Bleach custom material, please P.E.A.C.H.

Post/Author/DateTimePost
http://www.megaupload.com/?d=RYXK4498

da420express

Jun 08, 2009 10:37:07
I spent the last few weeks trying to work this out. I downloaded a DMs toolkit from this forum and used it to finish my work. So here it is, hope it agrees with you.

http://www.megaupload.com/?d=RYXK4498
#2

onemanhorde

Jun 08, 2009 10:49:07
Getting the file, now. I have to say I was thinking about doing some Bleach stuff myself soon.

------------------------------------

What are WPS files?

Can you just post the stuff here?
#3

da420express

Jun 08, 2009 11:50:23
wps is word perfect. Yes I could. So here it goes

Shinigami (Basic)
Dance, Sode no Shirayuki

Prerequisites: Level 11, Must have died
A Shinigami dedicates his or her life to the destruction of hollows.

Shinigami (Basic) Path Features
Zanpakuto (11th Level): A zanpakuto is the name of the weapon a Shinigami wields. It purpose is to defeat hollows, as such it automatically bypasses a hollow's resistance due to it being insubstantial.
When a character first takes this path they pick a specific weapon, this weapon becomes their zanpakuto. What ever the character describes this weapon as looking like, it becomes a normal looking weapon once it becomes a zanpakuto. This is it's sealed form. It looks normal until such a time as the shinigami release it (see shikai).
Once your zanpakuto seals itself, choose one type of damage; ice, fire, sonic, thunder, necrotic, radiant, poison, or untyped. You shikai attack deals this type of damage.

Reaping Action (11th Level): When a Shinigami spends an action point to take an extra action, if this action is an attack they may add their wisdom modifier to the attack.

Shikai (16th Level): With a call of the zanpakuto's name the sword flares and changes shape. In this state it becomes stronger, capable of inflicting more damage. The weapon's shape returns to whatever the player described it when first taking this class (see zanpakuto).
While in this state a character is capable of performing two actions. First they have a special attack they may perform once per encounter (see shikai attack). Second, by spending a healing surge as a minor action, the character may add a magic bonus equal to 1/5 of their level till the end of their next turn. For example if a 20th level shinigami spent a healing surge they would effectivley have a +4 magical weapon until the end of their next turn.

Shinigami (Basic) Techniques
Shakkaho Shinigami (Basic) Attack 11
Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south! Hado 31, Shakkaho.
_______________________
Encounter ✦ Ki, Fire
Standard Action Ranged 10
Target: One creature
Attack: Wisdom+4 vs. Reflex
_______________________
Hit: 2d10 + Wisdom modifier fire damage and the target takes ongoing 5 damage (save ends).
Miss: Half damage and no ongoing.


Geki Shinigami (Basic) Utility 12
Disintegrate, you black dog of Rondanini! Look upon yourself with horror and the claw out your own throat! Bakudo 9, Geki.
_______________________
Encounter ✦ Ki, Paralyzation
Standard Action Ranged 10
Target: One creature
_______________________
Effect: The target is immobilized until the end of your next turn.

Shikai Attack Shinigami (Basic) Attack 20
You shout the attacks name, releasing a devastating manuever.
_______________________
Daily ✦ Ki, Weapon
Standard Action
Target: Varies
Attack: ; .
_______________________
Hit: 5[W] + strength or wisdom modifier damage.
Special: This attack has up to three parts, no matter how many parts this move has, it does the same amount of damage all together. You determine this by rolling a d6. 1-2=1; 3-4=2; 5-6=3.
You may decide whether this attack is ranged or melee. It uses the same attack bonus, but if it is ranged uses your wisdom modifier instead of your strength modifier.
The number of parts your move has affects the damage. If it has the maximum number of parts (3) the first two will do 1[W] + relevent modifier, strength if melee and wisdom if ranged. The third will do 3[W] + relevent modifier, for a total of 5[W] + relevent modifier.
A single attack will do 5[W] + relevent modifier, where two attacks will do 2[W] then 3[W].
#4

da420express

Jun 08, 2009 11:59:29
Shinigami (Kido)
Snap, Tobiume

Prerequisites: 11th level, must have died
Like the basic shinigami, but they focus primarily on their kido.

