@Saber FYI, we don't receive any notifications if you edit the Mentions into your post. They have to be there in the post's first iteration in order for us to receive a notification that you're trying to contact us.
This is the second or third time I've seen my name [@Mentioned], but received no notification for it (thank God for subscriptions), so I thought I'd let you know. 👍
Uhh, the glossary is confusing as hell, but I think that's part of the appeal, I guess. I'm not intimidated yet because that's plenty of reason for my character to ask lots of questions, and to be confused as well.
Yeah, though, the PK section won't be hugely relevant to our characters until later in the story. It's also intended to provide the scope that I hope we reach in the RP. Sorry for it being confusing!
The CK section I'm having trouble with. I'm not sure if I should include anything beyond a basic idea of what New Graeline is like. However, I intend to consistently update both sections; with my own additions or approved concepts/places added by all of you!
I'll also be taking suggestions for 'hot spots' in NG for our characters to frequent. Otherwise, there won't be much in the way of info. (Until we add more, through the progression of the story.)
One thing I'd like to take the time to point out is that The Creature (it has a designation, which is Slaughter Doll) will not appear the same to each victim. I know that's seemingly random, but I wanted everyone to present their own tormentor in the opening post.
Edit: I'd also like to point out that NG's reality is a 'Lockdown Shard' of the Corporeal variety; meaning that no Augur/Moderator may intervene in ongoing events.
2nd Edit: I will be including Auspices, Manifestations, Fate Kernels, Linchpins/Anchors, and Affinity in the CK section to pad things out more. As well as a Character Sheet Skeleton.
If there are any direct questions, don't hesitate to drop your girl a line. I don't mind discussing anything regarding this...uh...'universe'.
I don't blame you tbh. By the information's very nature, it seems difficult to describe one aspect of the lore without name-dropping others. "A corporeal entity that resonates with a particular Corporeal Reality. An inhabitant of that reality, capable of Harmonious Output within...."
The result of course is that I need to consult two or three areas of the PK in order to understand another. It twists over constantly on itself and is otherwise quite an incestuous thing to read.
But hey, this just leaves a lot of things for us to learn about the world both as players and as characters. I'm particularly interested in the reason these higher beings are creating Prime Entities in the first place. We seem totally insignificant to their schemes.
Yeah, it gets difficult to not go on tangents about every little detail, hahaha. I'm glad you understand, though, the nature of my decidedly vague definitions. Explaining everything would take forever and, as you said, it's an opportunity for all of us to learn more about the 'universe' (myself included, some things in these particular RPs end up defying even what I'm prepared for); as well with the understanding that will eventually grow alongside the characters.
What are you referring to when you say 'higher beings'? I'm assuming you mean the Moderators. Strangely, that's not their call to make. Prime Entities exist within every 'incarnate' Corporeal Reality. They're something of a constant between each Corporeal Reality that comes to be. Of course, Esoteric Reality (which does not have the same divisions that Corporeal Reality does, in terms of separate iterations of it existing have no instances of Prime Entities within its confines.
I didn't actually know who or what creates a Prime Entity. I suspected an Augur needs enforcers to maintain law and order in his little Reality Shard, but for obvious reasons I wasn't going to assume I know what I'm talking about.
The idea behind the Augur's enforcers is, actually, something that's going to be covered.
Edit: An (abridged) explanation of just how a Prime Entity comes to be could be worthwhile, here. Prime Entities exhibit similar properties to Layered Reality Shards, albeit on a much smaller scale. That is to say that they are essentially 'junk data' that cannot be removed or altered by Augurs or 'hard resets' of a Zone.
Their similarities to Layered Reality Shards end solely in the universal redundancy. Prime Entities are created from pieces of 'Threadless' remnants of data that are amalgamated during the 'reset process' perpetuated by the end of a Cycle. This scattered Prime Entity data is amalgamated into various beings. Each of these beings eventually develop a Fate Kernel.
A Fate Kernel is essentially what becomes the 'soul' of the Prime Entity, making them complete.
(Sorry for rambling! I can clarify certain parts, if need be.)
Not necessarily. They're more of a safeguard encoded into Corporeal Realities (this is to kinda explain the 'potential' of humans/mortal Prime Entities). Non-Entities were the originals, yes, and did not intend for Corporeal Reality to exist at all. It goes into more backstory stuff that I don't wanna get too heavy into.
Edit: That's not to say I won't divulge more information. After all, I am expecting someone to play an antagonist along with me. With what I have in mind they'll know a fair amount of this stuff.
