off duty for a couple of hours. It was just the two of them. This aroused intense suspicions. Some thought it might have been Sellibeth herself who murdered her dear sister. The only thing she could do was ignore these accusations and work the best she could to find out who was responsible. She did not allow herself to cry for her sister. She did not mourn for her in the slightest, and perhaps that is why some suspected her.

Sellibeth moved on.

Unfortunately to some, fortunately to others... Sellibeth left the Array with no real explanation. This left many confused and shocked, for most expected her to go on to become a Lord Commander, or possibly even Commandant. She had unlimited potential, only to toss it all aside. She decided to march her way into Hermingild Inquiries, in order to give herself work and make a decent living.
 
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XynQBNV.png

Daniel Elage
(Dan-yuh l Ē lāj)

Gender: Male

Age: 24

Race: Human

Class: Crackle

History:
Elage was born in an aristocratic family and was raised in the strictest of conditions, with a specific etiquette to eat, drink, talk, sit down— all of the formalities and manners worked him around, despite his wealth and social status, like a slave. Desperate for change, he, now 18, flees his household to join the task force.

As a soldier, Elage was compassionate and excelling. Fortunately for him, duration of his stay in the force were in units that suffered little casualties and death was unheard of. His prowess on the battlefield was legendary, and he rose through the ranks to Commander.

Becoming a Commander meant that he was assigned a platoon of his own. He taught his new companions— boys only a couple years younger than him— how to survive. Soon, he and his men were as thick as thieves.

Circumstances changed. As his platoon developed into a seasoned veterans, they were thrown into the crossfire. His first real shock came with the death of Tray Craw. And then Lenny Stewart. And Boris Li. Elvar Connor. Hugo Filiberto. Mick Evans. Name, after name, after name, but never was his own scratched into the records and sent back home in letters. Elage loses most of his men from an ambush, being one of the few survivors that made it out. As expected, the survivors (including Elage), was discharged.

At the end of his enforcement career, Elage had his fair share of shell shock. He became distant and apathetic, like an empty shell. Attempting to seek refuge, he stumbles upon the Elage mansion, the one place he still can remember through his PTSD. Hesitantly, he approaches the family he had abandoned two years earlier.

To his surprise, his father rejected his return, leaving him to live in the streets. Determined, he waited kneeling at the doorstep through the long winter night. The next day, his father walked past his snow coated figure without a blink of an eye and left off to work.

This continued for another day, and he had to stay hydrated from melting the snow from the ground in his mouth. He had nothing to eat. Eventually, his sister, Victoria Elage, took pity on him and sneaked him into the shed in the garden. He lived like this for about a year, recovering from the war with the company of his younger sister.

Eventually, his father found out of this, and forced him out of the house. The next time he showed up in the property, he was told, he would be arrested. Bitterly, he complied to his father’s demands.

This didn’t stop him from visiting his sister, and he would come on a daily basis to give her his regards and engage in chats. Often during this time, his sister would provide him with food and drink that would last him for the day. It was until one week his sister didn’t show up at all, and every day he would stare at her window longingly to see her.

News went around that his sister and father had an argument, where she requested that Daniel would be welcomed back into the family. Her father threatened her, and she refused to talk with him. That night, she was found dead, cut in the wrist by her own hand. This loss would scar his life forever.

Elage’s thoughts become erratic and hateful. He appeared to maintain his sanity, but his morals were warped and he no longer valued life, or love. He, wearing a black suit and mask, went to the Elage Mansion to seek revenge against his father. He slipped in quietly, and just as easily slipped out. His father was found dead the following morning.

It was at the moment of the murder that Elage found his resolve in life. The thrill of the kill.


Appearance and Personality:
Normally, Daniel Elage appears as a tall slender man with handsome complexions. His speech is smooth, and he would be considered to be a charmer. He is polite and courteous, but his thoughts inside are dangerous and calculated.

Elage changes. He would wear a black mask that would cover his face— all except for his mouth, which would normally be twisted in a malevolent grin. He wears a long black trenchcoat with an assortment of knives line in arrays inside it. To top it off, he wears a black fedora, creating a very mafia-like persona.

