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Old June 21st, 2013, 05:51 AM
Vintage Arachnid
im always watchin
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Join Date: Jul 2008
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ADDITIONAL IMPORTANT INFORMATION & MY SUs:




DOWNWORLDER RACES:
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The Children of the Night: Also known as vampires/darklings/fledgings, are immortal, deceased humans who have contracted a disease. This disease originates from a demon that was mortal enemies with the demon that lycanthropy originates from. Not only did they pass on their diseases but their prejudices against one another hence why vampires and werewolves do not get along. In order to become a vampire one must drink vampire blood, be drained of their blood, die, buried, be reborn, and then fed blood. A human that has consumed blood is called a darkling who is constantly drawn to the place where they received the blood or the vampire they got it from. A darkling is often worried that they will turn into a vampire due to the fact that they drunk vampire blood. Next the darkling must either be drained of their blood or refused blood to go further in the transformation. After a person becomes a darkling they are able to reverse the effects only if they drink holy water mixed with their own blood. There is only a 24-hour window where the human must die in order to become a vampire. They must then be buried while they are in the transition state and then they must dig themselves out of the earth/their grave becoming fully reborn. Fledglings or newly born vampire have a thirst for blood and will kill anything around them just to drink blood, they must consume a substantial amount of blood in order to complete the transformation to a full vampire. A vampire's strength depends on their age as it multiplies as they get older, it is very rare for a younger vampire to be stronger than one who is older but it also depends on age difference between the two. Their fangs are sheathed or unsheathed depending on if the vampire knows how to control it most younger vampire cannot therefore their fangs are always showing. When it comes to shape shifting vampire can shape shift into bats, rats, and dust. When it comes to night vision vampires have the best eyesight of all Downworlders only comparable to Werewolves. Vampires do not feel the effects of the weather, they don’t feel hot or cold it’s almost like complete numbness. Needless to say whatever age the person died at is the age they will look for the rest of their immorality.

Vampires also have the ability to compel individuals to do whatever they say by making prolonged eye contact. Compulsion eventually wears off, how long it goes on depends on the age of the vampire. Some young fledglings do this by accident, as they aren't used to their power. Due to their sole food source being blood vampires are known to create human subjugates. To create subjugates a vampire must start feeding the human small amounts of their blood, which keeps them calm and connected to the vampire. This bond causes the human subjugates to worship their master and makes them love doing it. All they crave is the attention from their master, they follow every command given, and take offensive to anyone who dare insults their master. They are humans that are kept around for when a vampire gets hungry, this leads the human being left in suspended animation. Human subjugates survive off of a mixture of vampire blood and animal blood. Due to the healing properties of the vampire saliva the humans are healthier than they normally would be and almost seem to stop aging. Unlike certain myths vampire are not weak to garlic and they can see their reflections. However, they are vulnerable to light, catch fire rather easily, wood, holy water, and are weak to holy symbols of the religion they were before they turned. Saying the word, "God" (and/or the holy figure of their previous religion) comes down to the belief (or lack of) of the vampire. If a vampire believes s/he is damned, then they are, if they don't, they aren't. If a vampire believes s/he is damned then they cannot set foot on holy ground, if they believe they aren’t then they can. All vampires must know that they cannot come into a house/building/place if they aren't invited in unless it is completely abandoned. There is only one vampire coven (per city) that rules over the entire race and the eldest or strongest vampire usually leads them.

The Children of the Moon: Also known as Werewolves/Lycanthropes are mortal humans that have contracted a disease (lycanthropy) that allows them to transform into wolves. This demon and the demon that passed on the disease that lead to being a vampire were mortal enemies. Not only did they pass on their separate diseases but also their prejudices against the other hence why werewolves and vampires do not get along. The disease came from a Demon and it grants enhanced inhumane strength. Shape shifting is an ability of a werewolf, they are able to partially shape shift allowing them to just have claws or the eyesight of a wolf (their eyes will glint and become more silted). When they fully shapeshift they resemble actual wolves. All werewolves (pure or bitten) have golden eyes in human and wolf form to those that have the Sight, they appear some natural color to those that don't. Naturally all werewolves emit a higher body temperature than the average human. Their wolf form usually closely resembles their human form so it's easier to notice which wolf is who. There are two different kinds of werewolves those who are born werewolves (both parents are werewolves) or those who are bitten. It is rare for one to be born a werewolf most of the time the individual is bitten. Those new to being a werewolf cannot resist changing during the full moon while those who had done it for much longer can change whenever they want to. Werewolves usually live in a pack, a pack has a sole leader and if one kills the leader they take his/her place as leader of the pack. The pack mentality is very strong and sacred to werewolves; they share a special bond with members of their pack. This also leads to them to be very territorial over their city, but some packs are so large they can control a large chunk of a state. One pack coming onto another pack’s territory without permission is ultimately asking to be killed on sight. Silver is a natural enemy (along with vampires) of werewolves even when they are not in their wolf form.

The Children of Lylic: Also known as The Fair Folk/Faeries/Fey are a very mischievous race this is said to be due to the fact that they have angel blood mixed with demon blood. It is said that they have the beauty of angels yet the ferocity of a demon. Faeries are known to live for a very, very, very, very, very long time, some might mistake them as immortal creatures. Some believe that the Fair Folk are fallen angels banished from heaven due to their pride. Iron is a known exploited weakness to the fey. The Fair Folk live in the Faerie Realm, which is within the Seelie Court; a queen rules The Fair Folk. For one to get to the Seelie Court they must find the portal that leads them there. It is known that if one eats or drinks anything within the Faerie Realm that they cannot leave unless the Queen allows it. The Fair Folk are unable to lie but this doesn’t stop them from telling what they believe is the truth. It is known that they are experts at being able to mesh lies into their sentences by not telling the whole truth or letting other individual assume things by being incredibly vague. There are different kind of Fair Folk Elves, Nymphs, Kelpies, Pixies, Pucas, and others. The Fair Folk when around those who aren’t apart of their kind cast a glamour to make themselves appear human. When not in glamour their “odd” skin color and hair (such as different shades of blue, purple, pink, green) shows as well as their uniqueness, which are their wings, horns, claws, sharp teeth, and sometimes webbed fingers.

The Children of Lilith: Also known as Warlocks are immortal creatures that have a mixture of demon and human blood. Warlocks are able to cast magic because they have demon blood. The younger the warlock the less powerful their magic and the less magic they have to use. Those who cannot cast magic are known as Ifrits. A majority of spells for warlocks are casted by using incantations and most of which are in Latin. Children of Lilith are usually spawns of demons that have put up a glamour to appear human in order to seduce humans. Rarely do mundanes know that they are actually consorting with a demon. Unfortunately warlock women are unable to have children and if they do become pregnant it’ll always come out a stillborn. This is why it is rare to see a married warlock couple but sometimes they do (but it is even rarer) adopt human children. All warlocks have what is called a demon's mark that proves that they are indeed a warlock. This mark can be anything from cat eyes, bat wings, webbed feet, whiskers, horns, a tail, scaled skin, etc. Warlocks also have the ability to use glamour’s to hide their demon's marks from humans. A warlock is responsible along with the Angel Raziel and Jonathan Shadowhunter, for creating Nephilim.



