SETTING: A city known as Ante Mortem (meaning "before death"). The shape of the city is circular with large walls caging in the people who live there. It's believed that the world outside the walls is unliveable, plagued by malevolent beasts who destroy everything in sight. Some even theorize that the beasts are remnants of the Marked who managed to escape their fated death, only to find a much crueler one awaiting them outside of the walls.
Within Ante Mortem there is a hierarchy. The common folk, the lowest of the lower class, and the homeless makeup about 60% of the population. These are often the ones left behind, the ones whose families were Marked and killed. They occupy the outer ring of the city, closest to the impenetrable walls. The middle and working classes occupy the middle ring. It's where you find the majority of shops, markets, restaurants, etc. In the third ring is the home of the noble and rich, intermixed with the army of Reapers who live there. Finally, at the very center of Ante Mortem, is the Sanctum of Grim where the council is said to reside.
Furthermore, the city is shaped like a cone. The highest point of the city is the Sanctum. It's said that from the top of its chapel, glimpses of the outside world can be seen.
No modern technology exists in this world. Magic, however, does. It's rare for common folk to possess it, as those who discover their ability often leap at the opportunity to improve their social standing and elect to become Reapers. As such, magic is common among the Council of Grim's elite.
MAGIC: A slightly more subdued take than your modern fantasy magic. The magic within Ante Mortem is practical and rarely flashy. Enhancement magic is the most common, where the user can choose to channel their ability into sharpening senses or physical prowess. The Reapers are trained to use their magic in this way. Very rarely, an individual may discover a natural affinity for "flashier" magic after mastering the basics. (I'll let you interpret this as you will.)
THE MARK: The Mark is considered a type of magic in itself, though an undesired one. They first appear as black as pitch and manifest differently depending on the person. Some may bear a black band around their arm, some may find elaborate patterns on the back of their hand. The only constants are that a Mark is always recognizable at a glance, the markings always manifest on a visible area of skin, and those who wear them must be disposed of as quickly as possible. A newly-Marked may be kindly afforded a quick and painless death in the street—the most common to encounter in the city of Ante Mortem.
As time passes, however, the marks will begin to change. It's not common knowledge, as few Marked ones live through the first month of their new fate, but those who manage to survive find that their markings will begin to lighten over time, taking on a red hue. If a Blood Marked is found, they'll be taken to the Sanctum to be "properly" disposed of. It's considered a great crime to escape death and as such, the brighter a Blood Marked markings appear, the more painful a death is demanded for penance.
No one is "immune" from becoming Marked except the Goddess of Death's chosen, the Council of Grim. Even a Reaper may one day wake to find themselves Marked. Mercy is granted to no one. Those discovered to be hiding or aiding a person Marked for death will share their fate, regardless of their social standing. Conversely, any citizen who turns in a Marked one will be greatly rewarded.
About one in every hundred people is Marked.
Tattoos are forbidden in this world.
THE REAPERS: The elite group created by the Council of Grim to quickly dispose of the Marked. They're also the primary enforcers of the city, patrolling the streets and arresting those who would dare to break the law. They wear white uniforms often splattered in the blood of their kills as an example to the rest of the public. When they're on duty they wear their white hood up over a white porcelain mask with no other details. They're meant to be indistinguishable.
To become a Reaper, an individual must be eighteen years old and prove themselves at one of the yearly "graduations". Training to become a Reaper can begin as early as sixteen if a particularly powerful (or desperate) family encourages it, although it's not common. About six families every year send their children to train, either for reputation or improved social standing.
One can become a Reaper without proper training, but they'll be assigned to a senior Reaper for the first year to ensure there are no mistakes.
Note - Originally I wrote, "those who develop strange black markings across their skin by early adulthood," but I've changed it. Anyone can become marked regardless of age or social standing.
STORY: This is less concrete than the other sections! Moreso just ideas to get us started. If you have another idea I'd be thrilled to read it!!
- A Reaper is assigned to hunt down a specific Marked. The two play cat-and-mouse over the course of a few weeks, providing plenty of time for witty banter, and the Reaper doesn't realize they've become attached until they're holding the sword to the Marked one's throat.
- Now they have to decide if this Marked is worth risking their own life while struggling to reconcile that decision with their morals. Is being a Reaper even worth it? Maybe they're tired of killing.
- Bonus points if the Reaper at some point becomes Marked themselves and now they have to hide it unless they want their fellow Reapers to kill them. Though, maybe that'd be a kinder fate…
- I'd like the two to work together to get out of Ante Mortem!
I think that's just about everything that should be covered beforehand, but let me know if you have any questions or anything you'd like to add! You're more than welcome to add world-building elements of your own.
I'd like to play the Marked, if you're content with playing a Reaper! I'll give you a chance to ask any questions before I post the character template (I know it was a LOT of information, sorry in advance lolol).