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Downworlders [OOC + SU] [M]

1,176
Posts
15
Years
  • Seen Jul 18, 2016
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DOWNWORLDERS
Based off of The Mortal Instruments/The Infernal Devices series by Cassandra Clare

GMed by Retro Bug


SIGN UPS OPEN





BACKSTORY + PLOT:
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To the human eye the world has always remained the same with the exception of development and advancement of buildings, culture, civilization, and technology. The reason for that is most humans lack what is known as the Sight, the ability to see into the Shadow World where its inhabitants, Downworlders, Shadowhunters, and demons, have created their own civilization in human society. Humans who possess the Sight are rare, but can be employed to those that are apart of the Shadow World. All Shadowhunters naturally possess the Sight, as it allows them to break down any glamours demons and Downworlders may have. Shadowhunters are a race of humans who have angelic blood running through their veins and are sworn to protect humankind from the demon epidemic on Earth. Their thousand-year existence is due to a man, Jonathan Shadowhunter, who asked a warlock to summon the angel known as Raziel. He then begged the angel to save humanity against the horde of demons that had just invaded Earth. Raziel used a cup, later known to Shadowhunters as the Mortal Cup, to mix his blood with Jonathan's to create warriors now known as Shadowhunters or Nephilim. The angel Raziel also supplied them with the Mortal Sword and the Mortal Mirror and all three collectively are known as the Mortal Instruments. The brave men and woman who drank from the cup became Shadowhunters and so would their children, and their children's children and so on. These Shadowhunters were also gifted the first Gray Book, a book which held all the runes that Shadowhunters could mark on themselves to help them protect humankind. Downworlders are hybrid spawns of demons or a demon infection; they are the Children of Lilith or warlocks, Children of Lylic or faeries, Children of the Night or vampires, and Children of the Moon or werewolves.

It took centuries before Shadowhunters and Downworlders could even agree to form a peace treaty between the two. Some Shadowhunters thought Downworlders were a threat and not to be trust over their demon heritage/infection while Downworlders did not trust it as it might have been a ploy for the Shadowhunters to slaughter them unarmed. At last a peace treaty was struck in the 1860s, known as the Accords, which outlined the multiple laws that must be followed in order for the two parties to keep peace. The Clave thought that if they were to ever cease the increasing demons then they needed the Downworlders help. For the first century or so the peace treaty went smoothly, but then year after year more and more attitudes began to shift in the opposite direction. There were rumors swirling around that the Mortal Instruments were being abused in the hands of Shadowhunters on Downworlders in for their own agenda. The Mortal Instruments remained in the hands of Shadowhunters and are forbidden to grace the hands of Downworlders, which is due to their demon blood/infection. This caused a massive stirring among the Downworlders who were outraged that the Shadowhunters had weapons that they could and were willing to use on them yet they weren't allowed to use them. A group of old friends and acquaintances, later coined as the Artifacts, composed of some of the highest members in the Downworlder society in New York came up with a dangerous plan to create their own instruments. With the increasing traffic of demons and how often they broke through the wards kept the Nephilim race quite busy, it was the perfect time to act on such a plan. In the year 1990 instead of conjuring the angel Raziel like Jonathan Shadowhunter they traveled down a darker path and summoned the Greater Demon Ixion, one of the princes of hell. He supplied them with the instruments now known as the Inferno Artifacts. First is the Inferno Key, which unlocks a great deal power within those with demon blood or infection so much in fact that if the user isn't ready to control it they'll die within mere seconds of the Unlocking. Second, the Inferno Lance, a sharp weapon that is used to cut through deception, if one lies while holding the Inferno Lance their soul will be cut in two. One will be sent to hell to be devoured by Ixion, while the other remains in the body; the half-soul person will spend the rest of their days half there falling in and out of consciousness. The whereabouts and knowledge of the third Artifact remain a mystery, as it is said that the Artifact took that secret with them to their graves. It is rumored to be a book of some sorts but what it did only the deceased know.

The Inferno Artifacts were immediately tested in New York's Downworlder society, which unlike Nephilim whose society mostly existed in Idris had to remain solely in the human realm. To bring forth such devices in the Shadow World would only result in the Nephilim claiming betrayal and that it was a violation of the Accords. This is why the immediate usage of Inferno Artifacts was a must; outright war was in the distance future and it was only a matter of who told the Nephilim first. It took two full years before the Nephilim caught wind of these new instruments and they became afraid; due to the ever-present tension between the two societies they believed that the Downworlders would use the Inferno Key to start a war. In those two years they were much too busy focusing on the demon influx and as always were too indecisive to make a final decision and in that time the Downworlders prepared for war. The honor of how it was told is unknown, except to the person that did the deed. The governing body of the Shadow World, formally known as the Clave that resides in the Shadowhunter's home country Idris, decided that they'd claim all instruments for the sake of peace by any means necessary. Fortunately, having had spies within the Shadowhunter ranks the Artifacts were well informed. The Mortal Sword, an instrument that forces the user to speak only the truth, was used to threatened many Downworlders who were brought before it with the death of their families at stake if they refused. It was decreed that any and all associated with the members of The Artifacts, whose names and location were found out, had kill on sight orders. The assassinations in 1992 began before the last Downworlder was even called before the Mortal Sword. In the chaos the Inferno Artifacts were hidden, also some of Children of the Artifacts, which are called the Children of the Artifacts regardless of their actual relation to them. Shadowhunters did manage to slaughter entire families they didn't risk sparing children. Before each of the (Artifact) parents met their fate they had secured a caretaker for their children who they had already given instructions to guarantee the safety of their children and have their identity hidden from the rest of the Shadow World. Many assassinations were mistakes and this resulted in the death of many innocent Downworlders who knew nothing of the Artifacts plans. This sparked the Downworlders to revolt against such violence; after all they were still in possession of the Inferno Artifacts, which led them to stage their revenge. With the aid of warlocks and the spies they had within Downworlders managed to weasel their way into the Idris. A massacre of unknowing Shadowhunters happened that day. Though, the Nephilim managed to regroup and drive out the intruders there was only a few on each side survived without injuries. Later named The Scarlet Battle for copious of blood that stained the earth that day and can still be seen today. Somewhere amongst the chaos and death Shadowhunters retrieved two of the three Inferno Artifacts and now keep them in remote, secure locations.

