[This auxiliary chapter delves into the intricate lore of the Semi-Immortal disorder, exploring its origins, mechanics, and societal impact. It begins with the enigmatic Goddess Niha's role in creating the disorder and her followers' worship of her as Amritkala, the Weaver of Life and Death. The chapter clarifies the distinctions between Low-Rank Semi-Immortals, High-Rank Semi-Immortals, and Wildlings, detailing their powers, limitations, and the toll immortality exacts on their minds, bodies, and souls. It also examines humanity's conflicting reactions to Semi-Immortals—ranging from reverence to outright persecution—while shedding light on the philosophies and weaponry of the Crossed Clan, as well as the protective mission of the Whitehorse Agency.]
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▸ What is a "Semi-Immortal"?
A Semi-Immortal is someone who has developed the ability to come back after death. However, there is a limit to how many times they can pass away until they ultimately cease to exist.
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"Wildlings" are exceedingly rare "Semi-Immortals" who remain hidden from civilization. This form of the condition is so uncommon that it affects one in every ten million people in the United Kingdom, and one in every 124 million people in Europe. It is believed that after a "Wildling" has died, the illness is passed on to a new host with the new strain of the O- blood type. This strain is known as WI+, which stands for "Wilding Immortality". Because of the disorder's rarity, many people are unaware of its presence. This is for the best, as "Wildlings" not only heal instantly, but also have skills that defy human limitations. These powers have the potential to unleash widespread devastation if not used properly. The standard "Semi-Immortal" strain primarily impacts those with the AB+ or AB- blood type.
▸ "Semi-Immortals" have a ranking system:
- Semi-Immortals, categorised as "Low-rank," have been granted 5 to 20 lives by the Goddess. They possess the ability to heal instantaneously, making them nearly invincible in battle and immune to most medical conditions. Rapid cell regeneration does, however, have adverse physical effects, such as excessive weakness and fatigue. Furthermore, depending on the severity of the injury, the rapid healing process may leave scarring or deformities. With adequate training, users can develop the unique ability to extend their healing capabilities to others, allowing them to heal wounds and ailments with a single touch.
- Semi-Immortals, granted 21 to 80 lives by the Goddess, are classified as "High-rank." They have the unique ability to heal after death and possess heightened senses for protection. This power enables them to cheat death, learn from mistakes, and enhance their abilities with each resurrection, rendering them practically indestructible and capable of taking risks that others would not. The heightened senses aid in avoiding danger and making quick decisions. However, constant resurrection can cause physical and mental exhaustion, in addition to emotional distress. Resurrection may cause memory loss and disorientation, reducing knowledge retention. A diminished fear of death could lead to careless actions and a disregard for the repercussions. Semi-Immortals who train and develop their powers can acquire additional abilities such as pain suppression, which reduces pain caused by injuries or diseases. They could also become highly adaptive learners, quickly grasping new information and applying it effectively.
- Semi-Immortals who have been granted 100 lives by the Goddess are classified as "Wildlings". Wildling society is complex and rife with challenges as its members struggle to navigate a world that fears and discriminates against them. Despite their extraordinary capabilities and unique abilities, Wildlings endure constant danger and oppression. To avoid being discovered and investigated, many Wildlings decide to hide their true identities. This secrecy has created a sense of distrust within the Wildling group, making it harder for them to build strong bonds and affiliations with others. While Wildlings have the advantage of near-invincibility due to their regeneration abilities, the constant drain on their energy makes them vulnerable. Their distinct abilities, which correspond to their primary cause of death (And their lifestyle prior to their death), also have drawbacks leaving them debilitated and defenceless after usage. Wildlings can learn to regulate and utilise their powers more efficiently via training and practice, reducing the negative effects while increasing their potential.
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▸ The Unbound Realm: A State of Subconscious Suspension
Upon losing a life, Semi-Immortals find themselves drawn into the mysterious Unbound Realm, a subconscious space where they confront the essence of their former selves, untouched by their current lives and experiences. While they are sealed within this realm, time feels agonisingly prolonged, with each moment passing in an unnaturally slow flow, stretching what is only days or weeks in reality into what seems like two weeks for the subconscious mind.
