[HEADING=1]THE YEAR IS 2025[/HEADING]
After the rescue of the Faerie realm and the opening of the gateways to the worlds of Aurica and Arcania, our world has changed. A Techno-magical revolution swept the world and without the veil of secrecy hiding magic and monsters from us, humanity has rapidly advanced and has grasped at magical power and technological innovation. The modern era has arrived in the form of steampunk techno-magic which powers the roaring cities riding the wave of prosperity.
But the world is not safe. Evil still lurks in darkened rooms and killers still walk the foggy streets. Separating us from total anarchy is the Conclave, the rulers of many magical and monstrous organizations that meet with our world leaders and decide the law that governs the worlds. The laws laid down in 1992 in the signing of the Midnight Accords marked the beginning of integration and universal law, as well as a partition of power for the law-enforcing groups which had long been in the shadows now coming into the light.
Taking the British Empire as their territory, the Guardians of Light have forever been the solemn protectors of the British isles and for a time the whole world before their power was curtailed. Never ranging outside of their jurisdiction, the Guardians have settled however uneasily into their role as police for the British isles. Until the eruption of a conspiracy that threatens to topple the Conclave and bring about the end of days appears in the form of thirteen omens coming to pass, the protectors of common humanity from the magical forces much stronger than they must band together or be consumed by darkness.
[HEADING=2]NIGHT SHALL FALL ETERNALLY[/HEADING]
August 5th, 2012
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CODE OF CONDUCT
THERE SHALL BE NO...
-Trechcoating
-Mary Sue-ing
-Breaking of any community rules or guidelines
YOU SHALL...
-Heed the GM at all times
-Understand that all GM decisions are final
-Use spoiler tags to cover out out-of-character chat
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mind the release date of August 5th, 2012 and send your characters to me in private message and you will be given the clear to post it in the thread. This is not a dice or pen and paper RP, this is entirely story-based and story-driven. Please join our Escapist Group here [http://www.escapistmagazine.com/groups/view/The-Guardians-of-London-Story-Based-Role-Play] for information about the RP, questions and to chat with fellow players or discuss previous chapters or Echelons.
Welcome, players to the world of the Guardians. I am your GM and host, Lord_Ascendant. I will NOT be playing a character this time, but will be playing the part of the narrator. Again, welcome toCity 17 the world of the Guardians.
After the rescue of the Faerie realm and the opening of the gateways to the worlds of Aurica and Arcania, our world has changed. A Techno-magical revolution swept the world and without the veil of secrecy hiding magic and monsters from us, humanity has rapidly advanced and has grasped at magical power and technological innovation. The modern era has arrived in the form of steampunk techno-magic which powers the roaring cities riding the wave of prosperity.
But the world is not safe. Evil still lurks in darkened rooms and killers still walk the foggy streets. Separating us from total anarchy is the Conclave, the rulers of many magical and monstrous organizations that meet with our world leaders and decide the law that governs the worlds. The laws laid down in 1992 in the signing of the Midnight Accords marked the beginning of integration and universal law, as well as a partition of power for the law-enforcing groups which had long been in the shadows now coming into the light.
Taking the British Empire as their territory, the Guardians of Light have forever been the solemn protectors of the British isles and for a time the whole world before their power was curtailed. Never ranging outside of their jurisdiction, the Guardians have settled however uneasily into their role as police for the British isles. Until the eruption of a conspiracy that threatens to topple the Conclave and bring about the end of days appears in the form of thirteen omens coming to pass, the protectors of common humanity from the magical forces much stronger than they must band together or be consumed by darkness.
[HEADING=2]NIGHT SHALL FALL ETERNALLY[/HEADING]
August 5th, 2012
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CODE OF CONDUCT
THERE SHALL BE NO...
-Trechcoating
-Mary Sue-ing
-Breaking of any community rules or guidelines
YOU SHALL...
-Heed the GM at all times
-Understand that all GM decisions are final
-Use spoiler tags to cover out out-of-character chat
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RACES
Human: Common, every-day human. A mortal being.
Athame: Underground-dwelling creature with orange scaly skin, toad-like features with short bodies.
Fae: Willowy elvish creatures with picture-perfect beauty and grace.
Illrian (Daemon): Gray, chalky skinned creatures that were once angels. Have burned or scorched feathery wings and glowing eyes of any primary color. Have horns of varying kinds and textures.