Neither party made such a big play again, however with the Accords broken it meant what remained of the peaceful relationship had shattered. Hostility remains at an ultimate high, with scuffles and small skirmishes happening every now and then. Having two of the three Inferno Artifacts wasn't good enough for Shadowhunters, they would only accept the war and renegotiate the Accords between Downworlders and Shadowhunters if and when they had them all. While the Downworlders had the opposite belief, saying they would sign the Accords and end the war once their artifacts were returned intact. A special division was formed and nicknamed the Treasure Hunters to track down the children of the Artifacts and bring them back to Idris by any means. It is still believed that the children hold the key or have knowledge of the final artifact. Most were slaughtered after they revealed what they knew, if they knew anything at all. Eventually the search yielded for a couple years, but was very recently picked up again after a younger Shadowhunter came up with a promising idea. The war in present day, as cold as it may be is still on going and is believe to come to a head again after a rather large clash between Downworlders and Shadowhunters happened in New York City in the last month. It is currently called the Unfixable War or Irredeemable War with both parties agreeing it has gone much too far to stop now. Some Downworlders have become spies for the Shadowhunters in exchange for money and the protection of their family. Most, if not all, Downworlders live in the shadows more than ever fearing for their safety as they walk the streets New York.




YOUR PARTICIPATION:
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Downworlders
Be it child of Lilith, the Moon, the Night, or Lylic you are the last relation to the now assassinated members of the Artifacts whether that be (adopted) son, daughter, mentee or prodigy. Their secrets lay with you and so do their problems. The only protection they gave was in a form of a caretaker who may or may not have died along the way protecting you from the Shadowhunters. The name you hold now wasn't always the name you were called by, another way your parents protected you. You have encountered many sleepless nights; days spent on the run, and still haven't had the proper time to mourn the death or the murder of your parents. Every time you rest your head on a pillow they pop up in your dreams, they're a part of your every waking thought. Shadowhunters have been hunting you done for the past fifteen years, they're out for blood, and they most certainly want you dead. After stopping their search for the last couple years they are now eager to reclaim the last Inferno Artifact and have them permanently sealed away from those who aren't Shadowhunters. A simple envelope is all they left you, but for whatever reason it wouldn't budge, burn, rip, shred, and most importantly, open. However, on June 18th its seal unlocked and inside contained a letter with a personalized message from your parents to you, and at the bottom a date, time, and location. A simple question remains, do you have it in you to go on a journey throughout the city and beyond and to bring peace back to the Downworlder races?




Shadowhunters
Talented, remarkable, and victorious are true Shadowhunter qualities. You possess all three and even more, because of such traits and talent you have been prompted by the Inquisitor, one of the highest ranking members of the Clave, to join the special division. Responsibility as a Shadowhunter and a member of the Clave (and to avoid offending the Inquisitor, which would be a fate worse than death) has urged you to join despite the vague description you were given. The Inquisitor told you a fascinating tale about how you, one of the most promising Shadowhunters of your generation, might be able to succeed where others have failed and restore honor to the Nephilim, including the innocents ones that died that tragic day. Given that most Shadowhunters grow up and are trained in Alicante, Idris, the place where the battle occurred, chances are your family or someone very close to you died on that day. If not, stories of Downworlders have long been circulating as scary tales and retellings such The Scarlet Battle and have been passed from lips to ears for two decades. Whether or not it is time for you to finally avenge your fallen family or comrades or to see how your skills match up against the others who also said to be as powerful or better than you, the opportunity is too large to pass up. Upon acceptance you are told more gruesome details of how stronger demons than ever before have made their home on Earth, and it is up to you to not only find the Artifact children, but take on theses foes that have killed hundreds of your kind.



RULES & REGULATIONS:
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  1. If you have any questions or need any clarifications don't hestiate to ask me via PM/VM/Skype or in the THIS thread!
  2. This RP is Rated M but don't go overboard, alright?
  3. As GM I get the last say, so, basically my final statement is a commandment.
  4. Nobody's perfect (you just gotta work it!) so don't make your character perfect. People have flaws.
  5. No bunnying/Godmodding unless you are given permission by the person who controls the character. This doesn't go for certain NPCs I create, I will tell you when you're allowed to bunny them.
  6. For now I'm ONLY accepting FIVE on each side (doesn't include my characters). This is subject to change (so SIGN UP REGARDLESS OF NUMBER OF PEOPLE INTERESTED, OKAY?!)
  7. I do not do reservations. Just come and get your Sign-Up done as soon as possible.