▸ Duration Within the Unbound Realm Based on Remaining Lives:
- Single-Digit Lives Remaining (1-9): When a Semi-Immortal has fewer than ten lives, the regeneration period is notably extended. Those with only a single-digit count will find themselves sealed within the Unbound Realm for a month. After reawakening, their physical body requires a prolonged regeneration period, totalling one additional month. This means that, overall, it takes two months for their return to physical existence.
- Double-Digit Lives Remaining (10+): When the Semi-Immortal has ten or more lives, the regeneration process is swifter. The subconscious suspension in the Unbound Realm spans 1-3 weeks, depending on the exact count of remaining lives. Afterward, their body requires a standard regeneration period, usually taking one to three weeks before they are restored to consciousness.
▸ Physical Reversion Within the Unbound Realm:
Within the Unbound Realm, Semi-Immortals do not retain any physical modifications they have made since acquiring their condition. This mysterious realm captures an earlier version of their appearance, one they had before gaining Semi-Immortality. For example, since Ivy dyed her hair after her initial awakening, her hair would revert to its natural colour during her time in the Unbound Realm. Similarly, those who died at a young age (but have since aged) would find themselves appearing as their younger selves.
This temporal reversion does not only reset physical changes; it often reflects the psychological essence of their younger self, forcing Semi-Immortals to confront unresolved emotions or memories from before their rebirth. The experience is haunting, filled with encounters that dredge up forgotten or buried parts of themselves, making their time in suspension even more intense.
▸When does Ivy enter the "Unbound Realm"?
Ivy, like the other "Wildlings," cannot die. The only way for her to reach the Unbound Realm is through sleep. Every night when she goes to sleep, she is imprisoned in her mind until her body naturally awakens. While in the Unbound Realm, Ivy is forced to listen to the Goddess Amritkala's incessant chants.
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▸ Who Are the Crossed Clan?
The Crossed Clan is a violent, secretive cult operating globally, with a primary mission to hunt down and eradicate Semi-Immortals. They see themselves as enforcers of a moral crusade, determined to restore what they perceive as the natural balance between life and death. The cult's members believe that immortality is a perversion of nature and that Semi-Immortals squander the sacred gift of life.
▸ Why Do They Kill Semi-Immortals?
The motivations of Crossed Clan members vary widely, but they share a common disdain for Semi-Immortals:
- Philosophical Justification: Many members argue that life should only be lived once to retain its value. They see Semi-Immortals as unworthy recipients of their unnatural longevity.
- Psychological and Criminal Motivations: Some members are former criminals unable to rehabilitate, seeking an outlet for their violent tendencies. Others view Semi-Immortals as easy prey, often targeting outcasts and marginalized individuals whom society overlooks.
- Power and Survival: Clan members also seek to steal the lives of Semi-Immortals to prolong their own existence without succumbing to natural death or disease.
▸ What Weapons Do They Use?
The "Crossed clan" often uses weapons made of copper, steel, or silver, which are the most effective metals for transmitting electricity. This allows the electrical shocks from their weapons to maintain a high current while electrocuting the bearer until they "die". However, if the holder's blade/bullet is covered in "Semi-Immortal" blood, they will live rather than die. The mechanism varies depending on the weapon; for example, scythes, knives, and daggers have a control panel on the handle. They activate the device by grasping the weapon's handle and pressing a small circular button that protrudes slightly from the handle. After they have killed the victim, they can then decide if they want to "take" that person's life/lives by electrocuting themselves. There are a few parallels between a gun and other weapons. The bullet, like the handle, is made of either silver or copper. Once the bullet is coated with blood, it is then reinserted into the pistol. An electrical shock will occur after pressing a small button. However, due to the time-consuming nature of gathering ammunition, many clan members prefer to employ close combat weapons, particularly those that can be easily concealed.
▸ How to identify a "Crossed Clan" member?
