• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Realistic or Modern Task Force: Valkyries - Archives of Arcane Lore

OOC
Here
Characters
Here

StormWolf

Elder Member
D.O.G.S.
The Division of Occult Global Security

latest

__________________
Task Force: Valkyrie



“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown"
Howard Phillips Lovecraft




The World as we know it – our History – is incomplete. The true picture has been cropped and cut to best protect the feeble minds of the mundane, sheltering them from the cold, dark, and malicious things that twist and constrict at the edges of their perception. Why do you think we mortals have an unexplained fear of the dark and unknown? An innate distrust of what cannot be explained? Ever since we had discovered fire to protect us from what lurked in the shadows, we have huddled close to the flickering light of civilization, doomed to be snuffed out by the darkness that crawls and slithers its way ever closer. Every creature that used to squat in the mud, grow in the night, and yet answers to Death’s Toll see themselves as the pinnacle of evolution, parading themselves as the chosen of their one-and-only god, the chosen of Gaia, or some other such delusion of grandeur. Humans, Vampires, Shape-changers, even the ageless Sidhe fall into such trappings. It is the feeble defense of a mewling child before the eternal and inconceivable vastness of the Outer Darkness. But not all is lost.

There have been those who stood valiantly in the face of such voracious darkness throughout the ages. With the vastness of the world, ideology, and culture separating these courageous souls, they remained united by one singular purpose greater than all others – Preserve the Balance.

What is the Balance, you might ask?

The balance of the world we know and the world we do not. The secret world running parallel with the mortal world. A cosmic force binding everything together, a balance of karma; Light and Dark, Creation and Void . Whenever the Balance tips, reality heaves. Fire falls from the skies, rivers run with blood, floods consume the planet, and plagues return entire Empires to dust. The vigil kept by these fiery spirits is thankless and will at times fail, but without them, the world would be a dark and primordial hell. The greater the vigil grew, the more sophisticated they had to become, using a marriage of mortal and supernatural resources to keep both worlds in check. But the Vigil is a mere calling – a shimmering blade in need of a firm hand against the terror of the Nevermore. In a world where one is surrounded by secrets, knowledge is power. The power of prophecy, to See and Listen to the true nature of the world. Such is the burden and terrible power of the Oracles.

Oracles are mortals bestowed with vast knowledge of things esoteric, arcane, and unnatural. Many are lost to the pages of history along with the rest of the secret world, but there are some who, during times of great upheaval, drew attention to the eternal struggle, like the fabled Oracles of Siwa and Delphi. To be an Oracle is an ancient birthright as well as a curse. As one Oracle dies, the next will be born. An unspoken law of cosmic balance is that there must always be five Oracles alive at one time. To break the chain of reincarnation would leave the world defenseless to the most sinister of threats from the Beyond - the Outer Dimensions. When an Oracle is born, a shockwave is felt around the world, most potently by the psychically sensitive and those gifted (or cursed) with the Dream. They will begin experiencing the World-Dream and expressing psycho-kinetic abilities as soon as their mind has matured enough to process such information; usually between █-██ years of age, depending on the stage of mental and physical maturation.


Initiate the Secret Histories

In times we call ancient, something almost went horribly wrong. Those who sleep gigantically nearly woke, what with all our buzzing in their ears. Our meager wars over their ruinous scraps; countless lives lost over relic foci, oceans of blood watering the soil of potent nexi worldwide. In the wake of the worst of these wars, the great cabals and societies of the world met under a singular roof to discuss the future.

Venice – 13th Century​
Delegates of each society came together to write out a series of laws to govern the supernatural world. Every delegate has a say, though the weight of their influence is proportionate to the societies’ size and importance. They go by many names, but all mean the same thing. Revelation Accords, Armageddon Proclamation, the King James Protocols, the Völuspá Initiative: such laws are in place to prevent The End.