Elage would hunt down anyone who offended him, and goes on random killing sprees. As his other self, he changes from an average person into a psychopath. His murders all are touched up with his signature knife in the back.


Abilities
Elage is an expert knife user, combining psychic abilities with his marksmanship to throw knifes with deadly speed and precision. His hand to hand combat skills is proficient, and he could throw his knives at unimaginable speed. As a Crackle, his abilities makes him more dangerous and unpredictable. Most of his victims never see what is coming.

Though he prefers knives, Elage is trained with a variety of weapons, due to his time at the military. In a pinch, he can perform well with weapons such as assault rifles and pistols.

The Hermingild Inquiries
Elage visits the Hermingild Inquiries to earn money. He never inherits the fortune left by his father after his murder, and requires a method to gain money quickly and efficiently while leaving him with ample time to kill for his pleasure. Starting in the introduction of the RP, Elage intends to get closer with Lorn Hermingild in order to gain favor, and potentially, kill him to seize the wealth. During the course of the novel, however, his motives are prone to change.
 
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(Will Draw Something Soon)
Daniel Elage
(Dan-yuh l Ē lāj)

Gender: Male

Age: 24

Race: Human

Class: Crackle

History:
Elage was born in an aristocratic family and was raised in the strictest of conditions, with a specific etiquette to eat, drink, talk, sit down— all of the formalities and manners worked him around, despite his wealth and social status, like a slave. Desperate for change, he, now 18, flees his household to join the task force.

As a soldier, Elage was compassionate and excelling. Fortunately for him, duration of his stay in the force were in units that suffered little casualties and death was unheard of. His prowess on the battlefield was legendary, and he rose through the ranks to Commander.

Becoming a Commander meant that he was assigned a platoon of his own. He taught his new companions— boys only a couple years younger than him— how to survive. Soon, he and his men were as thick as thieves.

Circumstances changed. As his platoon developed into a seasoned veterans, they were thrown into the crossfire. His first real shock came with the death of Tray Craw. And then Lenny Stewart. And Boris Li. Elvar Connor. Hugo Filiberto. Mick Evans. Name, after name, after name, but never was his own scratched into the records and sent back home in letters. Elage loses most of his men from an ambush, being one of the few survivors that made it out. As expected, the survivors (including Elage), was discharged.

At the end of his enforcement career, Elage had his fair share of shell shock. He became distant and apathetic, like an empty shell. Attempting to seek refuge, he stumbles upon the Elage mansion, the one place he still can remember through his PTSD. Hesitantly, he approaches the family he had abandoned two years earlier.

To his surprise, his father rejected his return, leaving him to live in the streets. Determined, he waited kneeling at the doorstep through the long winter night. The next day, his father walked past his snow coated figure without a blink of an eye and left off to work.

This continued for another day, and he had to stay hydrated from melting the snow from the ground in his mouth. He had nothing to eat. Eventually, his sister, Victoria Elage, took pity on him and sneaked him into the shed in the garden. He lived like this for about a year, recovering from the war with the company of his younger sister.

Eventually, his father found out of this, and forced him out of the house. The next time he showed up in the property, he was told, he would be arrested. Bitterly, he complied to his father’s demands.

This didn’t stop him from visiting his sister, and he would come on a daily basis to give her his regards and engage in chats. Often during this time, his sister would provide him with food and drink that would last him for the day. It was until one week his sister didn’t show up at all, and every day he would stare at her window longingly to see her.

News went around that his sister and father had an argument, where she requested that Daniel would be welcomed back into the family. Her father threatened her, and she refused to talk with him. That night, she was found dead, cut in the wrist by her own hand. This loss would scar his life forever.

Elage’s thoughts become erratic and hateful. He appeared to maintain his sanity, but his morals were warped and he no longer valued life, or love. He, wearing a black suit and mask, went to the Elage Mansion to seek revenge against his father. He slipped in quietly, and just as easily slipped out. His father was found dead the following morning.

It was at the moment of the murder that Elage found his resolve in life. The thrill of the kill.


Appearance and Personality:
Normally, Daniel Elage appears as a tall slender man with handsome complexions. His speech is smooth, and he would be considered to be a charmer. He is polite and courteous, but his thoughts inside are dangerous and calculated.