Similar to how "Semi-Immortals" have a number branded on their neck that indicates how many lives they have, "Crossed clan" members have a cross tattoo on a random location of their body such as the neck, tongue, and so on. This makes it easier for members to identify each other. While also showing their dedication to the clan. "Crossed clan" members over the age of 15 can officially earn their markings by killing a "Semi-Immortal". The crosses are non-religious, looking more like this ✖ but the higher you are in the "Crossed clan" the more lines are added to your marking. High Council members and Fraction Leaders have the most lines while Scouts have the least at zero (aka no identifying tattoo/ marking).
▸ What happens when a "Crossed Clan" member accidently becomes a "Semi-Immortal"?
The "Crossed clan" cannot heal as well as the "Semi-Immortals". Instead, they recuperate using a serum. The serum can be injected or packed into a pill (which must be taken with a meal). If they don't take it with a meal, they are more likely to suffer from a stroke or a heart attack. They are unable to heal, regardless of how many lives they have stolen and absorbed. The only way they could recover would be to contract the condition through death, which is extremely rare. Even if they die, if they had captured the life of a Semi-Immortal, they will not inherit the condition from Amritkala and hence lack the healing abilities. They merely enter a coma while their bodies slowly but naturally recuperate. The duration of their coma is determined by the magnitude of their injuries. If a member dies from illness or conflict without stealing and absorbing a Semi-Immortal's life, and they're unlucky enough to naturally inherit the Semi-Immortal disorder, the cult will slaughter them—no matter how skilled or well-loved they were.
▸ What are the different roles in the "Crossed Clan"?
The Crossed Clan is a ruthless, hierarchical organization driven by a warped ideology that blends survivalist principles with a near-religious zeal for eradicating Semi-Immortals. While outwardly fragmented into Fractions, each led by a leader with their unique methods, all members serve the enigmatic high council that governs the clan from the shadows. Here's an expanded breakdown of their structure and dynamics:
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Hunters → The backbone of the Crossed Clan, Hunters are highly trained operatives tasked with hunting, capturing, and killing Semi-Immortals. Equipped with specialized weapons that can permanently eradicate a Semi-Immortal's life, they are fearsome and relentless. Determined, cunning, and relentless. Hunters view themselves as warriors or saviors, eliminating a "plague" on humanity. Each Hunter is issued a weapon crafted by Weapon Masters, such as blades adorned with life-draining mechanisms or guns firing "soul-stealer" rounds that disrupt a Semi-Immortal's regenerative abilities.
The High Council → The High Council is the mysterious and powerful governing body of the Crossed Clan. Composed of a select few, their identities remain a secret, even to Fraction Leaders. They issue commands through coded messages or loyal intermediaries, ensuring absolute obedience. They are believed to be Semi-Immortals who turned on their own kind, exploiting the Crossed Clan's resources to hoard lives and maintain their power. Manipulative, enigmatic, and ruthless. They keep the Fraction Leaders in constant competition, ensuring no one rises high enough to threaten their authority. Their goal is to completely eradicate Semi-Immortals (publicly) while secretly harnessing their abilities for personal gain.
Fraction Leaders → These leaders oversee individual Fractions, which function like autonomous cells. Each Fraction Leader controls their area's operations, including recruiting members, managing alliances, and executing the High Council's orders. Charismatic, authoritative, and brutal. They often have distinctive leadership styles, which can vary from militaristic discipline to cult-like fervour.
Ranger → Often overlooked but indispensable, Rangers are children trained as spies and scavengers. They infiltrate towns and cities, collecting intelligence, stealing supplies, and sometimes luring unsuspecting Semi-Immortals into traps. Deceptive, adaptable, and resourceful. Despite their youth, Rangers are trained in manipulation, using their perceived innocence to gain trust. At 15, Rangers choose between becoming Hunters or another role. Those who refuse to fight often become Weapon Masters or Binders.
