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- If you've opened this and are not yet caught up, please note that this list contains major [SPOILERS]! Click away if you want to be surprised. Complete up to Thread 35.
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- CHARLOTTE "LOTTIE" FRANCES FAWKINS -- Yourself. You prefer not to think too hard about you.
- RICHARD -- A snake. Maybe your father. Maybe also some kind of reptilian desk jockey. Your constant companion, for better or worse. Unnervingly much nicer than he used to be.
- -Retainers-
- People pledged to your service, willingly or otherwise.
- GILBERT "GIL" WALLACE -- Anxious jacker-turned-cloud-of-beetles, rescued from an abandoned manse. Externally clingy and self-conscious, internally cynical and self-loathing. Bears the blessing of a god, much to his annoyance. After many trials and tribulations, he's warmed up to you. Has a real body now (made of goo).
- -Camp-
- Inhabitants of the traveling camp where you live.
- MONTGOMERY "MONTY" GEWECKE -- Overly affable camp leader/manager. Likes sweaters, paperwork. Missing his right arm. Still sore about his deceased wife. Claims to be a former murder game participant/shadow oligarch: is intensely guilty about both things. You're not on great terms.
- MADRIGAL FITZPATRICK -- Acerbic second-in-command. Runs an extralegal trading business on the side. Perpetually irritated and confused by you. Ellery's ex. Rescued herself from kidnapping and is getting back in the swing of things, though she's weak from having a snake hatch out of her (whom she's dubbed Matches).
- ELLERY ROUTH [FAKE] -- Twitchy... guy. Does... things. Things like "replacing himself with his unwitting reflection and taking off to live in exile." Evasive and chronically accident-prone, but seems to mean well.
- ELOISE CRENSHAW -- Skilled architect, so-called "artist," camp gossip. Perpetually self-amused. Never takes off her blue cloak. Apparently a former metaphysicist, now on perpetual sabbatical... maybe because of concerns about the apocalypse.
- CAMERON ("C.M.S.") MORGAN SAMUEL GARVIN / "HORSE FACE" -- Your neighbor. Wealthy and well-traveled. Takes a suspicious amount of interest in you. Generally suspicious. Claims to be a private investigator and a "cryptotheologist". Also claims to be stuck in a time loop.
- JEAN RAMSEY -- Camp medic, and a personal friend(?) of Monty's from back on the surface. Cavalier and energetic. The true identity of the Gold-Masked Person, who has fled camp to parts unknown.
- "GUPPY" VILLALOVEZ -- Former Namway security guard, given shelter after a confusing identity mix-up.
- "PAT" -- Former Namway head researcher, begrudgingly staying at camp while in hiding from Management. Hired by Madrigal to assist with her smuggling-middleman business.
- -Town-
- Inhabitants of Lindew's Landing, the small town a ten-minute walk from camp.
- MARGO LINDEW -- Founder of the town. Guards a cave full of alligators. Dead by suicide(?).
- JACQUES -- The cranky local bartender. Holds a soft spot for you, despite your chronic inability to pay.
- THE GENERAL STORE GUY (ROSCOE PRATER) -- You don't know his name, but he looks about 16. Is not 16. Irritable.
- -Smugglers-
- Thieves and criminals who dwell outside civilized society. Oft discussed, rarely seen.
- BRANWEN MORRIS -- Madrigal's taciturn friend. Deals in exotic animals. Owned the only snake in the Corcass, before it was stolen (then returned).
- FELICIA -- A high-strung fish-person. Claimed to be under a bad-luck curse.
- "TOOTHLESS" EARL POLASKY -- A hulking man of high spirits (on a lot of drugs, apparently). The real identity of BK, who evidently considers thievery his night job.
- -Wanderers-
- People without clear roots.
- ARLEDGE GRAVES -- Eloise's acquaintance, a former resident of camp. A po-faced and devout magician with a penchant for blood magic.
- -Court-
- Members of the Wind Court, an organization that touts itself as the seafloor's sole enforcer of normality and order.
- DUNCAN "LUCKY" BLAINE -- The man in charge of Wind Court operations in this neck of the woods. Unfailingly polite, except for when he isn't. After the Crown.
- JESSE LAI -- A mid-level Courtier. Possibly... your ex-boyfriend. Has a spiral-shaped tattoo by his collarbone. Believed to be dead.
- HATCH, MOLINA, KICHIMA -- Other Courtiers whom you've seen around. Generally useless, but friendly once they have a few drinks in them.
- HORSE FACE -- Apparently he's a freelance "private investigator," presently hired by the Court for unknown reasons.