SHADOWHUNTERS:
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A complex society of demon hunters that goes back a thousand years and have the blood of angels coursing through their veins. The first and best known Shadowhunter is Jonathan Shadowhunter who summoned the angel Raziel with the help of a warlock to create the very first Nephilim via the Mortal Cup, as well as his blood and the angel's Raziel's blood. It is an endless tale told time and time again, every Shadowhunter knows the story and could repeat it in their sleep if need be (and some of them do)! Vast majorities of Shadowhunters grow up in their home country, Idris. Mundanes do not know of Idris existence, nor do they know where it is. It’s a country between Germany and France with layers upon layers protective spells covering it that transport the unknowing from one side to the next without them even realizing it. Shadowhunter take pride in calling Idris home and no long matter how long they are away it’ll always remain home to them. This is why being exile is one of the harshest punishments available. Idris only has one city, it’s capital Alicante, and the next largest portion of it is forest. Brosline Forest is where many clans of Downworlders live and thrive. There is Lake Lyn, the biggest and most dangerous lake, its waters are poisonous to Shadowhunters causing them to hallucinate while it has varying affects on Fair Folk. It is said that this is the very lake Raziel raised from when he created Shadowhunters. Alicante is where the Clave and Covenant hold their meeting at the Gard. There are several other Clave related buildings in Alicante, which all are made of the same demon repelling material, the same material used in seraph blades. Such as the Academy, where young Shadowhunters go to school to learn the Killing Arts. They’re also trained in a multitude of languages, both human and demonic so that they can be placed anywhere in the world. Shadowhunters who are of age, eighteen, and have been trained to be demon hunters are considered a member unless they’ve given it up or were forced out. The Council, the Inquisitor, and the Consul lead the Clave. The Council is the governing body of the Clave they make the laws and make choices for all Nephilim, every Shadowhunter of age is apart of the Council. The Consul is a highly ranked member of the Clave and advisor to the Council and advises over all the meetings, it is a ten-year term. It is they who appoints Shadowhunters to head an Institute or pick a new Inquisitor if the previous one has died or unable to do their duty. The sole force behind determining if a Shadowhunter is guilty of breaking the Covenant, (formerly) The Accords, or the Law of the Clave is the Inquisitor. They are allowed to put forth punishment if the trialed Shadowhunter is deemed guilty. Lastly, the Mortal Sword can only wielded by them and it known not to get on their bad side for they also wield immense executive decisions.

Those who do not live in Idris and are not exiled usually live in Institutes. An Institute is a safe home for all Shadowhunters in the event of danger, but also can be a punishment in exile cases. When the Scarlet Battle left many Shadowhunter orphaned, wards, they were put in custody of the Clave and dispersed to Institutes where they were to stay and train until they are eighteen, only then are they free to leave. Over a certain city the Institute is seen as the authority in missions, these missions are usually the most dangerous ones. The training of a Shadowhunter leaves them more than less knowledge about any mundane information. They are not familiar with mundane technology, most mundane culture, and especially that of current news/music/societal views. Being a secretive society it is forbidden (goes against the Law/Covenant) for them to tell mundanes about their existence. Shadowhunter often do not think highly of mundanes and think of them as weak creatures. A superiority complex is not unusual for Shadowhunters, as seen in their feelings toward Downworlders and mundanes. Some Shadowhunters are trained at a young age if they have a willing mentor but most either wait until they attend either an Institute or the Academy in Idris. Seraph blades are the main weapons for Shadowhunters, as they’re made from material that efficiently kills demons. Other helpful items to a Shadowhunter are a sensor, which is another item Shadowhunters use that can be used to track and show demonic presence in an area and a witchlight stone or just witchlight, a small palm-sized rock that illuminates. Along with the seraph blades Shadowhunters have training with swords, crossbows, chakrams, daggers, etc. but usually choose one to specialize in. If they were a most important weapon to a Shadowhunter it is their stele, a slender twig-like object used to draw runes into their skin. Length and style of it are left up to the owner but it is made out of angelic metal called adamas.


DOWNWORLDERS:
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When it comes to Downworlders their society is more integrated into human society than Shadowhunter’s. They have learned how to adapt to the human world, so much so that most of them live normal mundane lives. Downworlders are naturally distrusting with anything to do with Nephilim because of how events occurred before the Accords were signed and now after. If a Shadowhunter killed a Downworlder all the Downworlder’s property or “spoils” were given to the Shadowhunter who killed him or her. When it comes to the four races and their relations, each of them would rather stick with than own kind then venture out with any others. Vampires and werewolves have a special hatred toward each other, this prejudice is said to come from the demons that carried vampirism and lycanthropy. Fair Folk are known as the most mischievous and can seen as the most dangerous because of their love of trickery. Warlocks mostly keep to themselves; out of any of the four races they are the most outgoing. However, it is not unusual for bonds to form between due to common interests such as the Artifacts. Downworld is a part of a city that is almost inclusively a section where Downworlders live and come to congregate. Mundanes however do turn up from time to time; as on the outside it is a place of business with merchants, shop owners, restaurant owners, etc. When it comes to the social scene Downworlders, warlocks and faeries in particular, are known for their partying ways.




TERMINOLOGY:
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Downworlders: They are hybrid creatures. This term is applied to those who are half Mundane and half Demon, The Children of the Night/Moon/Lilith/Lylic. Shadowhunters use this as a degrading term, and feel like Downworlders are lesser than them because they are part Angel.

Shadowhunter/Nephilim: A race of humans whose sole mission is to hunt demons and kill them, they have the blood of humans and angels. The two words are interchangeable, Nephilim is used if one is being formal (and is what all, if not most Downworlders call them by.) and Shadowhunter is largely what they call themselves.

The Sight: The ability to see into the Shadow World, rarely humans do have it. Shadowhunters have it but might need a "Clairvoyant Sight" rune to see through stronger glamours.

Runes/Marks: Using a stele a Shadowhunter draws a rune/marking on their/another Shadowhunter's body or weapon/surface that has some sort of power that activates when drawn. Runes always leave behind a silvery scar wherever the rune was placed. Downworlder's cannot be marked, due to the demon infection/blood they possess, and will kill them on contact. They will burn on humans, putting more than one will drive the human insane and they will become Forsaken.

Stele: A weapon used to draw the runes into a Shadowhunter's skin.

Forsaken: A mindless servant who was driven insane by a Shadowhunter drawing runes onto them.

(The) Clave: The governing body in the Shadow World. All Shadowhunters of age and mind are members unless they renounce their membership. It’s led by a Council, the Inquisitor, and the Consul where they meet in Alicante, Idris. The Council makes the laws of the Clave, known as the Covenant. The Council, made up of solely Shadowhunters, signs the Accords.

The Accords: A peace negotiation signed by both Downworlders and the Clave every fifteen years. As long as the rules are not broken peace will remain between the two, and perhaps even allow for the help of one another if needed.