***​

It began in 1865 for the United States, when a hastily organized unit of government men failed to rescue Abraham Lincoln from the clutches of a creature from outside any human frame of reference. Realizing that for the good of the Union, they had to cover up the President's death, they enlisted a look-alike, and without the hapless man's knowledge, hired John Wilkes Booth to follow him to the theater and do the deed before anyone noticed the difference. Ever since then, they've been protecting the US against supernatural agencies and hiding the evidence.

In 1927, They conducted raids on a number of coastal towns in █████████████. The towns no longer exist, their populations and records erased. The raids exposed previously unknown depths of horror to a select few. Nations that had not yet existed at the time of the King James Protocols found themselves facing down the barrel of a gun. █████████ revealed that everything humanity had wrought in twenty shallow centuries meant nothing in the face of inhuman energies from beyond. This secret hovered at the periphery of organized government, too horrible to fit into the world-view of the time, and too unwieldy to manage.

For years, it existed only in secret files; bland photographs of impossible creatures and matter-of-fact reports of the █████████ ████████. The truth sank like a stone into the basement filing rooms of various agencies, covered up and forgotten.

In the wake of the █████████ incident, the Division of Occult Global Security saw its official inclusion as a defunct branch of the Office of Strategic Services - a place to send problem agents and cold cases to fade into obscurity.

***​

In 1935, during the rise of the National Socialist Party in Germany, some of the strongest occult societies in the world were brought under the rule of Heinrich Himmler. The Thule Cabal, the Ahnenerbe, Schwarze Sonne, and the newly founded ██████████ all lent their services to the Nazi party and in turn were provided with resources they needed to further their cause. Their mission was to trace occultism to its pre-human roots through any means, leading them to weaponize the information gleaned from █████████, ██████, ██████████ archives, and ███ ██████ ██ ███ ███ ███. They believed that peace could only be achieved by the eradication of the Twilight, the Astral Plane. So obsessed with their cause, they delved into the Black Arts, forbidden by the Laws of the Accords, and as a result spurred one of the bloodiest conflicts in human history.

The signers of the King James Protocols met in secret, agreeing that by the Laws, the machinations of the Nazi occult were to be ostracized and outcast, their names stricken from all records. They were labeled as traitors to the cause and a threat to all life and reality itself. As such, the Division of Occult Global Security was made its own branch, an international, private organization made in the exact antithesis to the Nazi Occult. Their elite task force Valkyrie was formed. From all across the world, from many secret societies, covens, and other Cabals, one member and a percentage of defense funding was to be offered to the Division. They would be entrusted with the means and authority to hunt the and any threat that strays from threatens life and reality the way the Thule society and their allies did. They were meant to be the keen edge of the Balance, to be thrust into the heart of any force from either side that sought to plunge the world into abandon.

The Division of Occult Global Security deployed numerous task forces to counter the expeditions of ██████████ and their terrible experiments with black magic bio-occult research, and Thaumatechnology. The first time these two forces clashed was in Vienna, where the German Occultists were attempting to uncover the secrets of ████████ and the exotic matter of ████. They would clash again in Rome, Tibet, Africa, and various other locations across the world fabled for their natural draw of supernatural power. While the Second World War raged, the ██████████ and the D.O.G.S. fought their own secret war of the occult. This is known to those with the Knowledge as the War of the Broken Vigil, or simply the Shadow War.

As World War II came to a close, the Nazi Occult scattered, going underground and assumed destroyed before the Axis collapsed completely under the crippling weight of the Allies. With the Reich defeated, the Division had one grim duty left in order to maintain the Balance. While mostly unsuccessful, the ██████████ had succeeded in developing some near-Oracle beings, which of course, needed to be terminated as well as the research that had created them.

Onward from their founding, D.O.G.S. remained the iron fist of the Accords, making sure that much is dead may eternal lie, and that strange aeons are kept at bay. A sword and shield both, the Division of Occult Global Security protects all life, mundane and magical. Rabid vampires and overzealous hunters both fall under their jurisdiction, the territories nearest their strongholds often serving as reservations for endangered and displaced extra-normal entities.