Lycanthrope: A shape-shifter cursed by the bite of a Loup-Garou or powerful Lycanthrope which takes the form of a gigantic wolf who is the sire of the lesser Lycanthropes under it, though a cursed individual can release themselves from the grip of a Loup-Garou's power and the lunar cycle through meditation in which one tames their inner beast, which puts their transformations purely under their control. Most often a Lycanthrope finds their Loup-Garou is part of the Cult of the Mooon, nine Loup-Garous who do not use their power to force change and live only by the moon's cycle. Some, however, undergo the desecrating ritual which transforms human to lycanthrope and dominate those they curse.
Demalion: A wispy, half-transparent faerie creature known for their fleeting beauty and their power over nature. A Demalion can control the elements with a word and use their voice to invoke their power.
Nymph: A faerie creature which always has shimmering copper hair and a slender body which can transform into an animal shape or even a tree or bush. They can speak to animals and plants, and do not go willingly into cities.
Dryad: Tree-folk that look humanoid but are made entirely out of tree bark and other trappings of trees. They can speak with trees and even give them life, creating Treants.
Daedra: The gold-eyed, fair skinned elvish creatures of Aurica whose zealous hatred of non-Daedra caused a war which wiped out all other creatures but Daedra and drove the humans from that realm. However, surviving populations of Dragons still live there and still fly to Dragon Rock to crawl into the Pantheon and roar the proclamations of the Great Wyrms to the other Dragons. A Daedra disdains all other non-Daedra and only grudgingly respects Dragons...though some rare few look beyond their conditioned hatred of non-Daedra.
Silith: Fire-creatures with dark amber colored skin that live in the eternal night of Arcania. They are impervious to fire and actually bathe in it.
Darklings: Black-gray skinned elvish creatures with sharp teeth and eyes with superior night vision. They are able to speak with insects and spiders, and they often have giant ones as pets.
Weirds: Elemental beings made entirely of one element (Air, Earth, Water or Fire) that hail from Arcania, usually worshiped by the humans of that realm.
Vampire: A strange life-force devouring creature that are unique depending on the House they hail from. 90% of the Houses were wiped out in their sleeping crypt, leaving only three Houses. Crellyx are the House of icy beauty, and are "white-blooded" meaning they drink the very essence of a living thing's soul with a touch. Something a Crellyx must suppress if they wish to embrace another non-Vampire. Argus are "red-blooded" and drink blood from the veins of the living, and are the embodiment of passion. Saras are "black-blooded" and eat the corpses of the dead, their own bodies rotten though hidden by the rejuvenation effects of their corpse-eating, they are the embodiment of beauty which hides ugliness. A Crellyx in its true non-human form is thin and tall, with pale white skin and an oval head with large black eyes and small, fang filled mouths. They have a set of vestigial wings which have no membrane, their legs are jointed in the reverse of the usual human knee. An Argus is a thick-muscled creature with red slimy skin, a long serpent-like tongue which is rough like sandpaper. They have wing membranes under their arms which they use to glide but never to truly fly. A Crellyx may not be in the presence of holy items lest they burn, an Argus may not touch neither salt nor garlic or roses for they are adverse to the flesh of an Argus, a Saras may not see the kiss of daylight lest their flesh burn and slough off.
Star-Born: Centuries old beings created during the fall of Thassaria, the previous world humans made home. Once human they are completely and irrevocably changed into insane creatures that look as though made by Lovecraft. They can leap large heights or distances easily, can survive in total vacuum and can use any form of fire as a portal or gateway. They have magical powers far beyond the norm and are capable of great feats.
TYPES OF MAGIC
Natural Magic: Born with innate power in one kind of magic.
Pyromancy- Fire
Cryomancy- Cold
Aquamancy- Water
Terramancy- Earth and Magnetism
Aeromancy- Air and Weather
Auramancy- Able to see and manipulate magical auras
Sanguinamancy- Blood and living bodies
Fortunamancy- Fate and probability (Caveat: Can create undesired effects the more grandiose the effect desired)
Phasmamancy- Spirits, ghosts and ectoplasm (Caveat: Has a spirit guide to bring user through land of the dead)
Imperiomacy- Mind (Caveat: Can cause metal problems)
Perditiomancy- Destruction (Caveat: Builds up in body, can cause uncontrolled destruction of self or anything else)
Bartered Magic: Received by making a pact.
Thaumaturgy: Hell magic that can reach a million miles, as long as you've got a little bit of hair or blood.
Necromancy: Can raise the dead and can smite the living, and are completely immortal though one must submit to an eventual darkness which will take you away and the laws of the Necromancers.
