Those That Walk Among Us
The worlds of the mortals and the spirits have always been entwined, interacting with one another for good or for ill. There have been divine interventions that have both raised mortal civilizations, and raised them to the ground; mortals have praised supernatural beings as gods, and relentlessly hunted them to extinction. Yet, neither world has ever completely overwhelmed the other. However, in recent years, the spirits have become restless and have tread upon our soil as never before. They prey upon us from the shadows, breathe fire down upon us from the skies, invade our homes, and threaten our culture. They walk among us, appearing as any ordinary mortal until they spring their traps. Some wish to live peaceful lives, others wish to prey. They are the beggars, the wanderers, the merchants, the young woman eyeing you from the corner of the tavern; they are your local butcher, your doctor, your childhood friend, your mother or father. You cannot know until they want you to know. That is why we exist…
We are The Guild. Our purpose is simple: to expose all supernatural beings, and eliminate those that pose a threat. We are priests, mages, alchemists, samurai, knights, assassins, and all souls who wish to offer their expertise to further our mission. We welcome all to our society, regardless of age, gender, or origin so long as they share our creed. Yes, even those spirits willing to wear our label are among us, and treated as equals. Now, step forth and address the council. Tell us what brings you to our society. Place your hand on this scroll, and we shall begin your registration. Welcome to The Guild.
The World of Chaosera
Chaosera is a vast land of swords and sorcery where both humans and spiritual beings reside. It is a lush and prosperous world full of climates and cultures of all types. The center of power lies in Ashglade, a temperate plain in the heart of the continent. This is where the Guild headquarters is stationed. From the center of the continent, they send their agents to all corners of the world, policing mortals and spirits alike. To the west is the kingdom of Argor, ruled by King Solomon XIV. His family’s empire once nearly reached the eastern coast, but he was forced to relinquish power to The Guild. He remains an influential figure and still rules the west, but he is bound by The Council’s decisions. To the east is Ayabukuro, the land of curved swords and ancient traditions. The Tanzo clan, rulers of this land, were the ones that put a halt to Solomon’s empire, and now the two powers have come to an uneasy truce at The Guild’s request. To the north is the frozen land of Ibino, where only the heartiest souls can thrive. Here, it is always a struggle to survive, but the mines provide ores that are essential for both the economy and industry of the whole continent. Finally, in the south is the Morohawa desert. It was once an uninhabitable wasteland that was transformed into an oasis by the talented shamans that can control the weather of that region. The people are tribal, and money speaks louder than words. The Guild oversees the activities of all of these governments, and scours the land for any spirits that may be hiding among them.
What are Spirits?
The term “spirits” is a blanket term referring to all sentient beings whose origins are not within the mortal realm. This encompasses all beings that people have deemed “supernatural” or “monsters.” This includes creatures such as dragons, demons, vampires, djin, and all manner of yokai. There are as many kinds of spirits as there are mortal animals, but they all trace their origins back to the spiritual realm, a plane of existence separate from yet connected to our own. Some come to commit mischief, some come to feed, and some come to seek refuge from hardships in their own realm. Their personalities and motivations are as varied as humanity’s. Spirits tend to have remarkably high affinities for magic, which grow stronger as they age. Additionally, spirits do not die of old age, like mortals do, though they can contract various illnesses depending on their race. All spirits are capable of taking on a human form. It is relatively simple for them to do, but their faÁade may be broken due to pain or extreme stress; for example, a griffin posing as a man may accidentally reveal his wings if prodded with a hot iron. Likewise, the various kinds of spirits may be unable to maintain their guise under certain conditions; a vampire’s claws, fangs, and cadaverous features become apparent in strong sunlight. Spirits can reproduce just as mortals do. In mortal form, they can even mate with mortals, though it varies whether the child is born a spirit or a mortal. It is The Guild’s duty to expose all of these beings, and eliminate those that refuse to comply.
