There you are, Guardian. You don't know how long I've been looking for you.
Hello everyone! Welcome to Chiaroscuro~
This is a fan fiction roleplay set in the universe of Destiny. The universe of Destiny is dense and intimidating, and the lore in the intro post is only scratching the surface. Thus, along the way, I encourage you to ask any and all questions you may have about the lore, the world, and everything in it. All answers will be recorded in this post. You're encouraged to look into the lore of Destiny yourself, but it's not needed for the story.
Additionally, the story planned for Chiaroscuro is going to be a long one. I do not want to discourage you from joining, but I do want to make you aware that this will be a journey, both for the characters and their writers.
Got everything? Good! Eyes up, Guardian.
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Greetings, Guardians--
As your story begins, I must make you aware of your surrounding area, and the dangers within.
You were resurrected in the swamps that have overtaken Old Chicago. Once a thriving city in The Golden Age, much of the architecture and technology within fell during the Collapse and the occupation of the enemies of humanity since then, and overtaken by nature as all things will be, in time.
Your fireteam was all fortunately found in relatively the same place: an old, abandoned factory deep in Old Chicago's swamps. Much of this structure is deep under the earth. What isn't overrun with flora is what could be seen as state of the art for it's time, and you say fractions of the same name plastered throughout the facility: Clovis Bray Corp. There's not much in the database about Old Chicago in general, but cryptarchs have deciphered that this facility is some sort of factory or a research center for Exos.
Once resurrected, once you've gotten your bearings, your goal is this:
- Find a gun.
- Get yourself armor.
- Group up with your fireteam
- Escape the facility.
Once out of the facility, you're greeted with Old Chicago.

An overhead map of the area, provided by your Ghost
Your goal, once you've escaped the facility, is as follows:
- Commune with the Light
- Establish communications with The Last City
- Find a ship
But you have three major things stopping you: The overwhelming abundance of nature, several enemies of humanity that have called Old Chicago their home, and the unnatural feeling that something is very, very wrong beneath the surface of the swamp.
The Swamps of Old Chicago Beckon
Over the centuries, what once was the industrious and technological pioneer of humanity's Golden Age deteriorated due, first due to the start of The Collapse and then due to the passage of time.
Inversely, nature took over Old Chicago, and please don't misunderstand; Old Chicago is home to the swamp first and foremost. And, this is no normal swamp. Because of the brilliant terraformation from The Traveler from the spark of The Golden Age, and the manipulation of Darkness during the first instances of The Collapse, Old Chicago has been torn asunder and has morphed into something both familiar and yet so, so strange.
Old Chicago, more than most places in the Sol System, bleeds paracausality, and this blood has seeped into Old Chicago's swamp. The flora of Old Chicago is large, far larger than should be normal for the amount of oxygen in Earth's atmosphere. They are bright, colorful, almost other-worldly in nature. And it seems like they are alive, as in having some sort of sentience.
As a Lightbearer, the nature around you reacts to your paracausality. In some ways, this is subtle. In others, this is more pronounced, and it is almost always dangerous.
Intruding on Enemy Territory
You will quickly realize you are not alone in Old Chicago. Both the House of Tithes, a small Fallen House, and the Seeds of Secrets, a Hive group loyal to a Hive God-Queen that has abandoned the location long ago.
The House of Tithes
The House of Tithes is a small sect of Fallen that used to be a part of The House of Devils, but lost contact with or perhaps broke off and relocated in Old Chicago. While the numbers of The House of Tithes are few in comparison to the main houses, they are still dangerous enough to overwhelm your fireteam. Take a look at the enemies you'll fight from The House of Tithes.
Spoiler
This is going to be in order of most common - least common, and their danger levels are in this same order.

A Dreg
The dregs are the lowest in ranks of Fallen Houses. They are usually armed with a Shock Dagger or two, a Shock Pistol, and a Shock Grenade. They are not the best at surprise attacks, as they will give themselves away with their chattering. When in large numbers, they will rush you to catch you off guard.

A Wretch
Only a minor rank above dregs, wretches are Fallen that are demoted and forced into battle to prove their worth. With only two of their arms still intact, they wield Shock spears and charge ruthlessly into battle. Sometimes, a wretch will have invisible technology to allow them to sneak up on you.

A Vandal
Vandals make up the most of the Fallen's military force, and carry a proper Shock Rifle, which can pack more of a punch than a dreg's Shock Pistol and have heat seeking shocking rounds. A vandal can also carry a Wire Rifle, a long range rifle that keeps them out of harm's way. Vandals, unlike dregs or wretches, have military training and will use tactics like cover, flanking, and suppressive fire.

A Shank
Shanks are flying automaton drones, equipped with weapons similar to those a vandal would use. Because of their versatility and how dispensable they can be, shanks are often on the front lines, and sometimes are even equipped with explosives that automatically detonate when close enough to a target.

A Servitor
Servitors serve a vital role in Fallen society, and are modeled after The Traveler, their Great Machine. They also serve a support role in combat, able to emit a pulse that shields all combatants around them in an impenetrable forcefield.

A Captain
Captains are both military and civil leaders in their society. Extremely powerful, they are not a force to be taken lightly. Sometimes equipped with a Shock Sword, sometimes equipped with a Scrap Launcher, they are aggressive and will hunt you until either you, or they, are dead. Not only resilient, Captains also have a personal shield. If you come across one, it is advised to retreat rather than fight.
A Dreg
The dregs are the lowest in ranks of Fallen Houses. They are usually armed with a Shock Dagger or two, a Shock Pistol, and a Shock Grenade. They are not the best at surprise attacks, as they will give themselves away with their chattering. When in large numbers, they will rush you to catch you off guard.

