Welcome to CrossoverWorld
Step into a realm where prophecy, rebellion, and redemption collide. CrossoverWorld is a glitched dominion suspended in fragile balance between two cosmic wills: the righteous Founder, source of all true authority, and the deceptive Antagonist, whose counterfeit power warps reality itself.
Here, hoodlums rise into heroes, feyfolk challenge tyrants, and even the smallest spark of truth can fracture an empire. Duppies, princesses, missionaries, beasts, and legends stand at the crossroads of destiny.
Below, you will meet the key figures in this unfolding saga. Each bio unveils a fragment of a greater mystery and a battle not merely for kingdoms, but for the very soul of imagination.
Dirk the Duppy
Character Synopsis
Dirk the Duppy is a redeemed rogue with a stubborn heart and a haunted past. Once caught up in moblin crime and fear-fueled chaos, he now walks a brighter path, though not without struggle. His bond with Princess Caramel, Lady Tailynn Streamertail, and Manny the Missionary pulls him into a mission that challenges more than just his skills. It challenges the way he sees himself.
Behind the wit, bravado, and gold fang lies a duppy still learning how to hope. And though he may not always believe in himself, he never forgets the moment he encountered Him, the Advocate, the living presence of the Founder.
That moment changed everything.
Backstory
Dirk’s early life is murky, like much of moblin-kind. What is known is that he once ran with a gang called the Boogieman Squad, using corrupted gifts to survive the grim backstreets of Gremburgh. Betrayed during a robbery and left to the mercy of the Dominion Police, Dirk fled into Lumina Forest, where his story should have ended.
But instead, it began again.
There, Dirk encountered Him, the living embodiment of the Founder’s will. The encounter shook him to his core. For the first time, Dirk knew he wasn’t a mistake.
He turned himself in, served his sentence, and upon release found quiet guidance under Maddox the Handyman, a seasoned worker who helped him get back on his feet. Through Maddox, Dirk found honest work as a stock boy and delivery hand at the Slumberview Convenience store, the very place he once tried to rob.
For a time, that was enough.
Until Tailynn Streamertail arrived.
She came seeking a capable mascot-hero for a mission of far greater importance, and Maddox was her intended recruit. But when violence cut that plan short, Dirk was left with more than grief. He was left with responsibility.
Now, reluctantly thrust into a role he never asked for, Dirk joins Tailynn on a journey far beyond anything he imagined. Standing at the edge of destiny, his path from haunted hoodlum to unlikely hero begins not with confidence, but with a choice to keep moving forward.

Personality & Quirks
•    Favorite beverage is a cold, fizzing ginger beer
•    Has a single orichalcum gold fang that transforms into a magical cutlass
•    Haunted by his past with the Boogieman Squad
•    Witty, impulsive, and fiercely loyal to the innocent
•    Struggles with a GlitchLeaf cigarette addiction; typically lights up when stressed
•    Has an addictive personality, often forming habits as coping mechanisms
Abilities
As a duppy, Dirk possesses:
•    Supernatural agility, strength, and reflexes
•    Heightened senses: night vision, acute hearing, empathic smell
•    Duppy Walking: When holding his breath, he can defy gravity to double jump, air-walk, wall-run, and phase through surfaces
Former Boogieman Powers:
While with the Boogieman Squad, Dirk could consume a person’s life force through fear, a dark gift that added to his power. Though no longer used, this ability lingers beneath the surface.
Signature Weapon
The Lass: A shapeshifting cutlass made from his enchanted orichalcum alloy fang. It evolves with each Power-Up!
Princess Caramel
Character Synopsis
Princess Caramel Collins's journey from an ordinary teenager to a pivotal figure in CrossoverWorld's fate highlights her resilience and adaptability. Her alliance with Dirk the Duppy signifies a union of worlds and destinies, setting the stage for epic adventures ahead.
Backstory
Caramel Collins seemed like a typical high-achieving high school girl from Florida, until one day, while playing a mobile game called CrossoverWorld, she accidentally triggered a GlimmerGate, breaching the Unseen-Wall and entering the realm of CrossoverWorld. There, she discovered her true identity as the long-lost heir of the Collindore royal family, rulers of the Enchanted Kingdom, a radiant dominion of talking animals, romance, chivalry, and Founder-given wonder.
Generations earlier, her ancestor Prince Pistachio Collindore fled CrossoverWorld through a GLimmerGate to escape the Antagonist’s forces. Upon arrival in the Humundum, he took the name Peter Collins, settled in obscurity as a bookkeeper, and married a kind-hearted waitress named Mary. Their lineage continued quietly, eventually leading to Caramel.