The Guild is a highly organized body that was established independently of the other rulers of the world. It began as a group of mercenaries, hired to round up troublesome monsters, but gradually acquired power until its stronghold became a city large enough to rival the capital of Argor. People of talent were welcomed from all corners of the world, and now The Guild is an unmatched force. It is run by a twelve-body council consisting primarily of humans, though a few spirits have risen to these seats of power. Guild members are highly trained and often highly specialized individuals of all types and are organized in a hierarchical ranking system. The Guild cares not about age, gender, or race, only performance. Spirits, women, and children can obtain high ranks just as easily as a mortal man. All members are subject to a thorough interview in which they must submit a full account of their past and their abilities. The Guild has not been known to turn people down for any reason; those that lack ability tend not to return. The Guild generally lets the other regions rule as they see fit, but they have established a series of simple, yet strict laws.
The headquarters his surrounded by huge stone walls in the heart of Ashglade. There is one set of enormous doors that serves as the only entrance or exit. Guild members are free to come and go as they please, but all non-members must set up an appointment for access to the headquarters. Inside, there is a castle which provides comfortable rooms for those ranked Adept and above. This castle is where most business is conducted, where Council meetings take place, and where the great library is located. Access to certain areas is restricted by rank. There is also an underground dungeon where criminals and delinquent spirits await their fates. Outside of the castle, there is a barracks which contains basic bedding for all other members, a dining hall, various training facilities, and a select few merchants who have gotten permission to deal inside the headquarters.
Laws of the Guild
1.) All spirits must be branded. Those that do not comply shall be killed.
2.) The use of any and all magical artifacts must be approved by the Council. All unapproved artifacts must be handed over to the Council as soon as possible.
3.) Assignments are determined by the council and are non-negotiable. Requests for a particular assignment must be submitted in writing; the Council may or may not approve the request.
4.) Obey those of higher rank.
5.) Any and all duels between Guild members must be approved by a Council member, and a member of Adept rank or higher must stand as witness.
6.) One may leave The Guild at any time. Those that leave The Guild may never return.
7.) There are no exceptions.
Ranks of the Guild
Guild members are assigned ranks based on their demonstrable abilities as well as their performance in assignments. The ranks are hierarchical and form a linear chain of command. In addition to acknowledging the chain of command, members are expected to respect seniority when dealing with others of the same rank. Each rank has certain requirements to attain, certain duties to uphold and grants certain privileges.
Uninitiated – These are members who join with no demonstrable combat experience. They do as they are told. They go to sleep when they are told to sleep, and wake up when they are told to rise. They have absolutely no say in the affairs of the guild. They are given a sleeping bag, and minimal rations until they complete their first assignment.
Novice – These are members who lack experience, but have proven their ability to get a job done. They are given proper sleeping quarters and the same rations as most other guild members. Upon attaining this rank, members earn the right to issue duel challenges, and submit assignment requests. They have access to the training facilities, but are expected to listen and learn.
Warrior – This is the highest rank that a member may be given upon first joining The Guild. These are members who have proven their competence either through documented experience, or by completing multiple assignments. Their living conditions do not improve from that of a novice, but they are given “first pick” when rations are distributed. Upon attaining this rank, members are no longer required to perform menial tasks around The Guild, such as sweeping the floors, and may delegate these responsibilities to lower ranking members. They also earn the right to reserve portions of the training facilities for undisturbed practice, but are expected to replace anything that they break.
Adept – These are members who have distinguished themselves by completing at least ten assignments of B rank or higher. They are given private, comfortable living quarters and are served food from the Council’s kitchen. Upon attaining this rank, members earn the right to stand as a witness to a duel, to attend council meetings, to access class 3 restricted information in the Guild Library, and to request authorizations for the use of magical artifacts either for themselves or another. Adepts are also given training for additional guild duties, including the branding of spirits and the training of new recruits.
Master – These are members who have distinguished themselves by completing at least ten assignments of A rank or higher as an Adept, or by slaying a spirit designated as “notorious” by the Council. They gain a servant of their choice for their living quarters.