Tactician → Strategists who design the operations that Hunters and Rangers execute. Tacticians work closely with Fraction Leaders, advising on target prioritization, ambush planning, and resource allocation. Intelligent, calculating, and pragmatic. Most Tacticians are former Hunters or Rangers who have proven their analytical prowess but prefer a less hands-on approach. Their responsibilities range from: Assigning Semi-Immortals to be hunted based on their rank and abilities to analysing Whitehorse Agency patterns to anticipate and counteract their interventions.
Weapon master → The inventors and engineers of the Crossed Clan, Weapon Masters develop and maintain the advanced tools that allow Hunters to kill Semi-Immortals. They use materials scavenged by Rangers to create new technology. Innovative, reclusive, and fiercely loyal to their craft. Weapon Masters often operate in isolated workshops, shielded from the chaos of the front lines. Some of their notable creations include: Devices that transfer a Semi-Immortal's stolen life directly to a recipient as well as Anti-Regeneration Explosives (Bombs designed to leave wounds that resist healing).
Binder → Medical professionals turned cynical survivalists, Binders serve the Crossed Clan by patching up injured members and conducting experiments on captured Semi-Immortals. Morally bankrupt, pragmatic, and opportunistic. Many Binders view their work as a means of survival, prioritizing their own safety over any ethical considerations. Their duties include: Maintaining the health of the clan's fighters, harvesting Semi-Immortal lives for redistribution to disabled or "worthy" clan members, and conducting research to refine weapons or develop techniques to exploit Semi-Immortal physiology.
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▸ What is "the agency"?
As soon as news of the condition spread, an organisation committed to helping "Semi-Immortals" developed. Before the agency was founded, society was in utter disarray. People were killing themselves, getting killed by others, committing crimes, and inciting riots. Since no one was educated about the condition and no one knew what type of harm someone with it might cause, there was mass hysteria. Those who committed suicide did so for a variety of reasons, such as discontent and injustice, as well as a desire to test their own luck. False stories about the illness circulated, claiming unbelievable strength and immense vitality. The agency, also known as the Whitehorse Agency, is a unionised organisation founded by Europe's most prosperous households. It is an agency that shelters "Semi-Immortals" and protects them from potential threats while also providing them with a purpose and the opportunity to live their lives freely.
▸ Are admissions to the Whitehorse Agency-owned schools only eligible for students who suffer from the "Semi-Immortal" condition?
The Whitehorse agency oversees various schools across the globe. Schools are mostly intended for "Semi-Immortal" usage only. However, the public can also apply to the schools for a fee. "Semi-Immortals" who work for the agency receive free education if they are still students. Naturally, though, this also increases the student's debt to the organisation. Certain schools closer to the Whitehorse agency headquarters only enrol Semi-Immortal students. Schools that are not owned by the agency are able to accept both semi-immortal and regular pupils.
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Large tracts of land in Europe are owned by the Whitehorse agency. And on that available land, educational institutions and amenities were constructed exclusively for Semi-Immortals. Colleges, secondary and primary schools, cafés, restaurants, and numerous other establishments. Even institutions that were not owned by the Whitehorse agency agreed to sign contracts with the organisation in exchange for further assistance, such as funding. This was true for Ivy and Violet's secondary school. Because of the frequent suicides and property damage, Whitewater Charter School was unable to repair the property at the rate it was being vandalised. As a result, the Whitehorse agency entered into an agreement to reimburse the school's renovations and cover any legal costs. In exchange, the agency would learn about any Semi-Immortal students or those enrolled in mental health programmes.
▸ There are many different work types in the Whitehorse agency. These types include:
Cyborgs → Cyborgs form the backbone of the organisation's logistical network, ensuring seamless communication and coordination between various roles. They act as dispatchers, analysts, and schedulers. Cyborgs are methodical and detail-oriented, with a workplace culture focused on efficiency. Many bond over the shared grind of desk work, fostering camaraderie through small rituals like "coffee roulette" breaks or weekly trivia games. After two years, Cyborgs can specialise in areas like data analysis, tactical coordination, or resource allocation. Some move on to become Inquisitors or Skyguards if they show aptitude and initiative. Cyborgs are responsible for the long-term planning and coordination of resources and personnel, while Inquisitors handle the real-time strategy and execution of missions.
