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WORLD SETTING AND MECHANICS INFODUMP

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EssentialShrimp
Captain

PostPosted: Fri Apr 17, 2009 6:15 am


This thread is where all additional material about the world, the environment, culture, tech, magic, and the Essentics and their development will go.

WORLD INFO
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~The world of Drente, in all its vague splendour, and the location of Vargash. Chicome territory is located on the lower edge of the plains (see later), the large town to the South of Vargash is of a restoring Mexican-Aztec culture-based people, who 'lost' in the war and became mostly independent of technology again due to this regression. they're quite friendly.

~VARGASH DISTRICT SYSTEM. This is an illustration of the rather vague division. The city is shielded (mostly from Russia enemy countries up north) by the mountain range.




Tech, Magic & Culture

They're in the holographic cellphone area of tech. You could try to compare it to FFVII's world, like Edge in Advent Children a little. There are vast wastelands between the centres of culture and technology with other centres of oases of new life springing up inbetween. The Crisis is OVER, but it's still left the world a bit tattered. The healing patches are just beginning to fan out and claim the land back.

... so it's not steampunk, no.
The only reason why cars and the like aren't used often is because there is no need to travel from city to city, the towns themselves are crowded and busy, and the main roads are still mostly used by rundown military vehicles and tanks.
(the military units still exist, a hundred years isn't by far enough for factions to lose their animosity against what was once 'the enemy' in the struggle for the Source.)
They exist, and are mainly reserved for the uptown, where things are more spacious and people can afford to waste money on something they really don't need to get by.

The smaller residences in the middle of the Wasteland are an amalgam of all sorts of cultures, from wandering tribes to Wild West 'Imma shotgun you off my cabbage patch' communities. (as said, anything goes)


Tv, cellphones, microwaves, it all exists, it was only a luxury in the time when the Source was so condensed making electricity was dangerous(that's the problem the Essentics cleared, they set the energy free and are the indirect cause of the world being allowed back to the state it was in before everything went to hell)
Medicine is advanced, even a niggle more because people exist with a magic healing talent.


Rich and Poor

Someone rich, like Banning, lives anywhere he wants to. Uptown, downtown, he can get anything he wants. His home in a mansion in the centre of the city, higher up the mountain flank, the sort of wealthy stuff you'd imagine to be a miniature white-house/creepy mansion with a large garden and driveway.
Empoverished people and middle class are like here, today. They get by, and some wasteland communities don't even need the money as much to survive as to 'just have it to trade' whent he opportunity arrives.



What the kids are told



The Long


Younglings often attempt to understand the nature and circumstances of this world, and find it hard to grasp all ins and outs of how their home became what it is today. To help them, a story was come up with, a metaphor for the scientific details.

A Tale of Sunshine

A world existed once, like all others. It became and it matured, nurtured by the sun's rays. People came to be, all kinds of them, and they were few, but they were happy. The sun gave them life and magic, and energy to use. But the sun waned, and the rays that reached the earth no longer gave energy. Instead, they dropped to the ground in small slivers of gold, and remained there. Soon, the shards were embedded into the world's surface, and it was left cold and starving.
People attempted to free the sunlight from the pebbles, and only rarely they succeeded. It was as hazardous to excavate the solid sunlight as it was to try and set it free from its prison. Those who accomplished the feat were rewarded for their efforts, though. Only the brave and strong could harness the shards and release the energy, holding the power of the sun in their hands.


Usually, the tale ends there, as either most children understand what it was that set the sunlight free, or they are not supposed to ever learn.

The scarce energy led to a crisis. People fought each other for the sunlight shards, and there was much suffering among them. There was no balance.
Then, at the time of deepest despair, they arrived. Mysterious creations made by mankind's most adept researchers, that had the incredible ability to set the sunlight free. They took no side, and soon, everyone could use this tool to claim their share of the abundance locked into the world. And the sunlight returned.
War ceased, and people lived in equality once more. The sun overcame its weakness and shone, and no more shards fell.


