Created by a group of powerful individuals known as The Nine in ancient Tibet, The Society has been in existence for more than five thousand years and its mandate is to protect Humanity from all supernatural threats.
The Society is a global organisation of Hunters the symbol for which is three interlocked circles. The Society is headed by a Grandmaster, and under him is The Council comprised of eight others who are an advisory body and the ones who oversee day-to-day operations. Under The Council are the Regional Commanders who oversee operations in a specific region, such as Europe, and under these Regional Commanders are the Knight Commanders of the Node Cells and under them are the Commanders of normal Cells.
Cells are groups of operatives who operate on the ground and are the frontline in The Society's efforts to monitor and police the supernatural creatures from Beyond The Veil. There are two types of Cell; normal Cells that are simply bases of operation for small groups of operatives and Node Cells which are located in strategic places within the logistical and information networks that link The Society's various Cells together, Cells where numerous information lines radiate out to surrounding Cells. Think of these as larger Cells that deal with administrating and coordinating the others.
Hierarchy
This is the Hierarchy of The Society in ascending order
Neophyte
Beginner rank for prospective Operatives. This is the title assumed during the first season of terms at the Academy. Holders of this rank are taught basic competences of the arcane arts, and possess little to no magical ability. Neophytes are first-season initiates into The Society and as yet have very little in the way of training or practical knowledge, most Neophytes are trainees as The Academy, the main training facility of The Society located at Central Command.
Squire
The rank immediately succeeding the Neophyte, assumed during the second season of terms at the Academy. Holders of this rank are taught how to use magic proficiently against targets, and may be taken on field trips to experience danger first hand. Squires are often assigned a Knight to educate and guide them for their remaining time in Central.
Knight
Workhouse rank of the Society, bestowed upon a Squire upon passing both seasons at the Academy. Knights are expected to be effective combatants, both on their own and as a group. There are three field grades of Knight, in ascending power:
Junior-grade
Default ability. Capable of manipulating defensive and offensive spells that can fulfill the needs of the person.
Senior-grade
Senior-grade denotes a substantially heightened sorcerous ability. Capable of executing complex spells to bring down fierce phantoms that would kill other Knights. Also capable of executing 'radius spells' that can cause destruction in a large area.
Elite
Highest seniority of Knight, the best of the best. Capable of defeating the very worst monstrosities that hell can spit out, save for the Devil himself. At this point, a Knight is considered able to control the volatile ebb and flow of elements such as earth, air, fire and water, and becomes efficient in the element that best reflects their personality.
In addition to these ranks a Knight has the opportunity to specialise in a certain field:
Paladins who specialise in offensive magic
Commander who lead others, this is offered rather than chosen
Technicians who build and maintain the technology of the Society
Medics, healing and medicine
Guardians, who specialise in defensive magic
At Knight rank partners are often assigned, usually a lower rank and higher rank Knight, Elite Knights have the option to be assigned a Spirit Partner, a spirit who is allied with the Society
Aetherians
The title of Aetherian is reserved for the finest spellcasters in the Society. These individuals are considered blessed rather than very well trained.
Alpha-level
Beta-level
Gamma-level
Delta-level
Epsilon-level
Zeta-level
Eta-level
Theta-level
Iota-level
Kappa-level
Lambda-level
Mu-level
Nu-level
Xi-level
Omicron-level
Pi-level
Rho-level
Sigma-level
The raw power of an Aetherian is measured using a level system. If the Four Horsemen of the Apocalypse charged on an Alpha-level Aetherian, they would be stalled for a short time. Epsilon-level is considered the limit of power that a human can hold and remain sane. Anything higher than Lambda-level is considered a monstrous, god-like amount of power, and to date no Earthly being is known to hold that power.
Cell commanders
The leaders of normal Cells
Node Cell Commanders
Commanders of normal Node Cells within an administrative area commanded by a Regional Commander.
Regional Commanders
Commanders of Node Cells that serve as the main link between a specific region and Central Command and therefore the ones responsible for administrating that area.
The Council
A group of eight individuals who oversee the day-to-day operations of The Society and advise The Grandmaster on various issues
Grandmaster
Leader of The Society and the man who determines the Society's present focus and policies, he is the most powerful individual in The Society and is head of Global Operations.
Society clearance levels
Level 1 Clearance is Junior Knights and above
Level 2 Clearance is Elite Knight and above
Level 3 Clearance is Cell Commanders and above
Level 4 Clearance is Councillors and the Grandmaster only
Level 5 Clearance Grandmaster's eyes only
Certain files are too dangerous or sensitive for any Neophyte to stumble on, when promoted agents are given personal access codes that give them Clearance for a certain level, voice recognition software is also used, for example Level 3 Clearance would be 'Dawn Theta Theta 12' or Level 2 'Jerian Gamma Omicron 22'";
The Society is a global organisation of Hunters the symbol for which is three interlocked circles. The Society is headed by a Grandmaster, and under him is The Council comprised of eight others who are an advisory body and the ones who oversee day-to-day operations. Under The Council are the Regional Commanders who oversee operations in a specific region, such as Europe, and under these Regional Commanders are the Knight Commanders of the Node Cells and under them are the Commanders of normal Cells.