Light: The faithful in the Light, the good deity, can be given holy power.
Bloodline Magic: Only one is known so far...always in place of Natural magic, and trumps Bartered magic in power. You cannot be both a Natural mage and a Bloodline mage.
Dragon Bloodline- Creates the four colors of draconic magic: Red, Blue, Black and White. Red Mages are total chaotic energy, Blue Mages are carefully controlled illusions and manipulations of the world around them, Black Mages are passion and emotion using dark energy to achieve their ends, White Mages are purity and can heal the afflicted or the hurt. A dragon-blood can do anything within their type although it requires concentration and energy expenditure which can kill someone who overexerts.
ORGANIZATION/ALLEGIANCE
Guardians of Light- Protectors of the British Empire.
Ranks: Initiate- Just starting, learning the ropes of their magic and weapons.
Apprentice- Learning how to the be a Guardian, basically how to be a cop.
Guardian of Light- A full "cop", the common rank and file.
Master- Teaches Apprentices and is generally seen as an "elder" Guardians.
High Master- The rulers of the Guardians, can use Light magic and no longer age, holding the age at their ascendance until the end of their natural lives.
Ordus Sanctorum- Solemn monastic-like organization hailing from the United States. Broken into Protectorum Serai and Secreta Secretorum. The Protectorum Serai serves as the hand of justice which metes out punishment to those magicians and creatures that break the law. The Secreta Secretorum is charged with hiding terrible secrets from the public which could destroy the federal government and create anarchy simply by speaking a word of them.
Ranks: Neophyte Serai- Just starting, usually learning the mysteries of the Ordus Sanctum's Stoic Path.
Ordu-Serai- Agents of the Ordus Sanctorum, the hand of punishment which deals with breaches of law and order which concerns the use of magic or non-humans.
Serai-Ascendra- Higher Serai, usually wear a red and gold symbol to show their status. Tasked with commanding other lower Serai.
Secreta Secretorum Listener- A silent informer of the Ordus Sanctorum, undercover.
Secreta Secretorum Keeper- A protector of the Ordus Sanctorum's archives of secret knowledge forbidden to the public, when a secret is discovered by a Listener, a Keeper is dispatched to remove the threat.
Parliament of Elders- The six eldest members of the Ordus Sanctorum; three Serai and three Sectretorum. (Players cannot be part of the Parliament)
The Order of the Stewards (RHYLE)- Secretive protectors of mainland Europe except for Switzerland, they bear the Steward's Mark. A symbol which marks them as meant for the Rhyle, bonded with an Angel the same way an Illrian bonds with their Daemon.
Ranks: Student- A long, grueling training process separates one who bears a Steward's Mark and a true Rhyle Knight.
Knight- Named a knight of the Rhyle, they must prove themselves to their masters and undergo a special, secret ritual known only to the Rhyle.
Elder- Those who reach a venerable age are retired from active duty to teach the new generation.
The Gray Knights- Gray-eyed humans empty of all emotion or inflection, created to pursue the "Inevitables" (All life ends, The guilty are punished, An agreement must be upheld, That which is stolen is retrieved)
Ranks: Gray Knight- After a long, grueling process of solitary confinement and deprivation a human becomes emotionless and is subjected to the ancient Annatang ritual of purification all preists once went through, creating the gray-eyed priests whose words wove magic. The chants of a Gray Knight weave Light magic, speaking litanies and psalms to create light or banish evil. Stronger than five men combined, when enraged a Gray Knight becomes Unbidden and begins to transform.
Blackguard- Those who become Unbidden and unleash their emotions start on a path to destruction and madness, their powers become twisted by their emotions and their agony at their training that they turn from Light magic and channel pure Dark magic which can corrupt and bring agony to the living but is a balm to the dead.
The Daggerspell Clan- Operating within Asia from China to Indonesia, the Daggerspell Clan uses their magic and skill with daggers and other similar weapons to create a fearful image.
Ranks: Unworthy- The lowest, most degraded members of the clan. They are learning the power of Weaving, combining knifeplay and magic.
Worthy- Those who master the art are apprenticed to a current Artisan.
Artisan- Those who are full members of the clan who practice the art of Weaving.
Thaumaturgist's Guild- Those who broker power from demonic entities are Thaumaturgists and this is their sanctioned guild which has taken over South America and it is now in the full grip of the demons and devils which come from the Abyss.
Ranks: Unsanctioned Member- Those who are unlicensed but still learning, within the year and a day of their infernal contract.