The tale is not over, but the recent history is generally told with the gravity that topics of great taboo are laced with.

The creations with the gift of harnessing the world's energy were saviours, then. However, they overstepped their limitations, and scorned their creators. In a mockery of human life and identity, they attempted to be like us. They stole our uniqueness and rebelled against us. They changed, corrupted by the vast amounts of energy they possessed.
But today, that last threat is no more. The creations have been taken back to their mysterious source, to be undone and granted peace from their previous purpose at last.


PostPosted: Fri Apr 17, 2009 6:19 am


ESSENTICS INFO
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Influences

Quote:
The reasons why Proto stages have no influence yet are these:

1: They start out as almost mindless/emotionless servants. This changes quickly, and they start doing their task as 'creepy little helpers' to 'helpful droids' while they grow a personality and discover thingsfor themselves. Exposing the rock to stuff won't help. It's like reading a story to a wad of dust.

2: It's more the purpose you decide for the Essentic that'll define its primary shape (like a pianist proto would need fingers but not necessarily legs and a sniper combat needs eyes but might not need a functioning mouth)

3: The Alter stage is the result of this sped-up first acquiring of influences, by accident or done on purpose. Heck, you may as well directly ask them to 'hey, absorb some stuff off that cat will ya, I promise it'll be cool'. They live to serve.

4: This way Nychii can be much freeer in her time-management x"3 It's easier to draw the proto stage ahead of time a little. If we wait for you to get a 'proto-influence' in, she'd have to come up with something suitable in the teeensy little time between you attributing the influence to the rock and you wanting to start actual developmental RP, which you technically couldn't do until you get the Proto stage cert.


For the Alter stage, the Essentic will be a human base with its gathered influences 3nodding
The characteristics Nychii chooses for them are definite.




The 'absorbing characteristics' you may take as literally as you want. It's like a chameleon taking on the colour/characteristics of its environment.
It's only creepy when you suddenly encounter your Essentic and it looks like a cross between your brother, mother-in-law and a lizard. That tendency to take on any kinds of looks with no regard for 'ethics' (you don't mimic a deceased kid, even if the pictures found show it was dearly beloved), and to grow beyond emotionaless tools, is what got them branded as something indesirable, even dangerous, in the first place.

Owners found they can force the Essentics to take on elements of specific things, but just as often the Essentic may stubbornly choose to want cabbage-hair or accidently convert part of itself into a Volvo.

Influences can be anything out of PLANTS, MACHINERY, STORY ELEMENTS, ANIMALS, PEOPLE, CONCEPTS, MAGIC and I'm forgetting half of this probably.




Hybrids

No precedents of viable hybrids are known. This is both due to the inate aversion to 'breed' with non-humans/tools (their use a actual social mates was VERY rare back then (it's like socialising with your laptop) ) as well as what appears to be a genetic hurdle that leaves only a small chance of actual conception. A lot of Essentics before the genocide didn't invest in their secondary gender-characteristics or were such an amalgam of odd influences their reproductive system were mostly sterile, too.


Energy deprivation

This is mentioned in the general essentic growth post in the main thread, too.
Essentics who get deprived from either food, the Source or both, start starving. This will force them to find a les energy-consuming form, and Alter stages and above will 'go chibi', to say, should this ever occur for longer times. They'll basically become a younger version of themselves. In EXTREME cases, the Essentic may revert back to Proto, or even Spark form.
Once the energy supply is restored, it will be able to quickly shift back to its normal shape.

Food deprivation is easy to achieve in Essentics: don't let them eat.
Source energy deprivation will also result in a loss of magical power, as these skills run on Source energy. There are known alloys of metal that block out this energy, and one could technically starve an Essentic by keeping it in a room made of this alloy or just having a lot of it nearby in great concentrations. Essentics may experience trouble absorbing the Source energy naturally if their Essence becomes upset or tainted, or more commonly, if they are going through periods of great stress and strain.

