HELLSINKER... | The sleep which divided the world, a remnant of the Brilliant Age. There are many things which remain asleep, and they are the fascination of those unable to wake from their dreams. A hope created in chaos, and rediscovered; abandoned, no doubt, for good reason. To destroy the sealed world, or perhaps to protect oneself in an unreliable world. It is the physical culmination of those overeager wishes, born from desire and delusion. "A reality beyond comprehension in its evil, born from dreams--from a diseased fever." So was it called by those who struggled with it in conflict. |
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The "Faint Ones"... | Particulate creatures which proliferate in the air, the earth, and the seas. Wisps, souls--they act as mediators in the handling of energy. Their names come from their occasional tendency to act as if with conscious motives. Targets' beams and bullets, SPIRITs, relics, the EXECUTOR's attacks and flight-- all are powers predicated on the direction of the Faint Ones. They are beyond a certain point neutral, and invisible to human eyes. They gather below those with strength and will, acting as slaves, their partisan nature clearly shown by their attachment to power. At times the Faint Ones act as a coating on their host, magnifying and expanding their will. The Faint Ones are as an invisible exoskeleton, or pawns scattered across the board, requiring no command, taking the shape of their host's ambitions. |
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EXECUTOR... | Those who carry out the last will. Little is known about them, but at this time they are attached to an organization involved in the investigation and surveillance of major sources of unrest. Requiring little sleep and capable of the paranormal, they are condemned as "inhuman" by others. Like other beings which remain mysterious in this age, they are often referred to as simply "those". Unable to live in society, forbidden to live; granted a chance at Atonement, desiring it themselves; puppets to hetu and prataya, living only through their forces; relying not on their organization's commands, "beasts" acting as they do "because they please". The word used to encompass them all, in their various backgrounds and histories, is "inhuman". They themselves are in ways sources of unrest, but they are granted regularity and order-- Perhaps they are given a group mind and controlled simply to be destroyed in the destruction of sources of greater unrest. |
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GRAVEYARD... | Apparently the name of the organization which controls the EXECUTORs. It is thought to have been established just under three hundred years ago, but its origins remain unclear. Though a presence all throughout the world, it does not (at this time) have anything which could be called a headquarters; rather, its management consists of myriad branch offices spread like rhizomes across the earth. Its management seems to consist mainly of a single family and acts with a fairly unified will, but the details are unknown. There are branches of the clan which form separate factions, and some parts of the organization oppose others. With rare exceptions in the form of reunification, the competitions generally end in small clashes between factions. Though it may seem favorable to join together, the branches of the clan appear to hold a strong sense of individualism. Its activities are at times extremely violent, as are those of all organizations of the kind. It must be said as well that its assets are themselves to be considered disposable. Their processes for procuring and maintaining talented staff are yet another mystery. Each branch seems to consist of 4~6 EXECUTORs, and 10~12 times that in attached staff. The branches hold meetings of all the staff twice a year, and make administrative decisions. Their public mission statement is the investigation and disassembly of potentially dangerous artifacts. They are employed mainly by national security and military forces, in places where they still exist. Jobs for them consist of things which fall outside the jurisdiction of such forces, but... GRAVEYARD has assisted numerous countries since its founding--mostly to gain operative rights in more areas. Their power is restricted to various levels in different areas, and they function as a private (relic) security firm. There is often doubt about how well they obey the restrictions placed upon them, and the accompanying rumors have caused many a headache in the public relations department of the organization. The organization conducts extensive research and development on weapons systems and the like, both for use on missions and using feedback from field testing. This research is heavily commercialized, especially in the Far East Development Department, which receives government funding for many of its projects. Projects such as "The Mine", "The Recycler", "The Hyena", "The Retro-Modern", and "The Purified Derelict" have gained renown through rumors both inside and out of the organization. It seems that the other branches, though it pains them to do so, are forced to recognize the Far East as the most successful in terms of funding. Among the heroes kept as fighting personnel, several bear the marks of EXECUTORs once employed at GRAVEYARD. Little news has leaked to the outside. |
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PRAYER... | Beings which seem to be physical manifestations of the act for which they are named. They are known as ones who gave up their humanity, but much about them remains unclear. Apparently they have some connection to those who once belonged to (a section of) GRAVEYARD. |
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CARDINAL SHAFT... | A great structure towering over the artificial island known as "Paradise", used as a base and home by the PRAYERs. It seems to have been the seat of government for the lost city, or perhaps an even wider area. It was built long before the ancient disaster which split the world into pieces, the Great Collapse, but as no records remain of its construction it is not known whether the lineage of its inhabitants has survived. |
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MISTELTOE... | Named after a parasitic plant of which their form and function are remeniscent. Colonies of Faint Ones, used as catalysts for controlling and weaponizing energy. They are shaped into humanoid forms to facilitate control, and are capable of carrying out adaptable, multi-pronged attacks in coordination with the EXECUTOR. Player bullets are colonies of energized Faint Ones. The control unit may cause them to activate and multiply. These techniques were used by those who became the PRAYERs, and now seem to be the result of deep hetu and prataya, but... |
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AMMO... | Bullets. Blades. Weapons from a past age. They cannot be neutralized in the suppression radius, which affects only Faint Ones, and while they are expensive, they are still used by certain factions. More bizarre weapons, such as lances launched with gunpowder and spinning saw-like blades, are rarer but do exist. |
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HEROES... | The manifestations of the hollow shells left behind of techniques and knowledge devised in the past worthy of preservation. The recording of the spirit, technique, and body. From their achievements are born gravestones. The source of said techniques are the heroes. One who is considered worthy of a hero may "write" the hero's technique into theirself. The successor of the technique is tested by the revived hero in a ritual, and the test becomes the threshold to determine whether the technique is passed on or not. The heroes may appear to maintain emotion, but in reality it is only a prolonged memory; an illusion born of the process. One might compare it to a book bound in flesh and blood, the examining of which affects only on the reader. While the heroes are complete, memories are not maintained beyond the execution time. Only readout is possible. No matter how alive they may seem, the heroes cannot continue living once revived. They themselves know this. Their presence is but a short visit, and its farewell always forever. They may surface again and again, but always sink once more. |
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The Shrine of Farewell... | A graveyard between reality and fiction, filled with heroes unworthy of preservation and other things for which humanity could find no other place. A place of the prayers of those forgotten, a midden of things abandoned, a graveyard of words forbidden. Fourth-dimensional pocket, the horizon of memory, the forest of oblivion, the hall of a thousand pillars... It has gone by all of these names, and many more. The impressions it leaves are varied and wild (though with some recurrence), their recollection faint. It seems to once have been a physical place, but now is no more than the relics, the lingering scent, of things left behind. The Shrine is a constant phenomenon for those EXECUTORs with great control over the Faint Ones, as they will often pass through the saturated spirits The EXECUTOR, having fallen into a hole drilled by the Faint Ones, will disappear (blink) from the real world for a time spanning from a few seconds to a few minutes. It is possible to delay the onset of the Shrine, and several of the factors which bring it on are now known. But sooner or later it will come, as if built into the EXECUTOR's very biological rhythm. |