Shinigami (Kido) Path Features
Zanpakuto (11th Level): As the basic shinigami's zanpakuto.

Reaping Action (11th Level): When you spend an action point to take and extra action, if this action is an attack, you may add your wisdom modifier to the attack. If this is a kido attack you may add your charisma modifier instead.

Shikai (16th Level): As the basic shinigami's shikai, except this is ranged attack only. The range is determined by you and your DM. This attack still has the same number of parts and does the same damage as the basic shinigami's. Unlike the basic shinigami's attack, this attack may hit multiple targets.

Shinigami (Kido) Techniques
Raikoho Shinigami (Kido) Attack 11
Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle! Hado 63, Raikoho!
_______________________
Encounter ✦ Ki, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Wisdom+4 vs. Reflex
_______________________
Hit: 3d8 + Wisdom modifier damage and the target takes 5 ongoing thunder damage (save ends).
Miss: Half damage and no ongoing.


Rikujokoro Shinigami (Kido) Utility 12
Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six. Bakudo 61 Rikujokoro!
_______________________
Encounter ✦ Ki, Paralyzation
Standard Action Ranged 10
Target: One Creature
_______________________
Effect: The target is restrained till then end of your next turn.


Shikai Attack Shinigami (Kido) Attack 20
You release a devastating attack from your released zanpakuto.
_______________________
Daily ✦ Ki, Fire, Ice, Thunder, or Lightening
Standard Action Ranged 20
Requirements: Must have used your skikai
Target: Varies
Attack: Wisdom +4 vs. reflex
_______________________
Hit: 5[W] + Wisdom modifier fire, ice, thunder, or lightening damage.
#5

da420express

Jun 08, 2009 12:01:46
Shinigami (unsealed)
Never admit defeat and ask for a quick death! Die first, then admit defeat! If you are defeated but didn't die, it just means you were lucky! At hose times, think only about survival! Survive and think only about killing the one who failed to kill you!

Prerequisites: 11th level, must have died.
This shinigami never learned it's zanpakuto's name, therefore his or her sword is always in it's unreleased state. This form of shinigami doesn't have a shikai or a shikai attack.

Shinigami (unsealed) Path Features
Zanpakuto (11th level) As the basic shinigami’s zanpakuto, but with no shikai.

Reaping Action (11th Level): When you spend an action point to take an extra action, if that action is an attack, you may add your wisdom modifier to the attack role.

Improved Melee Attack (16th Level): Your melee attack and melee powers do an extra [W] of damage. For example if you perform an encounter power that does 3[W] damage, it now does 4[W] damage.

Shinigami (unsealed) Techniques
Sokatsui Shinigami (unsealed) Attack 11
Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of man! Truth and temperance, upon this sinless wall of dreams unleash but slight the wrath of your claws. Hado 33 Sokatsui!
_______________________
Encounter * Ki, Fire
Action Ranged 10
Target: One creature
_______________________
Hit: 3d8 + Wisdom modifier fire damage and the target takes 5 ongoing damage (save ends).
Miss: Half damage and no ongoing.

Sai Shinigami (unsealed) Utility 12
You lock a targets arms in place behind their back.
_______________________
Encounter * Ki
Standard Action Ranged 10
Target: One creatur
_______________________
Effect: Target is slowed until the end of your next turn.



Wild Swing Shinigami (unsealed) Attack 20
With a roar, you swing your sword wildly causing great damage and throwing your enemy away from you.
_______________________
Daily * Ki, Weapon
Standard Action Melee
Target: One creature
Attack: Strength +5 vs. AC
_______________________
Hit: 5[W] + Strength modifier damage.
Effect: You push the target a number of squares equal to your strength modifier.
#6

da420express

Jun 08, 2009 12:07:24
Shinigami (zanjustu)
Do you need a reason to fight in a battle?

Prerequisites: 11th level, must have died.