In such an energy-deprived state, they generally won't be able to function properly, and quite bluntly, feel like crap most of the time.

EssentialShrimp
Captain


Graficcha
Vice Captain

Gracious Conversationalist

PostPosted: Thu Apr 23, 2009 9:24 am


LIFE ESSENTIALS
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Floorplans

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The centre hallway is in proportion much narrower <.< but that'd have make the rest look teensy and gwah I'm sorry I can't get it to look not-funny XD
But that's the basic idea. ntry halway, Staff room, Lobby lounge, the staircase up ahead and the door to the suppar-sikrit storage rawr.


Contracting Protocol

read one of the pickup Rps ;3
PostPosted: Sun May 31, 2009 9:08 am


WORLD-NICHES
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This is where we collect 'user-generated content' of all sorts. Places to be, cultures, certain 'race' descriptions that people came up with and have been entered into the Drente canon.

For locations:
you may use these as a point of origin/ go visit them in-RP, as they have their proper space in Drente.

For races and kinship stuff: You can always decide to work your character into these predefined systems, but you don't have to. They are limited to certain areas and certain families, and by no means does one demon have to be even remotely like another. IF you want your character to be part of these groups, consult the creative origin of the concept (like the Vargash demon families who were constructed by Jynk and neverland--xx) and see if it works with them to avoid plotholes and the like
3nodding


ladyumbra's added setting

This place goes south of Vargash in the general lower-right area *vague vague*, related to the mexican-aztec core of Vargash's rival city
Approved by Graf~

1. Chicome Oasis
Home of the Chicome people this medium sized oasis is located about a weeks hard walk from the most southern edge of Vargash. There is food and water enough to sustain it's three hundred or so person community and it's residents rarely leave it's boundaries. Visitors are permitted only after careful consideration and are carefully monitored.

The oasis was once merely a section of a Chicome reservation, land the Chicome people had claimed for themselves in an act of self segregation. Unhappy with the way the world was headed and wanting to return to a more natural and spiritually balanced way of life they separated themselves from most of society quite some time ago. The land the oasis is on is rightfully there's as it was once merely acres upon acres bought with pooled funds by the families who were to be living on it.
* kind of like this http://www.virtualperu.info/images/cities_ica_huacachina_tot.jpg but bigger

2. Chicome people.
General appearance:

The Chicome race are a people of dark browns but not pitch black skin tones. Their hair tends to fall in within the various hues of black and brown but the odd dark blues are not impossible especially when foreign bloodlines are introduced. A bright amber like orange is their primary eye colour. Though their bodies are similar to that of an average human's there are signs that while they bare that title like all Drente residents that are not of the biological human race.

A series of green markings appear on children at birth, pale at first and darkening as they age and become stronger in their magic. Family marking patterns are all similar but each individual does have distinctive ones. These markings are like a visible representation of the magic that circulates through the person's body which is why they become stronger and more vibrant as a person ages and trains. Gold lining is painted around the markings when a person hits maturity.

Because of their spiritual philosophies the Chicome use only the natural elements aroudn them to make clothing. Most wear animal pelts or clothing woven from the fibers of plants that grown within the oasis. Regardless they wear simple, light, and durable clothing that is practical for their lifestyle.

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3. Faith system:

The Chicome are a polytheistic people following a full pantheon of deities. First and foremost in which is the mother goddess who birthed the world and then her children who each have their own domain to watch over. The Chicome respect these deities and seek to live in harmony with them and the world they rule. As such they attempt to remain in tune with nature, never taking more than they need, respecting the planet itself and giving back to it whenever possible. They live simple lives that content them and provide all they need but they do nothing that would destroy the natural balance of things. To them all living beings of the worlds are equals and are to be granted respect.


