ASSEMBLY OF PHANTOMS INFORMATION
These are the individuals who follow Zeredah and plan on assisting in taking over the world and going forward with the revolution. Ultimately, the revolution itself was intended in order to create a peace around the irritated species caused by the War of Traitors. This included some segregation with Zeredah planning to make separate areas in buildings for each species category which would have easily been a costly venture for some businesses. Arguments would be solved with duels, verbal or otherwise and should these brawls grow obsessively violent nobody would be allowed to interfere except Zeredah herself who would become essentially the monarch of the world with this concept. There would also be a permanently set curfew that was still up to debate and would only allow citizens to break it should they gain special permission. There is no room for the weak in Zeredah's world which oftentimes lead to fatalities of weaker members among her ranks. Those who decided they preferred this concept over the current manner the world is run are those who joined Zeredah. Assembly of Phantoms members are protected from being attacked by terrors.
Their primary base of opporations is the Ivory Fortress by Aria Village. It is located in Ivory Woods and is just outside of Aria Village.
Interactions with Zeredah herself are rare and brief amiss the organization and documents are often delivered by Terrors, most specifically disguisers. Sometimes these documents are given to other Assembly of Phantoms (AP for short) members in order to be handed out accordingly. Those who hold more authority in Zeredah's society are those who remain especially loyal and remain with her for long periods of time. Actions take in her name weigh into how much authority a person can hold. Thus, the more actions and initiatives you take accompanied with the amount of time spent working with the organization gives you more power. There are some high ranks amidst the Assembly which Zeredah uses to assist in carrying out her goals. There are several formal divisions of member organization.
Soldiers: The fighters for the Assembly of Phantoms. This includes anybody who goes out to fight alongside terrors or work towards killing those who oppose the organization. Their primary targets are often TRS members or citizens who assist them in their quest for peace.
Medical: Like all organizations, the Assembly of Phantoms do possess a medical team, although, it works rather differently. Medical personal are expected to make certain that members who are most loyal and stronger in the organization get perfect medical attention. This often means that weaker members may not always receive healing which can at times result in their death.
Informants: Oftentimes masquerading as innocent people, informants gather information for the Assembly of Phantoms that they believe can be an asset. A majority of the time, these are the individuals who attempt to break into the TRS in order to gather information.
Supporters: These are people not entirely associated with Zeredah. Instead of doing some sort of labor for her, they fund her endeavors to conquer the world. Most supporters remain in the shadows of the public eye while the especially powerful tend to be more well-known among the Assembly of Phantoms.
Other: The odd-jobs of the Assembly of Phantoms that do not tend to get much light shed on them. This can be occupations like designing and working on weaponry or various other miscellaneous positions.
Commander: The commander is the leading force of Zeredah's soldier units. They are responsible for carrying out her plans and relaying her information. In her absence, the commander has permission to act alone. Terrors will listen to the commander, however, any commands of heresy could result in them turning on them. The commander gets the final say on weapon orders. There is only one commander.
Captains: Beneath the commander are their captains which act as the second commands. The captains carry out the wishes of the commander. They evaluate the weapon storage and provide inventory sheets and order sheets. Similarly, they are responsible for assuring all soldiers get their training in and are in peek condition. There are 3 captains.
Head Doctor: In the Assembly of Phantoms, the head doctor is tasked with organizing their medics and assuring the strong are being healed. They find ways to order medical supplies and assure the Assembly's most powerful members receive assistance first. There is only one head doctor.
Secondary Doctors: The secondary doctors are responsible for checking supplies and giving order sheets for the head doctor's review. They review patients and help assess which are worth their time for healing. Under most circumstances, they are spread over missions to assure every medic is on task and healing the correct people. They will dish out punishment if needed. There are 3 secondary doctors.
Head of Information: All information is reviewed by the head of information. They review what is substantial and make written reports to Zeredah which are given by disguiser. They organize their informants and assure they are gathering crucial information. There is only one head of information.
Secondary Informants: The secondary informants are the first reviewers of information. They assure the information is worthy of the Head of Information. They help keep everything related to information organized for quick review. They must be organized, else they risk being demoted. There are three secondary informants.
Terrors are the creation of Zeredah, a mysterious lady who brings havoc to the entire world. These creatures are the reason for the Terror Response Syndicate's rising. For the most part they terrorize the city, killing anybody who disagree with Zeredah and her visualization of a peaceful world. There are two different types of terrors, which are fear eaters and mutants. Fear eaters essentially use your darkest fears against you and in their original form are a dark figure with no real features. They are shapeshifters and are able to sense and make illusions of your greatest fears, these illusions often vary from sight, sound and smell. Meanwhile, mutants are animals that Zeredah have modified to add machine pieces that can allow them to spit fire or use various other abilities. These creatures are known for sometimes being armored and have deadly weaponry equipped to them. Higher ranking terrors often require more than one hunter in order to defeat them. Once killed, terrors turn to a black ash. Members of the Assembly of Phantoms do not get attacked by terrors.
Pipsqueaks: These are a low tier level of fear eater that truthfully only mess around until they evolve. Essentially, they only disturb people by breaking things and committing petty theft. The amount of power they have in creating people's fear is limited and usually are quieter noises well transformations will be minor. An apprentice hunter is capable of defeating these alone.