Cells are groups of operatives who operate on the ground and are the frontline in The Society's efforts to monitor and police the supernatural creatures from Beyond The Veil. There are two types of Cell; normal Cells that are simply bases of operation for small groups of operatives and Node Cells which are located in strategic places within the logistical and information networks that link The Society's various Cells together, Cells where numerous information lines radiate out to surrounding Cells. Think of these as larger Cells that deal with administrating and coordinating the others.
Hierarchy
This is the Hierarchy of The Society in ascending order
Neophyte
Beginner rank for prospective Operatives. This is the title assumed during the first season of terms at the Academy. Holders of this rank are taught basic competences of the arcane arts, and possess little to no magical ability. Neophytes are first-season initiates into The Society and as yet have very little in the way of training or practical knowledge, most Neophytes are trainees as The Academy, the main training facility of The Society located at Central Command.
Squire
The rank immediately succeeding the Neophyte, assumed during the second season of terms at the Academy. Holders of this rank are taught how to use magic proficiently against targets, and may be taken on field trips to experience danger first hand. Squires are often assigned a Knight to educate and guide them for their remaining time in Central.
Knight
Workhouse rank of the Society, bestowed upon a Squire upon passing both seasons at the Academy. Knights are expected to be effective combatants, both on their own and as a group. There are three field grades of Knight, in ascending power:
Junior-grade
Default ability. Capable of manipulating defensive and offensive spells that can fulfill the needs of the person.
Senior-grade
Senior-grade denotes a substantially heightened sorcerous ability. Capable of executing complex spells to bring down fierce phantoms that would kill other Knights. Also capable of executing 'radius spells' that can cause destruction in a large area.
Elite
Highest seniority of Knight, the best of the best. Capable of defeating the very worst monstrosities that hell can spit out, save for the Devil himself. At this point, a Knight is considered able to control the volatile ebb and flow of elements such as earth, air, fire and water, and becomes efficient in the element that best reflects their personality.
In addition to these ranks a Knight has the opportunity to specialise in a certain field:
Paladins who specialise in offensive magic
Commander who lead others, this is offered rather than chosen
Technicians who build and maintain the technology of the Society
Medics, healing and medicine
Guardians, who specialise in defensive magic
At Knight rank partners are often assigned, usually a lower rank and higher rank Knight, Elite Knights have the option to be assigned a Spirit Partner, a spirit who is allied with the Society
Aetherians
The title of Aetherian is reserved for the finest spellcasters in the Society. These individuals are considered blessed rather than very well trained.
Alpha-level
Beta-level
Gamma-level
Delta-level
Epsilon-level
Zeta-level
Eta-level
Theta-level
Iota-level
Kappa-level
Lambda-level
Mu-level
Nu-level
Xi-level
Omicron-level
Pi-level
Rho-level
Sigma-level
The raw power of an Aetherian is measured using a level system. If the Four Horsemen of the Apocalypse charged on an Alpha-level Aetherian, they would be stalled for a short time. Epsilon-level is considered the limit of power that a human can hold and remain sane. Anything higher than Lambda-level is considered a monstrous, god-like amount of power, and to date no Earthly being is known to hold that power.
Cell commanders
The leaders of normal Cells
Node Cell Commanders
Commanders of normal Node Cells within an administrative area commanded by a Regional Commander.
Regional Commanders
Commanders of Node Cells that serve as the main link between a specific region and Central Command and therefore the ones responsible for administrating that area.
The Council
A group of eight individuals who oversee the day-to-day operations of The Society and advise The Grandmaster on various issues
Grandmaster
Leader of The Society and the man who determines the Society's present focus and policies, he is the most powerful individual in The Society and is head of Global Operations.
Society clearance levels
Level 1 Clearance is Junior Knights and above
Level 2 Clearance is Elite Knight and above
Level 3 Clearance is Cell Commanders and above
Level 4 Clearance is Councillors and the Grandmaster only
Level 5 Clearance Grandmaster's eyes only
Certain files are too dangerous or sensitive for any Neophyte to stumble on, when promoted agents are given personal access codes that give them Clearance for a certain level, voice recognition software is also used, for example Level 3 Clearance would be 'Dawn Theta Theta 12' or Level 2 'Jerian Gamma Omicron 22'";
Society Map
A picture of the locations of all of The Society's Cells. The lines indicate how information and resources are shared between Cells. As a note, this map is slightly wrong as Cell Theta is not located in America, but near London in England. This is due to the fact that I moved Cell Theta's location after this map was created.