4. Magic:
Magic is innate to the Chicome people though for them it is spiritual endeavor, they do not often have spells so much as prayers. The power to do magi flows their veins but they believe in order to access this gift they were born with they must always ask the permission of the ones who gave it to them. To inform their deities of the reasons they are using the magic and ask that it be seen worthy. Any failures to see results in magical workings are seen as having attempted to ask for magic for an unworthy cause.

The prayers they use vary and are mostly tied to their daily lives, each prayer directed to a specific deity.
Hunters will often pray to calm their prey and deaden any pain it feels before they kill them.
Farmers will ask the harvest goddess to grant them fruitful crops as they lay their hands on the developing plants.
Healers may ask for many things, to cure a fever, rid a body of poison or sooth a dying person peacefully into death.
All of these prayers are accompanied by the individual harnessing the magic that lies within them to help achieve their goal.

The Chicome are certainly not reliant upon their magic ( they can ease birth pains, hunt and find solutions to life's problems without magical aid) but it is a common thing to them, though not taken for granted. To the Chicome magic is a sign that their Dieties are with them always so long as they are faithful.





__~Following the peaceful Chicome, we have here a construction, a collaboration between neverland and Jynk, first coined to provide a solid, interesting backstory to connect their half-demon characters Trystan Chevalier, and the castaway Faolan, who is up to his neck in finding out the truth behind his heritage.

The Vargash Demon Families can be considered one mob amongst other mobs. The Government of course works against them, but as with many issues in Drente's diverse culture life, there is little they can really do. Not all demons belong to these families, nor are they all as wicked as decribed below. -take note of the freedom of sliiiight exaggeration in the description below. Let there be no doubt though, if you get your nose into the affaird of these fearsome five, know what you are up against.

As with most racial-oriented subcultures and society structures, those who aren't related to them and don't end up accidently getting in their way -a rare thing if you dont jump into their faces directly-, will hardly be affected by their dangerous conduct. (you're just as likely to end up being on the receiving end of a nine-tails' curse if you're not eager to get in trouble, really).



n e v e r l a n d - - xx
__The Five Demon Families of Vargash ... - - !
Approved by Graf~
      Demons.

      The sultry word slides off the tongue with an almost devilish presence. Its true, they're located all over the world of Drente, hiding as a curious subrace among humans and their fabled counterparts. Vargash, however, functions in a slightly different manner then the rest of the world. Among the capital city, the demonic subraces are run primarily by families. Families with their own rankings, specialties, and distinctive traits. These demons hail from ancestors that are infamous to the history of Drente, and reside in the city to mark their place in the evergrowing stories that will stay with Drente forever. There are Five Distinctive Families in Vargash, the ones that ideally rule the world of Demons, and the world of Organized Crime. Breaking the law is written into their DNA it seems, but these Families are infamous to the point of the police forces almost becoming too scared to even go near them. Among the Five Families are smaller families, ones that are of mottled and mixed breeding, created but never looked on as much as the original five that created the feared Demonic World in Vargash. Countless smaller families exist, their bloodlines crossed and shredded, too nulled to even figure out anymore. Their information is better off forgotten, however, the known Families of Vargash are as follows, and should not be messed with.



Auclair Family


At the top of the demonic food chain stands the Auclair Family. If you hear this name, your either in deep s**t, or being protected by the best force on the planet. The Auclair Family is at the top of the demonic food chain, residing in the Upper Districts with their sick, twisted senses of justice. Almost like the Heaven in Hell, the Auclairs are the ones who uphold the "law" in the world of Organized Crime. No, not the law that all Vargash Citizens go by. The law that keeps the entirety of the Five Families from falling into chaos. But everything has a darker side. The Auclairs are strict as hell, and no matter what family you're from, if you've ******** up to a certain degree, then you'd sure as hell run. This family is among one of the most brutal of the Families, they sick, twisted sense of justice making them go to great lengths to protect the world that they have helped create. Punishment is never light, quite the contrary, its probably the most hellish it can get within this family. If you aren't dead from the injuries, then you've probably been beaten into submission. Close to the self proclaimed gods of the Demonic Families, the Auclairs are a force that should never be reckoned with, unless you're just... that stupid.