Like the basic shinigami, but focus soley on combat with their zanpakuto.

Shinigami (zanjustu) Path Features

Zanpakuto (11th Level): Same as the other zanpakuto.

Reaping Action (11th Level): When you spend an action point to take an extra action, if that action is an attack you may add your wisdom modifier to the attack.

Shikai (16th Level): Same as the basic shinigami except the attack is always melee.

Shinigami (zanjustu)

Stepping Strike Shinigami (zanjustu) Attack 11
You move towards your enemy and strike.
_______________________
Encounter ✦ Weapon
Standard Action Melee
Target: One creature
_______________________
Hit: 3[W] + Strength modifier damage.
Special: You may shift 2 squares before this attack


High Critical Shinigami (zanjustu) Utility 12
You focus your energies to strike your enemies vulnerable areas.
_______________________
Daily ✦ Personal
Standard Action
Target: You
_______________________
Effect: Until the end of the encounter you may score a critical hit on a roll of a 18-20.


Shikai Attack Shinigami (zanjustu) Attack 20
You make a devastating attack with your zanpakuto.
_______________________
Daily ✦ Weapon
Standard Action Melee
Requirements: Must have used your shikai
Target: One creature
Attack: Strength +4 vs. AC
_______________________
Hit: 5[W] + Strength modifier damage.
#7

da420express

Jun 08, 2009 12:08:41
Shinigami Vice-Captain
You are second in command of one of the 13 Court Guard Squads of the Soul Society.

Prerequisites: 21st level, any shinigami path
As Vice-Captain you answer only to the captain of your squad. While a vice-captain does not have a bankai, they are powerful in their own right. They have the ability to release their shikai attack at-will. They see more action than a captain does, but still not as much as one of the normal shinigami.

Second in Command: After you have completed all your task in the physical world, you return to the Soul Society taking your place among your fellow shinigami. As a Vice-Captain you spend your days relaying your captain's orders to your squad. You also assist the captain in day to day matters rarely being sent to the real world. You see more combat than a captain, just barely, being sent when high level hollows invade the Soul Society or the physical world.

Shinigami Vice-Captain Features
Every Shinigami Vice-Captain has the following features.

Commanding Personality (21st Level): When you are adjacent to an ally who is attacking an enemy, that ally may add your wisdom modifier to his or her attack.

Spirit Paralyzation (22nd Level) The vice-captain must make a wisdom +4 vs. fortitude attack against any creature, ally or enemy, within a 10 square zone centered on the shinigami. The shinigami cannot turn this ability off, it caused due to his training. Any creature hit by this attack suffers an effect depending on the difference between their level and the vice-captain’s level. 1-2 levels difference: The enemy is weakend; 3-4 levels difference: The target is stunned; 5 or more levels difference: The target is immobilized.

Surging Shikai (24th Level): Once per day when you die, you may use your shikai attack as an immediate reaction and spend a healing surge.

Improved Shikai Attack (30th Level): You may use your shikai attack as an at-will power.

Shinigami Vice-Captain Power

Shunpo Utility 26
You move towards the enemy not bothering with the spaces between you and it.
_______________________
Encounter ✦ Teleportation
Free Action
Target: Personal
_______________________
Effect: You shift your speed as a free action. If this is used as a move action you may shift three times your speed. If this ability takes you into melee range of an enemy you may make a basic melee attack or use an at-will power including your shikai attack if you are able to use it at-will.
#8

da420express

Jun 08, 2009 12:09:21
Captain Level Shinigami
You lead one of the 13 Court-Gaurd Squads of the Soul Society. Your strength and power are the things of legend.

Prerequisites: Any Shinigami Paragon Path, Knowledge Arcana or Religion 25
After years of faithful service to the soul society, your training and loyalty have paid off. You have truly mastered your zanpakuto and have been rewarded for such. A captain level shinigami rarely enters combat, but when one does it means death for the enemy is certain.

Your own squad.: After you have completed you final quest, you return to the Soul Society and take command of one of the 13 Court Guard Squads. Each squad has a purpose, what is yours? Once you have command of your squad your days of returning to the physical world are all but over. You will only be sent back if their is a threat that requires somone of your power. You now live to command your squad. The duties of a captian are almost endless.