Now caught in a cosmic struggle, Caramel joins Dirk the Duppy and his companions on a quest to resist the Antagonist, defeat the Final Bosshemoth, and restore balance to the Ultramundum.
Personality & Quirks
•    Born on Earth (Humundum)
•    Very feminine and demure
•    Loves sweets
•    Book smart and excels in school
•    Sweet and helpful, she delights in helping others
Abilities:
As the rightful ruler of her domain, The Founder grants her the authority to subconsciously shape the meta-environment, meaning her emotions, intentions, and purity of heart can influence the narrative physics of the Enchanted Kingdom and surrounding Dominions.
Items
The Infinity Inventory Fanny: A magical accessory that allows her to carry an almost endless supply of items. Especially useful for holding Dirk’s power-up items and other mission-critical gear.
Relatives
•   Prince Pistachio Collindore / Peter Collins – Great-grandfather; the prince who fled to the Humundum and founded the Earth-based Collins line
•    Mary Collins – Great-grandmother; a waitress who married Peter Collins in the Humundum
•    Eton Collins Sr. – Grandfather; son of Peter and Mary
•    Ethan Collins – Father of Caramel
•    Christine Collins – Mother of Caramel
Gwana
Character Synopsis

Gwana is the adorable wildcard in Dirk’s crew, equal parts pet, child, and ticking time bomb. Abandoned in the woods and rescued by compassion, his journey reflects the unpredictable nature of growing power and the redemptive power of kindness. Though small in stature, Gwana’s loyalty and latent strength make him a formidable ally in the battle to dethrone the Final Bosshemoth.
Backstory

Gwana is a young Kawaiju, part-cute companion, part-cataclysm-in-waiting. Originally kept as an exotic pet by a wealthy owner in Nexum, he was abandoned in the depths of Lumina Forest when signs of impending metamorphosis began to manifest. His wailing drew the attention of Dirk, Princess Caramel, and Tailynn Streamertail during their early travels. Caramel, moved by compassion, fed the creature and formed a near-instant bond.

Startled by Dirk’s initial touch, the little creature croaked “Gwana!”, and the name stuck. While Tailynn protested keeping a mutating Kawaiju, she conceded on the condition that he wear a magically-reinforced collar capable of suppressing transformation, at least temporarily.

Gwana was adopted into the team, quickly forming a sibling-like rivalry with Dirk and a fierce, unshakable bond with Caramel. Though he appears every bit the playful toddler, what lies beneath is anything but harmless. When threatened or distressed, he can momentarily override Tailynn’s control collar, transforming into the towering force known as Gwanasaur. If their enemies only knew that inside this poppet-like creature lies the power to topple cities, they might think twice before picking a fight.
Personality & Quirks

•    Has squeal that sounds resembling a child’s giggle
•    Makes a signature croaking “Gwana!” sound when displeased
•    Jealously hoards attention, especially from Caramel
•    Loves to steal Manny’s kale chips
•    Protective of the girls, especially Caramel and Tailynn
•    Acts like a younger sibling around Dirk, equal parts mischievous and admiring
Abilities

•    Projectile Mimicry – Can copy and fire any energy, magic, or Combo Art projectile he observes, including:
o    Blaze Blast – Concentrated kinetic energy
o    Volt Beam – Electrified finishing strike
o    Inferno Breath – Magical fire exhalation
o    Pierce Ray – Razor-thin cutting light
o    Cosmic Beam – Black hole-infused annihilation ray
o    Atomic Surge – Radiated bile that dissolves almost anything
•    Magical Eyes – Observe and replicate magical patterns and attacks
•    Metamorphic Evolution – As a Kawaiju, Gwana is biologically destined to undergo multiple stress-induced metamorphoses, growing fiercer and more powerful with each one
•    Gwanasaur Transformation – Under extreme stress or danger, Gwana may break free from his magical collar and become Gwanasaur: a towering, semi-controlled monster form

Mythicman
Character Synopsis
Mythicman embodies the golden age of CrossoverWorld’s heroism, a towering champion once thought lost to failure, compromise, and quiet exile. No longer sustained by effortless power, his return is not one of glory reclaimed, but of purpose restored. As bearer of the Silver Shofar, he stands once more in service to the Founder, not as an untouchable legend, but as a humbled vessel entrusted with one final mission.