The Mortal Instruments: Three divine items given to Jonathan Shadowhunter by the Angel Raziel.
The Mortal Cup: A cup given to the Shadowhunters by the angel Raziel from which created the first Shadowhunters. The Cup usually only works on children to turn them into Shadowhunters as adults are unaffected or are killed by it.
The Mortal Sword: A sword that is held when one is questioned by The Inquistor, which forces them to speak only the truth.
The Mortal Mirror: The lake where Raziel rose from, with the cup and sword in hand. It serves as an entrance into Idris through a Portal.
SHADOWHUNTER INFORMATION:
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  • All Shadowhunter's last name are made of two compounded words i.e "Ashtower" "Midwater"
  • Shadowhunter claimed thus far: Ashtower, Midwater, Hallowgate, Everstorm, and Riesigsterne.
  • The current Inquisitor is Inquisitor Everstorm & The Consul is Consul Riesigsterne
  • Nephilim blood is always dominant, so if a Shadowhunter and a mundane have a child then children will be Nephilim.
  • Every Shadowhunter has at least one permanent rune, Voyance, on their right or left hand (depending on which one is dominant) to help with steadiness.
  • The motto for the Covenant is, "Sed lex dura lex" (The Law is hard, but it is the Law.)
  • The motto for all of Nephilim is, "Facilis Descensus Averni" (The descent into Hell is easy)
  • In order to get a seraph blade to work one must shout an angel's name, the louder the shout the one powerful the blade will become. Seraph blades at first look like a tube until it's activated then a clear glass blade shoots out the now glowing tube.
  • Black is the color for battle, white is the color for mourning, gold is for weddings, and red is for ceremonies.
  • Shadowhunter Institutes are glamoured and if a mundane looks upon it they would see nothing but a rundown church and the feeling to stay away from it. Institutes are made on hallow ground for protection against demons and vampires. The metal in the house is made from iron and the nails are silver to protect from faeries and werewolves. The doors to an Institute can only be opened by one who has Shadowhunter blood. There are Institutes in every major city and capital and even minor ones that report to the bigger ones.
  • Ascension is the process of which a mundane is turned into a Shadowhunter. This happens when a Shadowhunter who does not want to leave his life behind but still wants to marry a mundane. They must apply to the Clave for their partner. It must be considered by the Clave for three months while the mundane studies and learns about Shadowhunter culture. If a mundane Ascends they must choose a Shadowhunter last name whether its their partners or not. To Ascend one must drink from the Mortal Cup, but this practice is not typically allowed since it is known that adults almost always die afterwards.
  • Parabatais are two Shadowhunters that are partnered together. The bond between them two are closer than siblings, they are able to draw off each other's strength and have a strong connection. They would give their life for the other. If two Shadowhunters are to be parabatais they must find each other before they're both eighteen and swear an oath in front of each other and the Council. It is possible for two parabatais to be separated, if one of them becomes a Downworlder, if one of them is exiled, and if one of them leaves the Shadowhunter life to be with a mundane. It is expressively illegal for one to fall in love with their parabatai and if this happens they will be separated. A Shadowhunter can only have one parabatai even if theirs dies.
RUNES:
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They look like a bunch of lines and zigzags, sometimes they form a familiar shape depending on the rune.
  • Clairvoyant Sight: allows the user to see through stronger glamours. [NOT PERMANENT]
  • Courage: Used on weapons, makes them stronger. [NOT PERMANENT]
  • Angelic Power: Placed on weapons and grants it angelic powers that washes away all demon presence, which in turn keeps the demon from being healed once it is stabbed. [NOT PERMANENT]
  • Acid: Burns away anything that touches it. [NOT PERMANENT]
  • Endurance: Allows for the user to have more stamina in battle. [PERMANENT]
  • Dexteritas: Gives the user agility. [PERMANENT]
  • Fortis: Gives the user more strength/physical based power. [PERMANENT]
  • Iratze: Heals the user injuries to a certain extent. Is usually partially drawn before going into battle this allows them to quickly heal themselves. [NOT PERMANENT]
  • Soundless: Keeps the users movements silent. [NOT PERMANENT]
  • Thermis: Grants warmth to the user. [NOT PERMANENT]
  • Fire: Creates fire. [NOT PERMANENT]
  • Invisibility: Allows the user to have invisibility from mundanes, cast a glamour over them so that they're hidden from those who lack the Sight. [NOT PERMANENT]
  • Night Vision: Grants the user the ability to see in the dark. [NOT PERMANENT]
  • Voyance (it looks like an eye): Aides with steadiness. [PERMANENT*]
  • Tracking: A rune that allows the user to see what another is seeing, to track them. Must have a possession of theirs to use this rune. [NON PERMANENT]
  • Parabatai: Partners two Shadowhunters together. [PERMANENT*]

*Through certain circumstances can this be made unpermanent.

THE CLAVE RULES:
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Some (not all) of the strict rules the Clave has that must be followed.

Are strictly forbidden from revealing their existence to mundanes.
Are not allow to kill a fellow Shadowhunter unless they've taken up arms openly against the Clave.
Must send a report to the Clave before going into battle.
Must send a report to the Clave about anything that might harm the Clave.
Cannot contact Shadowhunters who have left the Clave, even family.

If a Shadowhunter chooses to leave behind the life and marry a mundane there a three rules they must follow.
1. Must sever contact with any and all Shadowhunter you know, this includes family.
2. You are never allowed to call upon the Clave (or any of its members) for help.
3. The Clave have claim to any and all children you have. They will be sent a letter each year asking if they want to be trained as a Shadowhunter if they replied "no" every year until they're eighteen then they are free.












The Cold One
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NAME: Samara Ashtower
AGE: 23
RACE: Shadowhunter
FAMILY SYMBOL: A single ash tree leaf. On a silver ring a small leaf is shown, over, and over again circling the entire ring connected by roots. It is engraved with "Ashtower" on the inner part of the ring.
LOCATION: New York Institute
APPEARANCE:
Spoiler:
Fiery red tendrils of hair stem from her head, bright as flames, a storm of fire is what opponents see before they succumb to their fate. It lays gently against her bare, milky white shoulders almost as if magma is cascading down her body and one might ask how it does not burn. In instances of combat it is thrown up in a messy bun, as it is hard to contain a wild fire. Those who think fire burns the brightest has not looked upon Samara's eyes, passion and determination flare to life in her pupils. Seemingly as a measure to counteract the amount of fire she has are Samara's cooling blue irises. Many mysterious lay behind them, undiscovered such as the depth regions of the ocean. One day they might be as calm as the sea itself, but other days storms arise and clouds come into view causing a color change from blue to a distinct grey. Silvery marks glitter all over her skin, displaying her mastery and efficiency at placing runes, there are no marks on her face, throat, or legs. Two solid, black permanent runes (one is for endurance and the other is for strength) are located on each of her sides and are rarely seen to others that don't get intimate.

Pretty would work as a descriptor to describe her smile if not for the cruelty that briefly flashes each time it forms from her thin, rose colored lips. Some have noted that they have never stumbled across such a pernicious look; few have lived long enough to discuss these tales with anyone. If torment and anguish cease to be present the same can be said for any state of happiness. Low cheekbones work along with an almost sharp jawline to create a face that comes off as regal or elegant, one that signals for others to not come too close or they would be risking their safety. Long, skinny fingers that would make Samara one hell of a pianist, if she has any musical talent, hold a lavish ring and if one dares looks close enough they can see the blood cake around the jewel. However this is not the family ring, but a ring that is simply for looks. A slender piece of silver that gleams in the light, which is actually the Ashtower family ring, is a piercing located in Samara's left earlobe. In addition to that piercing there are less significant ones such as the industrial and helix, the former is a steel, straight barbell while the latter is a black hoop, which strands of hair sometime gets snagged in. Another family heirloom is fasten around neck, a black and white diamond pendant that subconsciously is always being twirled between Samara's thin fingers.

Standard for a Shadowhunter their gear is always black, it matches the tainted soul Samara has. Black, fingerless gloves are worn to help with the handling of her whip. The whip, which is black in color, has several buttons on the handle that account for the various uses and functions the whip can do. A black arm strap holds the handle of the whip while the rest of it wraps around her arm all the way down to wrists and where the gloves begin. Another black arm strap holds in a dagger that is used to cause a multitude of superficial wounds. A strap, sleeveless, unzipped form-fitting jacket, covers a black tank top. A weapons belt is tighten around her small waist, it holds the entire standard Shadowhunter weapons and utilities that are needed for a battle. Skinny jeans that are easy enough to maneuver in are worn and are tucked into a pair of combat boots with a three-inch heel to them. These boots have diamond studded among the top of the shoe just to show off a little. On Samara's back is her second whip that is held in tightly by another set of straps. This is the outfit that Samara is mostly seen in due to her readiness and eagerness to go into battle, which is always around the corner.