THE FORM:
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Downworlders
Name: (Your real name)
Alias: (The name you've adopted)
Age: (Between 21 and 34 for Fair Folk/Werewolves/Warlocks; up to 50 for Vampires. Fair Folk/Warlocks/Vampires include the age your character looks.)
Race: (Fair Folk/Vampire/Werewolf/Warlock)
Location: (Where you last fled)
Appearance: (A description of you look like. For Werewolves describe your wolf form here. Fair Folk your glamour and non-glamour form. Warlock your demon mark.)
Personality: (How your character acts and has dealt with this whole ordeal.)
History: (The most important section. At some point your character parents/mentor/maker/etc moved them to New York by 1990, as that's when the Artifacts was formed if they weren't born in New York as it is. You must be born by 1992. Vampires/Werewolves need to include their transformation.)
Other: (Anything you want to mention. Since Warlocks have magic, Vampires/Werewolves have super strength/speed/shapeshifting/etc I'm allowing Fey to have one weapon of their choice so list that here if you want it.)
Roleplay Sample: (Link me to a previous RP post to give me an example of your writing style or if you feel like it you may come up with your own free write starring your character.)

Shadowhunters
Name: (Your name)
Age: (Between 16 & 35)
Family Symbol: (Every Shadowhunter family has a family symbol that appears on their family ring, can be something simple or intricate. It has to be able to be designed on a ring.)
Location: (What Institution you hail from or where in Idris you come from)
Appearance: (What you look like. Include any permanent rune marks. Describe Shadowhunter gear and normal attire.)
Personality: (How your character acts.)
History: (The most important section. Include information about your family name. Reveal your character to me, their hopes, dreams, failures, accomplishments, skills, what made them the Shadowhunter they are today.)
Roleplay Sample: (Link me to a previous RP post to give me an example of your writing style or if you feel like it you may come up with your own free write starring your character.)
Main Weaponry: (Weapon of your choice, no two people can have the same weapon or a gun. I.e everyone can have a sword, but two people can't have great swords)


ACCEPTANCE:
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Downworlders
1. Suren Yuri/The Seelie Queen - Fair Folk - Retro Bug
2. Dylan O'Connell/Derek Hoechlin - Werewolf - 雷影 イチロ
3. Valentin Cortes/Fernando Torro - Vampire - Lt. Col. Fantastic
4. Oliver Wells/Lucas Pattinson - Werewolf - Skymin




Shadowhunters
1. Samara & Kosti Ashtower - New York Institute - Retro Bug
2. Agent - New York Institute - Supervegeta
3. Callum Birdsong - Unknown - ANARCHit3cht
4. Thane Everstorm - San Diego - Raikiri
5. Clarice Soraruki - Tokyo Institute - Kiklion




CREDIT:
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To:

Cassandra Clare, honestly, without her this RP wouldn't be taking place. She's a fantastic author who's created (most of) this world and it's awesome that I got to create a RP about it.

DAN/CHRIS/MADDY/KEL/DECLAN/RIKA(x2): Oh, I don't know where this RP would be without you guys probably saved in Word somewhere never to be able to see the light of day. You guys really helped me by reviewing, and encouraging me about it. Y'all da best~

TOM, my lovely pair. You did nothing, but thanks babe.

THIS SITE, thank you for not making me reread the books again. Seriously, thanks.




 
Last edited:
1,176
Posts
15
Years
  • Seen Jul 18, 2016
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:
---

  • 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:
---

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:
---

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
---

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:


PERSONALITY:
Spoiler:


HISTORY:
Spoiler:


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:

PERSONALITY:
Spoiler:

HISTORY:
Spoiler:

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:


PERSONALITY:
Spoiler:


HISTORY:
Spoiler:

WEAPONRY: Unknown.

ROLEPLAY SAMPLE: You wish, girlfriend!




 
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37,467
Posts
16
Years
  • Age 34
  • Seen Jan 2, 2024
Maaaah I was like the only one not credited, I'm feeling so left out! (ok truthfully I didn't know much about this RP in the making but that was because you didn't tell me much :p ) Won't have time to join right now but good luck Retroooo.
 
715
Posts
10
Years
  • Age 30
  • Seen Jan 31, 2023
I'll most likely be joining(hoping you except new forum members). I'll try and have my SU by either tonight or sometime tomorrow.
 

SV

See You Space Cowboy
3,393
Posts
13
Years
  • Seen Feb 7, 2022
Name: Agent

Age: 31

Family Symbol: Link

Location: Current residence in New York Shadowhunter Institute

Appearance: The Agent stands about 6 feet tall. He is dark-skinned, brown haired, which he maintains at a short, clean look, and brown-eyed. He has an athletic build, and maintain his body in top form and health. Black is the color of battle among the Shadowhunters, and thus he is always in such attire, representing the endless battle which he will fight. Wearing a night-black suit, his outfit is complemented by a black tie, with a white, collared business shirt, black slacks, and matching loafers. He also wears a pair of black gloves. He never deviates from this attire, as to maintain the professionalism of those he represents, though he may change the subtle style of the tie he wears to add in his own charm, however, minuscule he chooses to have it shown. Consequently, his slight change of the tie is one of the last bits of his own individuality which he maintains, along with his family ring. He has two permanent marks for runes on the back of his hands, hidden by the gloves. On his left wrist is the rune for Endurance, and on his right is Dexteritas. Also straight in the middle of his chest is the Fortis rune.

Reference Picture. Reference Picture 2.

Personality: The Shadowhunter formally known simple as 'Agent' is an enigma. Rarely, if ever, does he choose to share personal details about his past, and it is unlikely for any to be able to acquire such information out of him. In fact, in general he is a man of few words. He is even more cryptic to those who he would dispassionately refer to as 'irrelevant individuals', those not on a need to know basis to know certain information. These would apply to the vast population of humans, but also to many lower-ranked Shadowhunters or Downworlders. When he does choose to speak more freely, he is perceived as being courteous and soft-spoken in manner, as well as articulate and intelligent, attributed possibly by his British accent.

