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Silent Echoes

Silent Echoes

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Spirits wonder the world and it's the Junko's job to send them to the afterlife.

430 readers have visited Silent Echoes since Alazuli created it.

Introduction

Note: This is not meant to be some over the top action type RP though at times there are moments where the story will probably escalate. The only thing I could compare the feeling that I want this RP to evoke is when I watched Spirited Away. It was sweet, dark, sort of melancholy at parts and very heartfelt during others.

Characters comes from a long line of mediums who have the ability to not only communicate with spirits but to guide them towards the afterlife. Some believe in spirits while others don't, while the rest vaguely wonder if there is such a place to go after death. In this world, just like the sun, moon and stars, spirits are real and they are yearning to be set free.

If they are not guided than they are left to wonder the world, once a wide oyster to live their lives, now a lonely plane to watch the living. Not only are they lonely but they become encased in a prison of doubt and fear, and sometimes even anger. Life without meaning is sad indeed, but picture an afterlife with no means to find the light which holds one's salvation, to find
peace and rest.......what than would life mean?

The mind, though as some would belive, is not human. It's a shapeless object that holds ones thoughts. Fish, birds, deer, they all have their thoughts. After the organic form has lost it's means to go on than comes the spirit form, and even after death their mind still lingers with them.

Just as the organic being watches the world go by so does the spirit. The world of the living can have great affect on what goes on in the mind of a spirit. Some become lonely and desperate for companionship while others become angered by something in the present in which they have no control over. In that sense, the mind's second life is can be very harsh and unforgiving to the psyche of the spirit.

Some spirits wonder aimlessly, treading on the path of lonliness, while others indignancy can lead to dangerous outcomes. If the spirit becomes too angry than it can do things that would cause much disorder. The spirit loses it's memories as a once living being and becomes what Junko call Zema, a spirit that forfeits it's sanity for the purpose of taking it's revenge upon the living.


Junko


Junko are children that are blessed with the ability to speak and channel the energy of spirits. They are the hope that guides the families of the departed and ensures safety to their loved ones. These are the ones that hear and respond to the echoes of the silent.

From even before they learn to walk, ceremonies are held to annoint the Junko . One they're annointed they're destinies are already sewn into the future and cannot be changed. For the spirits are in need of aid and the Junko are the only ones that can help them.

Once they learn to walk and speak Junko are primarily given trials so that they can be prepared for when the real test befalls them such as spirit seeing where they describe the appearances of spirits and attempt to have their first conversation with them. Normally in the early stages spirits are still imperceptible, though Junko can sense them from early age, hearing and seeing them come through the succession of their trials.

Depending on the ability of the Junko, they can become full fledged around the age of 12 or 13 though some have graduated earlier. Than they are given an item that will help them to sense and aid the Zema. This item is called a Seraph which appears to a staff wih a gem placed at the very top. Seraph's are usually old have been passed down from generations, being used by other Junko who've died.

When confronted with a spirit the Junko uses the Seraph and performs a ritual. The ritual begins with a placement of burnense (a black powder) around the spirit and followed up usually by the Junko saying a prayer and than taps the spirit on it's shoulder which opens the doorway to the afterlife. Through each sending the Seraph becomes stronger as well as the Junko but because of the Seraph's tendacy to lose it's power over time it needs to be used efficiently throughout each generation.
One solemn tragedy that befalls Junko is that they live short lives. Some live to be around 18 while others die much sooner. The reason for this is that the effect of the spirit energy passing through their bodies tend to make it wither much sooner then a non-Junko.

Never, unless it's a must, do they ever seek to harm the spirits. If anything Junko are peacekeepers of the spirits and do much for the world of living so that their loved ones can pass on peacefully.

Spirits and Zema


Spirits are beings that once held an organic shape in the world of the living but have died, and now carry on through a parallel world that the living can't see, except for Junko. They continue to see, think and feel just as they would if they were still living. In spirit's, their minds enter a state of disharmony with the world around them so they need someone to help them move on and find peace.

Some people die without becoming spirits. These are the ones that die happily with no regret and can go on to the afterlife without feeling some kind of inner turmoil. Than there are ones that die by accident or tragedy and these are the ones that need to be guided in the right direction before they lose their memories.
The most important thing to one even after death is memories. Even if they weren't filled with laughter and happiness it's what makes one human. Should those memories fade than the only thing that's left is a pitch black hole which than turns spirits into what Junko call "Zema."

If a spirits loses hopes of being saved than they become a Zema, a sort of ravenous poltergiest bent on destruction. These are the ones that bring upon harm to the innocent and can even make some people harm others. Some Zema, in fact get so strong that it's the Junko's job to stop them at any means necessary.

