Republic City Productions Presents:
An Original RP
Hosted & Co-Hosted by Officer Mako & hollowXcross
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Opening Theme Music
Closing Theme Music
"Vampires. Werewolves. Witches. And ghouls. Those are just a few of the bastards that we hunt. I don't have much patience, so let's get down to the nitty-gritty, shall we? Things are looking dark. Not just middle of the night dark. I'm talking right up the center of the devil's a****** dark. Which is great, I suppose, for people like me. People who make a living hunting things in the dark. But, for them, the people who are paralyzed with fear of the dark, well, it ain't so good for them. People, good people, are being slaughtered like livestock.
Now normally, I wouldn't give a damn, but it's starting to affect my coin purse. People are gettin' killed quicker than they are able to hire me. I'm having to kill those sons of b****es for free now. Plus, if the world really is coming to an end, I s'pose I best try and save it. Why? Because I'm one of the damned fools that lives here, that's why."
Distrust. Death. Oppression. And fear. These have become commonplace. People are afraid. Probably more afraid than they ever have been. The Church, the largely oppressive rulers, have tried to combat the situation, but have only succeeded in the ostracism and deaths of innocents. Darkness has gripped the land and no one is truly safe, there is no one you can truly trust.
I suppose that isn't such a bad thing for you though, is it? I mean you deal with this sort of crap everyday and it's as if you are accustomed to being surrounded by throngs of people anyway. Of course, you might be a little overbooked at the moment. There are only so many monster hunters and there are so many monsters. And unfortunately, gold is a bit scarce at the moment. So, maybe it isn't such a good thing for you after all.
You are one of the few who might survive this ordeal. That means you are one of the few that could possibly stop it.
1. All applicable YCM rules(especially the Advanced Clause) applies, no exceptions.
2. Be courteous, kind, and constructive in your interactions with the other RP members
3. Note that hollowXcross and I are hosts of this RP and what we say goes. I reserve the right to take control of characters to advance the plot, if need be, as well as ask you to remove/edit any IC post, or OoC post for that matter, that I deem problematic and/or disrespectful.
4. Participants will be limited to only two characters for the time being.
5. No reserves will be accepted, but WIP applications are fine.
6. Be sure to read over all the database material provided.
7. I reserve the right to add/edit/delete any rules as I see fit.
Disclaimer: The majority of the Database is borrowed from Hecate.
Note: This database will be edited and added on to as time goes on. Just because something isn't listed here, doesn't mean you can't explore it with your character.
Lycaon: In Greek mythology, Lycaon was a mortal king who dared to test Zeus and fed him the flesh of man in order to see if he was truly omniscient. As punishment, Zeus cursed Lycaon and turned him into what many consider the first werewolf. For the purpose of the RP, Lycaon was in truth the first monster hunter and to this date is the only known hunter that was able to slay an Archdevil. The Church has done their best to stamp out any texts that mention Lycaon as they do not want the public to think there is another entity that may save them from the darkness.
Monster/Witch/Demon Hunters: They go by many names, but they are all the same. Often referred to just simply as Hunters, these badasses hunt anything that goes bump in the night...for a price of course. For the most part, they are not associated with the Church and do their best to avoid using magic whenever possible. They are widely considered to be enemies of the Church.
The Inquisitors: Also known as Witch Hunters, these are not to be confused with actual Hunters. They are governed by the Church of Titania and kill more innocents than anything paranormal.
Silver and Salt
Silver has magic repelling properties. It is not absolute, but wearing a full suit of silver armour protects from direct magic (such as mental invasions) and weakens indirect magical attacks (fire magic etc.) It is capable of cutting and breaking magic. Again, it is not absolute, and the strongest spells can withstand it. Silver is poisonous to magical creatures, who feel pain and nausea when coming in contact with it and tremendous pain when cut with a silver sword. Sufficient contact with silver and the bloodstream can lead to death.
Salt also has supernatural affecting properties, the applications are widely varied.
While it is not possible for ordinary humans to directly contact with spirits, talismans are any sort of thing that can affect the spiritual world regardless. Examples include charms and amulets as well as magic circles and symbols.
Witches are those who are connected to the world of spirits. They are humans who can make interact with the spiritual world. Some are born with the ability, others only gain it upon coming close to or understanding the nature of death.
Spirits can either be called upon for favours or form contracts or otherwise Witches know how to enslave them, but enslaved Spirits, while obedient, lack a great deal of their power.