He is also a man of uncompromising morals, firm beliefs and principles which guide his path and directs his actions. He has a strict belief and code of personal ethics, and in the belief in the necessity for honesty and chivalry in people. In many ways, he perceives the world as a substantial, expansive business, and views himself as an employee in this ultra-national corporation. He thus believes in the need for a sense of required business ethics in the way one conducts their affairs in life. This business-minded manner he apprehends the world also incorporates a similar business efficiency in the way he handles his work and his affairs. He completes his tasks with the highest level of productivity and quality he is capable of, and views this efficiency in a positive and stimulating manner. Conversely, he believes inefficiency and irrelevancy in a negative light. As time went on, Agent had begun to pour in more ideas and notions of what could be viewed as inefficient and irrelevant, until he had come to an evolution in his way of thinking, perceiving much emotion and attachments themselves, such as anger and love, as inefficient in the completion of his tasks. Thus, he does not easily bring his emotions into confrontations, rarely becoming emotional (whether anger, fear, or other emotions). Though this business-minded concept is what he models his actions upon, he also performs his tasks not only with this highest level of efficiency, but also with a hint of grace and elegance.

The Shadowhunter also has a strong sense of justice and duty. He is a firm believer of the law, and views it as a necessity for the stabilization of society. This is somewhat strange, as many of the actions and jobs which he chooses to do can be viewed as despicable, deplorable, and sinful. He is ruthless, impassive, and cold-blooded. It further proves an irony in his expectation of the moral character of others, while he himself breaks many of these own rules, laws and morals. To this, he would say that while morality must be embraced, there are those in society that voluntarily go against such principles. Thus, he must also break his own character so that he could prevent the sins of others. His long term goal in mind is the creation of a perfect world without sin, immorality, or tyranny. Yet in such a world, men like himself cannot exist, and this he realizes to be true. He despises pain, suffering, fighting, and evil, but he himself accepts that he himself must embody these traits in order to try to eradicate them. As a Shadowhunter, Agent views the Downworlders as one of the many problems of the world, a sin that must be purged in order to strive for his long-term goal of paradise.

He is also quite a perceptive individual, able to pick up details when presented to him. He has a fairly exceptional skill of being able to read other people, especially their own virtues and flaws if he has spent enough time with them. Because of his views of honor, these are also extended to the battlefield. He believes that there is a certain amount of honor in battle, even if he views fighting itself with hatred. Yet if he views opponents in a virtuous enough manner, he would be willing to give them a merciful and shameless death upon their defeat.

In general, Agent is accustomed to working alone, and this is the way he prefers. He dislikes the idea of having to rely on others, and conversely on others to rely on him. Yet he would be willing to cooperate with others if he believes they are working to achieve a common enough goal.

History: To those few who have heard of the Shadowhunter referred to as 'the Agent', or simply 'Agent', many different rumors have fluttered around over the years. Some have suggested that he was born in hell, and raised up from the inferno by the Clave to be among the Shadowhunters as an expert demon killer. Some say he was the result of Nephilim experimental runes, placed upon his body at birth and then tested until perfected into the killing machine they desired. Some say that he was never a Shadowhunter to begin with, that he was originally a mundane that had committed horrible atrocities in his own world, and discovered their own world in the process of looking for shelter, and was accepted into society through Ascension. There are a handful of other tales as to the origins of the man, but the truth is a lot more elementary than the rumors.

In truth, he was once a normal child (as far as Shadowhunter children go), much like many others. He grew up in Idris, where he had two parents who were Shadowhunters, and he would likely too be destined to join them. Then the Scarlet War came, and both of his parents would meet their end when he was only a child, leaving him orphaned. He was taken in by the Clave, as many others who shared similar fates at the time, and was trained until he was 18. By then, he would set off for quite a bit of time to the world of the mundane, while also taking missions from local institutes. He observed the life of the mundane, viewing much of their existence as irrelevant, but he did adopt one aspect of their society, primarily revolving around the business enterprise, which he took with him. If there was a single image he would bring back with him, it was that of the faceless corporate drone, one who embodies all of the laws and morals of those he would represent, while having no identity himself. No personal wealth or property. A tool of the collective.

It was with this idea that he returned to Idris, and began to make a name for himself. What began as a simple tradition of omission of his name soon changed to the purposeful abandonment of it. He found himself no longer wishing to have it, as he viewed his lingering humanity as a weakness and inefficient quality to possess. He was soon liberated of it, the name being stripped away from records. He was now simply, their Agent.

With his new title and growing reputation in check, he traveled through the mundane territory, moving through major cities and picking up work from the institutes whenever needed. He found himself in the New York Institute, now having been there for a few weeks, as much work needed to be done in the area. Perhaps hearing about his reputation, he was recently invited to join the group which would track down the Artifact children by the Inquisitor, and Agent accepted without much hesitation. He understood the enormity of the task he was handed, and he would do his best to carry out his orders with swift execution and flawless efficiency.

Roleplay Sample: http://www.pokecommunity.com/showpost.php?p=7690546&postcount=116

Main Weaponry: The Jian sword, known as "The Gentleman of Weapons"
 
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Legend

Kingslayer
1,308
Posts
15
Years
DONE.