His presence marks not merely a resurgence of hope, but a passing of weight, from a fallen champion to the one who will finish what he could not.
Backstory

Adams was once a humble half-human, half-Slumberfolk gardener from the quiet town of Slumberview, a people known more for pipe smoke and pasture than for war or legend. His life changed forever when he was visited by Him, the Good Shepherd, who entrusted him with a sacred charge and a legendary artifact: the Silver Shofar.
When sounded, the Silver Shofar transformed August into Mythicman, a towering, silver-bearded champion and the Founder’s appointed CrossoverChampion. In time, he became a living symbol of justice in Nexum, operating out of Cape Adventura and eventually rising to lead the Paragon Guild. In those days, Mythicman did not merely fight evil, he defined what it meant to stand against it.
But strength without vigilance invites compromise.
Despite counsel and warning, August entered into a relationship with a woman who was not what she seemed. Jezel, acting under the directive of the Final Boss to sabotage a rising threat, deliberately seduced him. Cloaked in beauty and subtlety, she concealed her true nature and slowly led him into disobedience. What began as affection became entanglement, and what seemed harmless became a quiet fracture in his alignment with the Founder’s will. Their union marked a turning point, and from that moment on, the Mythic Form was no longer stable. The power that once flowed freely through him became strained, inconsistent, and increasingly painful to sustain. The Silver Shofar still answered his call, but the transformation came with cost: mental strain, physical deterioration, and a growing instability that made prolonged use nearly impossible.
As Nexum fell further under the control of Governor Grimdel and the Paragon Guild was gradually reshaped into an instrument of corrupted authority, August withdrew. Whether out of shame, wisdom, or quiet conviction, even he could not fully say. He returned to Slumberview, laying down the mantle and allowing the legend of Mythicman to fade.
Before long, he was visited once more.
Him, the Good Shepherd, came not to restore his former glory, but to give him a final charge. He was told that the Founder would raise up another, one who would succeed where even Mythicman had faltered. August’s role would not be to reclaim the world, but to train, guide, and escort this chosen figure to the moment where the Final Boss would fall. The mission was clear, and so was its cost.
August accepted without hesitation.
Not with pride, nor with regret, but with gratitude. To be used again for the Founder’s purposes, even in this diminished state, was enough.
So, when the new generation finally arrives, he does not recognize them at first. To him, they appear as yet another group chasing a legend that no longer exists. Without looking up from his work, he dismisses them plainly: “He is not here. The Mythicman died long ago.”
But when their purpose becomes clear, when he recognizes the weight of calling resting on them, especially on the one he was told would come, there is no reluctance, no resistance, and no need for convincing.
August already knows.
The staff is set aside. The past is acknowledged. And with steady resolve, he takes up the Silver Shofar once more, not to reclaim who he was, but to fulfill what he was always meant to complete.

Personality & Quirks

•    Wears a baby blue cape in Mythicform
•    Wise and patient, but haunted by memory lapses
•    Slow to anger but unwavering in resolve
•    Enjoys smoking a pipe
•    Deeply familiar with the Source Codex
•    Dementia-like curse worsens the longer he stays in Mythicform

Powers & Abilities

•    Mythic Flight – defies gravity at will, borne by the Spirit as Ezekiel was lifted and carried by the living wind
•    Mythic Strength – can lift massive objects and overpower fortified structures, reflecting the strength granted to Samson
•    Mythic Stamina – maintains superhuman effort for hours, like Elijah sustained by divine power beyond natural limits
•    Mythic Speed – moves faster than mortal eyes can follow, echoing Elijah outrunning Ahab’s chariot
•    Mythic Endurance – withstands prolonged combat against overwhelming odds, recalling Shamgar’s relentless battlefield perseverance
•    Mythic Durability – survives magical and physical strain, like Shadrach, Meshach, and Abednego preserved unharmed in the furnace
•    Mythic Healing – rapidly recovers from damage through Spirit-empowered restoration, as the Founder sustained His servants in times of affliction
•    Mythic Wisdom – possesses extraordinary discernment and strategic insight, reflecting the wisdom granted to Solomon
•    Mythic Agility – moves and fights with fluid precision and battlefield grace, echoing the agility and combat prowess of David
Weapons

The Silver Shofar – a sacred horn modeled after the shofars of Gideon and Joshua.
Its blast can:
•    Topple fortified structures
•    Cause confusion among enemy ranks
•    Shatter glitched enchantments
•    Rally allies with renewed courage
•    Activate Mythicman’s Mythic Form

Catchphrase 
“When shofar sounds, the Founder’s justice resounds!”