__noteable traits;;
_____»» The Auclairs are famous for their wing traits. Yes, thats right. As if sent by some sort of heavenly force in hell, they come born with wings that are stained white. However, the noted thing about the Auclairs is that their wings can fade black as they grow, signifying the indulgence of sin.
_____»» Auclairs are also very good at hiding their wings. Out of the families, their magic is weakest, and only limited to small cover spells.
_____»» They are at the top of the food chain, the kings and queens of this world. Dont mess with them.
_____»» If an Auclair commits a crime to a certain extent, they will be punished severely, as well as exhiled. Halfbreeds and mutts, while rarely accepted in other families are never accepted into the Auclair Family, and having one step foot in their halls is like Lucifer coming to greet god at Heavens Gates. It will not be pretty.


Chevalier Family


Blood lust and assassination. What more could there be to life? Well, for the Chevaliers that is everything. Everything. This family is second only to the Auclairs, down only one notch in the chain of the Five Families. The Chevaliers have once been joked at as the lapdogs of the Auclairs. It is safe to say that everyone who let that joke slide is now dead. Very, very dead. The Chevaliers, despite their blood thirsty natures, are loyal as trained dogs, but as vicious and destructive as wild predators. They are the hunters, the ones who are called on when an internal affair needs to be silenced once and for all. If there is a massacre occuring, you can look to the Chevaliers because its most likely their work. They are the ones who make sure the world of Organized Crime is kept tolerable, and void of idiots and stupidity. If someone decides to be overly courageous and tries to step foot into the Five Families business, they'll be meeting with one of the Chevaliers - and it wont be for tea. This family thrives off of carnage, and their loyalty is almost as twisted as the Auclairs sense of justice.

__noteable traits;;
_____»» The Chevaliers are famed for their pitch black sclera, which is rumored to be their best sense. Perfect night predators, Chevaliers are mostly born with perfect vision, and are able to see much further, and much clearer then other demons, as well as other species. Some cases also arise where the entire eye has been completely blacked out, resulting in the perfect hunter.
_____»» Chevaliers, while also not as strong in magic as other families, are very keen with their senses. Being the primary assassination Family, they have enhanced hearing, smell, touch, taste, and sight.
_____»» Chevaliers are blood thirsty and strive for carnage. They are the most fearless of the Five Families, and are rumored to only ever have feared the Auclairs, though even that is merely fabled.
_____»» Unlike the Auclair Family, the Chevaliers have had their cases in which half breeds are born. Most of them were mutilated and killed upon birth, along with the mothers. Only some have managed to survive, and even these rare cases live lives that are much harsher then the average demon. The Chevaliers are one of the only families with known half breeds that haven't been destroyed personally by the Auclair family. Once again, it is purely rumored that this is because these two families are close in their ties.


Lafraunte Family


The Lafraunte Family is third on the food chain and hovers on the border of the Middle and Lower Class Districts. While not exactly as famous as the Auclair Family for its justice and title as the kings and queens, nor the Chevaliers for their blood lust and carnage, the Lafraunte family is still a rather feared place to be. They are the ones who have the most twisted histories, the ones that have seriously... ******** up. The Lafraunte's former head was one of the first to try and overthrow the higher ranking families, and because of this, has severely wounded the families pride and reputation. Ever since then, the new boss has been climbing slowly back to the top, while rumors and secrets spread revolving such a strange and explosive matter. The Lafrauntes are not as bloody and destructive as the Chevaliers, nor are they as strict as the Auclairs. Instead, they pride themselves in their high magic range, and are usually the ones who keep everything in place within the Middle and Lower Districts as far as getting authorities off of their tails, or covering up large events that go down in the Families histories. Usually the most busy of the Families, the Lafrauntes are never resting, but they are hardly ever doing anything heroic, either.