Spoiler:
 
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Kikpanther

Not a beginner that's for sure
663
Posts
15
Years
Shadowhunters
Name: Clarice Soraruki
Age: 28

Location:The one in Japan.
Family Symbol: Clarice's family symbol is the picture of a bird flying out from the ring. Its open wings stretch down the lengths of the ring.

Appearance: Clarice is a very short and petite, standing at five foot three. Clarice's hair reaches down a little passed her chest and is naturally black, however she often dyes it different colors (or simply wear a wig), her favorite being purple. When it comes to makeup Clarice is very creative. She doesn't just stick to simple skin tones or clever shading, but often uses a variety of colors for her eyeshadow. That doesn't mean she walks around with a rainbow on eyelids (though she has done it once), but she has no qualms with going all over the color wheel and has a talent for matching her colors with her clothing, her hair, or both. She has even used glitter or those plastic jewelry pieces to further accent her style.

When it comes to her clothes, she can be just as creative as with her cosmetics. Clarice doesn't stick to trends, but creates her own. Other than magically making clothes you wouldn't think of putting together look great, she often makes her own clothes. For one, Clarice is very talented when it comes to sewing and owns a variety of threads and materials to allow her to make her own shirts or dresses or whatever she wants. She also can make her own out of other clothing. Clarice has a fondness for corsets and often uses them to create her own short dresses.

Clarice mostly likes to wear skirts and casual dresses and if she's ever wearing jeans and shorts it's most usually under a short dress or a long shirt. Her fondness has made her an excellent fighter in a skirt and heels, but if she's sure she'll end up in a battle she'll wear more appropriate clothing. When she is wearing jeans, she usually wears skinny jeans and most often wears converse shoes. Clarice is also fond of wearing knit hats. Because of her size, Clarice is often mistaken for being younger than she really is (and not usually in a flattering way). On the inside of her left palm she has the rune of Voyance and on the arm of the same side, the rune of Dexteritas.

Like most if not all Shadowhunters, Clarice's gear is black, lightweight leather. However, by using a very fine knife she's carved her own designs into the leather, making it unique to herself. (SORRY I CAN'T THINK OF ANYTHING ELSE I KNOW I'M BAD. DX)

Personality: Clarice is a very enthusiastic shadowhunter. When speaking to her it seems very likely that this girl doesn't have a bad day. She has an uncanny way of looking at the bright side of things, even if that bright side isn't so ideal. She is an avid believer in embracing one's true selves and is, as such, unapologetic for whatever part of her is seen as unappealing to others. She values beauty and uniqueness of any sort, though liking the way something looks or acts doesn't make her any less likely to get rid of it. If she has a job that needs doing, she'll finish it with all speed no matter how dazzling her target is.

When in the heat of battle, Clarice is very serious. Though she may tease or taunt her opponent, she doesn't take weakness, a lack of effort, or a lack of efficiency as an excuse. Unless debilitating, injuries aren't much of an excuse to her and she'll most certainly look down on you if you try and use them. Unless you can prove otherwise to her later, you'll always be seen as a weak link. Her fighting spirit is indeed very strong and Clarice gets genuine enjoyment from battling or sparring or simply practicing. Her size allows her to be quick and nimble, which she is overjoyed in utilizing. Outside of a battle, Clarice tries to keep the mood light (unless she's currently looking down on you) and not too gloomy and serious. While being diligent is an awesome sign of commitment, she finds it to be very stuffy when it's not absolutely necessary. Clarice is the type to spread her wings and would like room for it.

Speaking of room, Clarice doesn't mind some room for her own little stunts. Along with an adventurous attitude, Clarice can also be reckless. Honestly, she isn't much of a planner and would rather jump into a situation and wing it instead of making a carefully calculated plot. She may be a little more subdued if too many lives were at stake, but as a fan of the unorthodox, swooping in somewhere on some quickly crafted zipline like in the movies sounds all too sweet. Clarice has no qualms against doing something a little wild and exciting. She's a natural born party animal, so all night at a club or walking away from an explosion in slow-mo would more than likely get a yes from her.

Clarice is generally a lot of fun, but when she gets angry she very quickly becomes no fun. Clarice is not one of those people who can be pretty and angry at the same time. Often times when she's furious she cries, even though she isn't angry over anything particularly sad. When she's angry this way she's prone to throw things or maybe even try to attack you, so it's best to watch out. Anger without tears is usually more serious and in these moments she becomes more of a leader. She is much more commanding and much less herself. She'll be much more willing to form a long plan or set forth the strictest rules. If she's this way, it would be more likely after some sort of mission failure. Luckily, Clarice is more prone to being irritated with someone than completely angry and it's easy to tell when she's about to cross that line. She does not easily bounce back from being upset and it usually takes her some good time to herself to get her mood back to normal.

Clarice isn't so fond of a bunch of rules or scheduled lifestyles. She's a very free person and loves to live life having as much fun as possible. However, when it comes to her Shadowhunter duties she's very serious and she lets nothing get in the way of that.

History: Clarice was born in Japan and, until the start of this RP, has been there all her life. Through some wonderful and unmentioned education, Clarice is both fluent in Japanese and English. Clarice's name is actually an English nickname and prefers to be called such by others (besides her parents of course). Clarice's family is known for their fighting ability and spirit and she is no exception. Her family, in fact, have successfully taken over as heads of the institution for decades and Clarice practices heavily and constantly so she may also become the head after her father. However, that's not the only reason she practices. She was not present at the Scarlet Battle and neither was her parents, but the bloodshed that occurred from a simple trick had enraged her since she first heard the story. She trains so she can avenge the fallen innocent, in fact, that wish has fueled her loyalty as a Shadowhunter.
Roleplay Sample:
Spoiler:

Main Weaponry: Twin Tiger Hook Swords
 
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SV

See You Space Cowboy
3,393
Posts
13
Years
  • Seen Feb 7, 2022
First to complete the SU! Hope everything's good. Can't wait to get this started.
 