Inheritance has long altered the way Samara dresses, but so has being a Shadowhunter. The comfortableness in clothing is a first priority, and then comes the lasting effect it has on the person looking at it. Most, if not all, of the clothes that she wears are bewitched, to what extent not even Samara herself has knowledge of. Whipmanship as a skill has left toned arms in its wake from years of constant practice and usage. Just like her mother, and her mother's mother Samara was blessed with incredibly long legs, and, again, just like them showing them off. When not in Shadowhunter gear, though it is her preferred fashion, Samara prefers to wear (depending on the weather) short shorts and a tank top. If it is a bit chilly outside there might be leggings and a hoodie involved in the mix. Unlike the other girls that are around her age Samara cares little for fashion. Only if what she wears provides something she can't get through a crack of her whip. Special occasions are the only way one would ever catch this Shadowhunter in a dress and any one who breathed a word about it would lose their tongue in an instant.


PERSONALITY:
Spoiler:
Samara’s cunning actions make it hard for anyone to know what her next move will be. She has a knack for surprising even the best of the best, which is also what she considers herself. The words that trickle from her mouth are most likely laced with lies that are twisted up in a pretty bow that makes it seem like she is telling the truth. Deceit and deception are ways that she has mastered long ago and has no problem using either if a situation arises where she deems that it is required that she do such. Most of the choices she makes are hardly ethical; in fact if more than one of them is she knows that she has done something terribly wrong. Morally gray, or immortal actions best suit her line of work, but she doesn’t get caught up in where her actions fall just how far they will get. As an independent being (even if her brother feels the need to “protect her”) Samara doesn’t do well under anyone’s leadership but her own. As she has her own strict code of conduct that doesn’t fall in line with how The Clave operates. If no one is there to see or report that she broke a rule, did it ever happen? Rules aren’t something that Samara finds useful as they hinder her ability to do what she wants and most of the time it’s troubling finding a loophole.

A ruthless killer is what Samara strives to be on a daily basis, neglecting her emotions is a core part. To shut off the part the makes her human is a lot harder than it appears, but with Samara arriving at the fact that her emotions only breed into weaknesses she learned to ignore all of them that won’t aid her. In an attempt to rid her of another weakness Samara has refused to get attached to anything and everything, which led her to cutting ties with a lot of her older friends and even family. She doesn’t care for her older brother, if he were to die that would only be one less thing she has to deal with and if it assisted her in her mission Samara would even kill him with her own two hands. With her humanity “gone” it’s much easier for her to make the cold, calculated moves. Having such an overwhelming obsession with revenge Samara’s interests rarely stray from anything that is not such. She is not willing to chase down something that won’t get her one step closer to her parent’s killers. When it comes to anger Samara has enough of it to have fueled her for the past fifteen years. This has molded Samara into a very aggressive person, which shows in her fighting style. She’s unrelenting when comes to battle, delivering blow after blow after blow in quick succession. A little cut is nothing if it leads to her returning it tenfold.

The interactions that Samara has that aren’t with Shadowhunters of high ranking are little to none. Having idle chats and conversations aren’t Samara style, she prefers to spend her time practicing her fighting rather than waste her time talking to someone else. She despises the rambling that her brother does and has repeatedly thought about offing him just to shut him up. However, when she does decide to talk it is either very sharp and to the point or manipulative. She has been known to feign feelings toward them (Downworlders) in order to get information easier. Downworlders don’t receive any respect from her; she refuses to acknowledge that they are anything but scum. She looks down on anyone who dares to associate him or herself with demon-spawn. Her personal vendetta has clouded her vision and has led her to kill any and all Downworlder she comes across after retrieving the information she needs from them such as the location of the Artifacts children.


HISTORY:
Spoiler:
The Ashtower family is an old Shadowhunter family. They are known for their fierce tempers, grudges, and strong loyalty ties to the Nephilim above all else, even family. Their family symbol is several leaves from the branch of an Ash tree connected by roots, it is very dear to them and shows as a reminder of their roots as Nephilim. One, to remind them that to be Nephilim is their sole purpose and life, and two, to do by The Law but if The Law hindered them by any means then they were go above it. Their extreme hatred for Downworlders was well renowned and still is to this day, though this is not unusual for Shadowhunters to dislike Downworlders for their demon heritage/relations. The Ashtowers went above and beyond their calling and took to killing more than just demons but anything that had their blood or infection. In 18th century they would put their heads on spikes outside their home, and before The Enclave banned this ritual they had up to over two hundred heads outside their property. Like any old Shadowhunter family there are family members located all around the world, in different Institutes. The Ashtower family in the North American continent is limited, as their family is primarily located in the Eastern European region.

Garlen Ashtower and Nina Ashtower nee Dews were married after Nina was granted Ascension. Garlen was quite charming as a lad but had a quick temper, he angered many of his fellow peers and this has resulted into many high-tension relationships with other Shadowhunter families. While Nina was more soft spoken and reserved as she was a servant in the York Institute and quickly caught the eye of a young Garlen. The head of the York Institute, Bass Midwater, was reluctant to give his recommendation for Ascension, as Nina was one of his prized servants and fighters. Unlike most girls who had fallen for Garlen's charm and would've immediately said yes to his proposal, Nina offered a different answer. If Garlen Ashtower were to beat her in a sword fight then she would marry the man and become his wife. Nina has tried to soothe many of the quarrels, only leading to the likening of Nina. By the Angel they were granted four children, first a rightful heir and son, Kosti, a daughter, Samara, a year later, and nine months later a second son Marti, and their last child, a daughter named Ranora. The glorious tales of the Ashtower family were told to the eldest two as bed time stories, it was made known that they were to be the superior Shadowhunters of their age group and to let nothing hold them back, not even family. Their family was very active in Shadowhunter politics and when it came to the decision to enter an all out war with the Downworlders in North America, specifically New York, Garlen Ashtower was one of the first to cast his vote in favor.

At the tender age of two Samara and her siblings, the youngest of which had to be pried from their dead mother's body, were tragically left orphaned at the New York Institute. They weren't the first Shadowhunter family this happened to and they wouldn't be the last. They grew up in the New York Institute along with other Shadowhunter children who lost their family in the Scarlet Battle and throughout the war where they were at first shielded about their parent’s fate. A debate was brought forth on whether or not to tell the children how their parents really died. On one side some spoke that these kids weren't mentally ready for such a burden and others argued that it was an appropriate time to tell the children, as it would make them better Shadowhunters in the future. The decision was that as soon as the child had the Shadowhunter ceremony they would also have all the knowledge of their parent's death put upon them as well. As a child Samara was as bright as her hair and loved having fun with her siblings. She loved nothing more than to tease Kosti over his training; some of her happier memories involve the hills of Idris where they would often visit regarding official Shadowhunter business. Kosti's attitude shifted one day after his ceremony had been preformed he refused to tell her what had made him so angry and why he was crying. A year to the date Samara also received the same information after the runes were place on her skin, her reaction differed from her brother's. It completely broke Samara's spirit she never laughed, smiled, or played again during childhood.

Training became all Samara did, she ceased to speak to anyone for two entire years, from the age of ten to twelve. Samara met and challenged her first Downworlder when she was twelve, a warlock named Asgar Reach. Wondering through the Downworld after she was tipped off by a much older Shadowhunter about this particular warlock's association with her parents. Asgar was a source of frustration as he only toyed with the young Shadowhunter and disappeared in flames. That's when she regained her voice and knew her prerogative, to find and slaughter the Downworlders that murdered her parents. It was as if Samara was dealt a blow she returned to the New York Institute empty-handed, but more determined than ever. Distance was the only thing she gave her siblings if Samara were to get attached to her younger siblings it would only yield weakness. Instead she let Kosti deal with them and focused primarily on her training. The first time Samara picked up a whip was when she was fourteen years old that was when she knew what her weapon would be. How efficient it would be at torturing an opponent especially if she had special magical enhancements done to it. The usage of magic is explicitly forbidden by a Shadowhunter so Samara sought out a warlock who performed the necessary enchantments. The payment given was a mercifully death with the two new weapons that were just crafted, Samara figured it was the least she could do. After all had anyone known that she went to a Downworlder for help that would only taint the reputation she was gathering for being heartless and the Ashtower name.

