Huntsmen of the Unseen
Modern-Fantasy • LGBTQ+ • Semi-Lit to Lit
To a typical human, the world they're living in appears ordinary, with nothing seeming out of place. Humans go through misfortune and the loss of loved ones all the time, which they're accustomed to. What if I told you that humans were supposed to be semi-immortal? Having the ability to live an extended life without the fear of aging or getting sick. The Gods realized their mistake while creating humans. To keep them in check, the Divine Ones [Inner Gods] allowed their darker counterparts, Abyss-Walkers [Outer Gods], to generate monsters to hunt them. Not wanting to spread fear amongst the mortals, the creatures were made invisible to the transient eye. Gradually, the system worked perfectly and kept the world in balance. Until conflict broke out between the Inner and Outer Gods when one of the Abyss-Walkers killed a Divine One, bringing mayhem to the human plane as the once-controlled beasts went on a rampage. To keep the humans safe from harm, the Inner Gods blessed unborn children with the power to hunt down the offspring of the Outer Gods, but it came with a cost. The blessed losing one thing. . .their humanity and freedom.
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The Four Groups
These people were unborn children blessed by the Inner Gods to fight against the offspring of the Outer Gods. Each gift is unique to the individual, the same with their weakness. The Inner Gods wanted a diverse group of warriors, so they granted abilities to the children, separating them into two categories: those gifted with Magic and those gifted with Might. Magic-Gifted children can use things that many humans can't, with some having the ability to conjure elements and some being able to summon beings to fight for them. Children granted with Might have a body beyond that of a human and endure tough battles. For example, the power to jump higher than most and their bodies being highly resistant. Children with Magic are impervious to magic attacks yet weak against anything physical. The ones with Might are repellent to physical attacks but weak to anything with magic.
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The Ancient Groups
These two accept those that are trans, yet it's a rare thing to do. These two believe and follow their ancient laws. As the years go on, they're gradually changing their traditions to follow the current era.
The Spartans is a group of men and one of the first groups to be formulated eons ago. The Spartans are mainly filled with those containing the power of Might. A few members have the power of Magic within their ranks. They have the same code as Valkyries, but they handle things differently. Yes. They remain isolated from the mortal realm, yet they do missions with a bang. They're known for their hardened soldiers and craft the best armors-a reliable ally to the Valkyries. Their methods tend to spark a business rivalry with their female counterparts, but they won't mind working with them to get the job done, even if they uncover a bit of everything.
Commander (0/1)
Open
Generals (0/2)
Open
Open
Battalion Leaders (0/4)
Leader of Unit I: Open
Battalions:
Unit I (0/4)
Open
The Valkyries
The Valks are the second group to be made primarily filled with women. This group specializes in Magic yet has a few members that have Might. As mentioned before, they follow the same code as the Spartans by isolating themselves from human society and killing off any threat against humanity. Unlike the other group, they keep everything concealed and handle things as stealthily as possible. If you want missions done quietly and effectively, the Valks are perfect for jobs using stealth. These women are known for creating the sharpest weapons and their ability to formulate near-perfect battle tactics. With the aid of the Round Table, they help patch any leakage of the unseen world from the eyes of humanity.
Hersir (1/1)
Res by Me
Radningar (1/2)
Res by Spellbound
WIP
Huskarls (0/4)
Huskarl of Unit I: Open
Thegns
Unit I (0/4)
Open
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The Newest Groups
The youngest groups were created in the present era and are accepting of anyone. Their laws are recent to follow that of the current time, but they have a few inspired by the oldest two groups.
The Round Table
They want to keep humanity safe from harm like the other two; however, they mingle with human society and are not afraid to formulate bonds with them. Anyone is open to joining as long as you have a noble heart and a sense of justice. They're considered law enforcement to the group of four and fix any exposure caused by mistakes from the other divisions. Another word to describe them are the town guards, as they involve themselves with both the human and mythical realms. They're a perfect balance of Might and Magic, equally adored by the members. They have their struggles as they need to keep the humans safe while trying not to reveal anything to them while living amongst them.
Grand Master (1/1)
Res by Spellbound
Masters (0/2)
Open
Open
Seneschals (0/4)
Seneschal of Unit I: Open
Knights
Unit I (0/4)
Open
The Argonauts
The Argonauts are the second new group to be born and care little able the human race. Well, they do, but not unlike the other three groups. These people are blessed, but they don't care about the situation. They would get involved if the pay is either right or they're in deep trouble and need to defend themselves. This group has no actual hierarchy, yet they created one for the fun of it all. No law was formed, so everyone was free to do whatever, as long as they never took it too far. They're shunned due to their uncaring nature. Although, some of the members protect the humans whenever they feel like it.
Chief (1/1)
Res by Overthink101
Sheriffs (0/2)
Open
Captains (0/4)
Captain to Unit I: Open
Soldiers
Unit I (0/4)
Open