- -Namway-
- People from Namway Co., an unreal clone-producing facility you found behind the wall of a sewer.
- "LESTER F." -- The manager of the facility. Partners with Pat, apparently in all senses of the word. Fond of creative swearing. Has surgically replaced his own face. Supposedly "taken" by "Management."
- "PAT" -- The head researcher at the facility. More sensible and serious than Lester, though not by much. Has also surgically replaced her own face. Kidnapped Madrigal!
- "GUPPY" VILLALOVEZ -- The loud former security guard of the facility. Was slated to undergo the same procedure as Pat and Lester, but rejected it halfway through, to nasty results. Escaped the facility with Dierdre (who slapped goo back on her), using Madrigal's blood to disguise herself: was then caught by the Wind Court and put into custody. You bailed her out and gave her a temporary place to stay in camp.
- DIERDRE / "YOUR GOOPLICATE" -- Apparently was in charge of HR. Escaped the facility with Guppy using your blood to disguise herself, then went on a murderous rampage for unknown reasons. You killed her.
- LESTER SIX / THREE / ONE / ETC. -- The failed clones of Lester F., kept in Pat's personal manse so they don't cause trouble. Not very bright.
- -Headspace-
- People from Headspace Corp., a company known for its low-quality mass-produced manses. Responsible for the mass accumulation of Law from the psyches of unwitting victims, the victims' subsequent symptoms ("locitis"), and presumably the locitis mass-amnesia.
- CASEY KEMPER -- The vigorous 'face' of Headspace, and possibly its founder. He seems to know a lot about the company, but it's unclear how much power he really holds.
- GLENN, IRIS, ALLAN, RAY -- Experienced Headspace employees. You never quite found out what their jobs were, but they seem resigned to their fates.
- RUDY DOHENY -- A senior manse designer at Headspace, comfortable in his position. Also a barely coherent locitis-zombie in Hellsbells. Was briefly possessed by Charlotte, much to his distress. Now exploded, and also very briefly God.
- LEONARD MEDINA, NORMA VOSS, NORMA FESTERBACHER -- Along with Rudy Doheny, the designers of the fantasy manse you explored with Anthea, Ellery, and Nettie. Leonard suffered a workplace accident, sparking the semi-sapience of the Usurper-King and the evacuation of everyone else.
- ELLERY ROUTH -- Allegedly freelanced here for some time, contributing to the development of the E.Z.-M.A.N.S.E.. His knowledge of the internal workings (and guilty conscience) is what led Management to force him into hiding.
- -Past-
- People from before you drowned.
- YOUR FATHER, MARTIN FAWKINS -- Died within the last 9 years, but you have no memory of him. May or may not have been a snake cultist. Loved you very much?
- YOUR MOTHER, CLARA FAWKINS (née BOWERS) -- What is there to say?
- YOUR AUNT, "AUNT RUBY" BOWERS -- Your mother's sister. Took it upon herself to give you a proper upbringing.
- HENRY -- Your father's friend. Cooler-headed, likes knives, also may or may not have been a snake cultist.
- DAME RAMONA BIRDWELL, WINIFRED GIVENS, LORD EMILÉ AUTREY, LADY EMELIA AUTREY -- Socialites of little note, except for a time they were other people.
- ENID TOSH & CREW -- Bullied you.
- -Distant Past-
- People from *well* before you drowned.
- CLAUDIA FAWKINS -- Possibly your ancestor, or at least somewhere in your family tree. A cocky and contrarian young lady who dabbles in forces she doesn't understand.
- TEDDY WALLACE -- Gil's alter-ego, a laconic fisherman. Badly nearsighted. Gil thinks he's cool.
- "US" -- An ocean of goo at the bottom of the wrecked Namway facility, and also the amalgamate mind of several thousand people who drowned centuries earlier. Has constructed a "dream" to delude themselves that they're still alive and having a good time. Polite and melancholy; just wants to be left undisturbed.
- -S.A.-
- Members of the Corcass branch of Spelunkers Associated, the local manse-delving club.
- ANTHEA AVES -- The sweet-natured president of your local chapter. Half her face has "gone abstract." May be in a relationship or former relationship with Real Ellery. Evidently has an interest in pre-Flood archeology.
- ELLERY [REAL] -- "Honorary" vice president, and the real, actual Ellery, in hiding for unknown reasons. Effectively immortal, on account of not having a proper body. Somewhat better-adjusted than Mirror Ellery, but even more annoying.