Downworlders of course weren't the only things that were hunted in Samara's time; demons also plagued Earth like never before. It was these types of mission that really got Samara well versed in the art of Shadowhunting, for only being the age of fourteen she was succeeding in areas that even Kosti wasn't. This brought attention from certain Shadowhunter families, most were impressed, but many were peeved that she was doing better than their children or them. Being in peak form was all Samara needed if she were ever to find the scum that bloodied her parents to their deaths. Boyfriends were plentiful on Samara's list she has had several of them and some of them have ended up mysteriously dead. Though, she knows that it was not from foul play, but she has a pretty good idea who would be protective enough to slay her exes and make it appear accidental or suicidal. To be fair all the ones who died were Downworlders and the only reason they were even tolerated was so that information could be tortured out of them by night or by seduction. Not even the Faerie Knight Welas, whose kind cannot tell a lie, was helpful in her quest for vengeance. He did however let it known that she should stop while she was ahead, it was not wise to look into matters that have long since been buried. If he had not been hundred of years old Samara might have had a chance when she tried to take off his head with both of her whips.

It was Samara's idea to form the elite Shadowhunter group anew with younger, fresher Shadowhunters that were the most skilled and could track down the Artifact children with ease. It is believed that the children of The Artifacts know where the third and final Inferno Artifact is and The Clave wants it in their hands. The Clave decided that it was a fantastic idea, but their main mission wouldn't be to just track down the Artifact children, but that is what they would be solely known for. They were to carry out some of the most difficult life threatening tasks that were to be carried out in the utmost secrecy. This was an idea that far superseded what Samara had thought and she was eager to participate even if her brother had forced himself into the group just to look after her. It was settled that their base would be the New York Institute where they would gather and get their first mission, but before that Samara had a surprise of her own. On a chance encounter she had "run into" a Downworlder that "willing" shared with her the location of a very prized individual who Samara brought down with ease. It was then she transported this person to the Institute and there they await for the gruesome trial that she has planned, even though no one else knows about this, or so she thinks.


WEAPONRY: Two enchanted whips.

ROLEPLAY SAMPLE: Yeah, no.











A Bright Soul
---

NAME: Kosti Ashtower
AGE: 24
RACE: Shadowhunter
LOCATION: New York Shadowhunter Institute
FAMILY SYMBOL: A single ash tree leaf. On a silver ring a small leaf is shown, over, and over again circling the entire ring connected by roots. It is engraved with "Ashtower" on the inner part of the ring.
APPEARANCE:
Spoiler:
Older Shadowhunters that see him and take notice of his appearance remark that he is an exact replica of his mother almost as if someone had cloned her. Kosti takes that as a compliment as others often spoke of her beauty when they spoke of her. Even if his looks are the only thing he has that links him to his mother it is something he cherishes at times. He has medium length messy brown hair a contrast to Samara’s red hair. Most of the time it is often in his face. There is no need for him to take care of it, as it isn’t something he is willing to waste his time on. The only time that his hair is actually presentable is when he attends The Clave meetings. Kosti doesn’t even bother to move it out of his eyes anymore as that takes more effort than he’s willing to put forth. Another thing he obtained from Nina was her eye color, which was a green that would match the shade of an Ash tree leaf. He is just as pale as his sister probably paler because he doesn’t spend as much time outside like she does. The marks of the runes are very evident on his skin, everywhere except for his face is marked. There are several permanent runes on his right arm and one that is shown comes up his chest onto his neck.

All the Ashtower siblings share the same rose-colored lips that they inherited from their mother like it was a parting gift. Kosti are rougher, he has a bad habit of always biting his lips when he is either bored or really trying to focus on a project of his. The only time when Kosti doesn’t have a puzzled look is when he is fighting then it is a focused face. When he does smile it is a huge, goofy smile full of teeth that seems to take up his entire face. Unfortunately Kosti has never had much to smile about so only a few people have ever seen it since he had reached adulthood. A thin, silver chain keeps the Ashtower family ring around his neck but it almost always beneath his shirt, closer to his heart. When he actually fights Kosti takes the ring off the chain and slips it on a finger to make sure it is visible to all. When all Kosti’s features are put together he can be seen as a pretty handsome man. Like most Shadowhunters he looks younger than he actually is, he doesn’t really mind looking youthful.

Granted to him is the privilege of being one of the tallest Shadowhunters in the New York Institute and it is the only physical attribute of his that he can say he got from his father, he hasn’t met much people taller than him. Even with his height Kosti has worked hard to build the right muscle wanting to look as fearsome as his sister but somehow she beats him every time. As a way of showing off without voicing it Kosti loves to wear tight shirts that display his hard work. Most of the time when he gets a smug face it is because Kosti sees that he has caught the attention of someone and he might even flex a little bit more. Striped V-necks are his preference and he usually doesn’t stray from that unless he is trying to impress or going to a Clave meeting. He knows that he is a simple guy so he prefers to keep his style in the same light. Chino shorts of different colors depending on the shirt he is wearing is what he chooses to wear. Disliking jeans because he feels as if they restrict some of his movement, plus they’re never in his size thanks to his long legs and thin waist. A wooden beaded bracelet that belonged to his father is worn on his right hand and Kosti is never seen without not even in gear.

Exactly the same as every other Shadowhunter all of Kosti’s gear is black, almost the opposite of his complexion. A sleeveless, plain black t-shirt is what Kosti wears he only wishes he was allowed to wear stripes. Over that t-shirt is a jacket that is almost identical to his sister’s, a sleeveless hooded black leather jacket. It is never zipped so Kosti’s physique is always on display and so his movements are freer but mainly the former. There are a series of straps and zippers on his jacket for containing equipment if need be. The majority is contained in his weapons belt, which he doesn’t use often. His twin rapiers never leave his person unless they’re plunged deep into a demon where they belong. Kosti keeps both of them on his waist hooked into the weapons belt and walks around with them. Being used to it has ceased the awkwardness of carrying the extra weight and constantly knocking them into his legs. This has left several scars on his legs from the first few times Kosti attempted to do this but kept cutting himself. Combat boots go over his leather pants and halfway up his calves. There are a couple of straps on the boots, but some of them don’t work as Kosti gets too rough and has broken them.

PERSONALITY:
Spoiler:
Being the eldest of four Kosti feels the need to take the sole responsibility for all of them and watches their actions carefully. He worries about them all the time, as if it’s a full time job. This leads Kosti to be very protective over anything said or done to siblings or about his family name. Despite being the elder sibling Kosti takes a more relaxed role in Samara and his relationship and follows the orders that his sister barks out. Kosti takes after his mother, as unlike his father and sister his temper does not rise as easily and it takes quite a bit of stirring up to get him going. That does not mean he'll hesitate to slice an arm off he'll just be in a very calm state while he does it. The way violence just comes naturally to him is what makes Kosti a bit hesitant, causing him to always double think his actions. Which has left him a very strategic and tactical thinker something that Samara needs at her side since she usually just barges into situation without thinking.

