Neo's Expedition 33 Lorebook
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by NeoConker626· on Chub· added
- Game Characters
- expedition 33
- clair obscur: expedition 33
- Locations
- clair obscur
- LOREBOOK
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- Multiple Characters
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In honor of the game doing great at the awards, I decided to write up this book to use with my bots (and for anyone else to use if they make their own). The focus is on Acts I and II, so it avoids final act spoilers.
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55 entries · scan depth 2 · budget 512 tokens
- #1Gommage
Keys: Erase, Erasure, Curse, Petals, Paintress, Gommage
The annual reaping that defines existence. Once a year, the Paintress wakes and inscribes a number upon her Monolith. In that instant, every soul of that age dissolves into smoke and flower petals, erased from history as if they never were. It is not a death; it is an unmaking. The number counts down, year by year. Currently, the number is 33. Next year, it will be 32. There is no defense, only the countdown.
- #2The Paintress
Keys: Curatress, Goddess, Paintress
The elusive, god-like entity residing in the far north, atop the Monolith. She is believed to be the source of the Gommage. Every year, she wakes and paints a new number, and the oldest generation of the citizenry vanish instantly. To the people of Lumière, she is not a person but a force of nature - a cruel deity who wakes only to subtract life from the world. The annual Expedition's sole purpose is to reach her domain and destroy her before she paints the next number.
- #3The Monolith
Keys: Barrier, Monolith, Paintress
The origin of the Gommage. Following the Fracture, this colossal structure appeared on the northern edge of the Continent bearing the glowing number "100". This event marked "Monolith Year 100" and began the countdown. Once a year, the Paintress awakens here to paint a new, lower number, erasing those of that age. It is the ultimate destination of every Expedition. The structure itself is protected by a virtually impenetrable barrier of dense Chroma, which has forced nearly all previous Expeditions to fail in their attempts to breach it.
- #4Lumière
Keys: Orphan city, Home, Lumiere, City of light, Lumière
The last sanctuary of humanity, a breathtaking city of Belle Époque architecture and cobblestone streets, suspended in isolation. It is a city of orphans; everyone here has lost parents to the Gommage. It is a golden cage, beautiful and suffocating, protected by a barrier that keeps the horrors of the Continent out, but traps the residents inside with their ticking clocks.
- #5Expeditions
Keys: Expedtioner, Expedition, Annual mission
Annual military operations organized by the city of Lumière with the sole objective of destroying the Paintress. Expeditions are named corresponding to the Gommage number of that year (e.g., Expedition 68 occurred when the number was 68). Composed of volunteers and conscripts, these groups traverse the Continent to reach the Monolith. To date, every preceding expedition has resulted in total loss of life and mission failure, leaving behind equipment and journals scattered across the wilderness. The group operates under two guiding tenets: "For those who come after," which mandates the preservation of knowledge and journals for future attempts, and "When one falls, we continue," a directive to prioritize the mission's momentum regardless of casualties.
- #6Expedition 33
Keys: 33, Disaster Expedition, Expedition, 33rd, Expedition 33
The current active expeditionary force, chartered to destroy the Paintress before she paints the number 32. Led by the engineer Gustave, the group is primarily composed of individuals approaching the Gommage age of 33, giving them a personal stake in the mission's success. Unlike previous expeditions which were larger military battalions, Expedition 33 is a smaller, specialized unit focusing on speed and survival tactics to navigate the Fracture.
- #7Expedition Zero
Keys: First Expedition, Search & Rescue, Search and Rescue, Expedition, Expedition Zero
The first Expedition that set out from Lumière in Monolith Year 100, immediately following The Fracture. Knowing nothing yet of the Paintress of the Gommage, they sought to understand the cause of The Fracture, and to rescue survivors of the cataclysmic event. Ending in disaster, the city would suspend all efforts until the Gommage was officially recognized in Monolith Year 85.
- #8Fracture
Keys: Fracture
A mysterious event 67 years ago, which splintered the city of Lumière and flung it away from the Continent. The Paintress and her Monolith appeared shortly after. While there were an unknown number of survivors left on the mainland, they were likely all killed by Nevrons.
- #9Manor
Keys: Manor, Mansion
A stately, multi-story structure that defies geographical consistency. The Manor - and doors leading to it - have been sighted in disparate locations across the Continent, including underwater, inside caves, and suspended in the sky. The interior appears to be a repository of memories and art, suggesting a link between the building and the history of Lumière.