I personally don't use Discord often enough to justify responding in the affirmative. But if you create a PiratePad it will definitely be useful for collab posts, especially conversations between characters.
My brain...enjoying the information you're feeding us, Saber, but pugbutter's right; everything twists and turns in on itself :P . I'm sure it'll become clear as more stuff is added :) .
My brain...enjoying the information you're feeding us, Saber, but pugbutter's right; everything twists and turns in on itself :P . I'm sure it'll become clear as more stuff is added :) .
If nothing else, I'm glad he has thought all this through, and that this fact is demonstrable through the intensive lore. I've joined far too many RPs where the GMs don't care about their worlds at all; they shit out an OOC and then expect the players to pick up all the storytelling slack.
Aw, thanks. I'm...not, uh, well nevermind. Thanks. I appreciate that. This whole setting means a lot to me and I really want to manage a successful story in it.
Oh, indeed, @pugbutter, it wasn't a criticism! More a comment - I look forward to seeing more setting stuff, Saber. Like what a Zone is, and where on the spectrum of Unusual Entities(tm) the Pariah Dreams fall :) .
I'm off for a bit. Started on the CK section. I'll mostly be covering the weird stuff, but @pugbutter kinda made me realize I didn't have anything planned for the country (Tantas) or New Graeline its self.
If it's cool with everyone, I'd like to have a pow-wow about it on PiratePad (or Discord)
Later.
Edit: Started working on it. I'm bad at this stuff, but I'm gonna see what I can do.
Put some stuff up...but, I'm a total loss for descriptions or additions. I should probably get some sleep...
Fate Kernel: The Fate Kernel is an ethereal cluster that serves as the essence that provides 'life' to a Prime Entity. While it is the animating force behind Prime Entities, the Kernel is something far more; dictating the fate of those it is attached to. Each Prime Entity contains a Fate Kernel, capable of altering the flow of causality to ensure that 'destiny' is obtained.
Fate Kernels can be corrupted by various means. As they are composed of ethereal data, it is not uncommon for beings with the proper power (usually agents of Non-Entities) to warp a Fate Kernel and remove the 'destiny' it possesses.
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Manifestations: The exertion of one's Resonance in various forms. Manifestations are created chiefly by Prime Entities. Warping the Resonance present in every Anchored object occupying their immediate surroundings, the Prime Entity can convert latent or inactive data into the 'object' of their subconscious choosing. Most often Manifestations are thematic and tend to stick within the broad 'category' of their sphere.
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Auspice: One of the foremost forms of Manifestation, an Auspice overwrites a portion of its conjurer's body.
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Linchpin: A Linchpin is a Manifestation that appears as a corporeal object, one that must be in contact with its wielder to properly function. Linchpins tend to focus on manipulating one element of reality.
Hey, some work was done. I moved some stuff from CK to PK and @Empress did some amazing location work for New Graeline. So prop to that. I added a few things, but they aren't major. If you're interested in a few (tiny) tidbits, you can check the PiratePad
Augur: Put simply, Augurs (or Moderators) are akin to 'gods'; being imbued with the ability to alter and rearrange the data of any specific Reality Shard. However, they are subject not only to their directives (passed down from Zone Administrators) but their Personality Restriction Protocols, as well; ensuring that a fully-functioning Augur will always perform within the bounds of their P.R.P and their 'divine commands'. It is extremely rare that such a being will directly interfere with any Reality Shard unless otherwise directed.
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Contained Reality Shard: Reality Shards are the frozen state in which an Augur views a particular span of time within a 'locked' reality. Contained Reality Shards are independent Shards that exist without the interference of an Augur (sometimes called Moderators). It is the function, however, of an Augur to set the parameters of a Reality Shard before it becomes Contained.
Contained Reality Shards may also be known as 'Lockdown Shards', meaning that they have been placed under some kind of quarantine. This state of isolate is often attributed to corruption in the Shard's data or instability in its very existence.
Navain is a different case altogether. See 'Layered Reality Shard' for more information.
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Layered Reality Shard: Unlike a standard Reality Shard or Contained Reality Shard, a Layered Reality Shard is far removed from the influence of an Augur/Moderator. Indeed, most L.R.S' are heavily corrupted or damaged; leaving them as 'unwanted clutter' within the system. Composed of 'redundant data' (or 'amalgamated junk data', if you prefer') that can not be removed, or unnaturally altered, at the end of a designated cycle.