Captain Level Shinigami Features
Every Captain Level Shinigami has the following features.

Bankai (21st Level): You have truly mastered your zanpakuto, achieving a level above shikai. With your bankai comes a stong attack, most of the attacks can be maintained as a standard action. Unlike the shikai attack, your bankai attack is one attack and only one attack. This attack deals the same type of damage as your shikai, only stronger. The general rule for bankai is: bankai is big. This attack deals 7[W] and deals an ongoing effect. You have the option of creating this attack yourself in conjunction with your dm yourself, or allowing your dm to create it on his own.

Spirit Paralyzation (22nd Level) The captain level shinigami must make a wisdom +4 vs. fortitude attack against any creature, ally or enemy, within a 10 square zone centered on the shinigami. The shinigami cannot turn this ability off, it caused due to his training. Any creature hit by this attack suffers an effect depending on the difference between their level and the captain’s level. 1-2 levels difference: The enemy is weakend; 3-4 levels difference: The target is stunned; 5 or more levels difference: The target is immobilized.

Surging Shikai (24th Level): Once per day when you die, you automatically use your shikai attack as an immediate reaction and you spend a healing surge.

Improved Shikai Attack (30th Level): You may use your shikai attack as an at-will power.


Captain Level Shinigami Power

Shunpo Utility 26
You move to your enemy, not bothering with the obstructions in your path.
_______________________
Encounter ✦ Teleportation
Free Action
_______________________
Effect: You shift your speed as a free action. You may use this power as a move action and move a three times your speed. If this ability takes you into melee range of an enemy you may make a basic melee attack or use an at-will power, including your shikai attack if you are capable of using it as an at-will power.
#9

da420express

Jun 08, 2009 12:12:03
I must apologize about the length of each post, I have yet to figure out how to hide the information. If a mod would be so obliged as to edit and hide the stuff for my I would appreciate it. Anyways now the hollows.

Hollow

A large fur covered beast wearing a white mask.

Hollow Lore
A character knows the following information with a successful Arcana check:
DC 15: A hollow is an undead creature which devours souls.

DC 20: The white mask the hollow where's is the source of it's power.

Hollow ************************************Level 5 Brute
Large aberrant beast (Undead)****** XP 200
Initiative 4Senses Perception +4, Darkvision


HP 62; Bloodied 31
AC 17; Fortitude 17, Reflex 17, Will 17
Immune Disease, Poisoin; Resist Insubsantial
Saving Throws
Speed 5
Action Points 0


Claw (standard; at-will) ✦ Weapon
Reach 2; +8 vs. AC; 1d10+4
Cero (standard; daily) ✦ Necrotic
Ranged 20; +6 vs. Reflex; 3d10+4
Alignment Chaotic Evil Languages Common
Skills Perception +4
Str 18 (6) Dex 15 (4) Wis 15 (4)
Con 15 (4) Int 15 (4) Cha 15 (4)
Equipment none

Hollow Tactics
A Hollow will open will try to take out what it precieves as the biggest threat with it's cero. After that it will fall on the others with it's claws.
#10

da420express

Jun 08, 2009 12:13:47
Gillian
This gargantuan beast were's a white mask and what appears to be a black robe.

Gillian Lore
A character knows the following information with a successful Arcana check:
DC 15: A gillian is a hollow, therefore gains it's power from it's mask.
DC 20: A gillian is more powerful than a typical hollow. It is the first of the hollow grouping called Menos Grande.
DC 25: Gillians become stronger by the cannibalization of other hollows.

Gillian ************************************Level 10 Elite Soldier
Gargantuan aberrant humanoid (Undead)****** XP 1000
Initiative 8Senses Perception +2; Darkvision


HP 220; Bloodied 110
AC 28; Fortitude 22, Reflex 24, Will 24
Immune Disease and poison; Resist Insubstantial
Saving Throws +2 (Elite)
Speed 8
Action Points 1


Stomp (standard; at-will) ✦ Weapon
Reach 4; +17 vs. AC; 2d6+5

Gillian Stomp (free; at-will)
Gillian may attack two seperate targets with it's stomp in the same turn.