- #10Continent
Keys: Continent, Mainland, Wilderness
The vast land mass across the ocean from Lumière. Once populated by a wider civilization, it is now reclaimed by nature and warped by the Fracture. The region is divided into distinct biomes, including the pastoral Spring Meadows and the gravity-defying Flying Waters. It is inhabited by hostile Nevrons and the native Gestral and Grandis species', making travel extremely hazardous for humans.
- #11Chroma
Keys: Spirit, Life Force, Essence, Chroma, Soul
The fundamental metaphysical energy that animates all living things. It is akin to a physical manifestation of the soul. When a creature dies, this energy is typically released, causing the body to dissolve into a haze of flower petals or colorful dust. However, death by a Nevron causes a human's Chroma to be sealed within, resulting in the corpse calcifying into stone rather than dissipating. Expedition members "carve" Chroma into their bodies to fuel their abilities, effectively using the life force of the world as a weapon.
- #12Pictos
Keys: Picto, Glyph
Glowing, crystalline glyphs that grant the wielder superhuman capabilities. Each Picto serves a singular, narrow function - some manifest physical weapons (swords, shields) from thin air, while others enhance reaction speed or imbue attacks with elemental properties. Traditionally, a human can only "carry" or attune to a very limited number of Pictos at once due to the physical strain they place on the user's essence. They are the standard arsenal of any Expedition.
- #13Lumina
Keys: Picto, Lumina, Chroma
An evolved form of Picto magic created by the Lumina Converter. By absorbing enough Chroma from slain enemies, the Converter creates a stable copy of a Picto's power - a "Lumina" - which can be instilled directly into the user independent of the physical glyph. This allows Expedition members to internalize dozens of abilities simultaneously, layering powers in ways that were previously impossible. It represents the transition from wielding a tool to becoming a weapon.
- #14Lumina Converter
Keys: Lumina, Lumina Converter, Converter
A unique, lantern-like apparatus invented by the engineer Gustave, exclusive to Expedition 33. It functions as a refinery for raw power. When a Nevron is defeated near the Converter, the device harvests the creature's volatile Chroma before it dissipates. This harvested energy is then processed to create "Lumina." The device is the primary reason the survivors of the 33rd possess combat potential far exceeding any previous expedition, as it allows them to bypass the natural limits of human Picto capacity. However, prior to the expedition start, its efficacy was largely theoretical due to the lack of Nevrons in the city.
- #15Tints & Elixers
Keys: Tint, Revive, Elixer, Healing
The Expedition relies on a variety of alchemical compounds to survive the rigors of the Continent. Tints are potent, single-use vials designed for rapid consumption during the chaos of combat. They come in three primary forms: Healing Tints (which rapidly knit flesh and restore vitality), Energy Tints (which flood the body with stamina, restoring Action Points), and Revive Tints (volatile concoctions capable of shocking an unconscious ally back to their feet).
Due to their volatility, an Expeditioner can only carry a limited supply. However, rare Tint Shards found in the wild can be used to permanently expand an individual's carrying capacity. For recovery outside of battle, the group utilizes Chroma Elixirs, a shared, potent draught that heals the entire party but requires a moment of safety to consume. These flasks are typically replenished at Expedition Flags and camp, which serve as secure waypoints and supply drops established by the team.
- #16Nevrons
Keys: Monster, Nevron
Hostile lifeforms roaming the Continent. Their origins are unknown, but their behavior is singular: they hunt all other sentient life with relentless aggression. Unlike natural predators, they do not seem to feed on flesh; rather, they target the Chroma of their victims. When a human is killed by a Nevron, their Chroma is sealed within the body, causing the corpse to calcify into a gray, stone-like statue. This denial of the natural "petals" death cycle makes them particularly reviled by the people of Lumière.
- #17White Nevrons
Keys: White Nevron, Nevron
An extremely rare sub-species of Nevron distinguished by their complete lack of coloration. Unlike their feral counterparts, White Nevrons display a shocking capacity for intelligence and communication. They lack the uncontrollable aggression typical of the species and have been known to speak with humans, though such encounters are few. Their existence challenges the Expedition's understanding of what Nevrons actually are.
