THE GUILDS

THE GUILDS
Following increased pressure from the government and thinly veiled threats, a group of metahumans came together because they believed there was a need for a united front against governmental oversight. They knew what the government wanted with them: to use them as weapons and strip them of their freedom. Knowing that many metahumans would never accept this treatment and would rather go to war, they set up the Guilds to stop the near-apocalyptic outcome that could come from a much more violent end. Initially, they were a united front known as The Alliance – but they eventually splintered, with The Society forming as a smaller branch 10 years after its inception. Even so, they still work to prevent escalation and protect metaheroes at any cost.
The Guilds have protected metahumans for 40 years since their inception. They are now the core of the metahuman community. The Alliance and Society act as the sole front to protect metas from government interference and control. The Alliance seeks to help any metahumans who want to use their powers for 'good' do so in an ethical, lawful, and compassionate way, while The Society does not care for human laws and restrictions and believes that their powers give them the right to act outside the law. Given their relatively limited resources, they can only reliably provide resources to their members. The Alliance will help civilian metas who are ultimately innocent if caught using their powers, but it is highly advised that all metas join a Guild so that they can enjoy their protection – legal and otherwise.
Not joining a Guild makes someone a Civilian, but they will face major repercussions if they use their powers. Even without perpetual government surveillance, this is a world with a society that is anti-metahumans. Smartphones are a very real threat to the Civilian meta, and those without powers are eager to turn in anyone seen to be acting against the law. (And even those who are with a Guild may be turned in by someone who's overeager.) Further complicating matters, the government does not treat any metahumans as if they are innocent, as any Civilian can turn supervillain the next day without the proper oversight. Right now, only members of The Alliance are able to use their powers legally, and members of The Society are encouraged to keep a strict separation between their civilian and meta identities for their safety.
Upon arrival, new characters are provided resources from Winters Industries so that they can settle into this new world. Each new arrival is advised to join one of the two Guilds quickly, as there is no grace period after someone arrives. The government sees the Starfallen as being no different from the rest of the world's metaheroes, and they're also willing to capitalize on their ignorance of this world to use them in their suicide squads.
All new arrivals are offered a room in Arcadia, a futuristic compound on the outside of Excelsior, Washington. Officially, it is a part of Excelsior, and those with permissions are able to take a door from downtown Excelsior into Arcadia. The entity in charge of Arcadia is Virgil, a friendly and forward-thinking AI who capitalized on a start-up's mission to create AI-generated homes to create a safe place for people in need. Arcadia quickly evolved into a place where Starfallen and metahumans can rehabilitate themselves and make a life for themselves.
Anyone who chooses to not sign up with a Guild will be allowed to stay at Arcadia indefinitely – albeit with a limited stipend from Winters Industries just to cover food, clothing, and any healthcare that they might need. Anyone who strikes out on their own without a Guild membership will always be welcomed back to Arcadia, but with some limitations. Legally, Arcadia cannot protect metas who have unlawfully used their powers, especially as it would put many of its occupants at risk who do adhere to the laws.
Guild membership can be updated at any time as characters' arcs take them in different directions and their experiences in this universe change them. At such a time, players should comment to the TAKEN LIST with their new guild status.
The ruling philosophy of the Guardian Alliance is to use power selflessly. As a result, the Alliance oversees heroic operations across the world and is the only group of metahumans legally allowed to utilize their powers. All members of the Alliance must do some form of volunteering or assistance in the world once a month so that they can receive their subsidy and protection.
The Guardian Alliance is a nonprofit organization that promotes the good that metahumans can bring to the world, but does not force its members to partake in heroic activities. They sustain their properties and assets via donations from others, and some side help from Winters Industries. Since the Alliance offers aid to many metahumans throughout the world, they are frequently in need of money, as they have a group of lawyers on retainer who offer their services at a pro bono rate. Most of these lawyers are metas themselves or meta-sympathizers who have helped the Alliance for a long time, even going to school to earn their law degree.
The Alliance pays their heroes as well as they can, though many heroes are encouraged to maintain Civilian identities and careers on the side. The Alliance pays their heroes what they can afford for doing the right thing. They offer insurance and liability protection from the hefty cost of restoring any buildings damaged in the line of duty. The Guardian Alliance works with communities to help identify places of need, and will create missions for patrolling or volunteer work.
The ruling philosophy of The Society is freedom from responsibility, and they advocate that no meta is obligated to use their powers for others. Their primary goal is to limit government oversight, as they believe the tenuous truce between the government and the Alliance will break someday.