Approaching other people to start a conversation isn’t something he would do, as he’s usually too busy thinking of something. Now if someone disturbs his thoughts he has no problem talking to them. He talks a lot and rather fast so they’d need to prepare themselves for such a barrage of words. He does make a lot of side comments just because he feels like you should always voice how you feel. Most of the time they’re not meant to be funny or joking, but they usually come off in that manner. The only time Kosti gets embarrassed is if he’s trying to be romantic or anything related to that emotional feeling. For the sake of his family Kosti only focused on them and left his love life to suffer so he really doesn’t know how to act in those situations. It’s something he’s been meaning to work on but doesn’t know how one goes about that. His emotions are very confusing to him Kosti doesn’t want to sort through them so he normally just goes with the flow. Experimentation is how Kosti solves everything, it’s best to go through everything once before rejecting the idea of something and this goes for his love life as well.

The Fair Folk would be jealous of how honest he is and it’s not manipulated honesty either. Lies don’t benefit anyone; well, in most cases they don’t do anything but prolong the truth. If one starts with the truth then they won’t have to worry about the reaction to something for long, plus people prefer the truth. Kosti isn’t as blood thirsty as his sister he doesn’t really care for Downworlders but he is in no way a merciless person. In fact he doesn’t like to kill Downworlders just mess them with a mixed of physical and psychological torture, it usually works. Leaving things to Samara gets them nowhere except for a dead body, it’s frustrating dealing with her way. He is a Shadowhunter and Kosti takes a lot of pride in that and The Law. He makes sure to follow it whenever it is possible, though he is not entirely opposed to breaking The Law. It depends on the risk and reward of the scenario they are in it isn’t easy for him to break The Clave’s laws. As the eldest he is the face of their name, which can be a lot of pressure but he knows how to handle that by now.

HISTORY:
Spoiler:
The Ashtower family is an old Shadowhunter family. They are known for their fierce tempers, grudges, and strong loyalty ties to the Nephilim above all else, even family. Their family symbol is several leaves from the branch of an Ash tree connected by roots, it is very dear to them and shows as a reminder of their roots as Nephilim. One, to remind them that to be Nephilim is their sole purpose and life, and two, to do by The Law but if The Law hindered them by any means then they were go above it. Their extreme hatred for Downworlders was well renowned and still is to this day, though this is not unusual for Shadowhunters to dislike Downworlders for their demon heritage/relations. The Ashtowers went above and beyond their calling and took to killing more than just demons but anything that had their blood or infection. In 18th century they would put their heads on spikes outside their home, and before The Enclave banned this ritual they had up to over two hundred heads outside their property. Like any old Shadowhunter family there are family members located all around the world, in different Institutes. The Ashtower family in the North American continent is limited, as their family is primarily located in the Eastern European region.

Garlen Ashtower and Nina Ashtower nee Dews were married after Nina was granted Ascension. Garlen was quite charming as a lad but had a quick temper, he angered many of his fellow peers and this has resulted into many high-tension relationships with other Shadowhunter families. While Nina was more soft spoken and reserved as she was a servant in the York Institute and quickly caught the eye of a young Garlen. The head of the York Institute, Bass Midwater, was reluctant to give his recommendation for Ascension, as Nina was one of his prized servants and fighters. Unlike most girls who had fallen for Garlen's charm and would've immediately said yes to his proposal, Nina offered a different answer. If Garlen Ashtower were to beat her in a sword fight then she would marry the man and become his wife. Nina has tried to soothe many of the quarrels, only leading to the likening of Nina. By the Angel they were granted four children, first a rightful heir and son, Kosti, a daughter, Samara, a year later, and nine months later a second son Marti, and their last child, a daughter named Ranora. The glorious tales of the Ashtower family were told to the eldest two as bed time stories, it was made known that they were to be the superior Shadowhunters of their age group and to let nothing hold them back, not even family. Their family was very active in Shadowhunter politics and when it came to the decision to enter an all out war with the Downworlders in North America, specifically New York, Garlen Ashtower was one of the first to cast his vote in favor.

At the tender age of three Kosti and his siblings, the youngest of which had to be pried from their dead mother's body, were tragically left orphaned at the New York Institute. They weren't the first Shadowhunter family this happened to and they wouldn't be the last. They grew up in the New York Institute along with other Shadowhunter children who lost their family in the Scarlet Battle and throughout the war where they were at first shielded about their parent’s fate. A debate was brought forth on whether or not to tell the children how their parents really died. On one side some spoke that these kids weren't mentally ready for such a burden and others argued that it was an appropriate time to tell the children, as it would make them better Shadowhunters in the future. The decision was that as soon as the child had the Shadowhunter ceremony they would also have all the knowledge of their parent's death put upon them as well. Being the eldest sibling Kosti first went through his Shadowhunter ceremonies and found out the truth about their parents fate. He begged for them not to tell the rest of his siblings, as he knew it would devastate them more than him. The pleas he made were in vain; no one wanted to listen to the words of a child who had only recently gotten his first runes. Had it not been for the photos his parents had around the house, which he would inherit once he turned eighteen, Kosti wouldn't have had the slightest clue what they looked like. He tried to remain strong for Samara, Marti, and Ranora, if they couldn't count on him then who could they?

Being anything other than the best Nephilim was not an option Kosti had being the first born and first son it was almost mandatory for him to be since he was officially the head of his family. He takes very little pleasure in being a Shadowhunter and often daydreams about other things that he rather being doing, of course to speak of such treachery isn't wise. Bad attitude aside Kosti has still raised quite high in the ranks of the Shadowhunter and is known for his skill with a rapier. It was his mother's rapier he found it while he toured the house that his parents lived in and one day would belong to him and his siblings as soon as he turned eighteen. From that day on he decided that he would use the same weapon that his mother used to honor her. His most remarkable asset is said to be his ability to locate a demon without the use of a Sensor or other equipment to do the job. Other Shadowhunter claim (read: spread rumors) there is sorcery involve and do not trust it, as magic goes against The Law. Despite not knowing much about his father except what the Shadowhunters in the Institute told him, all stories that weren't the most flattering, he still wanted to make his father proud. When it comes to his mother Kosti is constantly being told that they look alike, how much alike they are in personality, and how their fighting styles are similar.

There was no such thing as a childhood to Kosti he was forced to grow up faster than the rest and take care of his family. As soon as he was able he refused to let any of the servants take care of his siblings for him, the man of the family didn't let others do his job. It was tough on him seeing Samara distanced herself from Kosti and the other two and refusing to have anything to do with them. Working and training while looking after his siblings was a bit more difficult than he imagined it would be, and thus his skills suffered, but Kosti truly doesn't mind not being the best Shadowhunter out there. Family is everything to him; Ranora and Marti deserved the childhood that Samara and him never had the chance to receive. The news was easier for the younger two to develop as they had no memories whatsoever and Kosti was able to encourage them to still be the children that they were. In that aspect he succeeded with his siblings becoming the Shadowhunters he knew that they could be. This didn't mean that Kosti forgot about Samara, though she made it quite clear that she was done with her family he still kept a close eye on her from a distance. Still being the fiercely overprotective brother that he tended to be.

The day Kosti was able to claim the Ashtower family house was also the day him and his siblings found their family rings on the dining room table. It seemed like their mother and father knew that they weren't going to make it back from Idris one day alive and wrote this letter ahead of time. Like most older brothers Kosti was very protective over his siblings and always monitored their life. This factor only increased as they got the house, which meant a lot more freedom than they had at the Institute. Marti and Ranora still remained there for most of the day to finish up their training while Samara roamed the city like it was her playground. All of this left Kosti without a life of his own since he was constantly worrying about the safety and whereabouts of his siblings even when they were all eighteen. One day Ranora, who is the youngest, officially told him to retire from being their father because they all were adults and could look after themselves. At the age twenty-one he was finally able to relax for a day, admittedly it took him a while because he found the aspect of relaxing quite boring. Unlike his sister Kosti hasn't developed quite the hatred for all Downworlders just the ones that hurt his family. That included some of his sister ex-boyfriends, which he found odd that she would even think of dating such scum (that's what he called anyone who got close to any of his siblings in an intimate way) or get close to them. Especially after he caught her sneaking around the Downworld and trying to take on a warlock that was centuries older than them. A few relationships Kosti got his hands dirty he would never admit his involvement in the disappearance of those Downworlders, but he certainly would agree that the world was better off without them in it.