Troublemakers: These are the middle tier level of fear eater. They are not overly strong alone, but they will attack and attempt to kill you. Troublemakers are bigger than pipsqueaks and will try to rob and outright murder people if somebody is not careful or vulnerable. They are capable of making louder noises and seeking darker fears alongside transforming into them. A regular hunter can defeat these alone unless they get into very large groups (about 10). An elite hunter can manage a couple more.
Brutes: One of the high tier levels of fear eaters. These are hulking, muscular giants who can end you in a single hit if one is not cautious. They are shield breakers, often able to break the most potent of shields with only a mere couple of hits. Brutes are fear eaters who have obtained lots of strength and high endurance. However, their weakness is that brutes are slow and easily tricked. They can dig deep into your fears and are capable of making large noises and becoming nightmarish transformations of them.
Razors: One of the high tier levels of fear eaters. Razors are thin and extremely fast creatures with long, sharp claws that can presumably cut through anything. If one is not cautious, a razor is plenty capable to merely run up and easily kill you with their claws. Essentially, razors are the opposite to brutes where they are fast and smart, but they lack strength and endurance. They can dig deep into your fears and are capable of making large noises and becoming nightmarish transformations of them.
Swarmers: One of the high tier levels of fear eaters. Swarmers are one of the strongest forms of fear eaters considering they are capable of multiplying themselves at a rapid rate. This allows them to outnumber hunters in a matter of seconds, however, they are rarer to find opposed to the other types. They are capable of reaching deep into your fears and tormenting people with them. About 5 hunters are capable of defeating a swarmer while 4 elites are capable of doing the job.
Illusionists: As implied by their name, these creatures are capable of conquering detailed illusions which can confuse people senses. They oftentimes make illusions to scare their opponent, shocking them so they may kill them. They have an acute shapeshifting which allows them to make their hands knife-like. This being said, those with enhanced senses can sometimes figure out their ploy or people who have abilities against illusions. Furthermore, they can only focus their detailed illusions on a maximum of 4 people. For the safety of all hunters, the TRS recommends taking 5 hunters to take down an illusionist or someone who can see through those ploys.
Disguisers: One of the high tier levels of fear eaters. When it comes to smarts, disguisers are by far one of the smartest. Unlike most forms of fear eaters, they are actually capable of speaking in human languages. This allows them to disguise themselves as people and hide within crowds. With their intellect comes sadistic thoughts and outright monstrous actions towards the humans of Lorsette. The only way a disguiser can be found is through an undead's soul vision (souls appear like they've been snuffed out) and those with an increased sense of smell find that disguiser's have a distinct, but acute enough to be hidden, corpse-like smell. Disguisers are capable of digging deep into one's fears and can access the power of darkness manipulation. Despite their strength, they are more suited for stealth and about 2-3 hunters or 1-2 elites are capable of defeating them.
*Note: Credit goes to my friend, Cyn, for the creation of all fear eaters with the exception of disguisers and illusionists. Cyn was kind enough to give me permission to re-use them here.
Low Risk: A low risk mutant is hardly anything to worry about for Lorsette. They tend to have minor cyborg attachments, mostly small weaponry that can kill if somebody is careless. Low risk mutants oftentimes have small guns, large bodies and often big and sharp claws. Usually a fully trained hunter can handle a low risk mutant.
Medium Risk: A medium risk mutant is somewhat more of a concern, this is due to the fact that they tend to have light armor. Thus more feathery and light hits are not going to cut it. However, the main flaw of a medium risk mutant is that there are many unprotected areas and the armor can be broken easily. Their weaponry is more powerful, leading to more damage done if one is not cautious. A pair of low risk hunters or one elite can oftentimes handle a medium risk.
High Risk: This is where the battle gets a lot tougher since high risk mutants often have heavier armor plates with only a few breaks in between. These creatures bodies have been more modified, some have robotic legs to allow them to move faster. This is where the weaponry gets unique since some of the tech can simulate the abilities other species have. High risk mutants are like walking giants with very sharp claws and dangerous weapons. It tends to take 3 hunters or 2 elites to take down a high risk.
Emergency Risk: These are a rarity to see since they are a lot of work for Zeredah to create. Emergency risks are heavily armored, dangerous weapon-covered, mostly robotic monsters that will tear through just about anything. They are larger than high risk mutants, and sometimes can be bigger than a two story house. They break buildings and people alike and they are rather smart about it. Teamwork is required to take down emergency risk mutants and oftentimes 4 hunters or 3 elites are needed in order to defeat these horrors.
Ice Trolls: A fear eater which appears in winter. These terrors are large, hulking beasts created from snow and ice. They can manipulate snow and ice, which allows them to create blizzards in massive herds. These terrors caused the blizzard brawl event to occur. They move slowly, however, their manipulation makes up for that. A group of 5 hunters or 3 elites are oftentimes needed to take down these giants.
Lures: A fear eater which appears during February. These creatures are similar to disguisers, however, they disguise themselves as someone close to the victim. They are silent, leading their victim away into a secluded location before killing them. They can be handled by one fully trained hunter, unless they fall victim to their tricks. Creatures with enhanced senses would notice a corpse-like odor.
Wisps: A fear eater which appears during October, specifically when jack-o-lanterns are placed out. They are tall, black figures with pumpkin heads. Usually they hide, their body being absorbed into the jack-o-lantern head as they hide, waiting for prey. People can notice them because of the peculiar rhythm of their flame which seems to get stronger and fades in the tempo of a heart beat. These creatures are capable of manipulating fire. It usually takes 3 hunters or 2 elites to defeat them. Potentially less if someone with water manipulation is available.
MADE BY ★MEULK