The Society is a for-profit organization that assists metas who hope to live their lives as themselves without being put under the government's thumb. They don't believe that any metas are obligated to use their powers for others, and staunchly lobby against it at every turn. In return for offering a comfortable lifestyle to its members, all members of The Society are expected to complete at least one mission per month. These will be assigned according to preferences when someone joins The Society, but someone can opt for different preferences and goals as needed.
The Society provides structure, resources, and unifying principles to its members — they believe that the Alliance's approach to managing metahumans is shortsighted as it doesn't offer lasting protections and changes for metahumans in society. The Society believes in freedom without forcing someone into a box, and they govern their own.
One of the ways they do this is through the Code of Conduct. Assembled by the guild founders at its creation, this document limits the Alliance's interference in Society activities and ensures that those who have joined the Society follow the rules given to them. The continued existence of the Society is predicated on being less trouble to tolerate than to destroy. Simply, the Code ensures survival, and is as follows:
Members of the Society lack respect for authority for reasons ranging from principled critique of corruption and inefficiency to mere ego, while others simply feel as though they should be allowed more freedom with their powers than the law permits. At the end of the day, they're able to live together because they all follow the Code and keep their heads down.
Those who join the Society are handsomely rewarded with the resources to help them make the most of their powers. The Society can set its members up with the best lawyers and a fast-track to all the best life has to offer for anyone willing to bend their morals. However, those who betray the Code lose everything that the Society offers.
Not everyone with powers is keen to join either guild. Those who don't wind up joining one after their arrival are simply known as civilians. Those who are civilians are expected to not use their abilities in public, although what they do in their private space is wholly up to them. Because guild membership is a legal requirement for anyone using their metahuman abilities, anyone who decides to go it as a Civilian is seen as rejecting Guild assistance.
Doing so is treated as a faux pas in this world if someone wishes to continue to use their powers. Occasionally someone's power can spiral out of control, which is why it's encouraged for all known metahumans to join a guild so that they're offered protection.
Further complicating matters, many believe Civilian metas are likely to be supervillains because of their inability to adhere to the Alliance or Society guidelines, and there is a long history to back this up.
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Following increased pressure from the government and thinly veiled threats, a group of metahumans came together because they believed there was a need for a united front against governmental oversight. They knew what the government wanted with them: to use them as weapons and strip them of their freedom. Knowing that many metahumans would never accept this treatment and would rather go to war, they set up the Guilds to stop the near-apocalyptic outcome that could come from a much more violent end. Initially, they were a united front known as The Alliance – but they eventually splintered, with The Society forming as a smaller branch 10 years after its inception. Even so, they still work to prevent escalation and protect metaheroes at any cost.
The Guilds have protected metahumans for 40 years since their inception. They are now the core of the metahuman community. The Alliance and Society act as the sole front to protect metas from government interference and control. The Alliance seeks to help any metahumans who want to use their powers for 'good' do so in an ethical, lawful, and compassionate way, while The Society does not care for human laws and restrictions and believes that their powers give them the right to act outside the law. Given their relatively limited resources, they can only reliably provide resources to their members. The Alliance will help civilian metas who are ultimately innocent if caught using their powers, but it is highly advised that all metas join a Guild so that they can enjoy their protection – legal and otherwise.
Not joining a Guild makes someone a Civilian, but they will face major repercussions if they use their powers. Even without perpetual government surveillance, this is a world with a society that is anti-metahumans. Smartphones are a very real threat to the Civilian meta, and those without powers are eager to turn in anyone seen to be acting against the law. (And even those who are with a Guild may be turned in by someone who's overeager.) Further complicating matters, the government does not treat any metahumans as if they are innocent, as any Civilian can turn supervillain the next day without the proper oversight. Right now, only members of The Alliance are able to use their powers legally, and members of The Society are encouraged to keep a strict separation between their civilian and meta identities for their safety.
HOW TO JOIN
Upon arrival, new characters are provided resources from Winters Industries so that they can settle into this new world. Each new arrival is advised to join one of the two Guilds quickly, as there is no grace period after someone arrives. The government sees the Starfallen as being no different from the rest of the world's metaheroes, and they're also willing to capitalize on their ignorance of this world to use them in their suicide squads.
All new arrivals are offered a room in Arcadia, a futuristic compound on the outside of Excelsior, Washington. Officially, it is a part of Excelsior, and those with permissions are able to take a door from downtown Excelsior into Arcadia. The entity in charge of Arcadia is Virgil, a friendly and forward-thinking AI who capitalized on a start-up's mission to create AI-generated homes to create a safe place for people in need. Arcadia quickly evolved into a place where Starfallen and metahumans can rehabilitate themselves and make a life for themselves.