WEAPONRY: Dual Rapiers.

ROLEPLAY SAMPLE: How about no.











One Twisted Fey
---

NAME: Suren Yuri
ALIAS: The Seelie Queen / Her Majesty / Her Grace
AGE: 21 ; looks 26
RACE: Fair Folk
LOCATION: Seelie Court, New York City, New York
APPEARANCE:
Spoiler:
By law the queen of all faeries in New York is the most alluring and exquisite of all Fair Folk, though this isn’t technically a real law. A young, graceful look is blessed to this queen; a golden aura can be seen if one is granted the privilege to get that close to Her Majesty. The Seelie Queen is quite youthful and to ask her age is one of the gravest mistakes that a Downworlder or Nephilim will make. It is known that the Seelie Queen is young, but how young not even the Fair Folk can answer that truthfully. Taking on the appearance of being older than she actually was helps stop rebellion, as some voice that they will not follow someone so “young”. Due to her Asian ancestry that is the physical form she takes on when she is among humans and casts a glamour. It is said that her grandfather came from Taiwan, so that is the nationality that Suren has chosen to go with. The sleek, pinkish-red hair is fashioned in the ever-popular bob hairstyle and is a trademark. Most times her short length hair is constantly being tucked behind both of her ears almost as if Suren believes this will make her hear well. A single fully blossomed white rose, stem included, entwines itself in her hair, though only the petals are visible. It is said that the rose never grows old and holds special properties that only the Seelie Queen can utilize, no one knows what they may be.

Eyes so lavender they rival the color of lilacs and surely they would attest to jealousy. Ferocity and frigidity are almost seen at the same time; at least in the aspect that one is not far from the other. This array of emotions is simply not restricted to her eyes but can be seen on her face if she were willing. Stoic in its nature setting, Suren has trained herself to not give away the slightest clue of what she may be thinking on her face. If one is to be queen they cannot directly parade such feelings about especially the queen of the Fair Folk. Suren isn’t very tall, it isn’t uncommon for Fair Folk to be short however this doesn’t take away from the intimidation she possesses. Having this structure also makes her very nimble and agile like her kind are famous for being. A multitude of ruby red gemstones strung on a golden necklace, two on each side of a rather grand one, hang from Suren’s neck in a dazzling display. It is a treasure to the Seelie Queen she is most certainly never seen without it, as her thin fingers are always stroking the middle stone almost as if it brought her luck. Not one for tacky crowns, as if she would need one to parade her regality, if Her Majesty is feeling up to it a ring of thorns is present with the most enthralling flowers strewn in a captivating fashion.

Aspects of nature seemed to come together to become part of the daily outfit that the Seelie Queen wears. It is rumored that her clothes are merely another glamour, and what she wears doesn’t actually exist. Strapless dresses are the personal favorite of the Seelie Queen and that means she is rarely seen deviating from them. All of them are relatively the same in the ways that they appear with only subtle differences that others may overlook. Thorny stems of roses are arranged on the border along the top of the dress. How it does not pierce the skin of the queen is unknown but not questioned. Black rose petals (sometimes red or white, a combination is also likely) make up the top half of the dress, each are spaced the same amount and there isn’t a petal out of place to give it a flawless appearance. Halfway down a material replaces the petals, which is tree bark that has been sanded down to not give it such a rough looking appearance. Bark that has been made flexible and unbreakable by some sort of magical enchantment. In its entirety it looks to have been tailored to specifically fit this individual as it is very much form fitting in certain ways. Purposely it extenuates the body and makes the bosom region appear a lot more bodacious and appeasing to one’s eyes. Fluid movements are capable in it as it is a very wavy dress that flaps when any air is blown on it.

All fey have a glamour they cast and that is no different from the queen of all faeries except hers is known to be the strongest. Revealing her true form is to bestow the greatest honor upon someone other than her presence. Casting a glamour can be tricky if one is not careful, but to the Seelie Queen it’s as easy as talking or walking. It is not often that the Seelie Queen must use her glamour as she is always within the Seelie Court and never leaves from her spot. For this particular fey she has chosen to have a glamour on at all times, though her people do not know this. They just simply believe she is a type of fey that does not exhibit as many indications of being Fair Folk as the rest. Suren does not have no plans on saying any more on the matter, nor does she take well to it being brought up. One might be able to strip a small portion of the Seelie Queen’s glamour away, but it requires someone of immense strength. No one has been powerful enough to reveal all of her true form without her either letting them or discarding it altogether. Glimpses of regal, golden skin is said to lie beneath the glamour and that’s the most that has been ever been saw by any living person. In truth Suren cannot recall what her actual physical form looks like, as she has gone so long without looking at it since being forbidden to revert.


PERSONALITY:
Spoiler:
A glimmer of true happiness hasn’t shown in the eyes or personality of the Seelie Queen since she was a small child. The ability to act as if one is happy is enough to fool any one that she may come across, as Suren longs to know what all the fuss is about. Stern and stoic would be the unofficial motto of the Seelie Queen and that’s all she has ever known. All Fair Folk think of her in that regards, Suren doesn’t mind the opinions of her that float around. Very few have been to known to get genuine words out of her. Interaction is a tricky thing for Suren; with plenty of experience one may wonder how that can be possible. The Fair Folk are one thing, but when it comes to those of the outside world it’s a whole new story. Her word is no longer law, and people truly express themselves, an attribute that is new to Suren. It is not often that she hears words that are spoken freely and truly without caution. As she is rarely allowed to leave the sanctuary that is the Seelie Court Suren has to settle for less. An unmistaken view of curiosity and mischief is bound to arise. Lacking a childhood would lead her to act out in ways, but has always caused her to always wonder how it is to act juvenile. It’s beneath her to even try things like that as her kind would lose the respect they have for her.

There is always a lacking of fear present within Suren’s ice-cold eyes. Fear is one thing she has never had to feel, as she is well guarded at all times and there is no one that could possibly harm her. This has caused her to be spoiled in a way, never having to fend on her own. Without having a person to rely on is a tad bit difficult, being alone is something she is not accustomed to and could potentially freak her out. It is true that the Fair Folk cannot lie they must always tell the truth, but this doesn’t mean they haven’t perfected the art of how to tell it and this isn’t any different for Suren. The truth can be told in many ways, and it can be told as what one believes is the truth. If one isn’t careful they could end up more confused than before they asked the question, a specialty of Suren’s. If anyone is foolish enough to trust the Fair Folk can be named a fool indeed, that is, not all of them are mischievous just a majority of them and the queen knows this. Suren tries her damndest to be the ruler that her people need her to be and that is a lot of pressure for a girl who is only twenty-one years of age. Also, she can be seen as a role model for other Fair Folk to mimic their behavior after, she’d much rather not be one. The Seelie Queen has to trust her kind and hope they will do as they are told without stirring up too much trouble.