Elage changes. He would wear a black mask that would cover his face— all except for his mouth, which would normally be twisted in a malevolent grin. He wears a long black trenchcoat with an assortment of knives line in arrays inside it. To top it off, he wears a black fedora, creating a very mafia-like persona.

Elage would hunt down anyone who offended him, and goes on random killing sprees. As his other self, he changes from an average person into a psychopath. His murders all are touched up with his signature knife in the back.


Abilities
Elage is an expert knife user, combining psychic abilities with his marksmanship to throw knifes with deadly speed and precision. His hand to hand combat skills is proficient, and he could throw his knives at unimaginable speed. As a Crackle, his abilities makes him more dangerous and unpredictable. Most of his victims never see what is coming.

Though he prefers knives, Elage is trained with a variety of weapons, due to his time at the military. In a pinch, he can perform well with weapons such as assault rifles and pistols.

Approved!
 
Name: Gon Ashmiel
Gender: Male
Age: 24
Class: Survivalist
Appearance:
9540f6758af1967bd9bbdeaa11189083.jpg


Backstory: As a young boy Gon was a Kryst and a rebellious one at that. He hated rules. Always do this and always do that is what he only heard. When he was older he wanted to get the gems out of him. He gathered as much money as he could to get them removed. The next day people noticed he didn't have the gems so he was kicked out of the tribe as an outcast. He was hated by most of the tribe anyways. He began learning on his own. He already knew how to get to places quick from all the running he did to avoid beatings. His first night he ate bad berries and it was not good. Later he began to understand how to survive. When he saw how a bandit took down a bear easily with a gun he wanted one too. He hunts animals for meat shops gathers herbs for hospitals and such but that doesn't mean he likes it he does it because he wanted a gun. When he found out that you couldn't buy them he had a lot of money left over. So he left to the wilderness and to his luck he found a rifle. When he went to pick it it seemed a dead bandit's corpse was holding it. The only thing he didn't have was bullets. He knew ammunition was rare, so he looked for a contact for the black market. He did find a guy. He was an Ixe cult member though...
When he saw the ad for adventure he thought maybe he could find an old gun along with the treasures of it.
 
Last edited:
That is possible Oscar, but most kryst have crystals implanted at birth, mainly to test crystal-host compatibility, then at other specific points more crystals are implanted. So when he ran away he will have to have been young, really young, which would fit the whole concept of the Survivalist, but still, any other critiques or decisions made with actual authority will have to wait for Gattletown.
 
b68f0342115bef033000b17ad2634d42.jpg

Name: Sellibeth Isis Gardens

Age: Twenty-nine

Gender: Female/Woman

Character Concept: Former Nightwatchman, current Vagabond

Backstory: Her mother being a part of the High Men, Sellibeth was raised into an incredibly wealthy family, and from a fairly young age she was taught into the art of combat. She was born in the city of Acheron. For a myriad of reasons, one could say she had it easy, but her parents forged her into a cold, seemingly heartless machine. They forbade their daughter from crying and from having too many close relations with others, among other childish things, or so what they deemed to be childish; thus, creating what she is today.

She had an older sister, named Drela Frann Gardens, who she loved dearly. Although she was strict, she was also passionate and kind. Her sister was a lieutenant in the Array, and with that she was usually busy. Sellibeth's father was a High Commander himself. This left her to be trained by others, and she had one instructor who was not so afraid of her parents. This particular man was extremely rough with her and never bothered to give her a break every day they trained together. Her other instructors were a tad more lenient on her, for they feared her mother and father, and even her sister. However, after a couple years of training her as a girl, they soon learned her parents only wanted their daughter to endure the harshest of trainings, so that she may become a valiant and resilient soldier. Therefore, the only one they truly feared was her sister. If anything grave happened to Sellibeth, her sister was always there to knock some teeth out of the one who did her harm.

That all wasn't quite the "official" training for Sellibeth. Her parents had her thrown into Officer Training when she was but a teenage girl. She never complained, however. The training was harsh, but she passed with flying colors and went on to be a strong soldier... very possibly one of the best.