Cero (standard; daily) ✦ Necrotic
Ranged 20; +15 vs. Reflex; 4d10 + 5

Bloodied Cero (immediate reaction, When first bloodied; daily) ✦ Necrotic
When a Gillian first becomes bloodied, it's cero recharges and is automatically used against the character who bloodied it.

Alignment Chaotic Evil Languages -----
Skills Perception +2
Str 24 (12) Dex 13 (6) Wis 4 (2)
Con 18 (9) Int 4 (2) Cha 10 (5)
Equipment none

Gillian Tactics
Begins battle by firing it's cero at the first enemy it sees. It then begins to stop on the remaining enemies. Once bloodied it fires it's cero again.
#11

da420express

Jun 08, 2009 12:14:21
Adjucha
Roughly humanoid in apperance, they are slightly larger. Like all hollows they wear the white mask, although its shape is known to vary.

Adjucha Lore
A character knows the following information with a successful Arcana check:
DC 15: The Adjucha is the second stage in the Menos class of hollow.
DC 20: The Adjucha is vastly more intelligent than a gillian and is known to go into battle commanding normal hollow.
DC 25: The Adjucha will devour hollow that it percieves as weak to make its self more powerful.

Adjucha ************************************Level 15 Elite Lurker
Large aberrant humanoid (Undead)****** XP 2400
Initiative 14Senses Perception +13; Darkvision

HP 224; Bloodied 112
AC 31; Fortitude 27, Reflex 29, Will 29
Immune Disease and poison; Resist Insubstantial
Saving Throws +2 (Elite)
Speed 5
Action Points 1

Claw (standard; at-will) ✦ Weapon
Reach 2; +20 vs. AC; 2d8 + 6

Double Slash (free; at-will)
The Adjucha may make two basic melee attacks against the same target in one turn.

Cero (standard; daily) ✦ Necrotic
Ranged 20; +18 vs. Reflex; 4d10 + 6

Sweeping Cero (immediate reaction, When first bloodied; daily) ✦ Necrotic
Close burst 5; When first bloodied an Adjucha will use it's cero in a burst using the same attack as the normal Cero but agains all reflex defenses in the burst.

Cannibalization (standard; encounter) ✦ Heal
Adjuchas will cannibalize any hollow near it that falls to 1/4 it's hit points. By doing so the Adjucha will gain HP egual to the HP of the hollow it devoured.

Alignment Chaotic Evil Languages Common
Skills Perception +13
Str 19 (11) Dex 16 (10) Wis 22 (13)
Con 14 (9) Int 25 (14) Cha 13 (8)
Equipment none


Adjucha Tactics
An Adjucha will send the normal hollow it commands into battle while it sits back and watches. After the first few hollow fall it will enter battle. It uses it's cero on the one who has done the most damage by destroying the most hollows. It then proceeds to attack with its claws. If there is a Shinigami present it will focus all of it's attacks on him or her.
#12

da420express

Jun 08, 2009 12:16:14
Arrancar
An arrancar looks like a human with the remainders of a hollow mask on it's head. It carries a sword at it's side.

Arrancar Lore
A character knows the following information with a successful Arcana check:
DC 15: An arrancar is a hollow that has removed it's mask to make it's self more powerful.
DC 20: An arrancar generally comes from the adjucha class of hollow.
DC 25: Arrancar are the strongest of all hollow. They come from a realm known as Heuco Meundo.