Guildmage: Given all the rights of a full member, licensed to thrill. No longer bound by their contract with their patron demon or devil.
The Necromantic Order- Necromancers are all members of this organization which combines common Necromancers, powerful Death Barons, overwhelmingly powerful Necroprinces and the even more powerful Dark Six who are overshadowed by the Groom and the Bride, the Lurker-In-The-Dark and the Grey Maiden...the 5,000,000 year old human who transcended death and his bride, the Angelic keeper of the land of the dead.
Ranks: Necromancer- A common Necromancer who enters the dark covenant and will one day be consumed the darkness of the Grey Maiden.
Death Baron- Those who through great skill, power and prestige become masters of the art of undeath become Death Barons, able to command vast numbers of Necromancers and common undead.
Necroprince- Crown princes of the undead are able to revert to their undead forms at will and take on more powerful forms, adding to their majesty with parts from other things and creating magical effects.
Dark Six- The six most powerful lords of undeath take on the same mantles though their true names may be different. The mantle of Gren, The Setting Sun symbolizes the twilight time between life and death, the time when a mortal being is dying. Ichabod is the punishment of the wicked, who is there is the moments of painful death and cackles gleefully as the truly evil breathe their last and punishes them in the land of the dead on their way into a lesser form. Grim is the Reaper, he who carries the scythe that cuts the life from the dying and reaps the souls of those on the threshold. Osiris is the preserver who lords over death rites and leads the dead from the mortal world into the world of the dead. Anubis is the final judge, the jackal god of Egypt who is the master embalmer and keeper of records. Seth the crusher of hopes finds those who cheat death through divination or prophetic warning, or attempt to live eternally through lichdom.
The Illrian Knighthood (Maledictum)- An Illrian Knight is not evil, they serve the Light and rise to defeat powerful creatures that are servants of the Darkness. Though they are horned and are bonded with Illrian Daemons. They serve the Illrian Shadow, head of the Maledictum or Knighthood who in turn is in the service of the High Lord of the Illrian Daemons who in turn is in the service of the Anchorites or the ibis-headed Illrian priests and the Anchorites are led by the Grand Anchorite. However the current Illrian Shadow is also the Archon, even more powerful than the Grand Anchorite (think of it as there being two popes. There's the non-divine, regular pope and the divine pope that does all the crazy stuff the regular pope can't do. Also the Archon is immortal.)
Rank: Illrian Knight- Once a human's Illrian Mark awakens their bonded Illrian comes forth and makes itself known, naming itself and changing the human's body and giving them chalky skin, longer arms and legs and clawed fingernails as well an impressive set of horns. A human who is an Illrian Knight may allow their bonded Illrian to speak through them, giving them glowing eyes of one set primary color and warping their voice.
The Order of the Black Rose- The inquisitors who keep a tight-fisted grip on those who practice magic or are a non-human within the Third German Empire. They are known for leaving black rose petals on their victims.
Ranks: Trainee- Those who master dark magic in order to control their fellows
Inquisitor- Full inquisitors who keep an iron grip on magic and monsters within the Third Reich.
Grand Inquisitor- Leaders of the Black Rose.
The Order of the Red Star- The Russian communist leaders commissioned this secret police force which wears a small red star signifying their power to practice magic and search out those who practice magic illegally or those non-humans unlucky to be untagged by the government.
Rank: Red Star- There is only one rank and those who submit and agree to report on their fellows are rewarded with freedoms and privileges.
The Elders of Zion- The jewish group of magic-users which protects the welfare of jews worldwide but who have taken the authority to control most of the middle-east which chafes under the very benevolent control of the Elders.
Ranks: Neophyte- Just entering the mysteries of jewish mysticism and the practice of magic intertwined with faith.
Zionite- One who has finished their training and is ready to spread peace and justice.
Elder- One who has reached old age and gives up their Ziotine powers in exchange for teaching the Neophytes and meditating on mystic texts or writing their own.
The Order of Avalon- The ancient priesthood of the Reformist Path who live on Avalon, an isle between Britain and Ireland where their entire order is found including its guardian, the last dragon Io.
Ranks: Initiate- Before one is a priest or priestess, one must learn how one is to be a priest or priestess. They must remain virgins while they are Initiates, because their rites to become full Priests or Priestesses include loosing their virginity. (Don't worry, it's not to Mr. Herbert or anything weird like that...)
Priest/Priestess- A full member of the Order who practices Light magic and is blessed with the power of healing and who bask in the power of the World Tree, giving them the power to control many kinds of natural magic as long as they are on Avalon.