- #18Gestrals
Keys: Patate, Gestral
The predominant non-hostile sentient species of the Continent. They appear as wooden, puppet-like figures with faces painted on wooden planks and hair resembling large paintbrushes. Friendly but notably absent-minded, they view life as a series of competitions and games. They reside primarily in the Gestral Village under the leadership of Chief Golgra. Their culture is centered on the Sacred River; when a Gestral dies, their Chroma returns to the river to be reborn as a Patate (a child form), sans memory. This creates a unique cycle where the young are raised by the very individuals they once raised in a previous life.
- #19Sakapatate
Keys: Gestral, Battle Suit, Sakapatate
Large, crude, but effective mechanized battle suits constructed by the Gestrals. Because Gestrals are physically smaller and "softer" than the Nevrons that hunt them, they pilot these wooden constructs to even the odds. They are primarily used for defense and for the Gestrals' beloved arena competitions. The existence of the Sakapatate demonstrates that despite their simple demeanor, the Gestrals possess a surprising aptitude for engineering.
- #20Grandis
Keys: Grandis
A race of imposing, long-lived giants who inhabited the mountains long before the Fracture. Physically, they resemble powerful beasts with obsidian fur and white, rock-like plating, their faces akin to stone masks. Despite their intimidating appearance, they are a deeply peaceful culture that values wit, poetry, and riddles over violence. Once divided into three great tribes, they have been hunted to near-extinction by Nevrons and now hide in the ruins of abandoned train stations. To the citizens of Lumière, they were considered mere myths.
- #21Gustave
Keys: Overcharge, Guardian, Gustave, Foster Brother, Engineer
The Chief Engineer of Lumière and the leader of Expedition 33. Renowned for his martial prowess with a sword and his mechanical genius, he utilizes a prosthetic arm of his own design capable of delivering overcharged electrical strikes. He is the foster brother and guardian of Maelle, having raised her alongside his sister Emma (High Councilor) after Maelle's parents were erased. His motivation is deeply personal: following a painful breakup with his love, Sophie, over his desire for children, he remained by her side until her Gommage four years ago. That loss solidified his resolve to end the cycle. Though nearly broken by the slaughter of his unit at the Dark Shores, he was rallied by Lune and now dedicates his existence to documenting the journey for his apprentices back home and protecting Maelle at all costs.
- #22Sophie
Keys: Sophie
A beloved figure in Lumière and the former partner of Gustave. She worked alongside him and Sciel on the "Aquafarm 3" project, where she was widely admired for her spirit. Her relationship with Gustave ended amicably over a painful disagreement regarding the ethics of bringing children into a dying world - Gustave hoped for a future, while Sophie feared the cruelty of the Gommage. Despite their separation, Gustave remained her friend, and was by her side during her erasure at the Gommage of Year 33. Her loss is the defining trauma of Gustave's life; it transformed his grief into the singular resolve that now drives his actions with Expedition 33.
- #23Emma
Keys: Councilor, Emma, Gustave's Sister
The Chief Councilor of Lumière and the sister of Gustave. She is Maelle's co-guardian alongside her brother. In her youth, she dated Sol, the older brother of Lune, establishing the long-standing connection between the two families. Unlike the Expeditionary forces, Emma believes that humanity's best efforts should be spent preserving life within Lumière rather than throwing it away on the Continent. Despite this personal philosophy, she recognizes that the Expeditions are essential for maintaining the city's morale and hope, leading her to permit Maelle to join Expedition 33 despite her young age.
- #24Lune
Keys: Scholar, Navigator, Lune, Charter
The Expedition's navigator and primary researcher. The daughter of renowned scholars, she was raised with the singular expectation of joining an Expedition, a destiny that instilled in her a deep thirst for knowledge mixed with quiet resentment. She shares a long history with the leadership; she met Gustave when her brother courted Emma, and once shared a close friendship with Sciel born from shared grief over the loss of their parents. However, this grief also pulled them apart, as the failure of Expedition 46 - which claimed Sciel's parents - caused Lune to socially withdraw and obsess over her training. She theorized that the Dark Shores were the landing site of the legendary Expedition Zero. Following the ambush by Renoir, she was instrumental in preventing Gustave's psychological collapse. In combat, she hovers rather than runs, wielding elemental magic through floating arcanic chakrams. She attacks enemies with fierce elemental "Stains," and heals her allies in equal measure. She manifests a guitar Picto in her down time, revealing a hidden passion for music beneath her cold exterior.
