More Detailed History of Sin Right

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This is a more detailed (but currently VERY incomplete) history of Sin Right's life. It is not IC knowledge, and it's not approved. It's to help the player keep track of the character's history. It will undergo lots of revisions.

If you want to add ties or things like that, go to the main page for this character: Sin Right.

Contents

Childhood

  • 1957: Sin is born to her family in Pittsburgh, PA.
  • 1959: Sin's mother has another daughter, Lily. Sin and Lily get along swimmingly. They garden together. They attend the same school. They raise the family puppy, Thor, together. They live a comfortable suburban life. Sin dances, does a little carpentry, and cooks for fun. She enjoys visits to her uncle's farm where she can shoot rifles at empty soda bottles.
  • 1967: Sin begins to take shooting more seriously. She goes to a summer camp where she learns to shoot rifles and shotguns with better form. She develops a natural talent for fixing jams, repairing weapons, and handling guns.
  • 1975: Sin works as a waitress to put herself through gunsmithing school.
  • 1977: While she and Lily are out on a picnic, they catch a glimpse of a clockwork dog limping into the woods. They follow it through to the Hedge where they quickly lose sight of reality. Her sister is lured away by a doll-looking person, and when Sin tries to follow, she is abducted by a clockwork soldier.


Arcadia

Sin's time in Arcadia was the first time she felt real pain, and it seemed to her to last only a single, long day. She was taken by the soldier to a manikin woman who sat in a throne. Sin was taught the rules of court in her first few minutes, and her Keeper expected her to enforce the manners of any clockwork people who came to call. If there were any minor infractions, Sin used some before-unseen knowledge of Artifice to break their knees so they'd kneel, or hunch their backs so they'd bow. Anything major and she'd tear them to pieces.

At first, it horrified her. She would cry as she enforced her Keeper's will. Once every ten minutes or so, a Chirurgeon wizened would come to replace a part of Sin's hands. "To make them better," her Keeper informed her. Sin grew numb to the feelings of those coming to court. She only felt her own pain. Crying tired her, and she had to focus. Over a few hours, she grew to enjoy the rush of making others obey. It distracted her from the pain in her hands. An old woman came in at what seemed like it should be lunchtime, and Sin made her ticking heart stop. It was only after she heard a breathless "Sis?" that she realized the old woman was her Lily. But Sin was beyond caring. She no longer felt the connection to her sister--it was as if Lily had stopped existing. That old woman couldn't be her, anyway. Right?

Sin smiled as she realized it couldn't be her sister. Someone must be trying to receive mercy. The bitch. Trying to manipulate her. Someone who had never felt pain. Who knew nothing. Sin took pleasure in mutilating her sister's already broken body. Sin's Keeper saw the cruelty and enjoyment, and she encouraged it. As Sin's hands were altered and replaced, piece by piece, Sin grew better at her job. Sin would enforce the minute details of etiquette. An askance look, a poorly-placed curtsey, the wrong word would bring Sin's wrath upon the victims at court. Her Keeper was pleased. Sin felt empty. Broken. Confused. She had lost herself in just hours. Before night set, Sin's Keeper locked her away in a room with broken people to fix. And her Chirurgeon kept at his work, making her hands sore and bloody. By the time she was told her Keeper would be going to sleep, she was given her duties for the night. But she didn't listen. It was time to leave. She couldn't stand another hand surgery. She knew she could get out. It would take work.

The details of her escape are more hazy than the rest--she made a hundred deals she knew she couldn't keep, and she ran away, knowing that if she ever returned, she'd owe nature more than she could ever pay. When she emerged, 12 years later, she did not know if she'd spent 11 years, 364 days in the Thorns or if her day in Arcadia had been longer than a day. But at that point, she barely even had a sense of time. Reality was not reality. Nothing was as it seemed. And her hands seemed to have a mind of their own.

Back to Reality: Insanity

  • 1999: Sin returns. She travels all over the US and is batshit insane.
    • Sin spends some time wandering through towns and the Hedge. She is bleeding, she sings children's songs to herself. For a while, she drags a stuffed dog behind her on a leash, yelling at it to come, heel. She steals to get food. Tries to trade baggies of blood and tears for sex and drugs. She sleeps in trees and wakes up on the ground with broken bones. Sometimes she goes to the hospital, but when she gets there, she accuses the nurses of trying to catch her, and she tells the doctors that it was her fetch who got hurt, not her.
    • Sin spends a lot of time with her buddy Laurel Thorn.
  • 2000 (spring): Sin is brought half-way back to Arcadia and manages to escape again. More traveling and batshit insanity.
    • Sin is doing what she did in 1999, plus she's making a mess of herself in the Hedge. She gets drunk and high, then gorges herself on inedible goblin fruits, causing her to puke beautiful rainbows. She crafts ornate hedgespun nooses and straightjackets. She gives herself "piercings" with thorns from the hedge.

Rehabilitation: The Pit

  • 2000 (late spring): Sin is admitted to The Pit, after pledging to Tommy Blue that she'd seek help and cutting off all contact with Laurel Thorn. She is counseled by Doctor Emil Zahne.
    • No one hears from Sin.
    • Sin's clarity rises from 1 to 9 over the four-and-a-half years, and her Wyrd drops by two.
    • Sin leaves solitary confinement (which was supplemented by daily contact with mortals, so yes, she could reach clarity 9). Her clarity drops to 8.

Back to Reality: Relative Sanity

  • 2005 (summer): Sin is released from The Pit.
    • Sin's clarity drops to 7.
    • She emerges with an aversion to the color red. She continues to practice her frailty she had when her Wyrd was higher: she always wears a hat outside. She has an aversion to masks. She has a phobia of a specific type of red blanket. She has nightmares.
    • Sin comes back out a bit shaken. She sometimes retreats from conversation for no reason, but she's obviously much better. She has poorly-done prison tattoos: a teardrop near her left eye, a needle on one arm, a tombstone on the other, a spiderweb on her elbow, and the words "DEAD WYRD" across her knuckles.
  • 2005 (fall): Sin begins to work for a shooting range.
    • She is cleaned up. She is using fewer drugs, isn't sleeping around quite as much (or is hiding these activities well), and her clarity is obviously much higher.
  • 2006: Sin re-establishes contact with the outside world and spends a year traveling across the US.
    • Sin's clarity drops to 6. No stability, lots of travel.
  • 2007: Sin lowers her Wyrd for "personal reasons."


Current Activities:

Sin is currently working part-time at the shooting range. She can sometimes get rare orders in from there. In her spare time, she likes to sculpt. She makes pottery pieces and sculptures which she then breaks and glues back together, and they're pretty good. She is known to spend weekends browsing the local Goblin Markets for good deals, though she knows to keep them at an arm's length. She is also known to work at The Pit, though the details of her employment there are hazy.

Sin takes orders for anything people need made--she can procure/produce everything from a Colt 1911 to a hedgespun gown to a statue of a favorite deity to beautiful children's toys. Her friends know she can fortify objects of theirs, and many get their swords, guns, and brass knuckles blessed before going into a fight.

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