Layered Reality Shards technically occupy no space within a Interstice Zone (a term usually accompanied by a numerical designation, which denotes the entirety of an Esoteric Reality) and are usually 'invisible' or outright disregarded by a Zone Augur.
Navain exists between Contained Reality Shard 019 and a Null Space, allowing for traversal between the two through various means.
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Null Space: A realm within an Interstice Zone that has no corporeal or esoteric connections, serving as a sort of detached transportation system to those who have happened across them. The existence of these spaces is anomalistic, and is populated solely by Non-Entities.
Null Spaces are presided over by Scribes; creatures of neutrality that oversee certain events that can or will not be handled by Moderators. Null Spaces tend to remain in stasis, unlike the other iterations of reality.
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Prime Entity: A corporeal entity that resonates with a particular Corporeal Reality. An inhabitant of that reality, capable of Harmonious Output within their native realm. Not all Prime Entities are human, but a majority will be for this iteration of Cracks in The Sky.
Despite their capacity for Harmonious Output, most Prime Entities are powerless within their Reality of origin. If removed from it, however, there exists the possibility of anomalous properties presenting themselves.
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Non-Entity: A being that originates from a Layered Reality or Null Space. Unlike Prime Entities, Non-Entities have the ability to exert their influence over minor aspects of data within any given reality. Non-Entities (Null Variety) can not exists outside their Layer for long. More often than not, they are seen as a thread by Zone Moderators and will be executed with extreme prejudice. Thankfully, their lack of 'existence' can make them difficult to track.
As a note, entities from Navain are considered Prime Entities (and as such possess no Non-Entity capabilties, with few exceptions) ; within their place of origin.
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Fate Kernel: The Fate Kernel is an ethereal cluster that serves as the essence that provides 'life' to a Prime Entity. While it is the animating force behind Prime Entitites, the Kernel is something far more; dictating the fate of those that which it is attached to. Each Prime Entity possesses a Fate Kernel, capable of altering the flow of causality to ensure that 'destiny' is obtained.
Fate Kernels can be corrupted by various means. As they are composed of ethereal data, it is not uncommon for beings with the proper power (usually agents of Non-Entities) to warp a Fate Kernel and remove the 'destiny' it possesses.
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Manifestations: The exertion of one's Resonance in various forms. Manifestations are created chiefly by Prime Entities. Warping the Resonance present in every Anchored object occupying their immediate surroundings, the Prime Entity can convert latent or inactive data into the 'object' of their subconscious choosing. Most often Manifestations are thematic and tend to stick within the broad 'category' of their sphere.
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Auspice: One of the foremost forms of Manifestation, an Auspice overwrites a portion of its conjurer's body.
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Linchpin: A Linchpin is a Manifestation that appears as a corporeal object, one that must be in contact with its wielder to properly function. Linchpins tend to focus on manipulating one element of reality.
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Phantasm: Unlike a Linchpin or Auspice, the Phantasm Manifestation serves more as a direct representation of its user's psychological state. While still bearing an ability, akin to the other categories, the shape and power of a Phantasm can change rapidly with their conjurer's mental state. Phantasms are known to (rarely) develop an ego and directly oppose, or attempt to seize control of their conjurer. This possession is usually brief.
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Anchor: An Anchor serves myriad purposes. In Corporeal Reality it is inherent in all things; the Threads that bind them to the world they inhabit. For the Pariah Dreams, an Anchor is their lifeline. Usually a small crystal orb, swirling with the color of its bearer's Affinity, the Anchor is what allows the Pariah Dreams passage between their two realities; as well as serving to hold their data together while in the realm of Navain. While it is not the source of their abilities, it is an object to be cherished. The Anchor is carried between realms, but can be lost if the Pariah Dream is not cautious.
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Pariah Dream: A Prime Entity chosen by a Scribe to undergo an undescribed mission, outside the boundaries of their Corporeal Reality. Pariah Dreams are often hailed as prophesied heroes in the realm of their arrival, despite their inexperience and lack of direction.
All Pariah Dreams suffer death before their journey begins. It should also be noted that Moderators and Administrators view the Pariah Dreams as dangerous anomalies.
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Titles: The Pariah Dreams are not mere Prime Entities, when occupying space within Navain. They are called, by the more civilized inhabitants of Navain the Purging Circle. This belief is not unfounded, given that each of the Pariah Dreams inherits a Title of potency. The Title is an ethereal construct, one that is programmed to attach its self to the bearer of a Corrupted Fate Kernel. Once bonded, the Harmonious Output capacity of a Prime Entity will eventually increase.