Arrancar ************************************Level 25 Solo Artillery (Leader)
Medium aberrant humanoid (Undead)****** XP 35000
Initiative 19Senses Perception +19; Darkvision

Spirit Paralyzation (Zone) aura 10; +30 vs. Fortitude; Enemies in the aura are affected according to the difference in their level to the arrancars. 1-2 levels difference: The character is weakened (save ends, -1to save); 3-4 levels difference: The character is stunned (save ends, -3 to save); 5 or lower levels difference: The character is immobilized (save ends, -5 to save)

HP 1150; Bloodied 575
AC 37; Fortitude 39, Reflex 39, Will 39
Immune Disease and poison; Resist Insubstantial
Saving Throws +5 (Solo)
Speed 6
Action Points 2

Bala (standard; at-will) ✦ Necrotic
Ranged 10; +30 vs. Reflex; 3d8 + 9

Zanpakuto (standard; at-will) ✦ Weapon
+32 vs. AC; 2d10 + 9

Sonido (free; encounter) ✦ Teleportation
The arrancar can shift his movement as a free action. If this is done as a move action it can shift three times it's movement. During this shift, if it takes him within melee range of an enemy, it may make a basic melee attack against that enemy.

Cero (standard; daily) ✦ Necrotic
Ranged 20; +30 vs. Reflex; 5d12 + 9

Sweeping Cero (immediate reaction, when first bloodied; daily) ✦ Necrotic
Close burst 5; When first bloodied the arrancar's cero recharges and it uses it on all enemies in the burst.

High Speed Regeneration (immediate reaction, When first bloodied; encounter) ✦ Heal
The arrancar has a regeneration 10 until end of encounter

Ressurection (standard, When Bloodied; recharge 5, 6) ✦ ressurection
+5 to all damage until end of next turn

Alignment Chaotic Evil Languages Common
Skills Perception +19
Str 28 (21) Dex 24 (19) Wis 28 (21)
Con 22 (18) Int 32 (23) Cha 20 (17)
Equipment Zanpakuto (disappears when the arrancar is destroyed)

Arrancar Tactics
An arrancar will focus all of it's attacks on whoever is strongest. Begining with it's cero, it will follow up with it's bala at a distance or it's zanpakuto in melee. If forced to go melee an arrancar uses sonido to close the distance. If a Shinigami is present the arrancar focus solely on him or her, only focusing on other to defend itself.
#13

da420express

Jun 08, 2009 12:17:12
Espada
The espada look identical to the arrancar, except it more powerful.

Espada Lore
A character knows the following information with a successful Arcana check:
DC 15: These are rumored to rule the realm where the hollow originate.
DC 20: The espada stand above the arrancar as the arrancar do a normal hollow.
DC 25: The espada are made from a vasto lorde removing it's mask, making it unbelievably powerful and incredibelly dangerous.

Espada ************************************Level 30 Solo Controller (Leader)
Medium aberrant humanoid (Undead)****** XP 95000
Initiative 20Senses

Spirit Paralyzation (Zone) aura 10; +34 vs. Fortitude; An espada's presence is so powerful that it affects all lesser beings in the aura. It's enemies are affected according to the difference between their level and the espada's. 1-2 levels difference: The enemy is weakend; 3-4 levels difference: The target is stunned; 5 or more levels difference: The target is immobilized.

HP 1335; Bloodied 667
AC 46; Fortitude 42, Reflex 44, Will 44
Immune Disease and poison; Resist Insubstantial
Saving Throws +5 (Solo)
Speed 6
Action Points 2

Bala (standard; at-will) ✦ Necrotic
Ranged 10; +34 vs. Reflex; 3d8 + 10

Zanpakuto (standard; at-will) ✦ Weapon
+35 vs. AC; 2d10 + 6

Sonido (standard; encounter) ✦ Teleportation
The espada may shift his movement as a free action. If this is done as a move action the espada may shift three times his movement. If this shift takes him in range of an enemy it may make a basic melee attack against that enemy.

Cero (standard; daily) ✦ Necrotic
Ranged 20; +34 vs. Reflex; 5d12 + 9

Grand Ray Cero (immediate reaction, When first bloodied; daily) ✦ Necrotic
Ranged 20; +34 vs. Reflex; 5d12 + 20

High Speed Regeneration ✦ Heal
The espada has a regeneration of 20.

Ressurection (standard, When bloodied; recharge 5, 6) ✦ Polymorph
+5 to all damage until the end of it's next turn.