Her mother, of course, was somewhat pleased with her daughter when she became a lieutenant. The High Man, Kalia Trel Gardens, wanted her daughter to strive higher than that. She never showed Sellibeth any hint that she was proud of her accomplishments, and neither did her father. Though her sister did show much support and enthusiasm for her. The odd thing Sellibeth came to realize is that her parents weren't nearly as rough with Drela when she was growing up. Drela would go on about childhood stories, and silly things she would do with old friend. Sellibeth never had any of that. It bothered her for a time, but soon enough she moved past it and continued on her trek of becoming a mighty soldier.

Sellibeth was an Array soldier known for her ruthlessness and dedication. She was a person many came to fear, and stories unfolded about how she took care of those who wandered around after dark. She was a part of the Nightwatch, and so her efforts were to ensure those who thought they might have a careless nighttime walk would pay dearly. She spent years in the Array before she became a commander. She was quite proud of herself for this mighty accomplishment... however, her parents were not quite as amazed. When she told them the news, they simply waved it off. Her father had already been told before she was even an official commander. This took Sellibeth by surprise. She didn't expect much, but not so much as a "congratulations", kind of took her off guard. She remembered back to when her sister became lieutenant, her parents were ecstatic. Sellibeth became a lieutenant in far less time than she did, and now she was a commander when Drela was not... she was expecting some sort of praise. She almost had an outburst from their response, but she played it cool and walked away.

A week after, her sister took her out to celebrate. The two of them had a couple days off, and decided to have a little fun. Sellibeth was reluctant at first, but Drela ended up persuading her. She had never gotten drunk before, and that day was a day she would not soon forget. Other soldiers came to celebrate with her, the ones who liked her at least. It was sort of an odd thing... many disliked the young soldier, for reasons that may be obvious. In any case, she had a fun time. She had never laughed quite like she did that day. Her sister created the only true joy she had in her life.

About one year after that event, Drela had been struck down by an unknown individual. Sellibeth only remembers her sister yelping in agony, and turning to find her heavily bleeding. She died two days after that. She was dumbstruck with what had happened; nothing was there when she turned to look at her sister. The two of them were having a mindless chatter and were off duty for a of couple hours. It was just the two of them. This aroused intense suspicions. Some thought it might have been Sellibeth herself who murdered her dear sister. The only thing she could do was ignore these accusations and work the best she could to find out who was responsible. She did not allow herself to cry for her sister. She did not mourn for her in the slightest, and perhaps that is why some suspected her.

Sellibeth moved on.

Unfortunately to some, fortunately to others... Sellibeth left the Array with no real explanation. This left many confused and shocked, for most expected her to go on to become a Lord Commander, or possibly even Commandant. She had unlimited potential, only to toss it all aside. She decided to march her way into Hermingild Inquiries, in order to give herself work and make a decent living.

Sellibeth approved!
 
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Reactions: Nyx
Name: Gon Ashmiel
Gender: Male
Age: 24
Class: Survivalist
Appearance:
9540f6758af1967bd9bbdeaa11189083.jpg


Backstory: As a young boy Gon was a Kryst and a rebellious one at that. He hated rules. Always do this and always do that is what he only heard. When he was older he wanted to get the gems out of him. He gathered as much money as he could to get them removed. The next day people noticed he didn't have the gems so he was kicked out of the tribe as an outcast. He was hated by most of the tribe anyways. He began learning on his own. He already knew how to get to places quick from all the running he did to avoid beatings. His first night he ate bad berries and it was not good. Later he began to understand how to survive. When he saw how a bandit took down a bear easily with a gun he wanted one too. He hunts animals for meat shops gathers herbs for hospitals and such but that doesn't mean he likes it he does it because he wanted a gun. When he found out that you couldn't buy them he had a lot of money left over. So he left to the wilderness and to his luck he found a rifle. When he went to pick it it seemed a dead bandit's corpse was holding it. The only thing he didn't have was bullets. He knew ammunition was rare, so he looked for a contact for the black market. He did find a guy. He was an Ixe cult member though...
When he saw the ad for adventure he thought maybe he could find an old gun along with the treasures of it.

Approved!
 
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