Upon attaining this rank, members earn the right to speak at council meetings, to authorize the use of low-tier artifacts, and to access class 2 restricted information in the Guild Library. Masters are expected to be able to carry out brandings, and to enforce discipline in The Guild. They are expected to have great knowledge in spirits and tactics. The Council may delegate to them the responsibility of organizing assignments, or any other powers they see fit. At any given point and for any reason, they may be called on to fill a council seat for any period of time. Refusal means leaving The Guild.
Councilman – These are the twelve members who dictate the course of the guild. They create the assignments, authorize the use of artifacts, pass sentence on delinquent spirits and guild members, and decide how to classify all spirits, artifacts, information, and assignments. They live like kings and have full power to do as they please so long as they do not contradict the core foundations of The Guild. When a Councilman passes, or retires from the guild, the remaining Council members elect a Master to permanently fill the seat. A seat cannot be left empty, and a permanent member must be elected within three months.
The Council may issue any kind of assignment to any member or group of members. Upon completion of assignment, a detailed report must be submitted to The Council for credit to be issued. If a group of members was given a single assignment, they will be treated as a single unit; all members or no members will receive credit regardless of rank or degree of contribution. If a group member dies over the course of the mission, no credit is given. There are officially no penalties for failing missions, only rewards for consistent success. Missions are ranked D through S based on estimated difficulty.
D – Ideal for an uninitiated. Effectively just an unskilled job that requires only basic listening skills. Combat in these missions is unlikely. Ex: Deliver a letter to a specified person at a specified place and time; do not break the seal.
C – Assignments with a manageable degree of danger. These include slaying minor spirits, or entering social situations with spirits that could result in violence. Ex: Go to this tavern and set up a branding appointment for the spirits that own it. Eliminate if they refuse.
B – Dangerous assignments. These include hunting down experienced delinquent spirits, retrieving artifacts from either guarded or remote locations, or performing “sting” operations on non-compliant spirit-run establishments. Ex: A tengu has been located and he has refused a branding. He killed the member sent to set an appointment. Hunt him down and kill him.
A – Extremely dangerous assignments. These include hunting down particularly powerful spirits with a history of violence, defending villages from attacks, or taking out whole groups of spirits. Ex: Go slay the powerful dragon that is razing this village.
S – Assignments where death is highly likely. These generally involve notorious spirits that have been fighting The Guild for years. Ex: The vampire Nefashu has been sighted. He has driven an entire village mad, and they will attack you on sight. Nefashu has killed five Warriors, three Adepts, and a Master already. Use extreme caution.
The Council is the sole governing body of the Guild. They have full access to Guild resources, including members, and may use them as they see fit. There are twelve Councilmen, but only three are required to be present at the headquarters at any given time. They hold meetings to discuss strategy, large operations, and any other important issues. Certain issues may be resolved by a single Councilman, while others require a meeting. A single Councilman may issue an assignment classed B or lower. At least five are required for class A assignments, and all twelve are necessary for class S assignments. Authorizing a high-tier artifact requires at least a 2/3 majority vote with at least three Councilmen present.
At the summer and winter solstices, all twelve members are required to report for a general meeting, and may request the presence of any guild members. Each issue is brought to the floor by a single Councilman who introduces the problem and proposes a recommended solution. Each Councilman speaks their opinion in turn without interruption, until the discussion returns to the first Councilman, who then provides a closing statement. Any Masters present are placed evenly between the Councilmen in the speaking cycle. The Councilmen then vote on the issue; abstaining or prolonging the issue is not allowed. In the even of a tie, the Masters then cast a tiebreaking vote. The Council always ensures that there are an odd number of Masters present. Issues to be discussed are listed in advance as Class 3 restricted information so that everyone present at the meetings may be properly prepared.