As most Spirits do not reside near civilized areas, Witches either live deep in the wilds where they can be attuned to the Spirits and Nature, or otherwise form contracts with Demons and dark spirits which dwell so long as there is darkness in men’s hearts. In addition to Spirits, Witches have discovered the ability to use the power of human souls, but souls can only be given willingly and once handed up, the Witch can understand the true nature of that being.
All Witches are female, but in this day and age both men and women can be accused of witchcraft.
The greatest Witches are nearly immortal and invincible, their mortal forms fueled by the power of hundreds of souls they have trapped inside them or Spirits they have enslaved. They do not age and they can regenerate limbs and even fatal wounds. They can change shape and some have even acquired the terrible forms of ancient gods. The only physical way to kill them is to behead them or to burn them away completely, although powerful magics can be utilized to directly extract a witch’s soul.
Those who have formed a contract with servants of darkness and been transformed body and soul are called Fausts, and are able to take on the forms of monsters (each Faust has a set monster form and can transform back and forth, as well as half-transform). Unlike Witches, Fausts lack the capability to truly control themselves and often end up going berserk, slaughtering everything they see. They are under a constant urge to destroy. Most Fausts in this era are created with a Witch’s power, and are bound by contract to a Witch. No written contract is needed, simply verbal consent and the Witch whisks away the contractor’s soul to infuse it with darkness, while transforming the body to a monstrous state. Those who have been imbedded with a sentient being’s power are able to transform at will.
Fausts grow more powerful by devourer the raw flesh of creatures while their soul has yet to leave their body. They absorb the soul into their own and the devoured soul is left in torment until the Faust is slain.
In ancient times, Fausts have also been created in contract with magical singularities such as Archdevils and Dark Gods through a powerful ritual. These Fausts were so powerful they were mistaken for natural disasters that wrecked the geography of the land. Behemoth, Goliath, Leviathan, all well-known monsters in mythology that were in truth Fausts.
Spirits are the forces that govern this world, from rain spirits to fierce volcano spirits, some control nature, while others, such as the Norns, control causality. Some are great and powerful and govern entire land masses, while others such as sprites group together in order to cause any physical effect on the world.
Otherwise called devils, they are the spirits of darkness and vary from mindless flesh-eating imps and ghouls to powerful princes of hell. They once walked the land during the Age of Spirits, but now sealed away and only are able to manifest into the physical world when dark feelings fester and ferment to serve as energy for their physical form.
The Church does not utilize the magic of spirits, and one does not have to be born with the capability to use it, although some are born with the talent for it. The capability to use the Church’s magic is unlocked when one reaches a height of religious fervor where everything else goes blank. The Church often employs the use of drugs and hypnosis in order to help its disciples attain this state of enlightenment. The Church’s magic comes from using one’s own life force, one’s own soul or spirit to make changes to the physical world, however the force of this is very small compared to the power which spirits wield. There are a select few who are born with the capability to wield Church Magic to a powerful extent, and these men and women are called Wisemen or Sages.
Occupying the western side of the great range of mountains which splits the world in two, Alteria has long been known as one of the most powerful nations of all. Founded in the ancient Age of Spirits by the warrior king Araghast Alter, the nation has endured more or less as it currently is since that time, although suffering a brief period of occupation by the Eldant Empire. The kingdom’s power comes from the great stores of natural resources in the form of stone and ore from within the mountains and wood from their forested slopes. The people of this mountainous nation are strong, hardy folk who live and die on either the many industries centered around harvesting their resources or else on the herds of equally hardy goats which they raise on the rocky slopes.
The capital city of Caranall may well be the most heavily fortified place in the world. Built out into the slopes of the greatest mountain in the range, it is here where the Cathedral of Walpurgis stands testament to the power of the Church. The city itself is built in its entirety out of stone, which has allowed it to stand strong against innumerable sieges in the past, and is surrounded by a structure called The Great Wall. Not a wall in the traditional sense, but rather a great section of the mountain where the slope has been cut away to leave a perfectly smooth wall up which no army could climb. The only way into the city is up what is called The Pilgrim’s Ladder, an immense winding trail cut out of the face of the wall and leading to the only gate into the city. Similar defensive measures can be seen on any of Alteria’s great cities, especially those which sit at the passes along the edges of the mountain range and guard entrance to the kingdom.
