Glad to see that you're interested. Here is the lore that I have fleshed out so far. I welcome any questions or ideas of your own. [center]Those That Walk Among Us[/center] In this world, there are beings that walk beside man, undetected, unnoticed. They live normal lives, have families, and you have probably invited a few into your home. Yet they are not human; they are not even of the same world. The worlds of man and spirits are usually completely separate realms, but from time to time a creature manages to slip into the world of man. Some simply seek a peaceful existence, while others seek conquest. There was a time when a man could not tell if one of these creatures was standing right next to him; villages would call on lone champions in a desperate attempt to slay a cruel invader. But times have changed. The Guild has existed for 212 years now. Its sole purpose is to alleviate the fear that came with the time of blindness. The Guild brands spirits that wish to live in peace for all to see, and kills those that don’t. Thus far they have been successful and have become the most powerful organization in the world. However, the rabbit hole goes quite a bit deeper than most people realize… [center]Spirits[/center] “Spirit” is the blanket term for all the supernatural beings that hail from the Spirit Realm. Certain beings in the Spirit Realm are able to open up rifts to the Mortal Realm, and for a fee, spirits may cross over. There is immense diversity amongst the spirits, and they can take on virtually any form imaginable, but the more powerful the spirit, the more difficult it is for them to enter the Mortal Realm. The Guild has not worked out all the details of how the spirits invade, but there are limitations that prevent a full-scale invasion. Spirits generally possess supernatural abilities and physical abilities well beyond those of a mortal. All spirits can take on a human form that is completely indistinguishable from a mortal. Detecting a spirit in disguise would require tricking a spirit into using its powers. Spirits do not age as mortals do. Once they reach adulthood, they remain a constant age, though some factors other than time may cause them to grow old depending on the spirit in question. Spirits can reproduce, much like a mortal, and can even have children with a mortal. Children of a spirit and a mortal generally possess the spirit’s powers, and some of its physical features, but not its longevity; they will age like any mortal. In order to live peacefully among the humans, the spirits must follow a strict set of laws mandated by The Guild. All spirits must wear a brand – a tattoo designed by The Guild – across their forehead that indicates exactly what kind of spirit they are. This brand may not be concealed or obstructed in any way. The brand has no adverse effects on the spirit that wears it and costs the spirit nothing. If a new arrival pleads ignorance of this law, they must schedule an appointment for their branding upon discovery. Spirits will find the process more convenient if they seek out The Guild on their own accord. Spirits must report any childbirths to The Guild within one year of giving birth. They must then schedule an appointment to have their children branded. They will find the scheduling more accommodating if they report in a timely fashion. In addition to wearing a brand, spirits must register their human form with The Guild, and may not make any major alterations to it. Exceptions include changing hair style, or any other fashionable thing a normal human might do. If a spirit wishes to take a new human form, it must schedule a hearing with The Guild and present a case as to why they need the new form. If accepted, the spirit may register the new form, and will no longer be permitted to take the old form. If a spirit follows these laws, it is considered equal to a human in every way. Failure to comply results in swift extermination. [center]The Guild[/center] The Guild is comprised of humans and spirits of notable ability. Anyone may apply, but only those who are deemed to have useful skills may join. The Guild is led by The Council, seven of the most senior, most knowledgeable, and most powerful members. All Guild missions must be written by a Council Member. Missions are given a rank from D through S based on the danger of the mission and potential political consequences of carrying it out. D missions may be given on a whim. C and B missions require formal paperwork. A missions require the approval of at least 3 Council members. S missions require a formal Council meeting and must be approved by 6 of the 7 Council members. The Guild HQ is like a small town on its own, located in the heart of Ashglade, the major city in the center of the world. It is surrounded by enormous stone walls and protected by countless magic wards; nobody gets in without permission. It has living quarters, training facilities, a massive library, and numerous vendors that have been granted permission to set up shop within their walls. The Council room is located in a small palace in the center of it all. It is considered to be the most unassailable point in the world. Guild members can have a diverse set of abilities, from being a pure warrior, to being a mage, to simply being a medic, but they are all ranked in a hierarchical system. A New Blood is a member that has not yet completed a mission. They are given a bedroll, and little else, and are expected to stay out of the way and do as they are told. After completing a mission, they attain the rank of Apprentice. Apprentices are given a shared living space and although they must still follow orders, the shittiest jobs are usually delegated to the New Bloods. After completing several missions without screwing up, members are given the rank of Warrior. Warriors get their own small rooms and can delegate menial tasks to lower ranking members. They are respected, but not revered, as they are only in the middle of the chain. If a Warrior displays notable skills among his peers, he will attain the rank of Adept. Adepts are given comfortable living quarters and are considered veterans. They decide what tasks need to be done around The Guild and are often assigned as leaders for team missions. At this rank, the also receive training on how to brand a spirit, and gain access to level one restricted information in the library, and may attend certain council meetings. If an Adept continues to show excellence, the council may hold a meeting to decide whether they are worthy of the rank of Master. A 5/7 vote is necessary for the member to attain this rank. Masters live like noblemen, though they have usually seen too much hardship by this point to let it get to their heads. Their orders in around The Guild are as good as any council member’s, and they are treated with the utmost respect. They may assign members to missions, may give out D rank missions, gain access to level two restricted information in the library, and may speak at council meetings. Despite this formal hierarchy, The Guild functions more like a huge family. Respect is earned, not handed out, and when the members are on the hunt, the only people they can trust to have their back is their fellow Guild mates. * * *