- "BK" -- A body modder. Enthusiastic about your Dread And Terrible Beast (Richard). The pseudonym of "Toothless" Earl.
- -The Cult-
- Supposedly a "support group," but there seems to be a whole lot of burying alive and possible ritual murders for a support group. Believes that the Wyrm is going to wake up and end the world in fairly short order.
- HENRY -- Still your father's friend. Drowned some years ago and set up shop as a cult leader, then "conveniently" moved in right next door to you. Genuinely happy to see you, to your general disgust, though you've warmed up to him a little.
- JESSE -- Judging by his tattoo... maybe also a cult member.
- HORSE FACE -- Not really a cult member, but he seems to be hanging around for research purposes(?).
- -The Agency-
- Richard's... workplace? Snake workplace? You don't know the real name of this.
- CORRESPONDENT #314 -- Richard's actual designation. He seems to be viewed as a loose cannon, though he insists he's "indispensable."
- #487 -- Richard's... coworker? Appeared as a woman with too-long arms. Friendly, if a little condescending. Interested in what Richard's up to.
- #231 -- Richard's... superior? Appeared as/possessed(?) a giant snake. Cordial towards you, severe towards Richard.
- CORRESPONDENT #301 / "DICKFACE" / "SNICKERS" -- Richard's... other coworker? A jackass. Stole the crown, along with the Gold-Masked Person.
- RESEARCHIST-DEVELOPER/CORRESPONDENT #1 -- Apparently a liaison between the "R&D" and "Correspondence" "Departments." Delivered a get-well card for Richard to you.
- -Greater Powers-
- Things beyond the affairs of Man.
- THE WYRM -- The red god that bears the world on Its back, and brings order out of chaos. Deals with the earth, crystals, reality, and law. Richard claims that his goals are "aligned" with Its. Seems to want you to murder things a lot. May or may not end the world.
- QUICK SEA -- One of the Eight, the sea-gods that were killed 200 years ago. Deals with waves, currents, ambition, athletes, time, and change.
- THE BLESSING -- Apparently a micro-fragment of Quick Sea's power, lodged directly in Gil. Now activated.
- THE HERALD OF THE BRIGHT EPOCH -- A large, white, long-necked lizardish thing. Apparently sapient, vaguely feminine, and very, very nice to you. Keeps showing up in your mind to reassure you, but claims to have somewhere to be.
- -???-
- You don't know who, or what, these people are.
- THE SMOKE-FACED MAN -- A figure in your extrareal visions. Appeared in a white room. Had smoke for a face, talked (and walked) in circles.
- (UPPER) MANAGEMENT -- Apparently owns, or controls, both Namway and Headspace, along with several other companies. Ordered the creation of a goo snake, as well as Headspace's mass-harvesting of Law. Feared by everybody who's aware of them. Might or might not be human.
- CORA -- The woman(?) in the white room at the bottom of the beetle mass. Was barely alive before you mercy killed her. ...Possibly the former secretary of Headspace?
- THE HUNTED-LOOKING WOMAN -- Arrived from the eastern Edge, looking to speak to the leader of your camp. You and Ellery scared her off. You don't know what she wanted.
- YOURSELF, BETWEEN THE PERIOD OF 3 YEARS AND 6 MONTHS AGO -- You can't remember this time period. What the hell were you doing? What kind of person were you?
- -??? Resolved-
- You used to not know who, or what, these people were.
- THE MAN IN RED & THE MAN IN WHITE -- Your father's friend Henry and your father, respectively, circa 20 years ago. Probably up to, er, cult business.
- THE FIGURES IN MONTY'S ALTERNATE TIMELINES -- AKA "Members of the Game Committee." Apparently the shadowy rulers of Monty's Pillar.
- THE YELLOW-EYED THING -- A "mindset," a false-self, crafted from Richard's concept of the Wyrm. Gained autonomy after eating your heart until you hallucinated it into oblivion.
- "NETTIE" -- The pseudonym of Pat, in disguise as a member of Spelunkers Associated. She claimed it was a genuine hobby of hers, and the snake-kidnapping was a crime of opportunity: you don't know whether this is true.
- [XXXXX] -- Jesse, wiped from your memory.
- POSSIBLY MADRIGAL -- A confused and frightened Guppy Villalovez, disguised as Madrigal against her will.
- THE YELLOW EYEBALL -- Not to be confused with the Yellow-Eyed Thing... probably? Seems to be the Wyrm, or as much of it as you can see.
- THE GOLD-MASKED PERSON -- A disguised Jean Ramsey, attempting to steal the Crown on Monty's "behalf".
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