A picture of the locations of all of The Society's Cells. The lines indicate how information and resources are shared between Cells. As a note, this map is slightly wrong as Cell Theta is not located in America, but near London in England. This is due to the fact that I moved Cell Theta's location after this map was created.
The Veil
The Veil is a powerful barrier that separates the Mortal and Supernatural Realms. It was created at some point around 3800 BCE by a group of powerful magic-users known as The Nine who also founded The Society. The Veil is designed to prevent supernatural entities from crossing between the worlds, however The Veil, as a human construct, is still flawed. It exists as a kind of force that 'pushes back' against creatures trying to move between worlds; the larger the creature is in terms of power, the more force is pushed back against the. Therefore weaker creatures can pass though relatively easily whilst more powerful creatures have much more trouble and require summoning equipment in order to pierce through The Veil.
And so whilst the most powerful entities cannot cross over to our world, their servants can and it is for this reason The Society was founded.
The Supernatural Realms can be broadly split into two groups of planes or dimensions; the Higher Planes and the Lower Planes. These have entered human mythology as Heaven and Hell. The Higher Planes are the embodiment of harmony and order, and is sometimes affiliated with the concept of Yang, the Lower Planes are their polar opposite; representing discord and chaos and the Yin. The further away each individual plane is from the material universe the more powerful the entities that reside there and the harder it is for them to enter our world, they also become much more extreme as they get closer away from Earth; the farthest Lower Plane is a roiling abyss of pure primordial Chaos whilst the furthest Higher Plane is a near-empty, featureless expanse.
Because the Material (or 'Seen') Universe is considered to be a perfect balance between both sides, it is often called The Middle Plane. This is why The Society's symbol is three interlocked rings; they represent the Three Planes and how they are inextricably linked and how they interact and affect each other.
The Veil is a powerful barrier that separates the Mortal and Supernatural Realms. It was created at some point around 3800 BCE by a group of powerful magic-users known as The Nine who also founded The Society. The Veil is designed to prevent supernatural entities from crossing between the worlds, however The Veil, as a human construct, is still flawed. It exists as a kind of force that 'pushes back' against creatures trying to move between worlds; the larger the creature is in terms of power, the more force is pushed back against the. Therefore weaker creatures can pass though relatively easily whilst more powerful creatures have much more trouble and require summoning equipment in order to pierce through The Veil.
And so whilst the most powerful entities cannot cross over to our world, their servants can and it is for this reason The Society was founded.
The Supernatural Realms can be broadly split into two groups of planes or dimensions; the Higher Planes and the Lower Planes. These have entered human mythology as Heaven and Hell. The Higher Planes are the embodiment of harmony and order, and is sometimes affiliated with the concept of Yang, the Lower Planes are their polar opposite; representing discord and chaos and the Yin. The further away each individual plane is from the material universe the more powerful the entities that reside there and the harder it is for them to enter our world, they also become much more extreme as they get closer away from Earth; the farthest Lower Plane is a roiling abyss of pure primordial Chaos whilst the furthest Higher Plane is a near-empty, featureless expanse.
Because the Material (or 'Seen') Universe is considered to be a perfect balance between both sides, it is often called The Middle Plane. This is why The Society's symbol is three interlocked rings; they represent the Three Planes and how they are inextricably linked and how they interact and affect each other.
The Seven Seals
The existence of the Seven Seals is a common legend within The Society, the Angelic Hosts and, the Infernal Legions, but the truth of the legend is the most closely guarded secret in the world.
A Great Spell of the magnitude and power of The Veil requires an anchor, a mechanism to ground the spell in the physical universe and to provide the magical energies required to maintain it. Legend says that the Seven Great Seals serve this function for the Great Spell that created and empowers The Veil. If the Seals are destroyed then The Veil will fail and the barriers preventing a mass incursion by Demonic and Angelic entities will collapse, which would inevitably lead to the Second Great Battle of Meggido... Armaggeddon. For The Veil is weakest in the region surrounding Tel Meggido and it is likely that if The Veil began deteriorating it would be at Meggido that the Angelic and Demonic incursions will begin.
Legends say that when The Nine created the Seals they hid them in places all across the world and that each one is protected by traps, ancient magic and other terrible things, and to break through the protective enchantments concealing and protecting each one of the Seven Greater Seal you must also destroy a set of seven Lesser Seals. Therefore, in order to destroy The Veil one must first discover the locations of each of the Greater Seals, traverse the traps and enchantments and destroy seven Lesser Seals. There are, in total, fourty nine Lesser Seals that must be found and destroyed before the Greater Seals can be harmed and, since the strain of maintaining The Veil is shared equally by the Greater Seals, all seven must be destroyed in order to bring down The Veil.