Manny the Missionary
Character Synopsis
Manny the Missionary’s quiet strength lies not in combat, but in conviction. Guided by faith, wisdom, and the CrossoverKey, this scholarly manatee provides moral compass and practical support to the rising resistance. His decision to join Dirk’s quest after a divinely timed encounter in Fuanaville reveals his destined role as a steadfast helper and interdominional guide in the coming clash between light and corruption.
 
Backstory 
Manny the Missionary is a beloved, soft-spoken Faunafolk with a heart as wide as the sea and a purpose shaped by the will of Him, the Good Shepherd. Born and raised in the peaceful town of Fuanaville, Manny grew up steeped in the values of care, kindness, and contemplative faith. A gifted guide and seeker of truth, he joined a band of traveling missionaries and journeyed far across CrossoverWorld, offering practical aid and spiritual insight to those in need.
At the center of his story is the CrossoverKey, a mysterious and sacred artifact entrusted to him during his travels. This key grants him the ability to locate and open CrossoverDoors, dimensional passageways connecting distant corners of the world, and possibly beyond. Though burdened with this responsibility, Manny quietly longed for greater clarity about his role in the Founder's grand design.
After a long mission in Barsoon, Manny returned to Fuanaville weary, inwardly restless, and figuratively directionless. One evening, he fell to his knees and prayed to Him, asking for guidance. The very next day, he encountered Dirk the Duppy at a local food stand. Dirk, now a repentant duppy seeking redemption, shared his plan to confront the Final Bosshemoth and asked Manny to join him and Princess Caramel on their dangerous mission. Moved by Dirk’s sincerity and inspired by the living hope Caramel represented, not just her faith, but the fulfillment of ancient prophecy, Manny agreed.
Though hesitant at first, Manny discerned that his true calling was not to fight on the frontlines but to support the heroes in ways that no warrior could: by providing guidance, faith, healing, and access to the unseen pathways of the world. A vital and steadfast companion, Manny now walks in obedience to the Advocate, committed to serving the mission not with fists, but with faith.
Personality & Quirks
•    Scholarly and spiritually grounded
•    Kind-hearted and slow to speak
•    Vegetarian (meat upsets his stomach)
•    Loves salted kale chips
•    Memorized most of the Source Codex
•    Prays often and journals his dreams
•    Inspired by hope fulfilled (Caramel), not just blind belief
•    Nearsighted; wears glasses to read maps and the Codex
•    Wears a t-shirt, cargo shorts, pocketed outdoor vest, hiking sandals, and a simple thread necklace with an ichthys pendant
•    Keeps a journal titled: “Deeds of the Adventurers”
•    Wherever possible Manny enjoys morning meditations underwater as a form of self-discipline. 

 
Abilities
•    CrossoverKey Use – Can unlock and sense CrossoverDoors
•    Pathfinder’s Intuition – Exceptional directional sense and wayfinding
•    Portal Perception – Able to locate hidden or dormant dimensional paths
•    Photographic Memory – Remembers everything he reads or sees
 
Skills 
•    Expert Navigator and Cartographer
•    Certified Pilot
•    Survivalist and First-Aid Proficient
•    Expert Swimmer (holds breath for 20+ minutes)
•    Black belt in Karate (used only in defense)
•    Fluent in multiple dialects and cultural customs across CrossoverWorld
Allies
•    Dirk the Duppy – Brother-in-arms and occasional spiritual mentee.
•    Princess Caramel – Respected prayer partner and mission confidant.
•    Tailynn Streamertail – Affectionately calls him “Pastor Puffball”; he once guided her through grief.
•    Gwana – Young Kawaiju companion whom Manny nurtures and protects.
•    Him (The Advocate) – Feels His unseen presence strongly when using CrossoverDoors.