High Priest/Priestess- The single highest member of the Order, able to control Light and Dark magic equally using the Mantle of Avalon which channels that magic and gives them a connection with the World Tree always, allowing them to work any kind of natural magic any time anywhere.
The Dreamers- The mystics and seers that guide non-arab Africa as well as the Caribbean islands and anywhere else africans were taken to. These powerful seers are not to be trifled with, for they are in contact with creatures from the Far Veil, a Jahi known as Baron Samedi otherwise known as the chief spirit of Voodoo is their highest and most venerated spirit, also called Three Spades for his symbol.
Rank: Dreamer- A Dreamer can enter a catatonic state where they "dream" of things to come and can foretell the future but never the hour of one person's death but great catastrophes are not clouded from their sight. Bonded with a Jahi, an invisible serpent creature that slithers into the body through the throat and gives a Dreamer the power to Dream but can also control their bodies in this state, to sometimes commit evil acts...something the Lord of the Jahi cares not for.
WEAPONS
Anything period for steampunk modern, so assault rifles are ok as long as they are clockwork or something similar. Any kind of martial weapon is also allowed.
CREATE A BIO
Give me a small synopsis of your character's story or history. Give me any relevant details to their lives up to the present.
DESCRIPTION
Self-explanatory description of your character.
SKILLS
Any relevant skills your character may possess such as cooking or engineering.
ZODIAC SYMBOL
Important to a mage or any human, they worship their symbol as one of the Great Guardians or demigods. They offer incense or candles to their symbol. The possible are the following: Ares, Capricorn, Pisces, Cancer, Saggitarius, Gemini, Virgo, Libra, Leo, Aquarius and Scorpio.
Human: Common, every-day human. A mortal being.
Athame: Underground-dwelling creature with orange scaly skin, toad-like features with short bodies.
Fae: Willowy elvish creatures with picture-perfect beauty and grace.
Illrian (Daemon): Gray, chalky skinned creatures that were once angels. Have burned or scorched feathery wings and glowing eyes of any primary color. Have horns of varying kinds and textures.
Lycanthrope: A shape-shifter cursed by the bite of a Loup-Garou or powerful Lycanthrope which takes the form of a gigantic wolf who is the sire of the lesser Lycanthropes under it, though a cursed individual can release themselves from the grip of a Loup-Garou's power and the lunar cycle through meditation in which one tames their inner beast, which puts their transformations purely under their control. Most often a Lycanthrope finds their Loup-Garou is part of the Cult of the Mooon, nine Loup-Garous who do not use their power to force change and live only by the moon's cycle. Some, however, undergo the desecrating ritual which transforms human to lycanthrope and dominate those they curse.
Demalion: A wispy, half-transparent faerie creature known for their fleeting beauty and their power over nature. A Demalion can control the elements with a word and use their voice to invoke their power.
Nymph: A faerie creature which always has shimmering copper hair and a slender body which can transform into an animal shape or even a tree or bush. They can speak to animals and plants, and do not go willingly into cities.
Dryad: Tree-folk that look humanoid but are made entirely out of tree bark and other trappings of trees. They can speak with trees and even give them life, creating Treants.
Daedra: The gold-eyed, fair skinned elvish creatures of Aurica whose zealous hatred of non-Daedra caused a war which wiped out all other creatures but Daedra and drove the humans from that realm. However, surviving populations of Dragons still live there and still fly to Dragon Rock to crawl into the Pantheon and roar the proclamations of the Great Wyrms to the other Dragons. A Daedra disdains all other non-Daedra and only grudgingly respects Dragons...though some rare few look beyond their conditioned hatred of non-Daedra.
Silith: Fire-creatures with dark amber colored skin that live in the eternal night of Arcania. They are impervious to fire and actually bathe in it.
Darklings: Black-gray skinned elvish creatures with sharp teeth and eyes with superior night vision. They are able to speak with insects and spiders, and they often have giant ones as pets.
Weirds: Elemental beings made entirely of one element (Air, Earth, Water or Fire) that hail from Arcania, usually worshiped by the humans of that realm.