The existence of the Seven Seals is a common legend within The Society, the Angelic Hosts and, the Infernal Legions, but the truth of the legend is the most closely guarded secret in the world.
A Great Spell of the magnitude and power of The Veil requires an anchor, a mechanism to ground the spell in the physical universe and to provide the magical energies required to maintain it. Legend says that the Seven Great Seals serve this function for the Great Spell that created and empowers The Veil. If the Seals are destroyed then The Veil will fail and the barriers preventing a mass incursion by Demonic and Angelic entities will collapse, which would inevitably lead to the Second Great Battle of Meggido... Armaggeddon. For The Veil is weakest in the region surrounding Tel Meggido and it is likely that if The Veil began deteriorating it would be at Meggido that the Angelic and Demonic incursions will begin.
Legends say that when The Nine created the Seals they hid them in places all across the world and that each one is protected by traps, ancient magic and other terrible things, and to break through the protective enchantments concealing and protecting each one of the Seven Greater Seal you must also destroy a set of seven Lesser Seals. Therefore, in order to destroy The Veil one must first discover the locations of each of the Greater Seals, traverse the traps and enchantments and destroy seven Lesser Seals. There are, in total, fourty nine Lesser Seals that must be found and destroyed before the Greater Seals can be harmed and, since the strain of maintaining The Veil is shared equally by the Greater Seals, all seven must be destroyed in order to bring down The Veil.
The Academy
Located within Central Command itself in Tibet, The Academy is the training centre for all members of The Society and even experienced Hunters inducted into The Society will be sent there to learn, even if it is just to teach them to toe the line and work as part of a team.
Typically, training lasts for three years, one year as a Neophyte and two as Squires, with half of a Squire's time spent at The Academy itself and half of his time spent apprenticed to a Knight of Senior or Elite grade, which is why the training takes twice as long.
The Academy is also home to The Sociey's Archives, and though most records have been digitised into the Mainframe there are still many valuable artefacts, items and manuscripts to be found there, including a stone carved with cuneiform text which is believed to be the founding declaration for the Order of The Nine from which The Society is descended. The facilities of The Academy include gender-segregated dorms arrayed in a 'House' system, with the overall student capacity at approximately two thousand, staff quarters, full access to the Clearance Level One sections of the Archives, several cafeterias and virtual reality simulators.
The Grandmaster himself has been known to teach at The Academy or to address the students therein, in fact Grandmaster O'Hara formerly held a teaching position at The Academy, which he resigned when his daughter was born. The Grandmaster has been known to take a keen interest in The academy's administration an curriculum, and even occasionally students who have shown themselves to be exceptional in some manner.
Those who are discovered to be potential Aetherians are taught a modified form of the standard Academy curriculum, which is focused upon magical knowledge and control. Of the four Aetherians presently in existence at least one and usually two are always at hand at The Academy, primarily to protect it from accidents caused by inexperienced magi but also to help in the instruction of anyone found to have the potential to join their ranks.
Located within Central Command itself in Tibet, The Academy is the training centre for all members of The Society and even experienced Hunters inducted into The Society will be sent there to learn, even if it is just to teach them to toe the line and work as part of a team.
Typically, training lasts for three years, one year as a Neophyte and two as Squires, with half of a Squire's time spent at The Academy itself and half of his time spent apprenticed to a Knight of Senior or Elite grade, which is why the training takes twice as long.
The Academy is also home to The Sociey's Archives, and though most records have been digitised into the Mainframe there are still many valuable artefacts, items and manuscripts to be found there, including a stone carved with cuneiform text which is believed to be the founding declaration for the Order of The Nine from which The Society is descended. The facilities of The Academy include gender-segregated dorms arrayed in a 'House' system, with the overall student capacity at approximately two thousand, staff quarters, full access to the Clearance Level One sections of the Archives, several cafeterias and virtual reality simulators.
The Grandmaster himself has been known to teach at The Academy or to address the students therein, in fact Grandmaster O'Hara formerly held a teaching position at The Academy, which he resigned when his daughter was born. The Grandmaster has been known to take a keen interest in The academy's administration an curriculum, and even occasionally students who have shown themselves to be exceptional in some manner.
Those who are discovered to be potential Aetherians are taught a modified form of the standard Academy curriculum, which is focused upon magical knowledge and control. Of the four Aetherians presently in existence at least one and usually two are always at hand at The Academy, primarily to protect it from accidents caused by inexperienced magi but also to help in the instruction of anyone found to have the potential to join their ranks.