1,176
Posts
15
Years
  • Seen Jul 18, 2016
Maaaah I was like the only one not credited, I'm feeling so left out! (ok truthfully I didn't know much about this RP in the making but that was because you didn't tell me much :p ) Won't have time to join right now but good luck Retroooo.

Awh, this means so much, thank you and check again! ;p

I'll most likely be joining(hoping you except new forum members). I'll try and have my SU by either tonight or sometime tomorrow.

Of course newcomers are welcome! I'll be awaiting your SU! ^^;

First to complete the SU! Hope everything's good. Can't wait to get this started.

I'll check it more thoroughly later, but everything looks good right now so you're my first Accepted Shadowhunter!

@Everyone Else: Thank you so much for taking interest in my RP and I cannot wait to read your SUs. Questions are always welcomed, and if you need any assistance I'm here to help. As things go on I'm receiving some questions so I've been tinkering with the two posts. So, when I do add more stuff I'll most likely create a OOC post or edit one so you guys will know what changed. Some reminders too.

Downworlders:
  • I need you to include your parent's first and last name.
  • Also, I've changed the wording of the Your Participation, as you don't need to be the son or daughter for vampires and warlocks, as they cannot have children. You can be the mentee or prodigy of one of them.
  • I've extended the age for vampires that way they could be a bit older when they were turned into a vampire.
  • Werewolves shapeshifted form is like a normal wolf but a bit bigger. Pure breeds are naturally stronger and bigger.

Shadowhunters:
  • Include your parent's names as well.
  • Be sure to include whether or not you grew up in Idris or an Institute.
  • Shadowhunter names usually don't contain the same word. I.e no two would have "Storm" in the name, or "Tree". I'll be keeping a list on the information page.
 
1,176
Posts
15
Years
  • Seen Jul 18, 2016
It's not finished yet, but I will try my hardest to finish it before Monday. Also, how long do want our RP sample? And do ShadowHunters know anything about the modern world(ie. movies, fashion, etc.) I know you stated that they are unfamiliar, but would there be exceptions?wristband on his right hand.

Good question, it depends. If they solely grew up in Idris, virtually nothing, at all. Even at an Institute they would know very little, because they're always out hunting demons, training, or studying. They wouldn't know much about the Internet or if it even existed because they have no need for it. While traveling through the human world with a glamour they might overhear things, but wouldn't really know about it. They wouldn't know music, besides classical stuff if they played piano or violin. Books would be the old ones as well, but they might've picked up current ones. For fashion they'd be up to date because they do see humans and even if it's not the same vice versa so they would adapt to their style and pick up small details.

Shadowhunters:
  • Erm, I'm not sure if I made this clear, but in your Appearance section you should also describe what your Shadowhunter gear looks like. It's black clothing, most likely leather or a light material and always easy to move in, so not too many layers.
 
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Swolligator

Butcher of the Sands
1,955
Posts
14
Years


Dylan O'Connell aka Derek Hoechlin

"These thoughts, they circle in my mind, these demons, I can't leave behind…"

Age: 26 (April 25, 1987)
Race: Pure Lycanthrope
Location: Dublin, Ireland​

Appearance:

Human: Standing at a little under five foot eleven, and weighing in at around one hundred and seventy-five pounds, Colin is perhaps considered to be of typical, Irish build. A few days' worth of stubble covers his angular jaw line, growing more lengthened around his lips and chin, much akin to a goatee. Chocolate brown eyes hide beneath thick eyebrows as the faint marks of sleep deprivation add to the angry glare that he casts on people. His dark brown, bordering on black dishevelled hair rests on his head as if he hardly cares to run a comb through it. Not so much bed hair, but rather styled to look messy. His musculature remains well defined; a sign that he takes more care of his body, than he does of his facial appearance.

Clothing choice is usually whatever he can find that resembles some sort of cleanliness. Most often he will wear t-shirts, his body running marginally higher than that of normal humans, but also due to the relative ease and fit they provide as well as not restraining his body movement. Pants however, are often some sort of varying colour of jeans that are more often than not, ripped or frayed in places and do not cling to his skin. These jeans are often held up by a simple leather belt with a steel fastener. Shoes are generally optional, as he prefers to keep his feet free, more so due to his wolf like prowess and how much faster he can run and move about barefooted. If shoes are a necessity, he often wears hiking styled boots as they feel more comfortable and last a lot longer than other flatter soled shoes do.

A hybridization of both family crests covers much of this upper right arm while a tungsten carbide ring wraps around his middle finger. On his left arm, a large, leather bracelet wraps around his wrist, fastened together by twin buckles, while another ring rests on his index finger, a tattoo in Gaelic wrapping around the ring finger. Quite often, he is found to have a cigarette resting between his fingers when not drawing in the smoke. A small Celtic cross hanging from a leather necklace rests between his pectorals; a sign of the faith he places in a higher power.