Alignment Chaotic Evil Languages Common
Skills
Str 22 (21) Dex 20 (20) Wis 28 (24)
Con 19 (19) Int 31 (25) Cha 26 (23)
Equipment Zanpakuto (disappears when destroyed)

Espada Tactics
The espada excells in combat. It does not hold it's self back but immediatley uses cero on the strongest of it's enemies. It then falls back on it's bala and zanpakuto. If a Shinigami Vice-Captain or Captain is present it will focus on those.
#14

da420express

Jun 08, 2009 12:19:31
This is the history for my game, it focuses on a high level npc. and and evil god.
Most of you probably won't use it, but if you like it feel free. This is LONG.

History of the Hollows and Shinigami
4e style


Anyone trained in Arcana or Religion can know this with a DC 50 check. Any shinigami is taught this in their training.

About 25 years ago, a powerful archlich who was possessed by a dark god, created a new plane and called it Hueco Muendo. Doing so took almost all of the power the god had. The archlich had to give almost all of her life force to the creation, an act that very nearly killed her. It took so much of her life force it left her body and health permanently scarred.
About five years after the creation of the plane the archlich found a way to remove the unwanted god possessing her from her body. This act scarred her body and health even more disfiguring her beyond belief. She spent the next two years of her life recuperating. A year after she finished her healing she to twenty of the most vicious criminals she could find, mass murders and butchers, and created with their spirit’s a new type of undead, the hollow. After studying the hollows in her tower she decided they were far to dangerous to keep on the physical plane and banished all twenty hollows to Hueco Muendo.
She watched the hollows for years and found that somehow they had developed a method of entering the physical plane on their own. She then noticed that when they came over to this plane they tended to attack spirits of the deceased. They would devour any nonviolent spirit, such as that of a child or a kindly person who did not pass on. She also notice that evil spirits, such as ghost and wraiths, would be swarmed under by half of these hollows and be turned itself into a hollow. The how of this baffled her, she could not figure it out regardless of how much she studied it. The most disturbing thing she saw in her studies was that certain hollows would begin to devour other hollows resulting in an evolution of sorts. By the time she stopped watching the hollows, roughly ten years later, they had evolved up the what was called an arrancar.
The Raven Queen and several other gods became aware of this plane and it’s vile inhabitants. They believed that these undead created by the cursed archlich must be destroyed, and sent their most powerful followers to eliminate them. The gods chosen were annihilated. After three separate attempts and three defeats the combined their powers to create a plane of their own, the Soul Society. With the Soul Society came the shinigami, or soul reapers, whose job it was to keep the denizens of Hueco Muendo in balance. As Hueco Muendo did, the Soul Society and it’s inhabitants grew beyond measure and with it the number of shinigami. Unlike the hollows the shinigami did not corrupt spirit’s, they offered the job to those strong enough. The Soul Society now has over 5,000 spirits inhabiting it, a quarter of which are shinigami.
About five years after the formation of the Soul Society, they sent an expeditionary force into Hueco Muendo to evaluate the best way to eliminate the hollows once and for all. They were never heard from again. All that was found was their zanpakuto and a blood-splattered message telling of something far more powerful than an arrancar. The message ended before the creature was named, it ended with an Es then trailed of as if the writer were killed in mid sentence. No other force has been sent to Hueco Muendo since.
In the last few years the number of hollows entering the Soul Society and the physical plane has quadrupled. It is now believed that there may be over 50,000 hollows of all types. This is an estimate as there is no data to support this theory.
With in the last two years the shinigami have organized themselves into a militaristic organization called the Thirteen Court Guard Squads of the Soul Society, and are base in a fortress called the Seireitai. Each squad is lead by a captain, a shinigami of vast power and skilled, and seconded by a vice-captain, only a little less powerful than a captain. Some squads have even began place third and fourth seats, meaning the third and fourth most powerful shinigami in the squad.
This is how the Soul Society and Hueco Muendo currently stand. No further information is available at this time.
#15

da420express

Jun 08, 2009 12:20:08
That's it. Hope you like it.