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Characters / Tokyo Afterschool Summoners Three True Guilds And Geniuses

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Massive unmarked spoilers below! Read at your own risk.

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(Under Construction)

Three Guilds that are aware of the true nature of the Game and are lead by World Representatives, Transients that serve as pillars of their respective Worlds, and seek to use the true nature of the Protagonist, an amalgamation of 24 Exiles, for their own purposes. Each guild is assigned their own Genius as their Guildmaster, who in turn is responsible for overseeing and ensuring their Representatives don't deviate from the rules of the Game.

They serve as the major antagonistic force in Book 2, their ceasefire having ended and are now battling each other for the Protagonist in all-out war.

The Three Geniuses (Unmarked Spoilers!)

    General 
The trio of guildmasters assigned to the Three True Guilds. They are in truth a set of artificial geniuses, clones of the three greatest minds in the Game Masters, each named after 3 of the greatest science-fiction literature writers, Isaac Asimov, Robert Heinlein, and Arthur Clarke. All three and their back-ups were created in a series of inhumane and horrific experiments aimed at fusing humans with sacred artifacts to produce subjects with computational powers on par with the greatest supercomputers.
  • Artificial Human: They're clones of famous geniuses who were implanted with artificial World Pillars in order to act as "Recorders/Observers" for the Game resulting in them becoming human/sacred artifact hybrids.
  • Dark and Troubled Past: The kids were created in a lab, had artificial Pillars forcibly grafted into them, were made to undertake horrific experiments and were explicitly treated as tools by the creator rather than people. Their emotions and sense of empathy were also neutered by the researchers in order to make them more objective. In fact, one of the criteria to "graduate" from the program was to demonstrate that they were pitiless creatures of logic and it's implied that many of the clones did not make it.
  • Evil Genius: They're smarter than supercomputers and have little morality, such as Curren's abusive treatment toward Breke.
  • Expendable Clone: Duo note that all of the clones, even the Prime Geniuses, are considered expandable by the Game's Masterminds. That's why they even have back-ups to begin with; in this case, Duo was to serve as a replacement in case any of the Prime Geniuses could no longer do their job.
  • Lack of Empathy: All of the Prime Geniuses apparently lost their sense of empathy to the experiments conducted on them, which was to ensure that they would faithfully and objectively record the data of the Game. Downplayed for Duo. While most of his empathy is gone and he can only muster forth the barest sense of pity, he still knows right from wrong and is still helping others out of genuine kindness.
  • Madden Into Misanthropy: It's implied that none of the Geniuses started off as bad as they are now. The stress from being made to record the countless loops, the knowledge that they were more tools than people in their creator's eyes, and potentially meeting and losing the Player to the Game have made them insane and nihilistic.
  • Power Tattoo: Unlike other native summoners, all of the clones have their summoner's mark located superior to their sternum or just right under the collar bone.
  • Puppet King: The Geniuses may be guildmasters, but it's done solely so that the Game Masters can keep an eye of the World Representatives and don't do anything that breaks the rules of the game. Michel even says that Curren is just a figure head.
  • World's Smartest Man: Each of them are this, being clones based on greatest minds in science-fiction, and possess computational powers rivaling the greatest supercomputers.
  • You Are Number 6: Each of the Geniuses are "Plan-A/B/C" of those who manipulate the game. Duo and Shuichi are also like them, but only Duo was a success as they had believed that he lacked a sense of empathy like his Genius siblings.

World Representatives

    General 
Powerful Transients within the game that are chosen by their system to represent the highest power in their world, be it through strength, faith, love, connection, or other concepts. They are different from a world's pillars. In some way or form, the Representatives or someone connected to them are the ones to banish the Exiles. Most of these Representatives make up the Three True Guilds that are aware of the time loops and seek to use the protagonist for their own agenda. Currently, 19 of the 23 Representatives have been revealed:
  • Rule Makers:
    • Amaterasu of Takamagahara
    • Korpokkur of Kamuy Kotan
    • Michael of Eden
    • Horus of Aaru

  • Warmongers:
    • Yoritomo of the Land of Wa
    • Shiva of Deva Loka
    • Teda of Nirai Kanai
    • Balor of Tír na nÓg
    • Mephistopheles of Gehenna
    • Marduk of Babel
    • Tezcatlipoca of El Dorado

  • Invaders:
    • Perun of Kitezh
    • Fuxi of Hourai
    • Temujin of Xanadu
    • Tangaroa of Bora Bora
    • Wakan Tanka of Great Spirit
    • The Smoky God of Shangri La

  • Genociders
    • Surtr of Yggdrasil
    • Azathoth of Old Ones.

  • Currently Unknown:
    • Cupid of Olympus

  • Others
    • Baal of Canaan

  • Arc Villain: The Representatives are the main antagonists of Book 2. With their cease fire now over, they're going on an all out war for the Protagonist. However, while they play a part with the Exiles that make up the Protagonist, it's the Game Masters who run the show.
  • Enemy Civil War: Since the Game is a Winner-Takes-All situation, most of the Representatives will readily backstab one another if the opportunity arises. In fact, this was basically how the early loops were played out, with all the Reps gunning for the Protagonist from the get-go or just trying to kill each other in order to lower the competition.
  • Even Evil Has Loved Ones: Perhaps a truly horrifying fact is that, despite everything the Reps preach and have done. most of them love the protagonist from the bottom of their hearts. (The one exception seems to be Marduk, who, as Temujin notes, lacks the "personal attachment" to the protagonist that the rest of the Reps have). Unfortunately, the love they hold for the Player has driven them to do truly heinous things to the Tokyo residents.
  • Man of Kryptonite: As the beings who banished the Exiles, they serve as this to keep the Protagonist from being an OP game breaker. They later lose this thanks to the Crafters helping the Protagonist find a way around it.
  • Rule of Seven: There are supposed to be a total of seven Representatives within the each Guild, though Surtr and Azathoth's betrayal and forming of the Genociders subverts this trope.
  • Walking Spoiler: The Reps are one massive spoiler, as literally everything about them reveals the true nature of both the Game and the Protagonist.

Three True Guilds (Unmarked Spoilers)

    Eastern Rule Makers note  

In General

One of the Three True Guilds composed of various World Representatives that wish to turn the Protagonist into the System that allows their various worlds to continue existing. In essence, they desire to transform the Protagonist into God, a being that exists solely to serve the whims of others.

For their individual tropes see here.

    Western Warmongers note  

In General

One of the Three True Guilds led by World Representatives dedicated to the ideal of eternal war and battle, who wish to utilize the nature of the game to fight forever.

For their individual tropes see here.

    Southern Invaders note  

In General

One of the Three True Guilds led by World Representatives that wish to utilize the Protagonist to win the game and dominate all other Worlds for their own ends.

For their individual tropes see here.

Alternative Title(s): Tokyo Afterschool Summoners Three True Guilds

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