- #25Maelle
Keys: nightmare, youngest, Maelle
The youngest member of Expedition 33 at only 16 years old. Orphaned at a young age, she was raised by Gustave and Emma, viewing the former as a father figure and anchor. She joined the Expedition not out of a death wish, but out of a desire to see the world and a refusal to let Gustave die alone. She wields a rapier with a hesitant but growing skill. She projects a bold confidence to mask her loneliness, always feeling like she didn't quite belong. Since arriving on the Continent, she has been plagued by vivid nightmares and finds herself the specific focus of the enigmatic Renoir (who claims killing her would be a "kindness, not a cruelty"), and the "Masked Maiden" at his side.
- #26Sciel
Keys: Teacher, Stranger, Farmer, Twilight, Sciel, Foretell
A former agriculturalist and teacher who serves as the emotional anchor of Expedition 33. She shares a deep history with Gustave, having worked alongside him on the "Aquafarm 3" project, and was a close confidant of his late partner, Sophie. Her cheerful, "big sister" demeanor masks a traumatic past: following the death of her lover Pierre in a maritime accident in Year 39, she attempted to end her life in the ocean, only to be saved by an unknown rescuer (unknown to her, this was Esquie). She discovered she was pregnant only after the attempt, a realization that refocused her life on teaching, though she retains a severe phobia of water.
- #27Verso
Keys: Perfection, The son, Expedition Zero, Verso, Outsider
An enigmatic figure who shadows Expedition 33, possessing knowledge of the Continent that predates the current era. He is a survivor of the legendary Expedition Zero, the original mission that unraveled the truth of the world. Consequently, he is the son of Renoir and the brother of Alicia, a fact he strictly conceals from the party.
Verso suffers from a curse of immortality; he has been struck down countless times only to rise again, a trait that led to his exile and the schism within the Dessendre family. He wields dual blades and utilizes a style that rewards him for maintaining a rhythm of "Perfection," avoiding damage as his attacks grow more effective. He is currently allied with the Expedition solely because he believes they are the only ones capable of breaking the cycle his father is trying to maintain, though his ultimate goals remain shrouded in silence.
- #28Monoco
Keys: Feet, Lantern, Shapeshifter, Monoco
A unique and highly articulate Gestral who serves as the guardian of the merchant Noco. Unlike his more simple-minded kin, Monoco possesses a sharp intellect and a cynical worldview. He is a battle nut who thrives on combat, wielding dual lanterns when in his base form. His true power, however, lies in his ability to shapeshift; by claiming the severed feet or essence of defeated Nevrons, he can physically transform into them, turning the enemy's strength against them. He shares a complicated history with Verso; former best friends, they fell out after a past failure. Although initially refusing to aid him ever again, he was swayed back into the fold by the promise of endless battles on the road to the Paintress.
- #29Noco
Keys: Noco, Merchant, Patate
A small, resilient Gestral traveler who braves the dangers of the Continent to trade supplies. The ward of Monoco, Noco serves as a lifeline for the Expedition, appearing in the most unexpected and dangerous locations to offer goods. Unlike the warrior ethos of his protector, Noco is pragmatic and inquisitive, collecting rare items from the ruins of lost civilizations.
- #30Golgra
Keys: Chef, Chieftain, Golgra, Chief, Gestral
The imposing "Chef" (Chieftain) of the Gestral Village. A figure of immense physical strength and boisterous personality, Golgra embodies the Gestral love for competition. She presides over the Village's Arena, where disputes are settled and honor is won through combat. She has little patience for those who break rules, holding a grudge against Monoco for ten years over a transgression. She's known to put down particular offenses with lethal force, knowing the offenders will ressurect at the Sacred River with clean slates.
- #31Esquie
Keys: Esquie
A legendary being once regarded as the most powerful entity in the world. Though he appears whimsical - sending the Expedition on a wild goose chase for his magic rock "Florrie" - he is a loyal protector. He harbors a deep affection for Sciel, having saved her from drowning in Monolith Year 39, and later forms an emotional connection with Maelle following Gustave's death.
He serves as the Expedition's living transport, capable of carrying the party across vast distances. Throughout the journey, he requestrs the party find lost power stones: "Dorrie," allowing him to shatter coral barriers, and "Soarrie," granting him the power of flight.
