Firmament 1004 — Witch-Knight
Holes have been drilled into the glass here, and 100 iron poles bearing
colorful pennants have been inserted into them. They range from 10 to 20
feet tall, and can be removed from their holes with significant
effort.
Ghostly images of living beings in other hexes of this type can be seen
here. 50% chance of seeing the images of 1d6 transcendentalists from
0212 walking in 0211 and 0311. If over half the pennants are removed,
the images cannot be seen until they are returned.
Gyre (they/them, level 6 knight fighter) was once a knight in service to
the Lavalle-Fontaine family of Catage, and fought on the royalist side
during the revolution. They were sentenced to a life of imprisonment in
the Wall of Catage. A fellow prisoner, now dead and nameless, introduced
them to the
witch faith and with it a new name, a new sense of self, and ways to
express regret for a life in service to the royals without capitulating
to the Merchant-Industrialists who imprisoned them. As is the case with
many prisoners of the wall, they ended up slipping free of their cell
and wandering the labyrinthine corridors. Unlike most of these cases,
Gyre found a way out: they found the top of the wall, and made a leap of
faith to the signal fire in 0213. This was long before any
transcendentalists would make that same leap.
In the following 40 years, they have wandered the firmament and created
a modest but permanent camp here. They have a waterproof tent
(occult-futurist in make, taken from a
ghoul from the ghoul-ship), a suit of plate and helmet, a 2 handed
sword, a hook, a dagger, a long bow and 4 dozen arrows, and a chest
retrieved from storage in the wall containing a stolen relic of a
forgotten cult: the pelvis and one finger bone of a martyred believer
from centuries past. They no longer need to eat, and can’t remember when
they realized that or know how it happened.
Gyre’s time is mostly spent meditating and walking among the iron poles,
going on occasional expeditions primarily to break the monotony. They
are knowledgeable about most of the terrain and dwellers of the
firmament, with the exception that they have never visited the islands
that are not connected contiguously with the rest. Hostile creatures of
the firmament, particularly the ghouls, have learned to avoid their camp
after the many times Gyre has handily bested an opponent there.