Vampire: A strange life-force devouring creature that are unique depending on the House they hail from. 90% of the Houses were wiped out in their sleeping crypt, leaving only three Houses. Crellyx are the House of icy beauty, and are "white-blooded" meaning they drink the very essence of a living thing's soul with a touch. Something a Crellyx must suppress if they wish to embrace another non-Vampire. Argus are "red-blooded" and drink blood from the veins of the living, and are the embodiment of passion. Saras are "black-blooded" and eat the corpses of the dead, their own bodies rotten though hidden by the rejuvenation effects of their corpse-eating, they are the embodiment of beauty which hides ugliness. A Crellyx in its true non-human form is thin and tall, with pale white skin and an oval head with large black eyes and small, fang filled mouths. They have a set of vestigial wings which have no membrane, their legs are jointed in the reverse of the usual human knee. An Argus is a thick-muscled creature with red slimy skin, a long serpent-like tongue which is rough like sandpaper. They have wing membranes under their arms which they use to glide but never to truly fly. A Crellyx may not be in the presence of holy items lest they burn, an Argus may not touch neither salt nor garlic or roses for they are adverse to the flesh of an Argus, a Saras may not see the kiss of daylight lest their flesh burn and slough off.
Star-Born: Centuries old beings created during the fall of Thassaria, the previous world humans made home. Once human they are completely and irrevocably changed into insane creatures that look as though made by Lovecraft. They can leap large heights or distances easily, can survive in total vacuum and can use any form of fire as a portal or gateway. They have magical powers far beyond the norm and are capable of great feats.
TYPES OF MAGIC
Natural Magic: Born with innate power in one kind of magic.
Pyromancy- Fire
Cryomancy- Cold
Aquamancy- Water
Terramancy- Earth and Magnetism
Aeromancy- Air and Weather
Auramancy- Able to see and manipulate magical auras
Sanguinamancy- Blood and living bodies
Fortunamancy- Fate and probability (Caveat: Can create undesired effects the more grandiose the effect desired)
Phasmamancy- Spirits, ghosts and ectoplasm (Caveat: Has a spirit guide to bring user through land of the dead)
Imperiomacy- Mind (Caveat: Can cause metal problems)
Perditiomancy- Destruction (Caveat: Builds up in body, can cause uncontrolled destruction of self or anything else)
Bartered Magic: Received by making a pact.
Thaumaturgy: Hell magic that can reach a million miles, as long as you've got a little bit of hair or blood.
Necromancy: Can raise the dead and can smite the living, and are completely immortal though one must submit to an eventual darkness which will take you away and the laws of the Necromancers.
Light: The faithful in the Light, the good deity, can be given holy power.
Bloodline Magic: Only one is known so far...always in place of Natural magic, and trumps Bartered magic in power. You cannot be both a Natural mage and a Bloodline mage.
Dragon Bloodline- Creates the four colors of draconic magic: Red, Blue, Black and White. Red Mages are total chaotic energy, Blue Mages are carefully controlled illusions and manipulations of the world around them, Black Mages are passion and emotion using dark energy to achieve their ends, White Mages are purity and can heal the afflicted or the hurt. A dragon-blood can do anything within their type although it requires concentration and energy expenditure which can kill someone who overexerts.
ORGANIZATION/ALLEGIANCE
Guardians of Light- Protectors of the British Empire.
Ranks: Initiate- Just starting, learning the ropes of their magic and weapons.
Apprentice- Learning how to the be a Guardian, basically how to be a cop.
Guardian of Light- A full "cop", the common rank and file.
Master- Teaches Apprentices and is generally seen as an "elder" Guardians.
High Master- The rulers of the Guardians, can use Light magic and no longer age, holding the age at their ascendance until the end of their natural lives.
Ordus Sanctorum- Solemn monastic-like organization hailing from the United States. Broken into Protectorum Serai and Secreta Secretorum. The Protectorum Serai serves as the hand of justice which metes out punishment to those magicians and creatures that break the law. The Secreta Secretorum is charged with hiding terrible secrets from the public which could destroy the federal government and create anarchy simply by speaking a word of them.
Ranks: Neophyte Serai- Just starting, usually learning the mysteries of the Ordus Sanctum's Stoic Path.
Ordu-Serai- Agents of the Ordus Sanctorum, the hand of punishment which deals with breaches of law and order which concerns the use of magic or non-humans.
Serai-Ascendra- Higher Serai, usually wear a red and gold symbol to show their status. Tasked with commanding other lower Serai.
Secreta Secretorum Listener- A silent informer of the Ordus Sanctorum, undercover.
Secreta Secretorum Keeper- A protector of the Ordus Sanctorum's archives of secret knowledge forbidden to the public, when a secret is discovered by a Listener, a Keeper is dispatched to remove the threat.