Lady Tailynn Streamertail
Character Synopsis
Lady Tailynn, like most Streamertail daughters, was bred to one day serve a Collindore princess as an enchanted Fairy Court Lady. The role was rare and powerful, a direct connection to the royal line, granted by the Founder himself to a select few Feyfolk girls. So when the bloodline vanished, that sacred power disappeared too, along with Tailynn’s purpose.
Years later, her long-dormant intuition flares and her Wandstaff quivers as a GlimmerGate delivers the answer to her prayers: Caramel Collins, a human girl from the Humundum.
Sensing both prophecy and indwelling power stirring at once, Tailynn vows to protect Caramel and guide her home, hoping to restore the Collindore dynasty and awaken the one who will stand against the Final Bosshemoth.

Backstory
Tailynn was raised in Feyside, a sacred region of the Enchanted Kingdom known for its ethereal beauty and courtly traditions. As a member of the noble House Streamertail, she was trained from birth to serve as a Collindore Princesses’ Fairy Court lady. A Fairy Court Lady is a feyfolk with magical powers that acts as an attendant, companion, advisor, protector, and mentor who serves a queen, princess, or other high-ranking noblewoman in the Collindore royal court. As a Fairy Court Lady, they inherit the power to transmute inanimate objects and generate glimmer constructs like projectiles, barriers, melee weapons, and other simple objects channeled through a wandstaff. 
But when the royal bloodline disappeared and the Enchanted Kingdom so did the power of the fairy court lady and thus fell into disorder, the Streamertail daughters were left without their noble purpose. So, in the absence of a princess, powerless, Tailynn was appointed Steward of House Streamertail, managing what remained of its legacy while her father, Elm Streamertail, acted as Regent of the Enchanted Kingdom. Though devoted to her duties, Tailynn privately yearned for the return of the true royal line, the fulfillment of prophecy, access to the power the fairy court lady, and the restoration of the divine order.
One day, while serving as a diplomat for the Enchanted Kingdom at her father’s request, Tailynn stood in silence as negotiations with a Nexum envoy unraveled. Tense words gave way to cold retreat. Disheartened, she withdrew with a small group of attendants to tour the Glowing Hydrangea Gardens of Imagoso Isle. In its serene bloom, she knelt among the blossoms and beseeched the Founder’s favor, a desperate plea for deliverance of the Enchanted Kingdom and the return of the Collindore royals.
Just as she began to resign herself to silence, a GlimmerGate tore through the petals. Out tumbled a bewildered teenager from the Humundum, wide-eyed and disoriented.
Startled but composed, Tailynn questioned the girl at once. As she spoke, something shifted. The air felt charged, the Wandstaff hummed faintly, and Tailynn’s long-quiet fairy intuition stirred. This was no ordinary outsider. This was Collindore blood.
Convinced the prophecy had begun to unfold, Tailynn assembled a covert escort and set out with Caramel on the road back to Collindore Palace in Mooncrest, where her father ruled as Regent. There, she hoped to confirm Caramel’s lineage, restore her house’s sacred role, and help awaken the one who would rise to face the Final Bosshemoth.  
Personality & Quirks
•    Speaks in an elegant, proper dialect
•    Prone to interrogation when assessing threats
•    Rigid “business-before-pleasure” attitude
•    Excellent time management and administrative skills
•    Easily frustrated with Dirk’s uncouth habits
•    Deep disdain for magicmechanics like Whizardry and Glitchery as thieving and parasitic.
Abilities
•    Hummingbird like wings grant her winged flight
•    As a fey she possesses inherent magical abilities:
        o    Healing Touch
        o    Invisibility
        o    Magic resistance
        o    Fairy Intuition - An instinctive insight into hidden truths and motives; a blend of subconscious pattern         recognition and empathetic deduction
•    As a Fairy Court Lady, Tailynn can transform inanimate objects and can generate glimmer constructs like projectiles, barriers, melee weapons, and other simple objects.
Signature Weapon
The Streamertail Wandstaff – A ceremonial heirloom passed down through generations of House Streamertail. Originally crafted as a wizard’s wand, it appears staff-length only because of Tailynn’s Fey-sized frame. The wandstaff serves as a focus for her Fairy Court Lady magic, channeling radiant power into glimmer-constructs, crystalline shields, luminous weapons, and transmuted tools shaped from ordinary matter. More than a weapon, it is a living extension of her legacy.
Forensic Law Intelligence & Enforcement Service (FLIES)
Organization Overview

The Forensic Law Intelligence & Enforcement Service (FLIES) serves as Nexum’s centralized police, intelligence, and enforcement apparatus. Publicly positioned as protectors of order and stability, FLIES Officers function as the regime’s primary mechanism for surveillance, compliance enforcement, and suppression of dissent.
Operating under the authority of Governor Grog Grimdel, FLIES extends beyond conventional policing, acting as both a domestic security force and an interdominial enforcement presence aligned with the broader ambitions of the Endgegner.
FLIES embodies Nexum’s doctrine of control: observe, regulate, and, when necessary, overwhelm.