A Wretch
Only a minor rank above dregs, wretches are Fallen that are demoted and forced into battle to prove their worth. With only two of their arms still intact, they wield Shock spears and charge ruthlessly into battle. Sometimes, a wretch will have invisible technology to allow them to sneak up on you.
A Vandal
Vandals make up the most of the Fallen's military force, and carry a proper Shock Rifle, which can pack more of a punch than a dreg's Shock Pistol and have heat seeking shocking rounds. A vandal can also carry a Wire Rifle, a long range rifle that keeps them out of harm's way. Vandals, unlike dregs or wretches, have military training and will use tactics like cover, flanking, and suppressive fire.
A Shank
Shanks are flying automaton drones, equipped with weapons similar to those a vandal would use. Because of their versatility and how dispensable they can be, shanks are often on the front lines, and sometimes are even equipped with explosives that automatically detonate when close enough to a target.
A Servitor
Servitors serve a vital role in Fallen society, and are modeled after The Traveler, their Great Machine. They also serve a support role in combat, able to emit a pulse that shields all combatants around them in an impenetrable forcefield.
A Captain
Captains are both military and civil leaders in their society. Extremely powerful, they are not a force to be taken lightly. Sometimes equipped with a Shock Sword, sometimes equipped with a Scrap Launcher, they are aggressive and will hunt you until either you, or they, are dead. Not only resilient, Captains also have a personal shield. If you come across one, it is advised to retreat rather than fight.
In addition to The House of Tithes, you're going to encounter the Seeds of Secrets, a Hive sect in search of something within Old Chicago. Take a look at some of the Hive you'll encounter in Old Chicago.
Spoiler
This is going to be in order of most common - least common, and their danger levels are in this same order.

A Thrall
Thralls are the grunts of Hive forces. Equipped with only their claws, thralls are meant to overwelm with their sheer numbers. They care not about your bullets. With no tactics, thralls with rush you until there are none left. There is also a variation of a thrall called a cursed thrall, which moves slowly among their ranks and emit an eerie blue glow. Cursed thralls explode when they get too close.

An Acolyte
Acolytes are common rank soldiers in the Hive's forces, equipped with a sort of plasma rifle, and will use military tactics unlike thralls.

A Wizard
Wizards are powerful Hive commanders. They wear long, crumbling robes and fly overhead to unleash their spells, drawing on the might of the Darkness to fuel their powers. While other Hive monsters carry out the Hive's will through overwhelming force, the Wizards plan the Hive's conquests, and carry out the unspeakable rituals that create its menagerie of abominations. The Wizards fire arcane bolts, cast clouds of darkness, and are equipped with a solar shield. If a Wizard is encountered in the wild, stop their incantations immediately, but do not do so alone. If encountered with a strike force, Wizards will stay and terrorize in the backlines, so make sure to take them out first.

A Knight
Knights are powerful Hive commanders. They are elite soldiers, and typically wield a plasma cannon or a bone sword. They can also summon a shield directly in front of them for a few seconds to block incoming fire, while regenerating a small amount of health in that time frame. Knights are formidable opponents, and will often charge directly into the fight.

An Ogre
Ogres are mutated thrall through a Wizard's depraved rituals, turning into a giant beast. They are immensely strong, with powerful melee attacks, and can also fire blasts of energy from their head for a ranged attack. Ogres tower over even the strongest Knights, and are incredibly difficult to fight alone or even as a fireteam.
A Thrall
Thralls are the grunts of Hive forces. Equipped with only their claws, thralls are meant to overwelm with their sheer numbers. They care not about your bullets. With no tactics, thralls with rush you until there are none left. There is also a variation of a thrall called a cursed thrall, which moves slowly among their ranks and emit an eerie blue glow. Cursed thralls explode when they get too close.
An Acolyte
Acolytes are common rank soldiers in the Hive's forces, equipped with a sort of plasma rifle, and will use military tactics unlike thralls.
A Wizard
Wizards are powerful Hive commanders. They wear long, crumbling robes and fly overhead to unleash their spells, drawing on the might of the Darkness to fuel their powers. While other Hive monsters carry out the Hive's will through overwhelming force, the Wizards plan the Hive's conquests, and carry out the unspeakable rituals that create its menagerie of abominations. The Wizards fire arcane bolts, cast clouds of darkness, and are equipped with a solar shield. If a Wizard is encountered in the wild, stop their incantations immediately, but do not do so alone. If encountered with a strike force, Wizards will stay and terrorize in the backlines, so make sure to take them out first.
A Knight
Knights are powerful Hive commanders. They are elite soldiers, and typically wield a plasma cannon or a bone sword. They can also summon a shield directly in front of them for a few seconds to block incoming fire, while regenerating a small amount of health in that time frame. Knights are formidable opponents, and will often charge directly into the fight.
An Ogre
Ogres are mutated thrall through a Wizard's depraved rituals, turning into a giant beast. They are immensely strong, with powerful melee attacks, and can also fire blasts of energy from their head for a ranged attack. Ogres tower over even the strongest Knights, and are incredibly difficult to fight alone or even as a fireteam.
What Dwells Beneath
In addition to the dangers of the flora and fauna local to the area, there is another danger to you, Guardian. This is more sinister, but also the most unknown of these dangers. Late at night, perhaps even in the middle of the day when you're alone. You feel like you are being hunted. Not by The Fallen, not by The Hive, but by something. You know not what this is, but you know it's not safe for you in Old Chicago.
But, at the same time, something within Old Chicago calls to you. There is something about this place that lies deeper than the nature that has taken over, or the encampments of Fallen and Hive, or even the Golden Age tech that rots away underneath the surface. Something... primordial exists within Old Chicago. Not only that, but secrets of Light, Darkness, and The Collapse reside here.
The longer you stay in Old Chicago, the more you'll discover, but the more danger you will be in. Tread carefully, Guardian.