Covering much of the lands to the east of the Alterian Mountains is one of the largest nations in the world when accounting for only sheer land mass, so large that straying from the main roads throughout its span can leave travellers indefinitely lost. Thoroughly dominated by pine trees, the Vale lays claim to all of the lands north of the Merikak Desert from the mountains to the eastern coast. Fertile soil from formidable rainfall allows the trees in this region to grow to normally unimaginable heights, while spring-fed lakes and rivers both give them the water they need and contribute moisture to form the great banks of fog seen throughout the gently rolling hills and deep gorges of the land. Naturally, this nation’s prime export is wood taken from theses forests, while a great many hunters call this land home and thus provide a steady stream of game to both local and foreign markets. In places where the forests have been sufficiently cleared, farming communities spring up and take advantage of the high quality ground. With humid air leading to sweltering summers and harsh, unforgiving winters, the people of this land often build sturdy homes of the very lumber so many of them harvest for their livelihoods with special attention given to maintaining a comfortable temperature within.
Due to the dense vegetation found in this land, most people live within small hamlets built along the banks of rivers and streams or in those rare naturally occurring clearings where enough space can be fund to build houses and grow enough food to support the people living in them. Because of this, those living in this land became a close-nit, humble sort who rely on the land to survive. This reliance upon the land has spawned a set of folk beliefs and practices, rumours and legends which have survived the advent of the Church of Titania. Most popular among these include the fable of the culling of the lycanthropes, as well as the ancient druids who stole the rain for the Merikak Desert and hoarded it within the Vale.
The predisposition towards smaller communities does not mean that larger cities are unheard of, but they are as few and far between as the large hills and clearings in which they are built, and each is invariable surrounded by a great earthen well. The greatest of these cities is Brynmor, the capital of this nation where their sovereign resides. Built atop the largest hill in the region, this city holds a commanding view of the forest, and is surrounded by a full five leagues of cleared forest so that no approaching enemy might catch them off their guard.
Because of its sheer size, it is a rather politically unstable area. The land is divided up into a number of small regions where various self-dubbed monarchs hold power and are constantly disputing with each other over land either through tongue or steel, answering solely to the High Sovereign, named Queen or King depending upon their sex, of the Vale who is, in truth, the only true ruler of the Vale, yet it has became tradition to dub the lords of the large lands of the Vale as monarchs in their own right, particularly due to the absolute governance they’re given from the High Sovereign, save the High Sovereign’s own laws themselves. Communications between the chief monarchy and the certain regions can take months and the messengers may even fall prey to the many thieves and bandits that stalk the roads.
The Merikak Desert
Covering the southern portion of the eastern lands of the world, this region is both oppressively hot and unbearably cold at the same perplexing time. Here, it was said, was where the Demon King Beelzebub was born, transforming a once-fertile land into a sandy waste. This great expanse of sand interspersed with the occasional spot of scrubland or an exceptionally rare oasis stretches from the foothills of the Alterian Mountains to the sea, where the only cities in this region can be found. Well, perhaps it is inaccurate to say that no cities can be found in the desert itself, but those cities there are well-hidden. The reason for this is that, in recent years, the eternally shifting sands have become a haven for those fleeing persecution at the hands of the Church. There is no uniting culture here, as each and every community set up by these refugees is inevitably different from the rest. Even the coastal cities, who make their living off the bounty of the sea and trade with other nations via means of oceanic travel, are without any unified government. Instead each of these cities organizes itself and the surrounding area under a local governing body, the nature of which varies greatly from city-state to city-state.
There is a population of natives roaming the wastes themselves, a group of nomads reliant upon their herds of sheep for food and clothing. It is perplexing to many how these people, called the Merikaa by outsiders, can survive in such an unforgiving environment, let alone thrive to the extent that they do! Each time an outsider has come into contact with these people, they have found them welcoming and with food and drink to spare for those they come across in the wastes. Many who traverse the few land-routes through this place form working relationships with the Merikaa, allowing them to pass through the desert with relative ease and even trade for a surprisingly vast array of spices. Still, there are rumors that these apparently well-to-do people harbour dark arts and darker people, rumors which the church is indeed interested in investigating.
Occupying most of the interior lands to the west of the Alterian Mountains is a land of vast open fields and rolling green hills. This is Saresia, a land renowned in the outside world both for having more cattle than it does human inhabitants and the most skillful horsemen ever seen. The aforementioned horsemen being the reason that a nation which has few if any natural defenses in its landscape has managed to remain as a power for as long as it has. As flat as the landscape may appear if one merely glances at it, there are a multitude of rivers about which supply water both to the fields of well-irrigated grain that provide food for the human inhabitants and the cattle to which so many of them tend.