Operational Structure

FLIES Officers
The standard enforcement agents of Nexum, responsible for patrol, investigation, intelligence gathering, and public compliance operations.
• Typically recruited from middle-class Enchantoid Magin populations
• Augmented through Ultraveridic enhancements
• Equipped with FLIES Helmet systems and GSB (Gear Spawner Buckle)
• Gradually conditioned and dehumanized over time, often taking on skeletal, construct-like qualities
Commonly referred to by civilians as “Gnats”, reflecting their pervasive and intrusive presence.
 
SWARM Division
(Special Weapons and Rapid Mobilization)
The elite tactical branch of FLIES, deployed in high-risk scenarios where standard enforcement proves insufficient.
 
SWARM Troopers
Advanced tactical operatives serving as Nexum’s frontline shock units.
•    Typically reanimated as Flesh Golems
•    Constructed from augmented remains of deceased Magin
•    Reanimated through necromantic glitchcraft and Whizardry
•    Equipped with reverse-engineered Ultraveridic systems
•    Stronger, more durable, and more aggressive than FLIES Officers

Standard loadouts include:
•    Stinger R-77 (Plasma Rifle)
•    Swarm Stick (close-quarters suppression weapon)
•    Swarm Shield (defensive riot control system)
•    SWARM-Grade GSB (Gear Spawner Buckle)
SWARM Troopers represent the apex of visible force within Nexum’s enforcement hierarchy.
 
Technology & Equipment
GSB (Gear Spawner Buckle)

A core Ultraveridics device that enables rapid deployment of weapons, tools, and tactical systems.

•    Standard Issue GSB (FLIES Officers)
•    SWARM-Grade GSB (enhanced capacity and loadouts)
 
FLIES Helmet

A skull-like, fly-themed Tokusatsu-style Ultraveridics system.
Capabilities include:

•    Environmental adaptability (underwater, upper atmosphere, toxic zones)
•    Night and shaded vision
•    Near-360-degree visual awareness
•    Enhanced auditory input
•    Covert behavioral conditioning and obedience reinforcement
 
Standard Weapons
•    Midge-XM — Full-sized plasma pistol (primary sidearm)
•    Midge-12 — Compact plasma pistol (secondary weapon)
•    Stinger R-77 — Plasma rifle for ranged engagements
 
Drones
Cyborg aerial units constructed from living brains housed within Ultraveridic drone platforms. Designed to mirror the form of the FLIES Helmet, these units extend Nexum’s surveillance and combat capabilities through constant observation and coordinated support.
•    FLIES Drones - Autonomous aerial units used for surveillance, reconnaissance, and crowd monitoring.
•    SWARM Drones - Heavier tactical drone units deployed for combat support, suppression, and coordinated assault operations.
 
Methodology

FLIES operates on a layered enforcement model:

1.    Surveillance — constant monitoring of populations and environments 
2.    Compliance — visible enforcement through FLIES Officers 
3.    Suppression — escalation to SWARM Troopers when resistance emerges 

This structure allows Nexum to maintain control through both presence and force, minimizing open conflict while retaining the capacity for rapid domination.
 
Doctrinal Alignment

While publicly framed as a neutral enforcement body, FLIES operates in alignment with Nexum’s political objectives and the hidden influence of the Endgegner.

Its systems reflect the convergence of:
• Ultraveridics — technological control and augmentation
• Glitchcraft — corruption and necromantic reanimation
• Whizardry — structured magical execution

Together, these systems produce an enforcement force that is as much engineered as it is commanded.
 
Public Perception

To the average citizen, FLIES represents safety, order, and authority.
To others, they are something else entirely.
An omnipresent force.
A system that watches.
A swarm that never sleeps.

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