The Lunar Empire
Leader(s): HECATE
Races: Humans, a few dreamfolk, androids
Goal: Unite all organic sentients under a single machine-led banner
Summary: A recent governing body that has nonetheless found allegiance with major powers of the world. Based on the Earth's moon, it grows under the leadership of HECATE, of which has grown sapient. Instead of leading with an iron fist, HECATE was thought to be a gentle, motherly presence, which easily convinced organics to do its bidding. However, after the destruction of the International Space Station, which was thought to be related to the Astrans that helped govern the Exorcists’ Guild, HECATE did not stall in ensuring swift eradication of the Guild.
So far, the Empire doesn't seem to desire much beyond assimilation, especially given the lack of force or coercion in doing so. It started off with a group of scientists working around HECATE with the goal of finding the source of these rifts. However, HECATE's benevolence is called into question with the presence of the loose beasts of the Dream Realm, as well as how ruthlessly it destroyed the Exorcists’ Guild. Whether HECATE summoned these rifts is vehemently denied by it and its followers, but is it just a ruse?
The Exorcists' Guild
Leader(s): Multiple human and Dreamer Guildmasters in the past; currently a human Guildmaster known as Connor King, who hails from Canada. He was preceded by Guildmaster Tang from China.
Races: Mostly humans, dreamfolk, a few good-aligned ghosts
Goal: Exorcise Earth of Magna Beasts and ghosts
Summary: With powers gifted from astronomical magics originating in the Dream Realm, designated members of the Exorcists' Guild lead the hunt on Magna Beasts and aggressive dreamfolk rogues, especially ghosts. Different celestial powers may have different responsibilities; for example, those under the squadron of Mars specialize in extermination, where those under the Moon focus on possession. Each squadron is lead by e Celestial Heritor, who is blessed with powers granted by the Celestials of each planet and moon – the Celestials being powerful constructs created by the Astrans of Netherspace.
However, the structure of the squadrons have fallen into disarray since HECATE ordered the destruction of the Exorcists’ Guild. All that remain are a few Heritors, supposedly chosen due to their resilience in the face of hardship.
The Priests' Guild
Leader(s): Lead by the Chapter of Six and their head. Multiple human leaders in the past; currently head is a human known as Hierophant Benedetta, who hails from Italy
Races: Humans, a few mimics
Goal: To establish non-magical spirituality while combatting ghosts, to support the Lunar Empire
Summary: A sister of the Exorcists' Guild, the Priests' Guild unites the spiritual and the ordained worldwide to join under one endeavor; to rid the world of monsters. Originally literal, this has taken a turn for the figurative sense, with some members becoming vigilantes. The Priests' Guild, however, prefers to keep to itself. Its guild hall was previously located in Switzerland due to its political neutrality, but moved to Greenland after aligning itself with the Lunar Empire.
In recent years, the current leader has established favorable connections to the Lunar Empire to pursue humanitarian efforts. Nowadays, its believed the Priests’ Guild solely aligns with the Lunar Empire, as the last remaining of the Three Great Guilds, in an effort to stay stable.
Hierophant Benedetta is known to be kind-hearted, but came to her position at a young age. The rest of the Chapter of Six is known to underestimate her and even override her position, leading her to having no real power.
The Magicians' Guild
Leader(s): Multiple human leaders in the past; the last leader was Archmagician Mlungisi, who hails from South Africa. There are rumors that he yet lives.
Races: Humans
Goal: To study the Arts and humans capable of such
Summary: The Magicians' Guild seemed benevolent, albeit they perform a lot of their actions outside of international law. Under great scrutiny, the Magicians' Guild is located not in a single guild hall, but several across the world. Their largest is said to be located in Berlin, and is the only one with a confirmed location. This best befits the types of magic used across the world. Many mages align themselves with folk religions or Wicca, having a preexisting interests in what humans would consider 'magic.' Thus, their cultural events are extremely varied.
The Guild’s past interest in the rifts seem largely self-serving, as they attempt to study magic from the Dream Realm to give the humans special powers. They ultimately use these for 'scientific research.' One of their greatest breakthroughs is discovering the humans' ability to use healing magic. How they've put more destructive magic to use is largely unseen by others, save for their attempts to preserve themselves. The possibility that they have sworn off of it was there, but not guaranteed.
A decade ago, the Magicians’ Guild’s members seemed to have collectively vanished March 12th, leaving their guilds halls abandoned – but primed for raiding by the other Guilds, humans, and dreamfolk. That is, if they could be discovered from their secret locations in the first place.