Anyone who chooses to not sign up with a Guild will be allowed to stay at Arcadia indefinitely – albeit with a limited stipend from Winters Industries just to cover food, clothing, and any healthcare that they might need. Anyone who strikes out on their own without a Guild membership will always be welcomed back to Arcadia, but with some limitations. Legally, Arcadia cannot protect metas who have unlawfully used their powers, especially as it would put many of its occupants at risk who do adhere to the laws.
Guild membership can be updated at any time as characters' arcs take them in different directions and their experiences in this universe change them. At such a time, players should comment to the TAKEN LIST with their new guild status.
THE GUARDIAN ALLIANCE
The ruling philosophy of the Guardian Alliance is to use power selflessly. As a result, the Alliance oversees heroic operations across the world and is the only group of metahumans legally allowed to utilize their powers. All members of the Alliance must do some form of volunteering or assistance in the world once a month so that they can receive their subsidy and protection.
The Guardian Alliance is a nonprofit organization that promotes the good that metahumans can bring to the world, but does not force its members to partake in heroic activities. They sustain their properties and assets via donations from others, and some side help from Winters Industries. Since the Alliance offers aid to many metahumans throughout the world, they are frequently in need of money, as they have a group of lawyers on retainer who offer their services at a pro bono rate. Most of these lawyers are metas themselves or meta-sympathizers who have helped the Alliance for a long time, even going to school to earn their law degree.
The Alliance pays their heroes as well as they can, though many heroes are encouraged to maintain Civilian identities and careers on the side. The Alliance pays their heroes what they can afford for doing the right thing. They offer insurance and liability protection from the hefty cost of restoring any buildings damaged in the line of duty. The Guardian Alliance works with communities to help identify places of need, and will create missions for patrolling or volunteer work.
THE SOCIETY
The ruling philosophy of The Society is freedom from responsibility, and they advocate that no meta is obligated to use their powers for others. Their primary goal is to limit government oversight, as they believe the tenuous truce between the government and the Alliance will break someday.
The Society is a for-profit organization that assists metas who hope to live their lives as themselves without being put under the government's thumb. They don't believe that any metas are obligated to use their powers for others, and staunchly lobby against it at every turn. In return for offering a comfortable lifestyle to its members, all members of The Society are expected to complete at least one mission per month. These will be assigned according to preferences when someone joins The Society, but someone can opt for different preferences and goals as needed.
The Society provides structure, resources, and unifying principles to its members — they believe that the Alliance's approach to managing metahumans is shortsighted as it doesn't offer lasting protections and changes for metahumans in society. The Society believes in freedom without forcing someone into a box, and they govern their own.
One of the ways they do this is through the Code of Conduct. Assembled by the guild founders at its creation, this document limits the Alliance's interference in Society activities and ensures that those who have joined the Society follow the rules given to them. The continued existence of the Society is predicated on being less trouble to tolerate than to destroy. Simply, the Code ensures survival, and is as follows:
- No apocalypses.
- Do not harm children.
- Avoid unnecessary casualties where possible.
- Do not target the friends or family of superheroes.
- Avoid engagement with superheroes where possible.
- Do not kill a superhero unless you have no alternative.
- Clear heists with the guild prior to enacting them.
- Pay your dues to the guild.
Members of the Society lack respect for authority for reasons ranging from principled critique of corruption and inefficiency to mere ego, while others simply feel as though they should be allowed more freedom with their powers than the law permits. At the end of the day, they're able to live together because they all follow the Code and keep their heads down.
Those who join the Society are handsomely rewarded with the resources to help them make the most of their powers. The Society can set its members up with the best lawyers and a fast-track to all the best life has to offer for anyone willing to bend their morals. However, those who betray the Code lose everything that the Society offers.
CIVLIANS
Not everyone with powers is keen to join either guild. Those who don't wind up joining one after their arrival are simply known as civilians. Those who are civilians are expected to not use their abilities in public, although what they do in their private space is wholly up to them. Because guild membership is a legal requirement for anyone using their metahuman abilities, anyone who decides to go it as a Civilian is seen as rejecting Guild assistance.
Doing so is treated as a faux pas in this world if someone wishes to continue to use their powers. Occasionally someone's power can spiral out of control, which is why it's encouraged for all known metahumans to join a guild so that they're offered protection.
Further complicating matters, many believe Civilian metas are likely to be supervillains because of their inability to adhere to the Alliance or Society guidelines, and there is a long history to back this up.
PREMISE | SETTING | GUILDS | FAQ | RULES
TAKEN | CALENDAR | ENGAGEMENT | NPC ENGAGEMENT
RESERVES | APPLICATION | MOD CONTACT | PLAYER PLOTS
HIATUS & DROP | CANON & POWER UPDATES