Division operatives are usually humans of either great skill, grit, or with some manner of extra-normal abilities. Occasionally, non-human creatures can be brought on board as a member so long as they are not beings of pure magic, since magic tends to wreak havoc on technology. This means werewolves (and/or other shapeshifters), vampires (depending on the species), and other such worldly monsters of the flesh. Creatures from the Twilight, including daemons, angels (or the abominable combination of the two), and fae cannot be admitted because of their ethereal nature and general cavalier attitude towards mortals. One cannot be expected to defend those they ultimately have no care for in the grand scheme.


You are to be an operative of the Divisions elite task force, Valkyrie: the first and final safeguard of both the World-That-Is-Known and the Secret World. The bastion against which the unnatural storms of ages break. They are an organization with roots back to the dawn of civilization, when mortals finally stood a chance against those who haunt in the dark. Unlike their cross-bearing cousins, it is not the place of the Valkyries to terminate the supernatural wherever it may be found. Their prerogative isn’t to use the Knowledge of Truth to turn a profit as the ██████████, nor do they seek to open the eyes of the World to that which goes bump in the night. No, it is the tireless vigil of a Valkyrie to maintain balance between Man and Monster, to keep the eyes of the world closed to the shadows that lurk within shadows so that the nightmare may pass. They are the last remaining Cabal to do so, and are loathed by many for it. Uncompromising and incorruptible in their purpose, they stand armed against the march of ages and the rising tides that wish to consume them, and in turn, the World.


This is tale is what can be best surmised as a military urban fantasy. You will fill the shoes of a Valkyrie - a specially trained and outfitted individual, mortal or otherwise, who is trusted with keeping the Eldritch Truth. The keys to maintaining order are the Five Oracles. There are only ever five in the world at a time, and it is through them that the greatest threats to Creation can be fought. Not all Oracles will be on the side of the Valkyries, though. In fact, they may only get one, if they are so lucky. Think of the Valkyries’ vigil as a lone candle in the darkness, burning on both ends. They are ultimately alone in their fight. While they may have their allies of convenience, when the chips are down, you can only really trust the brothers and sisters who bear the Mark of the Valkyries (as seen at the top of the page.)


As one may expect, The Valkyries employ a vast armory of modern and antique weaponry, as well as a large collection of relics, foci, and other occult paraphernalia. You would be hard-pressed to find any other organized task force using a medieval sword alongside a cutting edge assault rifle. There are, of course, limitations depending on scarcity/rarity of relics and just how much the Valkyries can afford.

Alchemy: Since 1942, when the Division doubled down on their military operations, they extradited several alchemical specialists from Africa, Libya, Arabia, and later China and Japan. Since then, alchemical reagents like elixirs, potions, salves, and other extra-normal assets have been adapted into the field to give human agents an additional edge.

Engraving/Relic Modification: Aside from making one’s weapon look pretty, engraving the weapon or adorning it with some manner of relic will endow it with some kind of constant effect. This requires a large Anima draw when the modifications are made, though their payoff is often lesser than something that requires the allotment of Anima for each use. Bullets and blades can also be engraved or endowed with relic properties as they are made.

Etheric Rounds: Division-standard ammunition that has been bombarded with a robust spectrum of high-energy particles that infuse the lead (though silver yields better results) with peculiar pseudo-physical properties. These rounds emit a faint, radial blue light. When fired, they flare blue, akin to tracers to the naked eye, but exist on both the material and astral plane. In short, they can effectively harm semi-corporeal beings like manifested ghosts, spirits, and demons. The preparation of this specialty ammunition requires a significant investment of time and money, and is not requisitioned lightly.

Etheric Goggles: Identical in function to night-vision or thermal goggles, these goggles allow those without the innate ability to see astral forces to perceive them through these etheric-sensitive optics.

Military Modifications: What would be considered standard military upgrades and modifications to weapons, but with a slight flare for the supernatural. Iron core rounds, silver-plated fragmentation grenades, UV flashlights, and so forth.

Foci: What many would consider a wizard’s tools of the trade. Foci are a means of channeling Anima/Arcane into physical energy, often activated by a spoken word or somatic gesture. While any magi can manifest the Anima or Arcane without a foci, only the most disciplined can do so cleanly. The greater majority will have their spell fall out of control, or even backfire. Foci - staves, wands, rods, crystal balls, jewelry, chains, essentially anything that can direct a magi’s power, are a way of directing and focusing their Anima.