Wolf: His wolf form retains the same golden eye colour as appears in the shadow world, but chocolate brown rings wrap around his eyes, darker where his eyebrows would be. His coat tends to be a mix of brown, grey and white, with much of his top and over coat a darker chocolate brown, gradually colouring into a darker grey on his flanks while his softer underbelly remains a dirty white colour. The brown fur tends to be thicker than the soft, white underbelly fur, yet all retain a soft sheen to it. His tail remains brown in colour, while the tip of it gradually becomes a darker brown-grey. As a Lycanthrope, he is largely bigger than the wild wolves found elsewhere in the world, as well as being bigger and stronger than other Lycanthropes due to his hereditary Lycanthropic genes. A scar hooking around his ear is the most prominent of his scars from battles past, and one of the only ones to vaguely appear in a similar region in his human form.​

Personality:

Suffice to say, Dylan believes his Lycanthropy to be more of a blessing in disguise than the typical disease that much of the Shadow World portrays it to be. In fact, Dylan appreciates his superhuman prowess in strength, speed and physical abilities as a side effect of his Lycanthropic nature. He enjoys the rush of adrenaline that comes with the exertion of his added Lycanthropic ability as well as his enhanced senses; his pure breed-ness only serving as more of a bolster to his enjoyment of his predisposition. He tries to avoid many that view the Lycanthropy as a disease, as he prefers to remain ignorant to their point of view. However, within a pack, he will still associate with them as part of the pack mentality, but will view himself as a higher spot in the idealised "pecking order". While he is appreciative of his ancestry, he tries to keep it as hidden as possible, for fear or recognition by the Shadowhunters for his parents' sacrifice.

When he is around people, Dylan is quite loud and boisterous, often willing to show off his strength, speed or other enhanced attributes, whether it is in a brawl, a dare or a general want for an adrenaline rush. If it wasn't for his caretaker forbidding him, he would have already tried to take over leadership of his wolf pack. He is far from shy, even further from self-consciousness, and is not afraid to lose his shirt at any given time. As long as you're a party animal and have a similar enthusiasm as Dylan, you will get on well with him. All in all, he is a very extroverted individual. He essentially possess a 'devil may care' attitude, knowing full well that much of what he attempts, be it crazy or insane, is possible due to his more than human abilities. He's out to have fun and enjoy life, while conquering Shadowhunters along the way.

He possesses a deep set hatred for Shadowhunters, not only due to their wanton destruction and annihilation of his Lycanthropic brethren, but also he holds all Shadowhunters accountable for the death of his parents', and is often held back by his caretaker so that he doesn't willingly attack lone Shadowhunters. This hatred only further stimulates his thirst for revenge and reverence for his Lycanthropic ancestry. If anything else, Dylan possesses a large degree of recklessness, with Grigori acting essentially as his conscience by directing him away from his reckless activities. His fear of being captured and killed by Shadowhunters comes second to his fear of heights as his abilities, don't quite stop him from falling off of high things.​

History:

Born in 1987 to parents Aedan O'Connell and Kyla Murphy, Dylan was the single and only offspring to the successful mating from two of Ireland and the United Kingdoms' oldest and largest wolf packs. Until 1990, he was raised within his fathers' wolf pack, but retains little to no memory of the pack or any remaining lineage. His parent's brought him to New York in 1990 as their three year old son, while the partook in the summoning of the Inferno Artifacts. He remained in New York for another two years while his parents aided the local wolf packs in their fight alongside the Downworlder brethren against the onslaught of the Shadowhunters. After the Downworlders fell and the Shadowhunters brutally murdered his parents, he fled the country, back to Ireland with his caretaker, and Warlock, Grigori Crowley. The Eastern European demon spawn having being rescued by Dylan's parents as the result of a demon horde overcoming Grigori's control. In turn, Grigori thanked the wolf couple for their help, and became, not only the caretaker of Dylan, but also a healer and consort for their wolf pack.

When the Shadowhunters came calling for the children on the Inferno Artifact creators, Grigori fled America, taking Dylan back to Ireland, and hiding out with his mothers' sides' wolf pack as several Shadowhunters followed in their wake, instead going for Dylan's fathers' more well known of wolf pack. Grigori offered his services as a healer and consort to the pack in exchange for the continued protection of Dylan while he slowly grew up into the Lycanthrope he is today.

Dylan's first full transformation took place a couple of weeks following his fifteenth birthday while the moon was full. The first thing he noticed, was a rapid increase in his senses only hours before the change, with the first, initial signs of the change coming in the painstaking growth of his teeth into fangs. Soon, fingernails extended into sharp claws, eyes became "wolf-like" and his body began to move through the incredible and rather excruciating pain of restructuring until he became a fully-fledged Lycanthrope. Once the transformation had run its course, Dylan lost all recollection of what happened until the morning where he woke up amidst a paddock strewn with the torn carcasses of the deer that previously inhabited it. With body caked in blood, he made his way back through the woods to the preserve that his wolf pack inhabited and began training with the other newly forged Lycanthropes.

With a mixture of public and home schooling, Dylan barely made it through high school, not even contemplating further study at a tertiary level. While in Ireland, he focusses on working out, controlling his Lycanthropic nature and building on his already existent abilities while working at one of the pack run dog meat factories. His final return to New York has only just been spurred with the sudden opening of the letter his parents left behind for him, accompanied only by his caretaker and essentially guide in the Downworlder society of the Big Apple. After only two weeks, he has successfully assimilated into the newly formed remnants of the wolf pack that his parents previously belonged to during their last visit to New York. Many of the childhood friends he made those twenty odd years ago have survived and whom he gets along great with. Grigori also acts as his ward and healer for the pack, but since coming back to New York, has often left on excursions of which he does not build on the reason for.​
 
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@Ichiro: Accepted! I'm glad you've joined this! Pleasantly surprised. Dylan seems like... a cool cat.