Magic and Artifacts
Magic is the use of mana to bring about physical phenomena that would otherwise be considered physically impossible. Many people devote their lives learning how to harness mana and have become very powerful assets to the guild. Spirits are generally born with certain magical abilities that make them naturally powerful beings. Humans must spend a great deal of time and effort mastering the art, however, they are not bound by their natural limits in terms of what they can learn. Some mages and spirits are capable of creating objects that possess magical qualities of their own that can be utilized by an untrained person. These objects are called artifacts, and their use and creation is regulated by The Guild.
All spirits are required to wear a brand, a tattoo the goes across their forehead in their mortal form symbolically representing their race. Spirits are not allowed to cover or conceal this brand in any way and upon being discovered they must immediately set up an appointment within one month to obtain a brand. Children and pregnancies must be reported to The Guild by the time of birth, and an appointment must be set up before the child’s third birthday. Typically, spirits will report to either the Guild headquarters or a local Guild station for their branding, but in some circumstances, and Adept or Master will perform it on site. As a part of the branding procedure, the spirit will have to report all personal information, such as name, age, occupation, and any non-human abilities that they might possess. Using an ability that has not been reported is grounds for execution.
A brand possesses magical qualities that allow The Guild to locate any branded spirit. It does not physically disable the spirit in any way, nor does it put any kind of physical or magical strain on the body. Despite claims that a brand can have adverse effects on health, no empirical evidence has been brought forth to The Council to support this claim. Likewise, there is no way for The Guild to physically restrain a spirit using a brand alone. Further information on branding is class 2 restricted.
Name: (The Guild requires that members provide both their birth names and all known aliases.)
Age: (The Guild requires spirits to provide their true age and mandates that they select a single age for their mortal form. Any changes to the age of a spirit’s mortal form must be approved by The Council.)
Gender: (The Guild forbids spirits from taking mortal forms that do not reflect their true gender.)
Race: (The Guild requires all spirits to reveal their true forms so that they may receive the appropriate brand for their race.)
Appearance: (The Guild keeps a physical description or portrait of all members on record. The Guild requires all spirits to report any physical changes to their mortal forms.)
Personality: (The Guild psychologically profiles all members to gain an accurate assessment of their demeanors and keeps these records on file should need for this information arise.)
Weapons and Abilities: (The Guild requires all members to report any and all magical abilities or expertise they possess and forbids the use of any magic that has not been duly reported. Likewise, all magical artifacts and weapons must be reported and authorized by The Council.)
Background: (The Guild will perform a thorough background check on all members. Those with mysterious pasts should expect to have a majority of their mysteries uncovered in this report.)
1.) The GM’s word is law. I reserve the right to change any aspect of this RP or its rules at any time. Likewise, I reserve the right to delegate and remove authority to and from any member of this RP. If I say somebody is in charge of an event, give them the same respect you would give me.
2.) Respect your fellow roleplayers. Do not insult or argue with any people in this thread. Any issues or disputes should be brought to my attention privately so they can be resolved in a civil manner.
3.) I expect your posts to be at least one well-written paragraph in length, but no more than three paragraphs unless circumstances necessitate otherwise. If you find this requirement difficult to meet, talk to me and I can analyze your posts and give you some pointers.
4.) Please post in default font size and style. If you wish to use a color, then please make sure it is clearly visible. If you wish to post a picture, please make sure that you devote at least as much area to actual text as you do to the picture. Additionally, keep all OOC in the OOC thread.
5.) Have fun, and if you have any questions or concerns, let me know.
Richard (Novice), played by Akuma No Musuko
Hildr (Warrior), played by Konica
Keera (Warrior), played by Silverlight138
Lyra (Warrior), Played by ViridianHue
Ana (Warrior), played by PyroTheWolf
Jake (Novice), played by Ryushura
Ux (Warrior), played by Skeletalremnant
Xelas (Warrior), played by Ragendorf
Selene (Plague to humanity), played by Selene
Athan (Novice), Played by Athenshadow
*All played by AyakoSama
So, if anybody is interested, post your character skeletons here. Feel free to chat, ask questions, or offer any suggestions. Let's make this RP a good one.