These are simply examples. Feel free to take liberties so long as they are balanced.
There are forces in creation that predate light and gravity, binding all that was made in the First Age together in the life-stream of magic. With the progression of the Ages, the primordial magic developed as life changed across the planes of reality. Reaching arms of the “World Tree” - called ley lines in the crude spoken languages of this aeon, bind the unfathomable fragments of uncounted realities together.

Anima

Anima has many names through the ages and across cultural borders. Some call it Chi, others Spirit, Faith, Mana, and even Devilry. To put it simply, Anima is one’s vital energy – the power of the life given metaphysical form. The harmonization of the spiritual and physical resonances with that of the cosmos, creating what is a potent, malleable aura. A soul. There are those in the world who can actively tap into their Anima and manifest its power in a multitude of ways. Some may conjure up a firestorm with their Anima, others may use it to shift from woman to wolf, while another may use it to bolster their body to effectively become superhuman. Whispers say that there are some who can tap into the Anima of the world, even the vastness of the cosmos, but such power requires skill, and there may be fewer than twenty of such practitioners between all the realities found within the World Tree’s reach.

To tap into one’s Anima is such a way is tiring, though practice and effort will increase one’s threshold for continued use, just like exercising the body. Do so cautiously, though, for your Anima is your life-force. It is a spring that will refill over time, so long as it is not tapped dry. The fate of many untrained practitioners has been the overdraw of power, their own spell killing them through sheer exertion. To have one’s Anima extinguished is to have their soul destroyed.

Therefore, one can conclude that creatures of the undead and un-life do not have a source of Anima. They are essentially hollow husks, puppets on the strings of one with great power. There are certain arcane disciplines that allow one to draw - or feed - off of the Anima of others (some breeds of vampires are sustained as such) rather than simply using their own. Necromancers and Warlocks tend to use such tricks, and will often go mad in short order as a result. Anima is the soul of a person, all of their thoughts and memories and emotions given quantifiable form. To tap into that is to see the life of another as you suck them dry, but through one’s own perception. Soon, the Warlock will not know which memories are theirs, and often develop multiple personalities.

Over the march of centuries, those that combat the darkness or maintain the Balance have developed a way of categorizing opponents, known and mysterious. As sciences advanced and intellectuals were brought into the fold of the various Cabals, there exists a completely valid branch of cryptozoology.

D.O.G.S. Codex


Code: Mike
Humans desperately seek the monsters among them, either literally or figuratively. Ironically, of all the monsters that call the Earth their home – most doing so since before Earth had such a name – none have done the planet such widespread harm as humans. Despite what some may have you think, Adolf Hitler was a human being, not some reptilian from the Core. Bin Ladin was a man under the influence of no greater demon than his own delusions and ambitions. Because of this, Hominids are listed in the Valkyrie Codex, taking into account the great diversity of human physiology and psychology, and how drastically one or both can change under the influences of the supernatural. To put in plainly, a Hominid is any threat that is of human origin to the Balance.

When facing a Code: Mike, many organizations approach the situation with amateur cavalier, leading to unmarked graves and empty chairs at empty tables. By its nature, a Code: Mike implies that the threat is something more to warrant calling in a strike team. Cultists performing a blood rite, necromancy, occupation of a ley line convergence, and possession of a dangerous relic all fall under a Code: Mike operation.

Code: Foxtrot
Called “creatures of the night” by the dramatic, despite few of them being exclusively nocturnal. Cryptids are animals that have existed in folklore and mythology, but never been concretely proven. Not all cryptids are innately magical, but they have something about them that sets them apart from the standard flora and fauna of the Known World.

Being such a broad spectrum, Code: Foxtrot requires knowing what you are hunting to avoid becoming the hunted. Being creatures that have avoided concrete discovery in the modern world, cryptids have a high tolerance to many common toxins and poisons, and are often of a greater constitution than other animals of their size.