Downworlders:
  • Along with your parent's name don't forget your caretakers! Even if they're deceased or whatever the situation is with them! ^^;
 
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  • Age 30
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Lt. Col. Fantastic

The Arianator
698
Posts
11
Years

Valentin Cortés
Alias: Fernando Torro



Age: 33 (looks 24)
Race: Vampire
Location: Santiago, Chile​

Appearance: Fernando is a fairly large man, being 6'5" and almost 250 pounds. Part of it is due to good genes and part of it is from the heavy work he did in Chile for the Zamboda Cartel. Naturally he was very dark skinned, being almost full blooded Incan. After he was changed, however, he lightened to a point where he was an average Latin American skin tone. Long, dark hair covers his head and a thick beard covers most of his face. Both of these are traits he received from his Argentinian Father, while his large frame and height came from his mother's Mesoamerican heritage. For clothing he typically wears (sometimes sleeveless) T-Shirts and jeans on an every day basis, but for the higher up missions he gets he'll pull out a nice suit. He almost always wears sunglasses, either on his face outside or resting amongst his jet black hair when indoors.

Pic of hair and beard and kinda face. I couldnt really find a good one for him; just use imagination to make his head hair longer and blacker and his skin slightly darker.
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Personality: Fernando isn't the type of guy who gives up without a fight. Truly a bull, he uses both pure strength and street smarts to wrestle his way out of any situation. Being nearly indestructible by humans is a plus as well. He has the mindset that allows him to do whatever is best for himself, probably a trait learned from being in hiding for most of his life and dealing with dangerous drug lords for the rest. He isn't particularly loyal to anyone besides himself, only staying true to the Zamboda as long as it benefits him. He can be quite skeptical when it comes to friends and women, not trusting them easily. He might warm up after a while, as he's been seen drinking and laughing with the Zamboda on occasion, but until then he'll keep his distance if possible.

When he gets angry, he gets angry. From mellow to furious in seconds, he could almost beat the Hulk in a piss-off. Given his size and strength, he's bound to cause destuction when he's mad, and breaking things is something he does often. Generally the things that make him mad are lies and ignorance. When something goes wrong due to someone else's blunder or if someone outright lies to him, he's likely to kill that someone, and violently too. NOTE: In short, he doesn't get angry easily, but when he does it's all at once and bloody.

On the other hand, he's pretty chill most of te time. While he doesnt partake in drugs himself, he sometimes drinks alcohol and plays cards with the guys, or Zamboda himself. A little alcohol goes a long way, making him open up and actually have some fun with other people. Brotherhood isn't something he naturally feels, being a loner most of his life (besides Edmund and Carlos), but with a few drinks he just might tell a joke or two.

History: Valentin Miguel Cortés was born on January 1st, 1980 in Taquile, Peru of an half Incan, half Argentinian father and Incan mother. As an infant he was stolen by a fey Father named Carlos Cortés and raised in Mexico City. He grew up an average kid, going to school because he had too and playing soccer because he was good at it. At age ten, he moved again to New York City. As the Artifact incident happened in 1992, his father sent him away to Santiago, Chile with a vampire named Edmund Torro under the name of Fernando Torro. There, he continued playing sports and conditioning. When he turned 18, he moved out of the house to find work. He found it with a local drug cartel, taking up any odd jobs they had. He moved up the ranks quickly, using his sharp wit and pure brute strength to get things done, and done fast. At the age of 24, Edmund and some of his "friends" turned Fernando into a vampire, after he begged to become one. After the initial blood rage, Fernando was back to himself, only faster, stronger, and more durable. Immortality is Fernando's goal and life, whether it be literally living forever or becoming a legend spoken of for eternity. With his enhances physical capabilities, he only accelerated his climb up the ladder. He moved up far enough to meet the Zamboda himself, and even got hired to go after moles and rival cartel leaders.

Years passed like this, Fernando either running "shipments" over borders or taking out important figures of other cartels. He's outlived most of the people in his business, Zamboda being the only survivor of the original "crew" he joined. Since then he has become something of a staple or legend in the cartel world. "Don't piss off Zamboda, or he'll have Fernando on your ass." Most people don't actually know what he looks like, mainly just the big shots. The average Joe DrugRunner wouldn't recognize him like a boss would, but the mere mention of his name makes even the strongest of men nervous. Almost nobody outside the cartel world knows him or his name either, still giving him the anonymity to hide from Shadow Hunters in the first world countries.

Other: For feeding he often drinks the blood of those he hunts for the Zamboda, or in dire situations a random civilian or animal. Once he actually did rob a blood bank, in a moment of comical genius.

Roleplay Sample: http://www.pokecommunity.com/showpost.php?p=7694964&postcount=27








Edit: As far as him coming back to New York, he's basically just coming for his own amusement more than anything, and due to at least a little curiosity of his adoptive father's letter.
 
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1,176
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15
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  • Seen Jul 18, 2016
Lt. Col. Fantastic: Accepted. Valentin... is gorgeous, I shall have lots of fun with him!
 
1,176
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15
Years
  • Seen Jul 18, 2016
@Skymin: Accepted! Oliver... what a chump, naah just kiddin' (kinda)!

@Jegretis: I realized I never answered your RP Sample question, um, probably no less than three paragraphs or so is more than fine for me!

Sign-Ups are coming along nicely! ^^; Keep chugging along guys!
 

SV

See You Space Cowboy
3,393
Posts
13
Years
  • Seen Feb 7, 2022
Valentin Cortés has awesome hair, just have to say it.
 

ANARCHit3cht

Call me Archie!
2,145
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15
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  • Seen Sep 25, 2020
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Roleplay Sample
: will be coming :s

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