Parliament of Elders- The six eldest members of the Ordus Sanctorum; three Serai and three Sectretorum. (Players cannot be part of the Parliament)
The Order of the Stewards (RHYLE)- Secretive protectors of mainland Europe except for Switzerland, they bear the Steward's Mark. A symbol which marks them as meant for the Rhyle, bonded with an Angel the same way an Illrian bonds with their Daemon.
Ranks: Student- A long, grueling training process separates one who bears a Steward's Mark and a true Rhyle Knight.
Knight- Named a knight of the Rhyle, they must prove themselves to their masters and undergo a special, secret ritual known only to the Rhyle.
Elder- Those who reach a venerable age are retired from active duty to teach the new generation.
The Gray Knights- Gray-eyed humans empty of all emotion or inflection, created to pursue the "Inevitables" (All life ends, The guilty are punished, An agreement must be upheld, That which is stolen is retrieved)
Ranks: Gray Knight- After a long, grueling process of solitary confinement and deprivation a human becomes emotionless and is subjected to the ancient Annatang ritual of purification all preists once went through, creating the gray-eyed priests whose words wove magic. The chants of a Gray Knight weave Light magic, speaking litanies and psalms to create light or banish evil. Stronger than five men combined, when enraged a Gray Knight becomes Unbidden and begins to transform.
Blackguard- Those who become Unbidden and unleash their emotions start on a path to destruction and madness, their powers become twisted by their emotions and their agony at their training that they turn from Light magic and channel pure Dark magic which can corrupt and bring agony to the living but is a balm to the dead.
The Daggerspell Clan- Operating within Asia from China to Indonesia, the Daggerspell Clan uses their magic and skill with daggers and other similar weapons to create a fearful image.
Ranks: Unworthy- The lowest, most degraded members of the clan. They are learning the power of Weaving, combining knifeplay and magic.
Worthy- Those who master the art are apprenticed to a current Artisan.
Artisan- Those who are full members of the clan who practice the art of Weaving.
Thaumaturgist's Guild- Those who broker power from demonic entities are Thaumaturgists and this is their sanctioned guild which has taken over South America and it is now in the full grip of the demons and devils which come from the Abyss.
Ranks: Unsanctioned Member- Those who are unlicensed but still learning, within the year and a day of their infernal contract.
Guildmage: Given all the rights of a full member, licensed to thrill. No longer bound by their contract with their patron demon or devil.
The Necromantic Order- Necromancers are all members of this organization which combines common Necromancers, powerful Death Barons, overwhelmingly powerful Necroprinces and the even more powerful Dark Six who are overshadowed by the Groom and the Bride, the Lurker-In-The-Dark and the Grey Maiden...the 5,000,000 year old human who transcended death and his bride, the Angelic keeper of the land of the dead.
Ranks: Necromancer- A common Necromancer who enters the dark covenant and will one day be consumed the darkness of the Grey Maiden.
Death Baron- Those who through great skill, power and prestige become masters of the art of undeath become Death Barons, able to command vast numbers of Necromancers and common undead.
Necroprince- Crown princes of the undead are able to revert to their undead forms at will and take on more powerful forms, adding to their majesty with parts from other things and creating magical effects.
Dark Six- The six most powerful lords of undeath take on the same mantles though their true names may be different. The mantle of Gren, The Setting Sun symbolizes the twilight time between life and death, the time when a mortal being is dying. Ichabod is the punishment of the wicked, who is there is the moments of painful death and cackles gleefully as the truly evil breathe their last and punishes them in the land of the dead on their way into a lesser form. Grim is the Reaper, he who carries the scythe that cuts the life from the dying and reaps the souls of those on the threshold. Osiris is the preserver who lords over death rites and leads the dead from the mortal world into the world of the dead. Anubis is the final judge, the jackal god of Egypt who is the master embalmer and keeper of records. Seth the crusher of hopes finds those who cheat death through divination or prophetic warning, or attempt to live eternally through lichdom.
The Illrian Knighthood (Maledictum)- An Illrian Knight is not evil, they serve the Light and rise to defeat powerful creatures that are servants of the Darkness. Though they are horned and are bonded with Illrian Daemons. They serve the Illrian Shadow, head of the Maledictum or Knighthood who in turn is in the service of the High Lord of the Illrian Daemons who in turn is in the service of the Anchorites or the ibis-headed Illrian priests and the Anchorites are led by the Grand Anchorite. However the current Illrian Shadow is also the Archon, even more powerful than the Grand Anchorite (think of it as there being two popes. There's the non-divine, regular pope and the divine pope that does all the crazy stuff the regular pope can't do. Also the Archon is immortal.)
