Agencies

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So there are a lot of different Agencies populating my universe.  From the ones on Earth back before the War, to those fighting the Cen, to the ones scrambling to put the pieces back together afterward.  And then you have the Interworld agencies.  They’re a whole different ballgame altogether.

Infinity: Earth:

When they first got wind of the effects of Loki’s Sin, mortal and immortal alike scrambled to hold things together.  People were dying like flies, and many of the ones who survived were being changed.  Into superhumans, if they were lucky. Into other things if they weren’t.

From goblins to trolls, the powers-that-be had their hands full.  It was then, with the aid of eccentric billionaire Deryk Shea, they managed to cobble together an agency to police this sort of thing.  Well, a few agencies, really.  You had LEOPARD, which was made up of the law enforcement officers of the Preternatural Action Response Division.  And you had MAD, or the Magical Activities Division.  Both were under the authority of the newly commissioned Paranormal Affairs Commission.

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Other nation-states had their own responses, of course, some of them not so… progressive as had the United States.  Superheroes were old hat to Americans.  We invented the breed, they said.

The leadership of and MAD passed between the hands of Raven and Amanda Keening-Grey half a dozen times, while her husband Ben did the same with the leadership of LEOPARD.

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Athena took over the PAC when it was thought that Deryk Shea had died, and, as he saw it, ran it into the ground in a futile effort to chase down one of their greatest assets.  It was probably this, which she clearly saw as a betrayal, that eventually led her to leave Earth for Starhaven on Artificer’s heels.

Likely Deryk Shea didn’t care for losing both a valued employee–however misguided–and his best research scientist.

It was initially the children of Ben Dalmas and Amanda Keening-Grey that interrupted the first attack of the Cen War and gave them all precious warning to save the west coast from the nuclear attacks.  The east coast wasn’t so fortunate.  Some politicians had grown so fearful of preternaturals and paranormals that they’d all but chased them off the east coast, out of the bible belt, and all the way up against the Pacific Ocean.

The Cen nukes destroyed the east coast even as they gated through into the center of the country.  They’d apparently planned on waiting out the radiation and claiming the country sea to glowing sea.  They’d apparently been very displeased to find magic afoot and had devised a final solution.  Which magic foiled.

At this point all other agencies dissolved into the Earth Defense Force.  Which was basically anyone with a weapon or a power willing to take the fight to the Cen and their hybrids.

Infinity: Prime

The different agencies on Starhaven, each run by a member of the Immortal High Court, operate in a kind of demi-feudal arrangement.  Each agency polices one particular obsession, or, as some have been known to put it, each agency specializes in meddling in different places—all of in which they don’t belong.

Tau, having begun to police time travel, needed a reason to continue once the primary time travel threat had been eliminated.  They picked technology being carried into places that weren’t prepared for it.  A noble goal.  It is under the authority of the immortal Athena.

The Crimson Sash is a worm can of a different shade, however.  They police magic.  Or, at least, they attempt to.  There are so many ways to abuse magic, or abuse people with magic.  The Crimson Sash and its rag-tag army of Mage-Engineers, Mage-Physicians, and Warrior Mages, Spiritwranglers and dabblers, attempt to keep some serious heavies at bay.  That’s always been Sash’s job.

Of course, Sash can’t do it alone.

When it comes to worming itself into the heart of the enemy, nothing beats the Triwar Guild.  This mercantile outfit smuggles and sells everywhere, in nearly open defiance of Tau’s mandates.  If you want a heavy weapon smuggled into a backwater, talk to the Guild.  If you want some great magical artifact stolen and smuggled out?  Talk to the Guild.

Then there’s the Knights of Anarchy.  Ruthless buggers.  They’re the ones you bring in to foment rebellion.  Very handy for leading the charge against wizard-kings.  Spies and assassins.  Their symbol is an eight pointed throwing star.  Their sign is a knifing in the night.

Havoc.  The big boys with the big guns.  You need a solid military outfit, designed for whatever tech level you’re looking at?  Grab a few boys and/or girls from Havoc.  Parahumans, Lycanthropes, and Hybrids wielding the most destructive technologies to be found anywhere.  Level a city in minutes.  Lay waste a planet in hours.  “Havoc:  We ARE the Dogs of War.”

Helix is the agency populated by Mage-Physicians and does its best to keep agents in fighting shape.

And what can you really say about Magitech?  Purveyors of the finest magical and technological gadgets in the known metaverse.  Artificer, the first and greatest of the Mage-Engineers.  Gwen Pas-Aym, the albino steward with the powerful psychic gifts owed to her exposure to Loki’s meta virus.  The sentient raccoon Chikitar.

Can’t say much to introduce the next act.  Mirage.  Jasmine Tashae.  Nyx Deathweb.  Orcus the lycanthropic killer whale, and Cecil the were-otter.  And the imp.  Quickfingers.

Together these different agencies, and their immortal patrons, try to keep the lid on a recipe for disaster of epic proportions.  So many societies, so many different powers, swirling together in a wild web of probability.  And they know it.

Agents attract trouble.  It’s their job.  This does not stop when they are on vacation.  Vacation is a curse word.  They never go well.

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