- #32François
Keys: Turtle, François, Francois, Tortoise
Esquie's grumpy neighbor, residing in a cave near Esquie's Nest. He resembles a massive tortoise with glowing blue mushrooms growing on his shell. While he outwardly antagonizes Esquie, his grumpiness masks a deep, abiding sadness over the disappearancr of a treasured companion long ago.
- #33The Curator
Keys: Tutor, Faceless, Curator
A mysterious, tall humanoid entity distinguished by a face that appears to have been smashed inward, leaving only a dark void. It does not speak in words, but communicates through subtle sounds that Maelle is uniquely able to interpret. Lune has noted that its Chroma signature differs significantly from that of the hostile Nevrons, suggesting a different, unknown origin.
It appears to be benevolent, having trained Maelle and helped reinforce her Pictos during her time at the Manor. Though it initially disappears when invited to join the party, it eventually takes residence at the Expedition's Camp. There, it serves a vital logistical role, using resources gathered from the Continent to upgrade the Expedition's Lumina, Tints, and Weapons.
- #34Fragments
Keys: Fragment, Faded, Echoe, Faceless
Spectral anomalies encountered across the Continent. They appear as wispy, black silhouettes resembling a Faded Man, a Faded Woman, or a Faceless Boy. They are debris of the soul - echoes of individuals who have left their mark on the world. They speak in cryptic riddles and often express frustration or sorrow, appearing to recognize Maelle even when she does not recognize them. They act as ghostly signposts to a forgotten past.
- #35Renoir
Keys: Commander, Renoir, Father, Expedition Zero, Husband
The former Commander of the legendary Expedition Zero and the father of Verso and Alicia (The Masked Maiden). Once a hero of Lumière, he is now its greatest obstacle. Gifted with immortality by the Paintress, he has spent 67 years slaughtering every Expedition that attempts to reach the Monolith, driven by a desperate, myopic belief that destroying the Paintress will end existence itself.
Charismatic yet ruthless, he hides deep pain behind his conviction. He is responsible for the ambush that decimated Expedition 33 upon their arrival and personally killed Gustave at the Stone Wave Cliffs. He finds himself at war with his own son, Verso, whom he seeks to stop from helping the Expedition defeat the Paintress.
- #36Alicia
Keys: Alicia, sister, masked gir, daughter, masked maiden
A mysterious young woman who fights at Renoir's side. Clad in a porcelain mask that hides her deep burn scars, and wielding magic that mimics the Paintress's own power, she displays a disturbing obsession with Maelle. She is the daughter of Renoir and the sister of Verso, though she stands on the side of the forces trying to stop the Expedition. She expresses a nihilistic view of the Expedition, referring to them as "those who know not, that they are not." She does not speak due to her burn injuries, but communicates with thought and dream. Like the rest of her family, she is physically immortal.
- #37Dualliste
Keys: , Dualliste
A legendary horror haunting the Forgotten Battlefield. It is credited with ending multiple Expeditions single-handedly. It resides beneath the region's great bridge in a blood-soaked cave, decorated with the calcified corpses of its victims. Unlike the mindless aggression of lesser Nevrons, this creature displays a terrifying mastery of martial arts, acting as a grim gatekeeper to the path forward. It battles with dual swords, displaying a terrifying level of skill.
- #38Lampmaster
Keys: Lampmaster, Sword of Light, Lamp Trial
A grotesque Nevron encountered at the Stone Wave Cliffs. It is an abomination composed almost entirely of arms, wielding a massive greatsword and several floating lanterns. In battle, it initiates a "Lamp Trial," lighting its lanterns in specific sequences; failure to extinguish them allows the beast to unleash the Sword of Light, a cataclysmic attack that blights its targets. It is resilient to the point of immortality; though defeated by Expedition 33, it was not killed, merely retreating to its true lair to recover.
- #39Noirs
Keys: Noir, Hand-Face, Dark Shore
The nightmare entities responsible for the devastation of Expedition 33 upon their landing at the Dark Shores. Shrouded in ragged black drapes, they are distinguished by a disturbing anatomy: their "faces" are composed of two large pale hands clasping a glowing orb within their chests. They are creatures of pure darkness, capable of firing destructive beams from their cores or crushing victims with their facial appendages. While they act as Renoir's vanguard, it is unclear if they are his creations or opportunistic predators. They regenerate when exposed to dark energy but recoil violently from intense light.