Code: Echo
Extra-normal entities. ENEs (ennies). Beings of legend and myth that are deserving of the fear and reverence they were paid in bygone times, anthrocryptids are the creatures that the limelight so dearly loves: vampire, werewolf, wendigo, sasquatch and so on. What separates a cryptid from a anthrocryptid falls to cognitive thought and magical origin. On average, anthrocryptids are as smart as humans and can blend into human environments easily. Some, like the infamous bigfoot, cling close to their ancestral breeding grounds despite human expansion, but make themselves extremely difficult to seek out.

Code: Echo incidents require much planning and preparation if time permits. Depending on the creature, they may have only particular (meta)physical weaknesses. Bring a big gun with the wrong ammunition, you may as well have brought thoughts and prayers. Marking the midway point between cryptids and hominids, anthrocryptids are considered high-threat when on the opposing side. Not only do they possess intelligent, sentient thought, but anthrocryptids also have a wide repertoire of physiological and magical boons, depending on the species.

Code: Twilight
When a being dies, it’s Anima leaves an imprint on the physical and metaphysical fabric of our reality. This phantasm is an echo of what the person was and reflects how they died. A sweet old woman who passed away in her sleep will leave a minuscule imprint, able to be touched by those she knew through ritual or prayer, but sometimes not even able to respond. Should a bitter young man be run down and lynched for being different, that can result in something far different. Far more dangerous.

Little is known of Phantasms, as much of their being revolves around the greatest mystery to mortals: death. Scholars on the ethereal, including ectomancers and demonologists, have theory and formulae. However, if you ask ten different mediums how best to deal with a phantom, you will get ten different answers… none of which may work, because of the phantom’s nature. Some particularly powerful Anima imprints or true crimes against humanity can spawn spectres of legend. The Revenant, Banshee, and Poltergeist are prime examples of a “phantasmic apex predator”.

Coke: Roanoke
A moniker for haunted, unholy, and otherwise supernaturally malicious locations. Such locales are often located along a particularly powerful ley line, or even in a ley line nexus. The more power flowing through a ley line, the thinner the veil is between cosmic planes. Depending on which plane(s) seep through, it will have all manner of unpredictable effects on the location.

Code: Umbra
In reference to the Umbral Realms, a Code: Umbra usually means one thing: a planar incursion. ENEs that are inherently non-native to our dimension. Fae creatures and demons are common instances of Code: Umbra, the former warranting investigation and non-violent contact first, unless otherwise instructed. Some Fae have been stepping back and forth between worlds for aeons.

Demons and other outside entities are inherently hostile, the proverbial fox in the human hen house. Demonic incursions, possessions, integration, and manifestations are to be dealt with quickly and thoroughly.

Code: Thule
Penned in World War 2 due to the Thule Society's ██████████ group and their penchant for "military-grade necromancy". Code: Thule is to be immediately reported once undead levels number greater than a dozen in a populated area. The Division of Occult Global Security had Code: Thule serve as a baseline for the Pentagon's CONOP 88-88, which has then inspired changed and upgrades in the Division's responses to instances of Code: Thule.

Code: Xavier
There are certain compounds and practices that result in a violent bio-occult response. Code: Xavier protocols deal with the resulting mutative effects, usually in the forms of containment and study, and termination if necessary.

Code: Omega I-V
CLASSIFIED, pending appropriate clearance levels.

PROLOGUE - [Operation: Cassandra] - 12/21/2012
A multi-team deployment of D.O.G.S. assets across the globe. Following a series of coordinated attacks that actively assassinated all living Oracles, resulting in the rebirth of all Five at the same time. Operation: Cassandra had Task Force: Valkyrie deployed in North Africa to apprehend and extradite the asset from hostile captivity.
The mission was a success, but at a heavy cost.
The Oracle-Child remains the only Oracle accounted for to this day, and is heavily guarded by Task Force: Valkyrie and D.O.G.S. personnel
[Mission Clearance - Omega-I]
 
Last edited:

Users who are viewing this thread

Back
Top