Rank: Illrian Knight- Once a human's Illrian Mark awakens their bonded Illrian comes forth and makes itself known, naming itself and changing the human's body and giving them chalky skin, longer arms and legs and clawed fingernails as well an impressive set of horns. A human who is an Illrian Knight may allow their bonded Illrian to speak through them, giving them glowing eyes of one set primary color and warping their voice.
The Order of the Black Rose- The inquisitors who keep a tight-fisted grip on those who practice magic or are a non-human within the Third German Empire. They are known for leaving black rose petals on their victims.
Ranks: Trainee- Those who master dark magic in order to control their fellows
Inquisitor- Full inquisitors who keep an iron grip on magic and monsters within the Third Reich.
Grand Inquisitor- Leaders of the Black Rose.
The Order of the Red Star- The Russian communist leaders commissioned this secret police force which wears a small red star signifying their power to practice magic and search out those who practice magic illegally or those non-humans unlucky to be untagged by the government.
Rank: Red Star- There is only one rank and those who submit and agree to report on their fellows are rewarded with freedoms and privileges.
The Elders of Zion- The jewish group of magic-users which protects the welfare of jews worldwide but who have taken the authority to control most of the middle-east which chafes under the very benevolent control of the Elders.
Ranks: Neophyte- Just entering the mysteries of jewish mysticism and the practice of magic intertwined with faith.
Zionite- One who has finished their training and is ready to spread peace and justice.
Elder- One who has reached old age and gives up their Ziotine powers in exchange for teaching the Neophytes and meditating on mystic texts or writing their own.
The Order of Avalon- The ancient priesthood of the Reformist Path who live on Avalon, an isle between Britain and Ireland where their entire order is found including its guardian, the last dragon Io.
Ranks: Initiate- Before one is a priest or priestess, one must learn how one is to be a priest or priestess. They must remain virgins while they are Initiates, because their rites to become full Priests or Priestesses include loosing their virginity. (Don't worry, it's not to Mr. Herbert or anything weird like that...)
Priest/Priestess- A full member of the Order who practices Light magic and is blessed with the power of healing and who bask in the power of the World Tree, giving them the power to control many kinds of natural magic as long as they are on Avalon.
High Priest/Priestess- The single highest member of the Order, able to control Light and Dark magic equally using the Mantle of Avalon which channels that magic and gives them a connection with the World Tree always, allowing them to work any kind of natural magic any time anywhere.
The Dreamers- The mystics and seers that guide non-arab Africa as well as the Caribbean islands and anywhere else africans were taken to. These powerful seers are not to be trifled with, for they are in contact with creatures from the Far Veil, a Jahi known as Baron Samedi otherwise known as the chief spirit of Voodoo is their highest and most venerated spirit, also called Three Spades for his symbol.
Rank: Dreamer- A Dreamer can enter a catatonic state where they "dream" of things to come and can foretell the future but never the hour of one person's death but great catastrophes are not clouded from their sight. Bonded with a Jahi, an invisible serpent creature that slithers into the body through the throat and gives a Dreamer the power to Dream but can also control their bodies in this state, to sometimes commit evil acts...something the Lord of the Jahi cares not for.
WEAPONS
Anything period for steampunk modern, so assault rifles are ok as long as they are clockwork or something similar. Any kind of martial weapon is also allowed.
CREATE A BIO
Give me a small synopsis of your character's story or history. Give me any relevant details to their lives up to the present.
DESCRIPTION
Self-explanatory description of your character.
SKILLS
Any relevant skills your character may possess such as cooking or engineering.
ZODIAC SYMBOL
Important to a mage or any human, they worship their symbol as one of the Great Guardians or demigods. They offer incense or candles to their symbol. The possible are the following: Ares, Capricorn, Pisces, Cancer, Saggitarius, Gemini, Virgo, Libra, Leo, Aquarius and Scorpio.
Mind the release date of August 5th, 2012 and send your characters to me in private message and you will be given the clear to post it in the thread. This is not a dice or pen and paper RP, this is entirely story-based and story-driven. Please join our Escapist Group here [http://www.escapistmagazine.com/groups/view/The-Guardians-of-London-Story-Based-Role-Play] for information about the RP, questions and to chat with fellow players or discuss previous chapters or Echelons.
Welcome, players to the world of the Guardians. I am your GM and host, Lord_Ascendant. I will NOT be playing a character this time, but will be playing the part of the narrator. Again, welcome to