Because of the lack natural features on the land which can be used for defense, a great many of the cities and towns in this land are heavily fortified. They often feature deep moats surrounding a large wall either of packed earth or stone from one of the few quarries. Each town also invariably features at least one well providing water in the case of a siege cutting off their supply from outside the walls. This does not mean that the Saresians are experts in siege warfare, far from it in fact as they instead rely on organized forces of horsemen to defeat any force which would seek to destroy them. Another weapon they have traditionally used against their enemies is fire, and anyone who has seen one go out of control in field on a dry windy day can understand the reason why it has been so effective. These tactics have led to the rest of the world widely believing the Saresians to be Barbarians: an entirely unfair assessment. The people of the plains, though violent and barbaric to those who seek to destroy them, are a rather friendly and welcoming sort to those who don’t want to turn them into corpses. Of course an unfortunate addendum must be made to this, as they are a conservative people if nothing else, and tend to ostracize those that violate existing social norms to the point that they can no longer properly function in society. Their capital city, Verax, is likely the worst example of this as those deemed unfit to remain in the society within are thrown outside the walls after being branded upon the forehead with an easily recognizable mark. Those such marked would find it impossible to enter any of the country’s other towns or cities, as royal decree makes it punishable by death for a marked one to be allowed into any town. In stark contrast to this treatment of the undesirable are the many houses of knights operating in this nation, each and every one of them with their own unique moral code: usually including the virtues of Honor and Truthfulness.
The Church of Titania was born during the era of war, when men sought peace in their hearts. Originally founded by a group of soldiers who had grown tired of the near-endless cycle of conflict in the world, they came together and set about the worship of a hitherto unknown Goddess. It is unclear where the group obtained knowledge of Titania, but what is clear is that those devoted to her wielded great power to heal wounds and cure diseases with a simple touch. Because of this, they spread rather quickly through the world as a clerical order and were even welcomed in places where their peaceful ways were considered unfitting. Still, they wielded no great power or influence.
This changed during the Holy War against Beelzebub and his demons, as Walpurgis gathered the people of the world together and led them in battle against their otherworldly foes. Declared a living saint by the High Priest of Titania shortly before his death, though Walpurgis seemed to have good intentions they paved the road for something great and terrible. In the aftermath of the war, the nations of the world gave praise to Titania, who it seemed had sent a champion to lead them. The church capitalized on this, beginning an era of conversion in which the great majority of the people were brought into the light of the Goddess.
This proved to be an unprecedented increase in the power of this organization and its highest officials, and it is no fool who said that power corrupts. Over the centuries following this age of conversion the church gradually became more and more dogmatic, steadily looking towards other beliefs and practices with suspicion and hatred until finally the High Priest issued an edict declaring all those who did not follow Titania to be offensive in the Goddess’ eyes. This led to a great purge of both people and knowledge as other faiths were systematically eliminated and their holy texts burned.
In the present day, the Church of Titania is the organization that holds the greatest power in the land with the kings and queens of the various nations being little more than puppets of the High Priest. Things are the worst in Alteria, where the ruling family was recently disposed of and the nation taken fully under control of the Church. Saresia also owes allegiance to the church, and the High Priest and his Bishops see little reason to enforce their will there due to the mindset of the people. The Vale may well be the place where their force is felt the strongest, as on any given day the few large cities of that land may be host to a dozen Witch Hunters and hundreds of Blessed Guard, the militant arm of the church. Those that refuse entry to agents of the church have often found themselves accused of Witchcraft, and their citizens and servants alike have turned against them rather than face the punishment for serving a Witch. Still, as grand as that nation is, there are places the church cannot reach. The current High Queen of this region has long been suspected of Witchcraft by the church, and so she has been under scrutiny of the Witch Hunters with no evidence to support the claim found so far. Strangely, the Church has little presence in either the Merikak desert or the cities along its coast and those they send to remedy this seldom return. Some in the church believe this place to be accursed, thoroughly beyond the touch of their Goddess, and thus that it should be purged. As for any lands beyond, there are few places beyond the reach of the High Priest.
There have been three great eras in the history of the world. First came the Age of Gods or the Age of Creation. Little known is about this era, even the elder spirits were not yet all born yet in this age. In this era, the world sprang from the Chaos and the oldest of spirits, called Gods, were born. Much exact information on the nature of these “Gods” were lost with the Church’s destruction of this heretic knowledge. This era was an era of turmoil as the lands were shaped, the oceans were filled with fish and water, and the skies were painted.
