Why hello, there, and welcome! It's me and you, again! Isn't that wonderful~!
This is the whole big OOC thing for Cracks in The Sky//Core Catastrophe. There'll be some pertinent information and ongoing attempts to flesh out the world our characters hail from. Below will be some information that's sectioned off into some little hiders.
They're divided between Player Knowledge and Character Knowledge. I know this seems rather arbitrary, but there are certain terms that will be thrown around for our convenience to give a more concise idea as to the nature of the strange realities that our characters will be traversing; that I intend for the characters to discover the meaning behind, eventually. Some of it will be kept fairly vague. Hope you're cool with that.
Also, I'd like to thank you guys (again) for taking time and committing a bit of interest to this idea. It really means a lot to me. So, sincerely; thanks!
@Deadnaut, @Vashonn, @pugbutter, @Fox of Spades, @Kessir Tarkin.
Special prop to @Empress for the CK section location work.
Discussion and stuff will be over at the PiratePad or the Discord.
This is the whole big OOC thing for Cracks in The Sky//Core Catastrophe. There'll be some pertinent information and ongoing attempts to flesh out the world our characters hail from. Below will be some information that's sectioned off into some little hiders.
They're divided between Player Knowledge and Character Knowledge. I know this seems rather arbitrary, but there are certain terms that will be thrown around for our convenience to give a more concise idea as to the nature of the strange realities that our characters will be traversing; that I intend for the characters to discover the meaning behind, eventually. Some of it will be kept fairly vague. Hope you're cool with that.
Also, I'd like to thank you guys (again) for taking time and committing a bit of interest to this idea. It really means a lot to me. So, sincerely; thanks!
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.
- - - - -
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 isolation 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.
- - - - -
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.
- - - - -
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.
- - - - -
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.
- - - - -
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 exist outside their Layer for long. More often than not, they are seen as a threat 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.
- - - - -
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.
- - - - -
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.
- - - - -
Auspice: One of the foremost forms of Manifestation, an Auspice overwrites a portion of its conjurer's body.
- - - - -
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.
- - - - -
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.
Damage done to a Phantasm reflects, to a lesser degree, on its Dream.
- - - - -
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.
- - - - - -
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.
- - - - - -
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.
- - - - - -
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.
- - - - -
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 isolation 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.
- - - - -
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.
- - - - -
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.
- - - - -
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.
- - - - -
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 exist outside their Layer for long. More often than not, they are seen as a threat 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.
- - - - -
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.
- - - - -
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.
- - - - -
Auspice: One of the foremost forms of Manifestation, an Auspice overwrites a portion of its conjurer's body.
- - - - -
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.
- - - - -
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.
Damage done to a Phantasm reflects, to a lesser degree, on its Dream.
- - - - -
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.
- - - - - -
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.
- - - - - -
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.
- - - - - -
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.
- The Emerald Triangle: Anchored by three key institutions: Northstar bank, the Orison Corporation tower and Serenity Memorial Hospital, the Emerald Triangle is the natural hunting ground of investment banks and bankers, insurance and legal firms, stockbrokers and wine bars. At its edges, it bleeds into Clubland, an unofficial belt of restaurants, theatres, clubs and seedier enterprises - here, one can, within fifty feet, take in a show, dine on the cuisine of your choice, drink and dance in a dizzying array of establishments and then fall into the moderately-priced arms of the gender of your choice.
- Northstar Bank: A pillared monument to wealth unending, Northstar is the Grand Old Lady of Graeline banks, presiding over the frenetic trading of the Emerald Triangle from its commanding position on Djemma Street. Flanked by lesser acolytes of Mammon, Northstar moves - and makes - mind-boggling amounts of money every trading day, and holds yet more wealth in the great vaults beneath its marble-clad floors.
- The Treacle Club Speakeasy: Originally a small, Drasilian-owned mom-and-pop pub, found at the very bottom of the West Riverview Hotel, the Treacle has blossomed over the last half-century into an epicenter of decadence, renowned for the luxuries it offers to anyone whose wallet is fat, whose wife is sound asleep back home, and whose cautions and reservations are checked soundly at the door. Some oblivious people come here for flaming cocktails and for small, ludicrously expensive portions of world-class food, but those in the know—who wear the pin under their collar and are savvy to the password—will find the finer debaucheries indulged upon in the many penthouses above.
Everything from designer drugs, to eccentric tastes in prostitution (including children), to, as some rumors would have it, hitman and slave-trade deals, happens allegedly in this building, whose repute has eclipsed both its name and its humble roots. Law enforcement, meanwhile, is either on the mob's payroll, or simply too small and frightened to attack this hedonistic empire.