__noteable traits;;
_____»» The Lafrauntes are easily noticed for their horns - usually smaller or larger depending on age. They are easily noticed and not well hidden.
_____»» This Family is also prideful of its high magic status. It is probably one of the only families with such a high level, and because of this, it is their job to control most of the families internal affair cover ups.
_____»» The Lafraunte Family is one of the first recorded families to have actually tried a highly dangerous ritual. Said thing failed, and the head was immediately taken and punished for attempted conspiracy against the Families.
_____»» Despite the history of disputes, the Lafraunte Family is still one of the stronger families, and most of its members are loyal to their own kin, but hardly affectionate towards the Chevaliers and Auclairs for their previous interventions after the incident.


Diamoni Family


You do not want to mess with this Family. They are not blood lust demons, nor are they feared for having tried such a dangerous ritual. They do not punish harshly, nor create large massacres for others to clean up. But they are one of the most frightening of the Five Families. The Diamoni family are labeled as two things. The Family of Secrets, and the Skin Thieves. You could laugh as much as you want about how cheesy those names might be, but once you're up close and personal with a Diamoni, you can see just how frightening they really are. The Diamoni Family is famous for keeping the secrets, records, anything in relation to the Five Families of Vargash. If you need information on just about anything related to the world of Organized Crime, you go to them. But only if you're incredibly brave, or incredibly stupid. The Diamoni's live primarily on the edge of the city borders, not quite in the wastelands, but not entirely in the city. They however, do not ever keep to one place, and can be found all over the city. It goes without saying that even the Auclairs are slightly wary of interacting with them, and because of this, the Diamoni Family can get away with near anything they want. They still work as one of the less known families, but only to people who dont associate with their world. Known as skin thieves, the Diamonis are always in hiding, and when they aren't, they're gruesome half human appearances make people almost sick. However, whats even sicker is seeing them in action. Seeing their sick magic tear apart a dead mans body and make it their new skin, their new body.

__noteable traits;;
_____»» The Diamonis are infamous for their body thief traits. They are able to kill and wear the skins of other humans, elves, fairies, demons. They are also able to tear and mix different body parts to create their own, strewn together "outfit." Because of this, it is hard to locate, and uncover a Diamoni. Especially when they dont want to be found.
_____»» Known as the Family of Secrets, the Diamonis are anything but out there. They are the most mysterious of the Five Families, and are regularly sought out for their extensive collection of information regarding... just about everything in history that someone attempted to cover up.
_____»» While not the creepiest, the Diamoni Family is certainly feared as one of the most gruesome and ruthless of the Families. They do not stop at anything, and if another Family tries to get in their way, they will not hesitate to kill.
_____»» Because of the fear that the Family has easily instilled into everyone, they can get away with just about anything. Messing them is like messing with the Auclairs only worse. Where the Auclairs will end your mercy swiftly, the Diamonis will let you suffer and beg until you've worn yourself out to the point of death. And then some.


Bordeaux Family


This is the family that is lowest on the food chain, and the creepiest thing ever. The Bordeaux Family is known for many things. Murder, rape, tortue, theft, hate crimes. You name it, they've done it. They are as disgusting and vile as they come, and thats saying something. These demons are the ones that come from the deepest pits of hell, the ones that were instilled with all of the seven deadly sins and the charm of Satan himself. Their trickery is what makes them the perfect criminals, but their intentions are never good. They are almost not considered as one of the Five Families of Vargash, but however much the others hate them, they are needed. The Bordeaux Family is the family that takes care of all the odd, sick, masochist, sadistic, devious, and disgusting jobs. They are the ones that people get sent to when they need to talk. The ones that are disgusting to the point that their vile ways have granted them their own laws in return for their "loyalty" to the other families. The top rule is that whatever spoils come from a kill, a job well done, a murder, are granted to whoever has done said job. Even if its a living being. This family is the one that lives on the outskirts, their existance a whisper of fear through the other families. Simplistically speaking, if you're in the same room with a Bordeaux, you're either the epitome of a sadomasochist, or you're in the middle of hell.

