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Fandom Bleach: Welcome to the Bureau of Death (Lore and OOC)

Killerclown

Two Thousand Club
Here is the lore and OOC for my Bleach RP. Ask your questions here and get lore here too.

Government

" So, the big wigs up in Control sent ya down here to talk to me about how Soul Society works? Alright, here is da skinny. First thing ya need ta know is that Control strictly monitors everything "Shinigami" as you call us does. Control is the guys in charge of all Bureau military operations in both the Land of the Living and elsewhere. They are lead by General Bill Cavendish, a general from the Civil War; he is a good guy. Control is based in Bureau HQ; in that grey eye-sore, they call a tower. Bureau Agents are usually organized into the Brothers of Death, our sole military unit. The Brothers typically have to get actions, like crossing over spirits and investigating necromancer or outsider activity. Thanks to the damned Bureaucratic backlog Control, has, it may take a while to get it approved. Hollows, however, are free game and all Agents are encouraged to slay Hollows on sight if and or possible.

Directly above Control is The Council. they are the big cheeses in charge of the legislative actions in this part of Soul Society. They are democratically elected, as you no doubt noticed on the way here from all the posters smeared all over the place. Elections here tend to get ugly as Council members spread all over the Necropolis looking to get the people's votes. We have two big parties, the Modernists and the Traditionalists. The Trads are the party of keeping up the traditions the Brothers started centuries ago. They opposed you lot coming over here in the first place. Next, are the Modernists. They wise to "evolve" our corner of Soul Society and have it catch up to the Human World. The Trads are currently the dominant party, but that could change this election.

Finally, at the top of the big heap is the president of our little corner of Soul Society, or the Soul President if ya prefer, Sylvester Conners himself. Sylvester Conners was, of course, elected in a very close election over 100 years ago in a process very similar to our living counterpart's presidential elections, the electoral college and all. Conners was an oilman from the late 1800s when he passed away and made a name for himself here in Soul Society before being elected in the 1919 election. The Soul President's duties are very similar to the Living President. He also has the duty of being Control's secondary leader, after the General of course, and has the authority to bypass the normal processes Control goes through and can order Agents anywhere he wishes for them to be. He is aided by his "cabinet", advisers and heads of the various departments, including Control, Council, The Judicial Department, The Treasury, and other departments.
 
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Threats

"Welcome to Control Recruits. I am General Bill Cavendish, Secretary of War for President Conners and the Head Operator of Control. As you begin your career as Agents for the Bureau, you will run into a multitude of threats in all corners of our world. You should know what you are facing if you paid attention to Portsmouth Academy. Luckily for you, I will give you a brief rundown of what you might encounter out there, call it a refresher course if you will.

Ghosts: Ghosts will be the thing you will see the most in your career. It is your solemn duty as an Agent to help these poor souls cross over to Soul Society or, in more unfortunate cases, banish them to Hell. They come in three distinct types. Poltergeists are those that are bound to a building. We commonly see them in places like hospitals, mansions, asylums, and other structures where death was common. Next, are the Shades. They are souls who are bound to a person or object and refuse to leave them — finally, Apparitions. Apparitions are spirits of those who have just died. They tend to be the easiest to cross over. Though, if one is not careful, they can quickly become a Shade, Poltergeist, or worse, a Hollow. You may be wondering how Ghosts are a threat. Well, some of them tend to get very aggressive after death, we suspect it is early signs of Hollowfication showing itself. More powerful spirits can cause the environment to turn on you, throwing chairs, tables, and other junk at you, especially if they have no desire to cross over. I've known a few recruits like you who have underestimated a Ghost, only to end up in his hospital wing after getting tossed out of a window.

Hollows: Hollows are very, very dangerous entities that all Agents are tasked to destroy on sight. They used to be ghosts of all types that have lost their Chain of Fate due to staying in the Land of the Living for too long. Their hearts get ripped out, and they become soul-hungry monsters, killing both living people for their souls and eating the souls of ghosts. Their main weakness is their masks. So, if locked in combat with one, always go for the mask, when destroyed, the Hollow is destroyed the soul within it goes to Spirit Society. Beware though, each Hollow is an individual and has different attacks so a strategy you used on one Hollow will not work on another.

Necromancers:
Necromancers are humans that have somehow gained the power to raise the dead and control them and enslave ghosts. Researchers at the Department of Science have not yet determined how they have achieved this power, but they very dangerous and are only to be fought by Senior Agents, like me. Necromancers can see us, and while, not able to take control of use like they are with ghosts, they can use dark magic to harm us. They can also summon their undead minions to attack us. Necromancers are disorganized, but there are rumors of a Necromancer king, The Nightgaunt. He is rumored to now dwell in the darkest corners of the World as a now mostly decomposed corpse granting his followers more ower and creating new necromancers. They seem to congregate here in America mostly, but our European cousins used to tell tales of powerful Death Wizards dwelling in Towers of Bone. Perhaps they are connected?

Wraiths: Wraiths are relatively new phenomena observed by our Scientists. They appear to be ghosts who died in such ways where they felt great rage upon dying. This anger carries on unto death and, if it holds on to it for too long, the flames of their rage will overflow them, and they will turn into frenzy consumed beings perpetually on fire. The flames are really manifestations of spiritual energy, but they still burn like real flames. Wraiths have been known to catch buildings on fire in the Land of the Living due to their powers. The only way to defeat a Wraith is to somehow extinguish his inner-flame, which controls the wraith's powers, which is easier said than done due to the flames now covering their body. Thankfully, they are quite rare.

I will cover Quincy's and one more threat later.
 

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