Infiltrator → These agents conduct dangerous undercover operations, tracking the Crossed Clan or rescuing Semi-Immortals in peril. They rely on stealth, adaptability, and combat skills. Constantly on edge, Infiltrators must be resourceful, knowing when to blend in and when to fight. They rely heavily on Cyborgs for intel and updates. Often cynical and tight-knit, Infiltrators view their work as a grim necessity. New recruits are mentored rigorously, with a focus on emotional resilience to avoid burnout. Infiltrators carry advanced gadgets such as cloaking devices, hacking tools, and DNA scramblers to mask their Semi-Immortal status during operations.
Wildlings → Wildlings are elite Semi-Immortals with extraordinary abilities, often working as field operatives or special forces. They can alter missions with their unique gifts. Operating in small, highly autonomous units, Wildlings undertake missions requiring exceptional skill. They rarely remain in one place for long. Wildlings share a mystique within the organisation. They are both admired and envied, with some keeping to themselves due to the weight of their responsibilities. Wildlings undergo intense mentorship, ensuring they can balance their rare powers with strategic thinking.
Inquisitors → These strategic planners ensure operations proceed efficiently. They analyse mission data in real-time, offering tactical support to Infiltrators and Exterminators. Often juggling multiple missions, Inquisitors work in high-pressure environments where every decision could mean life or death. Known for their intellect and decisiveness, Inquisitors are respected but sometimes feared. They collaborate closely with Cyborgs to refine strategies and debrief Infiltrators after missions. Advanced AI assistants and predictive algorithms assist their quick decision-making, but human intuition remains key.
Scavengers → Scavengers are the face of the organisation in local communities. They build trust among civilians, distribute resources, and identify Semi-Immortals needing help. Extroverted and approachable, Scavengers hold community events, establish safe houses, and maintain a network of local contacts. Team-oriented and optimistic, Scavengers thrive on making a visible difference. They often pair with Huddlers to provide holistic care to rescued individuals. Scavengers receive negotiation and crisis intervention training to de-escalate conflicts and identify threats in the field.
Skyguard → Skyguards act as global operatives, liaising with governments and military organisations to monitor technological advancements and weaponry. Constantly on the move, Skyguards attend high-level meetings, perform reconnaissance, and negotiate resource exchanges. Skyguards are highly professional and often detached. Their work demands a deep understanding of global politics and military strategies. Skyguards must tread carefully to avoid drawing attention to the organisation's operations, especially in countries where the Crossed Clan has infiltrated.
Huddler → Huddlers focus on the physical and emotional well-being of Semi-Immortals, particularly rescued children and those recovering from trauma. Huddlers create safe spaces filled with warmth and care, offering therapy, education, and practical support. Empathetic and nurturing, Huddlers often bond deeply with the individuals they care for. They work closely with Scavengers and RSIC programs to ensure a continuum of care. Some Huddlers focus on psychological counselling, while others teach essential life skills to help Semi-Immortals integrate into society.
Exterminators → Exterminators are enforcers, eliminating high-risk targets to protect Semi-Immortals and dismantle threats. Constantly in dangerous situations, Exterminators operate with a mix of precision and brutality. They follow strict mission timelines and often collaborate with Inquisitors for intel. Exterminators have a reputation for being both feared and respected. Many carry emotional scars from their violent work but find solace in the organisation's mission. State-of-the-art weaponry, tailored for specific targets, including anti-cloaking devices for Crossed Clan operatives.
RSIC → These children represent the next generation of Semi-Immortals, receiving care, education, and training from Huddlers and Scavengers. While encouraged to enjoy a semblance of childhood, RSIC members are gradually introduced to the organisation's mission. At 18, they are guided into roles matching their strengths. RSIC fosters a family-like environment, with older children mentoring younger ones. The program emphasises resilience, empathy, and community. Balancing a nurturing upbringing with the weight of future responsibilities is a delicate task for the organisation.