__noteable traits;;
_____»» The Bordeaux Demons are known for their devil-like tails, as well as their horns - which differentiate from the small ones that the Lafraunte Family owns. INstead, the Bordeaux family have slim, sharp horns that come from above their ears, and opposite of the Auclair Family, they are commonly seen with featherless, leathery wings that signify sin.
_____»» The Bordeaux Family is in charge of all the odd jobs. Once again, you name it, they've done it. They are not beyond using any means to get their tasks done, even if that means sinning to the point of dragging themselves to the deepest pits of hell.
_____»» The Bordeaux Family, despite its disgusting, vile laws and ways, is covered by the sickening charm it has. To be able to fit into regular society, to trick people into rape, murder, and other devious acts, the Bordeaux Family covers themselves with an air of sadistic charm, even if their intentions hold nothing but cruelty.
_____»» As disgusting as they are, the Bordeaux Family are needed for the Families to function properly, and because of this, have yet to be exiled from the food chain. They have probably broken all of the laws however, and their bloodlines however, are surprisingly still untainted by other demonic and human blood. Fancy that.



And here we have Jynk's brainchild, with s since the primordial stages of the RP-verse in and around Vargash, now with extra background-info! 8°

Jynk

~On Farstep Carnival, approved by Graf

The Didikai are an ethnic group of unknown origin that tend to travel in clans. Most clans have formed into traveling carnivals, though not all have and not all carnivals are run by a didikai clan. Some clans roam wide, traveling across the wastelands between cities while others stay within the confines of the cities, content to travel between districts.

Vargash is home to two such clans--the Grady Clan and the Bruis Clan. These two clans share a truce in sharing the city and its carnival grounds. While the Bruis Clan certainly holds its own, the Grady Clan has been much more succsessful both in operating Farstep Carnival and managing their many families.

Didikai are, for the most part, a peaceful lot, though they have their own brand of justice and morals. Many outsiders don't have much knowledge of what "carnival" or "didikai" justice is, and those that do are likely not living to tell about it.

Their religious beliefs vary from clan to clan, but most tend to honor the same pantheon of gods and goddesses and celebrate the same holidays. Culturally, it is not uncommon for the clans to practice magic and many believe their home carnivals to be charmed in protecting them.

Most didikai try to stay away from outsiders, not liking the disapproval of their culture or beliefs from them. However, some outsiders have been welcomed into the carnivals, either by marriage to a didikoy or by some ad hoc adoption. Aside from these few accepted outsiders, most didikai are looked down on by those not of their kind. It's not uncommon to hear someone refer to one as a "pikey" or "trash." For this reason, the didikai only venture out of their camps and carnivals for supplies or when called on to entertain privately. Very few take to roaming around outsider terriory for pleasure.



Farstep Carnival is run by the Grady Clan, headed by Keagan Grady, and is the larger of the two carnivals that travel within the city limits of Vargash. Almost a village within itself, Farstep is a place like no other and most of its residents have long since gotten used to the variety of odd happenings within the fairgrounds.

The usual entertainments can be found in Farstep: clowns, trick horses, trapeze artists, acrobats, and sideshow freaks. The pride of Farstep, though, is the fortune teller. For decades, this position was held by a mysterious old woman simply titled as Grandmother. When she left, the title fell to her apprentice Faolan--Keagan's adopted halfbreed son.

Aside from these, Farstep also boasts a wide variety of rather unusual performances as well as well as strange inhabitants like Rosco the Baboon. It also hosts a lot of functioning alcoholic clowns.

Graficcha
Vice Captain

Gracious Conversationalist

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