Zema Abilities


Nekara: The ability to completely usurp the mind of a living being and force him or her to bid by it's will.

Tzoku: The ability to warp the reality of the surroundings. In an attempt to drive the living mad, Zema with the ability of Tzoku can create illusions that make the living question what they're seeing to the point that they belive that the illusion is real. This power can cause the living to do things that initially the Zema made for them to want to harm others.

Atmos: One of the most deadly of the Zema's abilites which let's them take control of nature and create disasters. The magnitude of the disaster usually depends on the anger of the Zema and the time it forfeited it's memories.

Reeperend: When a Zema forfeits it's memories there is still a sliver of hope that they'll be saved. If that hope ever becomes extinguished than the Zema is no longer known as a spirit that's forfeited it's memory, but as a phantom with no hope of being saved. All of the hate that gathered into the spirit's mind becomes unleased while the spirit undergoes a new disturbing form.

This form has no description, only that it instills the greatest of fears into every living Junko. The Reeperend uses projectiles of what appears to a black fire that won't stop burning until the Reepend is vanquished.


Junko Abilities

Never in any way do Junko seek to harm spirits. Instead they use a way of communicating to them so that spirits learn that they need to go to the afterlife if they want peace. These are the abilites that they use to find them though somtimes they have to resort to using more harmful powers.

Amon ( Uh-mon) - The intangible link that allows Junko to communicate to spirits and even see them. Some highly gifted Junko are able to see and hear spirits from very early on in their lives. Though it's rare some Junko have been said to be able to sense spirits even before they learn to speak.
This ability also allows them so sence someone possessed by a Zema and lets them dispel the person of any control they have.

Namoon - If a Junko ever find's it difficult to locate a certain spirit he or she can use the ability "Namoon" which allows the seeker to pin point the location of the spirit by holding one of the spirit's possessions from it's former life. Most Junko use this ability when there are several more spirits in a certain area which makes it harder for them to pin point the once they're searching for.

Stengah - This is a Junko's last resort to a spirit that's lost it's memories and has become a Reeperen. The Junko summons what appears to be a glowing yellow band and uses it to restrain the Zema. If the Junko cannot return the Reeperen to it's former state than this method allows the Junko to enter they Reeperen's mind by force and clear it of the darkness that
plagues' the Reeperen's mind.

This ability comes at a hefty price and has been known to make the Junko weary to the point that he or she loses their powers. Some have been said to have even died from using Stengah. The Junko must travel the center of Reeperen's mind and attempt to restore it's memories.

This is a very difficult as well as risky undertaking for the Junko. Should the Junko succed than the Reeperen goes back to being a Zema which means that they become easier to save. Should the Junko fail than one of two things could happen, either the Junko loses his or her powers, or their bodies become indisposed to the point that they can no longer be Junko.

Indukti - This is what the teachers tell Junko to use when they feel that a spirit is too strong for them to handle. The Junko uses the power of their staff to form a protective barrier around them. The barrier is said to handle the greatest of attacks but in rare cases does the it break and leaves the Junko without any defense.


Places


Bunai: "City of Rainbow Mud Bricks"

Bunai is one of the most humid cities in existence. It's name comes from the way that it's tribes use water, mud and clay to build their homes. Since the skies over Bunai have little rainfall it's easy for the people of Bunai to live without much damage to their homes.

Since the weather is so humid people are normally seen in only a few rags of clothing. The "rainbow" in their moniker resembles the color in what the people wear. Though rain is little, there are many things found in Bunai that can be used to dye the color of clothes. The people also use the dye to make symbols around the tribes as well as on the bodies of their families.

You can tell apart a person from Bunai and a citizen from Diejin simply by the marks on their bodies as well as their skin color. Due to the climate in Bunai, everyone usually has light to dark brown skin.

Diejin: TBA

Saiyuna: TBA

Character Sheet

Name:

Age: ( No more than 18 )

Sex:

Upbringing: (Basically a description of his or her past. This should tell us a bit about how your Junko came to be a Junko, what age or if any big events occured while he or she was training)

Height:

Hair Color:

Eye Color

Physical Description: (This is a more detailed explanation of what your character is wearing, if possible has an distinguishable marks. Things like that)

Seraph: (Describe how your Serpah looks. Remember it was passed down through generations so it should be quite old.)

Toggle Rules

1. Everyone has to create a character that's under the age of 18. Since Junko die early this makes sense.
2. Only Junko are available characters. Zema may be a second but I have to see it to approve it.

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