This is a post on various bits of Roji's canon, Muhyo and Roji's Bureau of Supernatural Investigation. It'll include information on Magic Law, ghosts in Roji's world, and Roji's weapons/abilities.
This is mostly for future reference, but if you'd like to know more about Roji's world, feel free to read!
Magic Law
Magic Law is a practice where qualified practitioners judge and sentence ghosts based on their crimes. Practitioners of Magic Law are united under the Magic Law Association (MLA). It has been around for hundreds of years, and it was created to combat the rising supernatural crime rate.
Practice:
When a ghost commits a crime, it is judged by an Executor (see ranks). When the Executor decides the crime, he or she summons an envoy (spiritual beings from the underworld that can be contracted) to take the ghost to the designated place that it has been sentenced. The more intelligent the ghosts become, the harder they are to subdue.
There are thousands of punishments for specific crimes, but a ghost is usually sent to one of four places: heaven, hell, the river Styx, or prison. Punishments are in the form of different envoys (e.g. the Night Train or Beelzebub's Jewel Box).
Practitioners use artifacts to perform Magic Law. Artifacts are items created for different uses. For instance, a Magic Law Book is what Executors use to summon and Wards are used to assist in subduing ghosts.
Ranks/Occupations and Schooling:
There are several ranks within Magic Law. Starting from the top:
Executor: The highest rank in Magic Law. An Executor is the only practitioner who can actually summon envoys and sentence ghosts. They rely on other ranking practitioners to assist them with artifacts since sentencing ghosts is a very taxing practice.
Judge: Judges are able to handle any type of artifact, including Ward Circles. The only thing they cannot do is sentence ghosts.
Assistant Judge: Assistant Judges are more capable of handling stronger wards and other artifacts to use against ghosts.
First Clerk: First Clerks are considered somewhat of a novice in terms of handling artifacts, but are still capable of basic assistance. Roji is a Provisional (temporary) First Clerk.
Second Clerk: The lowest rank. Second Clerks usually handle paperwork and housework rather than anything actually relating to the practice. They have basic knowledge of Magic Law.
Artificer: Not included in the practitioner rank ladder, Artificers create the artifacts that practitioners use. They cannot use them themselves, however.
Ranks are based by experience and magical ability. On the latter, it is known that certain people are born with magical abilities, though some are born with more ability than others. Many practitioners cannot rise any higher than Assistant Judge because of this.
Every couple years, tests are taken to either apply for a higher rank or keep current rank if the rank is provisional. A provisional rank is temporary and an advancement test must be passed in order to keep that rank.
The Magic Law School (MLS) is where children from all over the world who have magic ability study to correctly use Magic Law and join the association. It is located in the Magic Law headquarters somewhere in Japan. There are various subjects for Magic Law that are taken, as well as general education such as math, science, and physical education. Though most practitioners attend at an early age, older practitioners could attend if they wanted to. Roji did not actually attend MLS, but he has taken several courses to hone his skills.
Forbidden Magic Law and Ark:
Forbidden Magic Law is exactly what the title implies. Forbidden Magic Law is a very powerful form of Magic Law that is outlawed by the MLA because not only does it requires offering ones soul to an envoy to use it, but these laws can kill living beings. Users of Forbidden Magic Law offer their soul to envoys and the more they use the Forbidden Magic Laws, the more of the soul they lose. This leads to them becoming half-ghasts (see ghosts) and eventually full evil ghosts.
Ark is an organization of Forbidden Magic Law users. Founded by the evil Teeki, these practitioners have a long-lasting hatred for the MLA. It contains ten members.
Important Magic Law Locations:
Magic Law Headquarters: The Magic Law Headquarters is the center of all Magic Law activity. It is located somewhere in mountains of the Nagano Prefecture in Japan. It contains the Magic Law School and serves as a base of operations for the Magic Law Association. The MLS contains a storehouse for all the artifacts that can be used. Artifacts can also be bought at various shops in the town, or can be commissioned by specific Artificers.
The Arcanum: The Arcanum is a prison where ghosts are imprisoned for their crimes. There are several prisons like it, but the Arcanum is where some of the most powerful ghosts are stored. These prisons exist because some ghosts are far too powerful for normal Executors to sentence anywhere else, so they must be sealed away instead. Forbidden Magic Law users can also be imprisoned here.
The Wailing Vale: The Wailing Vale is where Ark's headquarters is located. It is a valley surrounded by five peaks that is not located on any map.
Magic Law Terminology:
Aroropathy: A phenomenon that occurs when two forces benefit from one another. This occurs with Muhyo and Roji. Roji's enormous amount of tempering makes Muhyo's abilities extremely powerful, allowing him to summon more powerful envoys. However, this also weakens Muhyo a lot quicker. The duo are unaware that they possess this phenomenon.
Artifact: Items created by Artificers that practitioners use to perform Magic Law. They are mostly used to subdue ghosts or protect from a ghost's attacks. There are hundreds of types of artifacts, and some take a large amount of experience to handle.