Titles grant boons to their 'wielders' and mark them on a level imperceptible by most Entities; while making the Pariah Dream fully aware of their new Title, in both a functional and decorative sense. The gift its self depends largely on the Title that a Pariah Dream receives. There exist countless Titles, used by Pariah Dreams in the past, but it is most common for a new Title to be created for an 'unbound' Pariah Dream. These abilities are generally weak at first, but as the Title binds its self to both the bearer and their Fate Kernel their combined capabilities become quite formidable.
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Scribe: While not so powerful as an Augur or any other such being that occupies Esoteric Reality, the Scribe is something of a shadowy figure; lingering in the Layered Realities and Null Spaces between worlds, sequestered away in their endless labyrinth of tomes and grimoires. They are said to keep records of each Corporeal Reality, Layered Reality and the Pariah Dreams themselves.
It is within their power to champion Pariah Dreams and translocate beings between 'adjacent' realms.
New Graeline: A city nestled on the eastern coast of Tantas. Technically the third largest, it bolsters are a fairly large population of around 1,500,000. It is fairly expansive, containing a wide variety of entertainment options along with innumerable businesses. Strangely, New Graeline has a rather large number of abandoned buildings the closer one gets to the seaside.
Notable locations will be provided below and more will, most likely, be added as we go.
- Serenity Memorial Hospital: The largest of several hospitals within New Graeline, Serenity has a pristine reputation and tends to be the 'go-to' place for medical care. Located near the center of town.
- Cafe Half Moon: A popular spot for tourists and locals, alike, the Half Moon truly shines ones the sun sets; converting a quaint cafe into a raucous bar. Located near the beach.
- Fountain Park: Created to commemorate the end of a decade-long war between Tantas and Drasil, the Fountain Park is frequented by all sorts. As the name implies, there are a large number of fountains decorating the area. Situated on the south side of town.
- The Docklands: Large and bustling, sprawling across acres of seafront, the city's docklands are a hive of activity, night and day. A focal point for trade, tons of goods make their way across the ocean main to its busy, crane-bedecked piers and the waiting hands of the army of dockworkers which are its lifeblood. The many warehouses along the wharves bulge with all manner of goods, from oil to heavy machinery, luxury furniture to the latest entertainments, supplying the ever-hungry markets.
- Palatine Heights: Situated on a promontory of higher land near the centre of the city, Palatine Heights breathes money from every pore. Close to City Hall and the old heart of New Graeline, it is the playground of the rich, powerful and discreet. Apartments in its slender, needle-pointed skyscrapers go for millions, whilst expensive boutiques, restaurants, art galleries and more line its manicured streets.
- Lord's Market: A warren of winding streets and covered arcades, the name of Lord's Market has come to be applied to the entire area. The main thoroughfares are heavily trafficked, the air filled with exotic scents and noise from the sea of people, but the real gems of the city's largest market are to be found in the winding labyrinth of side-streets and hidden arcades, poorly signposted and eerily lit by thrice-filtered sunlight and old lamps. Almost anything can be found here, so long as one has the time and perseverance to look for it.
- New Graeline Library: The largest and grandest of the city's many municipal libraries, it is an impossible-to-miss neoclassical colossus sprawling in one of the city's better districts. Never particularly crowded, its sheer size renders each visitor into lonely insignificance. Even though it is outfitted with the latest in IT, the overwhelming impression is nonetheless of physical books and historical papers. The miles of dark wood shelving and handsomely-bound books that fill its archives and reading rooms are a testament to the city's long, storied and frequently bloody history, with even more to be found on microfiche and in the endless catacomb-like stacks beneath its marble floors. A place for silence and research.
- Fenwick Airport: A grim sprawl of runways, cavernous hangars and charmless concrete terminals, Fenwick Airport - constructed in the hardscrabble years after the latest war and named for a local worthy - huddles on the outskirts of the city. Built in haste, and expanded haphazardly as demand dictated, it is a tangled web of concourses, windowless arrival and departure halls, security checkpoints and fluorescent lighting. Despite its many shortcomings, it is nonetheless one of the busiest airports in the country, a constant stream of mighty airships glittering in holding patterns over its airspace and with a near-ubiquitous roar of fixed-wing plane engines announcing its presence to all and sundry.
I know the formatting is still bad, but I plan to change that once I get to the OOC its self.