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Wilde Jagd

Lore Thread

a part of “Wilde Jagd”, a fictional universe by VitaminHeart.

We will hunt the damned to the ends of the earth to save what is left. We are Wilde Jagd, The Wild Hunt.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Wilde Jagd”.
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Lore Thread

Tips: 0.00 INK Postby VitaminHeart on Fri Dec 02, 2016 3:52 pm

Welcome to the Lore Thread.

This will contain various world details in greater depth than the front page.

If you have anything you want added please let the GM (i.e me) know in PMs. =)
The only verdict is vengeance; a vendetta held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous. Verily, this vichyssoise of verbiage veers most verbose, so let me simply add that it's my very good honour to meet you and you may call me Vit.

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VitaminHeart
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Re: Lore Thread

Tips: 0.00 INK Postby VitaminHeart on Fri Dec 02, 2016 5:01 pm

Fragments

A Fragment is a being that was created by the fracturing of the Old One at the end of the Burning Times by a spell cast by the famed mystic Gabriel Herne.

After their creation in those times, the Fragments created were placed in The Rock, an offshore spike of sandstone about half a mile from the coast, serviced by the family of Gabriel Herne, and some guards hired in from the general population

This, for many years, served as sufficient containment for the Fragments, if not a very pleasant place to spend you time locked away in solitude. The Fragments trapped within the dark, dank spire became more restless and more aggressive as time went on.

They also gained greater control of their own inherent abilities.
Eventually something was bound to give.

One day, a Fragment tore its way out of its confinement and began killing guards.

As the rest of the forces rushed to try and subdue the thing, others took the chance provided by no longer being under watch to escape as well, and an irreversible gunpowder reaction started.

Within and hour the place was burning and bodies were scattered all over the structure. Very few survived the carnage, and nearly all the Fragments (who hadn't been consumed by others) escaped from the island onto the mainland.


In the meantime there have been many clashed between Fragments and Hounds of the Wilde Jagd.

Some have been killed (not entirely favourable) and some have been confined within the Wilde Jagd's fortress, Hunter's Castle. These who have been recaptured in the last ten years have been subject to intense interrogation, scrutiny and study at the hands of some of the organization's researchers, and they've determined numerous additional information regarding Fragment biology.

They've determined so far that:

- A Fragment does not age, and will remain the same apparent age it was upon creation indefinitely.

-A Fragment is notably more durable than the average human and can survive damage a human might not, but can be killed by most anything that kills a mortal, aside from age.

- A Fragment has a small mutation even within their human form.

-The second form of a Fragment differs wildly in its nature and is subject to change as it 'grows' through the consumption of others. A second form will often adopt traits of other Fragments it has consumed.





Known Fragments are prioritised in Wilde Jagd's records by a classification system, based on power, and aggression, these are as follows.

Class 0 - Unknown, records missing.

Class I - Consumed no other Fragments, low aggression.

Class II - Consumed no other Fragments, high aggression.

Class III - Consumed no other Fragments, known Hound killer.

Class IV - Consumed small number of other Fragments (<10), low aggression.

Class V - Consumed small number of other Fragments (<10), high aggression.

Class VI - Consumed small number of other Fragments (<10), known Hound killer.

Class VII - Consumed high number of other Fragments (>10)


Hounds use this system to prioritise work. A class VII, regardless of aggression, is always highest priority.
Last edited by VitaminHeart on Fri Dec 02, 2016 7:20 pm, edited 1 time in total.

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Re: Lore Thread

Tips: 0.00 INK Postby VitaminHeart on Fri Dec 02, 2016 5:20 pm

Wilde Jagd



Wilde Jagd, or Wild Hunt, is the organization set up by the family of Gabriel Herne following the disaster at The Rock. Gabriel's grandchildren sought out sponsorship and received it in the form of the generous patronage of Lord Rodin, a ruler of a large province near the centre of the continent, known colloquially as The Core.

Rodin regarded the organizing of a force for fighting the Fragments and averting the potential crisis to be a great way to retain his image and to reassure a frightened populous, and as such was happy to pour money and resources into Wild Jagd and their home, Hunter's Castle, a fortress near the northern border.


As such, the force formed and began to grow in its size and strength.

Wilde Jagd hire from all walks of life, discriminating little between province, faith, or even status as Witch, but their training is tough and unrelenting, and the tests that recruits need to pass to reach the much-coveted status of 'Hound' involves a lot of dedication...or, from time to time, so very special abilities.

An as-yet unqualified recruit is known formally as an Apprentice, but more commonly and colloquially as a 'Pup'. They undergo training at the fortress under the supervision of more senior Hounds, and will often shadow qualified fighters on missions in order to test their reaction to real situations. In between this they're expected to aid with mundane tasks throughout the place, like cooking, cleaning, assisting in the infirmary, and running things back and forth.

A qualified Hound may work field missions and pursue Fragments, though may also specialize in other fields. Medicine, Research, Training, Diplomacy, Information Gathering, Guarding the Cells, numerous fields beyond simply fighting, though all are expected on some level to be able to hold their own in an emergency.

Beyond Hounds are the Hunters, the head of the organization, made up mostly of the Herne family. They're rarely seen often outside of official business, tending to be busy working on the level with local nobles to try and keep the organisation in check.

Hounds in the field tend to work in small field teams.headed up by a more senior Hound. Members are sometimes swapped in or out for sake of skills, but often teams are kept similar in order to encourage groups that trust one another and can work cohesively. Teams tend to have names for easy identification.

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Re: Lore Thread

Tips: 0.00 INK Postby VitaminHeart on Fri Dec 02, 2016 8:00 pm

Witches

The Witch Gene began to take prevalence around the end of the Burning Times, as the world was struggling to recover from the horrific destruction.

Children started to be born with disturbing deformities.

Later this began to manifest into similarly disturbing abilities as well. Stories of children who set themselves alight, burning their houses to the ground or an infant whose very touch turned its mother to stone.

Of course, there was no certainty of these things truly taking place, but such things aren't hard to believe.

Witch powers range from the very minor to the alarmingly destructive, and as such they're often cursed by both the sporadic and volatile nature of their own abilities, and the fear and hatred a frightened world heaps upon them.



The reaction a Witch can expect to receive depends largely on the province. In some of the more settled areas they may live their lives and only face morbid curiosity from the locals. In the more brutal and more fervent districts a Witch child can be expected to be abandoned out in the woods at birth to perish of cold or starvation. That that reach adulthood might count themselves lucky.

Wilde Jagd is distinct s one of the few organized forces that will gladly take Witches among their members, and dedicate time an specialized trainers to help youngsters manage their own abilities. This seems to have worked in their favour so far, with their strange powers proving a useful tool against their targets.

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