Envoy: A spiritual being that can be summoned from the underworld to help an Executor sentence a ghost. There are different envoys for different crimes. If the Executor incorrectly sentences a ghost, the envoy will turn on the Executor. It will also rebel if the Executor's book breaks or its contract is ended. If the Executor cannot provide sufficient tempering, they will be returned to the underworld.
Envoys must be contracted in order for the Executor to summon them. This can be done by defeating them or convincing them to sign a contract by other means. Contracts are stored within the book of Magic Law.
Fun Fact: There are hundreds of underworld languages. It's helpful for Executors to learn them so they can communicate with certain envoys.
Envoy Syntony: A technique used to make envoys more powerful. Normally tempering is offered to power up an envoy, but offering flesh and blood can make them much more powerful. This is a very dangerous technique, because if the envoy is injured, those injuries transfer to its Executor. If the envoy is defeated, the Executor dies. Certain envoys can only be summoned this way.
Tempering: Life energy required to perform Magic Law. Summoning envoys requires the most tempering, so Executors must focus only on that while other practitioners aid with their artifacts. If tempering is completely exhausted, the practitioner can collapse, fall into a coma, or worse, die.
Ghosts
Ghosts are spirits that linger in the living world after death. There are good ghosts, any many bad ghosts. They come in many shapes and sizes, as well as power levels. A rule of thumb when it comes to ghosts is that if they are able to speak clearly and intelligently, they have the potential to be extremely dangerous.
Types of Ghosts:
Floating Ghost: A floating ghost is the spirit of a person who has died but cannot pass on to the afterlife. They wander from place to place, and usually aren't aware of their own death. These types of ghosts are usually harmless, but they can make mistakes and accidentally attack the living.
Haunt: A spirit that is bound to a single place, usually by a traumatic incident. They possess the land itself and leave spiritual residue in the process. Haunts are evil spirits, and are very dangerous. A floating ghost can become a haunt if it stays in one spot for more than 49 days.
Animal Spirit: These spirits often possess the living or cling to them, feeding off of the victim. If these spirits are present, it usually means the victim is also dealing with a another type of spirit, typically a haunt.
Living Spirits: Also called Grudges, these spirits are manifestations of collected hate energies of the living. They range in appearance, from humanoid to inanimate object. It depends on what they end up possessing. They are always evil, and are extremely dangerous.
Half-Ghast: A living being who is partially a ghost. Forbidden Magic Law users are half-ghasts as their soul is slowly eaten away by their envoy. Certain spirits can eat away at a soul as well. This condition can be reversed if the cause is taken out quickly.
Crimes:
Here are a couple common crimes that ghosts commit in Roji's world. If done accidentally or not for personal gain, the ghost will simply be sent to either heaven or the river Styx.
Becoming: This is not possession. When a ghost "becomes", it literally becomes the person it is focusing on. The person could be alive and well, but the ghost can still look and speak exactly like them. This is considered to be a very serious crime.
Bodily Injury: When a ghost attacks and physically harms the living.
Lingering: When a spirit stays in one place for too long. It's usually haunts that are offenders of this crime.
Murder: When a ghost kills the living.
Possession: Also called Parisitization. When a ghost takes over something else, be it a living being or an object.
Transformation: When a human spirit transforms into something else. Usually it's more grotesque and monstrous.
Roji's Abilities
Abilities:
Extremely high tempering: Roji has so much tempering, he was given a special tie to limit his tempering output. He's unaware that the tie has that property however. His tempering allows him to use high-leveled artifacts and he is able to use more artifacts without tiring out as fast as other pracitioners. Because his tempering is so high, he often attracts ghosts.
Aroropathy: See Magic Law Terminology.
Cooking and baking: Roji's a great cook and knows a lot of good recipes. He knows how to make really cheap meals so he and Muhyo are able to survive with very little money.
Mathematics and science: Due to his knack for math and science, Roji is able to come up with useful inventions that he calls "super fab tech".
Artifacts:
Here are the artifacts that Roji is able to use:
Pen of Wards: A special pen that allows for the activation of wards. It's a basic artifact that First Clerks use. It's used by writing a specific spell on a ward and using it right away. If it is not done this way, the ward will not work.
Wards: Specially prepared paper slips that can be used for many different anti-ghost spells. Due to his tempering, Roji is able to use multiple wards at a time, something that is very difficult to do for most practitioners. Below are the spells that Roji can use so far.
• Ward of Binding: Written on a ward and thrown at a ghost to temporarily paralyze it.
• Ward of Direct Binding: The spell is written directly on a ghost and not on a ward. It's a much more powerful version of the Ward of Binding.
• Ward of Dissipation: Shoots a ball of energy that harms a ghost.
• Spirit Barrier: Creates a force field to shield those inside of it from a ghost's attacks.
Dagger of Absolving: A powerful artifact that not only harms ghosts, but destroys its additional properties. For instance, if a ghost was possessing an object, a Dagger of Absolving would separate the ghost from the object. This one will probably stay back home.