- Rangi's Reliquary: Bits, bobs, charms, and tokens - owned by the curious old man from which the shop takes it's name, the Reliquary is cushioned tightly between two large, derelict buildings a few blocks from the seaside, within a notorious alleyway known to the locals as Rathole Pass. Though it wouldn't seem that such a shop could get enough business to keep running, the antique store has had its doors open for as long as anyone can remember, even as far back as when the buildings it sits next to were hubs for the nightlife - but this was many, many years ago.
The inside of the shop is just as full of clutter as it has always been: stacks of junk and impedimenta lined from wall to wall, ceiling to floor, leaving only a narrow passageway leading from the door to the register, as well as to the staircase at the rear which leads to Rangi's small residence. Up until just recently, it was assumed that Rangi had operated the store all by his lonesome, as the pudgy, gray-haired dwarf had never married, and as far as anyone else knew, had no offspring to care for him. Recently, he had taken on a sort of 'apprentice', who had learned to care for the store just as well as he, but after her sudden disappearance, Rangi has been left to care for it again by himself.
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.
- The Emerald Triangle: Anchored by three key institutions: Northstar bank, the Orison Corporation tower and Serenity Memorial Hospital, the Emerald Triangle is the natural hunting ground of investment banks and bankers, insurance and legal firms, stockbrokers and wine bars. At its edges, it bleeds into Clubland, an unofficial belt of restaurants, theatres, clubs and seedier enterprises - here, one can, within fifty feet, take in a show, dine on the cuisine of your choice, drink and dance in a dizzying array of establishments and then fall into the moderately-priced arms of the gender of your choice.
- Northstar Bank: A pillared monument to wealth unending, Northstar is the Grand Old Lady of Graeline banks, presiding over the frenetic trading of the Emerald Triangle from its commanding position on Djemma Street. Flanked by lesser acolytes of Mammon, Northstar moves - and makes - mind-boggling amounts of money every trading day, and holds yet more wealth in the great vaults beneath its marble-clad floors.
- The Treacle Club Speakeasy: Originally a small, Drasilian-owned mom-and-pop pub, found at the very bottom of the West Riverview Hotel, the Treacle has blossomed over the last half-century into an epicenter of decadence, renowned for the luxuries it offers to anyone whose wallet is fat, whose wife is sound asleep back home, and whose cautions and reservations are checked soundly at the door. Some oblivious people come here for flaming cocktails and for small, ludicrously expensive portions of world-class food, but those in the know—who wear the pin under their collar and are savvy to the password—will find the finer debaucheries indulged upon in the many penthouses above.
Everything from designer drugs, to eccentric tastes in prostitution (including children), to, as some rumors would have it, hitman and slave-trade deals, happens allegedly in this building, whose repute has eclipsed both its name and its humble roots. Law enforcement, meanwhile, is either on the mob's payroll, or simply too small and frightened to attack this hedonistic empire.
- Rangi's Reliquary: Bits, bobs, charms, and tokens - owned by the curious old man from which the shop takes it's name, the Reliquary is cushioned tightly between two large, derelict buildings a few blocks from the seaside, within a notorious alleyway known to the locals as Rathole Pass. Though it wouldn't seem that such a shop could get enough business to keep running, the antique store has had its doors open for as long as anyone can remember, even as far back as when the buildings it sits next to were hubs for the nightlife - but this was many, many years ago.
The inside of the shop is just as full of clutter as it has always been: stacks of junk and impedimenta lined from wall to wall, ceiling to floor, leaving only a narrow passageway leading from the door to the register, as well as to the staircase at the rear which leads to Rangi's small residence. Up until just recently, it was assumed that Rangi had operated the store all by his lonesome, as the pudgy, gray-haired dwarf had never married, and as far as anyone else knew, had no offspring to care for him. Recently, he had taken on a sort of 'apprentice', who had learned to care for the store just as well as he, but after her sudden disappearance, Rangi has been left to care for it again by himself.
Name:
Age:
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Manifestation Type:
Manifestation Ability:
Anchor:
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@Deadnaut, @Vashonn, @pugbutter, @Fox of Spades, @Kessir Tarkin.
Special prop to @Empress for the CK section location work.
Discussion and stuff will be over at the PiratePad or the Discord.
Two more CK locations, provided by @Empress, added. CK location by @pugbutter added.
Removed wording from the Phantasm section, to change the 'possession' angle. They're essentially Stands or a Persona.
Fixed some grammatical errors.
Added another location, provided by @Vashonn.
Removed wording from the Phantasm section, to change the 'possession' angle. They're essentially Stands or a Persona.
Fixed some grammatical errors.
Added another location, provided by @Vashonn.