Then came the commonly accepted time known as the Age of Spirits. Those known as “Gods” slumbered and left the governance of the world to their servants, the Spirits. Humanity was born somewhere in the early middle parts of this era. The birth of humanity was also the birth of conflict and war, something that was never seen in this youngworld. The exact details of the occurrence were unclear, but it was when Man tampered again with the primordial Chaos of the world that the Spirits known as Demons were born out of negative emotions.
And from the accretion of hate and death and Chaos sprang Typhon the greatest of Demons, reborn of the soul of first human King. He was the incarnation of the fetid darkness and sought to bring all of the world to its knees.
In order to fight the Demons, the first Witches came forth - those with the power to mediate between humans and Spirits. And after a thousand year war between the humanity and their Spirit allies and the Demons, Typhon was slain and the remainder of the Demons scattered into hiding or hibernation.
It is after Typhon is slain by the first Witches that the first Hunter is documented. Lycaon went across the lands, killing dark spirits of all shapes and sizes. He absolutely abhorred anything relating to the supernatural and did his best to purge as much of it as he could from the world. He earned himself quite the reputation. There are even stories that suggest he may have come across an Archdevil and was able to kill it. No one really knows what became of Lycaon, but it is suspected that he retired once he became too old for the job and lived the rest of his life in solitude.
Wishing no more of war and destruction, and also disgusted with the nature of humans, the spirits retreated deep into farthest corners of the world, leaving humans to their own devices and hence began the Age of Humans.
The Holy War
Without a common enemy to fight, the humans once more turned on themselves. The history from henceforth is long and repetitive, consisting of countless uprisings and power struggles. Empires rose and fell. At this point, in the midst of an especially deadly conflict between the Eldant Empire and the Shen Empire, came a second Demon invasion, aided by the Witches who had allied with the forces of darkness.
During this era of darkness, the Saint Walpurgis was born. A Wiseman, a singularity in the history of the human race. Some scholars of the arcane even argue that he wasn’t even human, but a Demon himself. He was an adherent of the Church of Titania, which was still in its early years and lacked the influence it has today.
Walpurgis lead the humans in the fight against Darkness, and alone fought the Demon King Beelzebub and his endless demon hordes. It was said the battle lasted a month in which Walpurgis managed to decapitate Beelzebub, but died of his wounds soon after.
Due to his heroic deeds, the Church grew extremely well-known across the land. The power vacuum that ensued from the destruction of the Eldant Empire with the Demon Invasion and the retreat of the Shen Empire lead into another age of civil war, which eventually more or less stabilized to the nations of today.
The Dark Age
The present day, compared against the past, could well be considered one of the worst times the world has yet seen. The Church, once an institution of peace and love for one’s neighbor, has become a dogmatic authoritarian thing which views the people around and beneath it with contempt. Worse still is that the Witches, long thought banished from our world forever, have returned in force. While their exact motives are unclear, these Witches have begun the process of enacting disasters upon the world with their dark powers. Plagues, famines, droughts, and wildfires are just a few of the many things that have been plaguing the land of late. The Church has responded by organizing a group of people known as Inquisitors or Witch Hunters, those specially trained to recognize the signs of witches and destroy both them and their servants, to rectify the issue. While in some cases these Witch Hunters do indeed catch those responsible for the crimes, in most cases they simply drag off innocents unlucky enough to be in the wrong place at the wrong time. Some are even handed over to the Witch Hunters by their peers, and they meet the same uncaring fate as those actual witches who are caught. Some are beheaded, others burned at the stake, and all of them meet their ends in front of vast crowds of people. Often times, so many are captured that prisons remain full for weeks at a time as some are taken out to meet their fates and more are stuffed in to fill the empty cells.
[Optional: Headshot of character]
[Optional: Quote from character]
Name: First and last. Should be fitting for a Western fantasy
Age: Well you're a hunter for God's sake, so you need to be able to do a fair amount of physical work.
Gender: Male or Female
Self explanatory; picture and/or description.
5 lines minimum
5 lines minimum
In here you'll put everything from your wardrobe to your weapons to the amount of gold you carry. If it might be significant for your character, put it down. Remember, you are hunting things of the supernatural variety. Silver is the best known weapon against them, but don't be afraid to think outside of the box.
Some Hunters specialize in hunting certain creatures and most have a preferred style of doing it. Put down any information related to that spectrum.
BEWARE! This section should be used sparingly. These people the paranormal and supernatural, so they shouldn't fall into the same category!
Include any other information that does not fit in the above sections.