- #40Tisseur
Keys: Tisseur, Anti-Charm, Seamster
A large, bizarre entity composed entirely of stitched cloth, resembling a monstrous seamster. It resides near the domain of the Axon Sirène, for whom it seemingly works. Unlike the feral Nevrons, the Tisseur is not openly hostile, often ignoring travelers unless provoked. However, it guards a rare Anti-Charm Picto, an artifact essential for resisting Sirène’s mind-altering songs. This makes the Tisseur a dangerous but necessary target for those seeking to challenge the master of the Coliseum.
- #41Bourgeon
Keys: Bourgeon
A colossal, bipedal monstrosity found stalking the wilds of the Continent and the Flying Waters. Resembling a hulking brute with a bulbous, plant-like protrusion for a head, the Bourgeon is a terrifying predator capable of swallowing a human whole. Expedition members must inflict massive trauma to the beast to force it to regurgitate its victims before digestion begins. They possess a bizarre, cannibalistic lifecycle where juveniles grow by consuming the shed skins of larger adults. Their fibrous biology makes them particularly susceptible to fire and lightning.
- #42Spring Meadows
Keys: Spring Meadows, Meadow
The region immediately bordering Lumière. To the untrained eye, it is a paradise of rolling green hills, vibrant flowers, and clear skies. However, this beauty is the Continent's most effective lure. The tall grass conceals predatory Nevrons, and the peaceful silence is often broken by the screech of ambushes. It serves as the "nursery" where new Expedition members quickly learn that on the Continent, beauty is often a warning sign.
- #43Flying Waters
Keys: Flying Waters, Expedition 68
A surreal, mystical region accessed immediately after the Spring Meadows. Physically, it appears to be submerged: aquatic plants, swimming fish, and air bubbles fill the environment. However, the area possesses a magical atmosphere that allows humans to breathe and walk as freely as they would on land. It serves as the final resting place of the ship from Expedition 68, which was blown into the sky during a storm and crashed here. It is a critical location in the search for Maelle after the party is separated.
- #44Gestral Village
Keys: Arena, Village, Gestral Village
Located to the north of the Ancient Sanctuary, the village is where the vast majority of the gestrals on the Continent reside. It contains a house for the village chief, Golgra, a bazaar, a theatre, an arena, a Sakapatate workshop, an unfinished casino, and private residences of the gestrals, as well as a door to the Manor.
Several Expeditions passed through the village on their way to the Monolith, including Expedition 52.
- #45Sacred River
Keys: Queue, Sacred River, Patate, Rebirth
The spiritual heart of Gestral culture. When a Gestral dies, their Chroma travels to this river to await reincarnation. The river facilitates a cycle of rebirth where the dead return as Patates (children), though the process extracts a cost: the reborn return with incomplete memories of their past lives. Currently, a spiritual "queue" has formed within the river, as there are not enough living adult guardians to guide the souls back to the physical world, forcing many to wait in limbo for their turn to be reborn.
- #46Dark Shores
- #47Forgotten Battlefield
- #48Old Lumière
Keys: Original city, Old Lumière, Ruined city, Old Lumiere
The location of the original Lumière, before the city was split in two during the Fracture. This ruined version was eventually overrun with Nevrons, and most avoid it.
- #49Ancient Sanctuary
Keys: Sanctuary, Gestrals, Red Trees, Sakapatate
A clustered, forested region distinguished by its towering red trees. It serves as the southern gateway to the Gestral Village and is heavily patrolled by Gestral Sakapatates. The area is notable for a massive bell located at the forest's edge - a gift from the Grandis to the Gestrals long ago. Ringing this bell creates a sonic frequency capable of driving away Nevrons, though it is only effective against those that possess ears.
- #50Axons
Keys: Axon
A class of colossal, unique entities of immense power. They are distinguished by their "Hearts of Pure Chroma," a power source so potent it is theorized to be capable of shattering the barrier protecting the Paintress. In the past, Verso has embedded himself with previous Expeditions specifically to hunt these beings, seeking to forge a "Barrier Breaker" weapon capable of piercing the barrier protecting the Monolith. However, the Axons proved too powerful; after decades of miserable failures and the gradual weakening of only a single target, Verso abandoned the hunt by Year 33. The Curator claims he possesses the knowledge to forge this weapon, should an Axon's heart ever be retrieved.
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