Difference between revisions of "The-Keeper-and-Company"

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(big boy edits to description+history, adding of the Share-Holder)
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| origin  = From-Flesh-and-Blood
 
| origin  = From-Flesh-and-Blood
 
| titles  = The Keeper, The Corporate, The Winged Whole  
 
| titles  = The Keeper, The Corporate, The Winged Whole  
| names  =  
+
| names  = The Shareheld
 
| aspects = {{Aspect|Grail}} {{Aspect|Moth}}
 
| aspects = {{Aspect|Grail}} {{Aspect|Moth}}
 
| arrival = Several years after the Breach
 
| arrival = Several years after the Breach
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<div style="text-align: center; margin-bottom: 20px;">{{ElementDescription
 
<div style="text-align: center; margin-bottom: 20px;">{{ElementDescription
 
|image      = File:
 
|image      = File:
|title      = The Share-Holder
+
|title      = The Share-Held
 
|description = 'It awkwardly adjusts its tie. Evidently, it is not used to this form.'
 
|description = 'It awkwardly adjusts its tie. Evidently, it is not used to this form.'
 
|aspect0    = Follower
 
|aspect0    = Follower

Revision as of 04:09, 22 September 2019

The-Keeper-and-Company is a Grail-Moth New Hour of Fansus 5. They focus on the fulfillment of desires, and originate from the 1st history.

The Template
link=File:
"We call upon the Keeper, and The Company, who has 15% off.."
Origin From-Flesh-and-Blood
Titles The Keeper, The Corporate, The Winged Whole
Names The Shareheld
Aspects Grail Moth
Date of arrival Several years after the Breach
Owner(s) user:tomdroid

Description

History

The-Keeper emerged in the First History, several years post-breach. They were once a mortal in the higher class of society, but they yearned for higher heights. The Breach offered a unique business opportunity, and they took it. They compelled their followers to die in their name, and this sudden action propelled them into the lofty heights of the Mansus. Unfortunately ( or fortunately, depending on your perspective), the power which by they ascended, also saw fit to give those who had died a place in the Mansus, and so arrived Company. There was a brief argument, but a contract was negotiated, and a conclusion was reached. Together, they are the Keeper-and-Company, and they believe themselves to be very good business partners, indeed. They primarily dwell in the city, and give favor to any particularly intrepid (or foolish) explorers.

Appearance

The-Keeper-and-Company shifts appearances rapidly. However, multiple aspects of their appearance will remain constant. They will always be dressed in a form of formal wear, be that a suit, dress, or otherwise appropriate clothes. They will always be accompanied by a large number of moths, and for the more 'extravagant' formal wear, they will take part.

Principles

The-Keeper-and-Company is the enactor of desires. These desires may be unconventional, or perhaps even harmful to all parties involved, but they are enacted in any case. They work to introduce new desires in those that follow in their footsteps, and it is more than willing to fulfill these desires. For the right price, of course.

Worship

Cult

The-Keeper-and-Company ascended in the first history, where their followers consisted of the surviving members of their corporation. They have branded themselves "The Company", as they do not consider any other corporation necessary, and if anything, redundant. The Company has made their way to other histories by way of selling their wares in the City, however these products of power occasionally make their way to other histories. A group designating itself as 'The Company' also occasionally appears in other histories, not as another arm of The Company, but as a group worshiping The Keeper-&-Company. These groups are quickly discovered, and integrated into The Company proper as soon as possible.

Mark

  1. Temptation: Desire: I've had a longing for strange savourings.
  2. Dedication: Desire: I know there is something I want. I will do what is necessary to get it.
  3. Ascension: Desire: I cannot bear it anymore. I must have it. This strange hunger is known to me as the Third Mark.
  4. Ascension: Desire: I have attempted to satisfy my hunger with the product produced by 'The Company', but it does not sate me. I know this to be the Fourth Mark. More.
  5. Ascension: Desire: My spending habits have gone out of control. It must be done. I have neglected my other duties, but they do not matter. What matters is the Fifth Mark. More.
  6. Ascension: Desire: I have achieved the Sixth Mark. There is nothing but the 'Company'. I realize what I now yearn for. To serve The-Company, and to serve their Hour, The-Keeper.
  7. Ending: This world cannot entertain me anymore. So, I leave it, for the cobalt embrace of the Mansus. There, I will do what is asked of me, and together, we will dominate this new world.

Servants

Names

FNORD.png
The Share-Held
'It awkwardly adjusts its tie. Evidently, it is not used to this form.'
Follower
Summoned
Deceiver 12
Moth 12
Heart 8
Work.png
Summon something winged and alien, even for the Mansus...
Grail to bring it here, Lantern to keep it focused. An anxious Mansus-Spirit is not an excellent prospect for anyone.
There is a brief fluttering, and it is here. It enjoys fidgeting, but I am able to use its restlessness for my own needs.
Ritual
Knock 5
Grail 10
Lantern 1

Locations

The Mansus

The Template Temple

The Template spends lots of its free time here.

The Histories

The year was 285124 and the template did a thing that was important.

Items

Tools

  • The Old Geezer's Shovel
    • Aspects: SH12 Edge12

Ingredients

  • The Template's Brain Juice
    • Aspects: Forge1 Grail1

Influences

  • A Chill in the Hair (Don't get too greedy with these. Stick to one or two max)
    • Aspect: Winter71

Books

  • The book of cookie recipes
    • Description: It's an old book, okay? A dusty old tome? Made out of cookie batter somehow.
    • Start Text: This is the tale of the skeleton warriors.
    • End Text: The skeleton warriors theme song refuses to leave your mind.
    • Gives: Stuff goes here. Usually lore. Sometimes languages. Sometimes things get really weird. Feel free to get creative.

Rites

  • Making of the Hours
    • Description: Ancient ritual conceived by the spooky boys of Uh-Shekel.
    • Requires: Rites are the more unique bits of Cultist Simulator. They may require tools, objects, lores, living beings, and so on. Some of the items used for the rite may be destroyed, and proper aspects are needed. Do specify all the details!
    • Gives: Glorious boons. From summoning to spawning items to other beneficial effects.

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Secrets

  • What The Keeper most desires is The Crown.
  • The Keeper-and-Company is not one being.
  • They are looking for something in The Frontier.