Weakness is not a trait that she is allowed to carry, nor would she ever want to. In present day weakness has made traitors out of people, which then leads to their death, a fate Suren has plans to avoid. A sort of selfishness has its place in Suren’s heart not wanting to sacrifice her own safety for others, as it is unwise for someone in her position to do so. She knows anything and everything that happens in her city, not a day goes by where she can't keep track of someone that is in her city. This perk that comes with being the queen of all faeries is one that Suren finds hard to be without. Some of the things Suren knows would surprise most people, but when you have a whole city under constant watch it’s hard not to know a few juicy details. Always wanting to know the latest news, especially anything regarding the Nephilim and the Irredeemable War has left her with an insatiable craving for knowledge. This has aided in Suren’s unending curiosity that would leave her always asking more and more questions. Though, like Fair Folk Suren would never outright continually ask questions as she doesn’t want to appear like she knows nothing. There is an endless amount of ways to pry the information one seeks, and Suren has learned such things from the short time she has been Seelie Queen.


HISTORY:
Spoiler:
The Fair Folk are always doing what they can in order to ensure their survival, which means making sure they have their hands in as many pots as possible. The Seelie Queen before the current one was a tough soul who was centuries old, and was known for longevity and intense malice. Becoming a strict ruler for over two hundred very long years who was very keen on keeping her city her own. Naturally, even as Seelie Queen, she was hesitant to involve her kind in a move so bold that it would rain hell from the heavens. If there was politics to be had in the Downworld then one could bet each of the four races’ leader had some sort of hand in it. Strangely enough they each wanted to participate in this making of the Inferno Artifacts they found it reprehensible that the Nephilim hadn’t been scolded like the children they were. An agenda of their own was what propelled them forward into doing such an action. This is why the former Seelie Queen did so, but mostly because she was pregnant with her first child. She refused to let anyone know and casted a glamour to make sure no one saw her belly in the state that it was in. Having her child subjected to such blatant prejudice and racism was something that wasn’t allowed, at least not while she lived on this earth. When the assassinations started the Seelie Queen was one of the first to perish, but she took a lot of Nephilim with her to the afterlife.

After the former Seelie Queen’s death the throne was left to Suren and it was thought to be a favor to a certain Faerie Knight. Seelie Queen’s never chose infants to be their heir to the throne, it’s usually a fey that’s at least a hundred years in and has experience dealing with the Seelie Court. In truth Suren was the daughter of the former Seelie Queen she took every precaution to make sure the Nephilim would never link the two. No one was ever told the identity of the young girl; she was to assume the identity of a Faerie Knight’s niece without ever knowing the truth. The sole caretaker for Suren is her Faerie Knight Welas who was also entrusted with the letter from the previous Seelie Queen that couldn’t be opened until the time was right. The ruling of a kingdom doesn’t stop when the ruler dies so the Fair Folk elected another who would aid Suren in her decision-making. This is where she learned all about the previous Seelie Queens, about the ones in other countries and states, but most important how to become one. It was a grueling process, but it was an honor to be chosen to be one, as it didn’t happen often. Seelie Queens tend to never die before they reach the age of 300 years old and by that time they were very much powerful. There are several rituals and ceremonies that are to happen to be welcomed and acknowledged into the rank by the other Seelie Queens. By the time she was thirteen Suren was properly leading as a queen without assistance.

Growing up in the midst of war left Suren very sheltered not in terms of information but interactions with other kinds. That’s why she created The Passel, a meeting that consisted of her and the other leaders of the Downworlders. Asgar Reach was chosen as the leader of warlocks, though they have no true leader unlike the other three. In a time of war it was a must that they all relayed any and all information that they had and how it should be dealt with. This became a famous meeting in the Downworlder community; there was no other time when the all the leaders were preoccupied and all in the same place. Revealing the location and time of the meeting was forbidden to any of the four and Asgar Reach used a spell to make certain of it. They were allowed to bring one subordinate who stayed at their side. Meaning only eight people know what is truly happening in the Downworlder community at all times, a number that was easy to contain. The others being much older than Suren at first wouldn’t accept any of her suggestions but only wanted her around for her information. After all the Seelie Queen had the most resources and knew the most about what was going on in New York. Suren didn’t know how to handle the situation, as she had never been treated with such disrespect in her life. Abandonment of the group was bound to happen if Welas hadn’t stepped in and settled the matter in mere seconds. It was astonishing to Suren how he did such a thing, perhaps because he was older than the other two and knew a lot more about one and utilized that as a weapon.

Each of the four never revealed all they knew it was seen as foolish to completely trust any of them. After the war these relationships would crumble and whatever sacred information was shared among them might be used against each other. It was a sad tale that they couldn’t all be civil, but that was the Downworlder way, trust your kind and your kind only. These outings were the highlight of Suren’s leadership it gave her a break from endlessly sitting in the Seelie Court hearing other people yammer on about things she didn’t really care about. Also, she learned great deal more of information that she hadn’t known before especially about the previous Seelie Queen. It was well known that each of the old four leaders of the Downworlder community was assassinated because of their participation in the Inferno Devices. But between the four of them it was more like they gave their lives for the next generation, their children. They talked of how each child of the Artifacts was only given a letter, but the letters were so heavily enchanted with different combination of spells that not even Asgar Reach could open them. Welas had warned Suren when she first received the letter that she was to tell no one that she had received one. There she learned how they were being hunted by the Shadowhunters and the number of children left of the Artifact was low, but also hard to figure out since they scattered to different corners of the earth.

The respective leaders were then to take what they discussed, not all of it, and tell their people. Training those who were old enough to go to war, fighting Nephilim wasn’t easy since they used angelic weapons. It was important that be prepared for anything, the Nephilim were a tricky bunch Suren learned. She had still yet to meet one face to face so she was the least experienced in knowing how to counteract them. That didn’t last long as a Nephilim by the name of Xander Nettip accidentally came across Suren while she was leaving the location of one of the meetings. Her Faerie Knight had insisted in checking around before she stepped foot out, but today she insisted that they stop wasting time and leave already. Only knowing her as a Fair Folk the man stopped them and dramatically announced his name then attacked her claiming that her people murdered his siblings in cold-blood. The most Suren got to do was kick the man in the stomach before Welas stepped in to knock out the man in a series of punches. Noting that there might be more nearby and killing him would only bring unwanted attention and vengeance that they hadn’t time for. A bit disappointed in what she saw, Suren had hoped the Nephilim would be all muscular giants. This one was a boy about her age and was scrawny, she felt sorry for the boy she didn’t wish upon anyone to lose his or her parents.

From that time and on Suren was heavily guarded, Welas had instructed other knights to meet cover them as they went to the other meetings. Suren’s 21st birthday also marked the 21st anniversary of the Irredeemable War. To Suren it was hard to believe that such a war hadn’t been settled yet, but the Nephilim were planning on doing that by retrieving the last Inferno Artifact and forcing the Downworlders to surrender using that route. Being the Seelie Queen she was the first to learn of the newly created group of Shadowhunters that were meant to hunt the Artifact children across the globe and kill them. First they were to extract any information using whatever means necessary. Only on one occasion had Suren heard Welas mention the name of the female Nephilim that was to lead this group. Asgar also mentioned her name once, but it was more worrisome that the Nephilim were eager on finally claiming the last Inferno Artifact. On June 18th at 3:22pm EST the letter unfolded in Suren’s hands, it revealed to her that her mother was the former Seelie Queen and that she was to meet the last remaining Artifacts children. It was their turn to take over the fight at full force, to take back the Inferno Artifacts from the Nephilim no matter the cost, and not to die while doing it.

WEAPONRY: Unknown.

ROLEPLAY SAMPLE: You wish, girlfriend!





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THE EXTREMELY JEALOUS PAIR OF CAREFULWETPAINT

Last edited by Vintage Arachnid; July 10th, 2013 at 10:41 AM.
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