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oreosღ
I'll be moving in a few weeks so I may not be on as much going into August.
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Post by oreosღ on May 1, 2017 14:12:15 GMT -5
Save for runes~ shadowhunters.wikia.com/wiki/Runes- Angelic
The angelic power rune is one of the most powerful Marks given to the Nephilim by the Angel Raziel and it among the first ones a Shadowhunter recieves upon initiation, signifying their angelic bonds; the most common placement for this rune is over the Shadowhunter's heart. It's often used to imbue weapons with angelic properties, which nullifies a demon's healing ability, and wipe them clean of any demonic traces, preventing the wounds inflicted on demons with Marked weapons rom healing.
- Iratze
This rune alleviates pain, closes cuts and wounds and temporarily raises the temperature, helping burn out infection much like a fever does. It can also be used in case of minor health concerns or illnesses such as headaches. It's not considered the best treatment for severe injuries, such as wounds with something inside that would need removal since the iratze would close the skin over them. In these cases, healing should be done by the Silent Brothers.
- Clairvoyance/Clairvoyant Sight
The voyance rune is the most basic, permanent rune given to Shadowhunters at a young age, typically placed on the back of the person's dominant hand. It serves to enhance and focus the Sight giving the wearer extrasensory perception; allowing the Shadowhunter to see contemporary events beyond their sight, past concealment, such as glamour, and - with training and practice - to identify Downworlders on sight.
- Strength
The strength rune gives Shadowhunters a short but intense burst of increased physical strength.
- Insight
This rune supports mental acuity and inspired thought. It helps the user better understand and interpret a situation or person better. It must be reapplied after every use.
- Deflect/Block
This rune helps fend off incoming blows, although it's sometimes seen as impractical to use during battle. It's most effective when applied on defensive structures, but it has to be constantly reapplied to be effective.
- Soundless
The soundless rune allows a Shadowhunter to move about soundlessly as required to avoid detection. They can be drawn on skin or on the soles of footwear.
- Precision
When activated, this rune allows the Nephilim an intense focus, attention to detail, the capacity to repeat tasks exactly, and gives the user an extremely refined aim, typically of a weapon.
- Courage
The courage in combat rune provides those who wear it with bravery above and beyond that of a typical Shadowhunter. - Agility
The agility rune is a long-lived rune that equips the marked Nephilim with swiftness not just of body, but also of mind All Nephilim receive this rune early in their training, giving them the ability to process information quickly and to react.
- Fortitude
The fortitude rune provides a warrior with unshakable resolve, will, and inner strength.
- Parabatai
The Parabatai rune is placed on both Shadowhunters, usually on their inner arm, who have completed the ritual. The rune enables them to draw on each other's strength in battle, and maintain a strong connection between one another; they're able to sense each other's life force.
wip
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oreosღ
I'll be moving in a few weeks so I may not be on as much going into August.
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Post by oreosღ on May 1, 2017 14:12:46 GMT -5
Save for Need to Know/About section~ en.wikipedia.org/wiki/The_Shadowhunter_Chroniclesshadowhunters.wikia.com/wiki/The_Shadowhunter_Chronicles- Nephilim
--Shadowhunters ---- Named after our founder, Johnathon Shadowhunter, our job is to fight against the forces of darkness that invade our world. We keep the peace in the Shadow World and keep it a secret from mundane world, protecting them from the demons that always seem to find their way in. Most Shadowhunters are born into this life, but there are some mundanes that choose to become Shadowhunters. Those mundanes almost alwasys have the Sight, the ability to see through the glamour and witness the Shadow World with their own eyes. A mundane can only become a Shadowhunter if they apply for Ascension and drink from the Mortal Cup, provided they survive. --- Acension ----- Ascension is the process a mundane goes through if they want to become a Shadowhunter. There is a three month waiting period where the Clave will consider the application, and if approved the Ascender will spend the next three months learning about Shadowhunter Law and culture. Once this is finished they will drink from the Mortal Cup and, if they survive, will be made Nephilim. They are considered a full Shadowhunter, with all of the protections and rights that any other Shadowhunter would have. - Mundanes
-- Mundanes, or as the Nephilim like to call them mundies, are just your average, everyday humans. Most of the time they have no idea the Shadow World even exists, but there are some cases where one of them posses the Sight and is able to see through the glamour. - Demons
-- Demons are the reason why Nephilim exist, they are the shadows we hunt. The primary task of every Shadowhunter, the mission granted to us by Raziel, is to eliminate all demons and return them, once and for all, to the void from which they came. They aren't exactly living being like Shadowhunters or mundies, they're not sustained by the same things that sustain us. They don't have souls, but are instead powered by a liquid demon energy. This energy is a vitalizing spark that maintains their form in our dimension. When a demon dies the energy is separated from its physical body, and that body will be pulled quickly back to its home dimension. - Downworlders
-- Nondemon but paranormal creatures that reside in the human world. There are four groups: the Fae, Werewolves, Vampires, and Warlocks. Once demons began to trespass into the lives of humans, the waters of good and evil became muddied, and the muddied waters of humanity became Downworlders. Warlocks and the Fae predate the Nephilim by an unknown number of years, but Vampires and Werewolves are a relatively recent phenomenon in comparison being the results of demon diseases. ----Werewolves ------ A werewolf is someone infected with lycanthropy. Lycanthropy is a demon disease that transforms a human (or Nephilim) into a large, dangerous wolf during a full moon. In their lupine form, werewolves possess an unnatural, demonic strength and speed. Their claws and fangs are sharp enough to cute through a chain length fence or bite through a padlock. If they don’t receive the proper help and training, werewolves can be extremely dangerous – especially new ones. New werewolves are created when a human or Nephilim is bitten by a werewolf, although there is only a 50% chance they will become infected with the disease. Werewolves are also able to recover from most mundane wounds on their own due to having the same unnatural, accelerated healing abiities as most other Downworlders. Even with their supernatural strength, werewolves aren't invincible. The only way to permanently wound or kill a werewolf is by using a seraph blade or, more famously, with pure silver. Silver is associated with the moon, and wounds made with silver weapones will cause werewolves immense pain. --------Praetor Lupis ----------- The Praetor Lupus is not only made up of all werewolves, but it is also the first and largerst self-policing organization of the Downworlders. Founded just over 150 years ago, the Praetor Lupis -"Wolf Gruard"- was founded by Woolsey Scott in response to his brother's dying wishes. Their self-declared mission is tho track down "orphaned" Downworlders -newly made werewolves, fledgling vampires, and warlocks who have no knowledge of their people- and to help them control their powers and join a clan, pack, or find a mentor warlock. They prefer to operate without supervision and are very secretive about their methods and membership, making the Clave uneasy despite having similar goals. Their symbol is easily recognized and worn with pride by each member. The symbol is an imprint of a wolf's paw adorned with the slogan Beati Bellicosi, "Blessed Are the Warriors". ----Vampires ------ Although they are mortal enemies, vampires are the victims of a demonic infection just like werewolves, only this one turns them into blood drinkers. They possess retractable, razor-like fangs that appear when they get hungry, enabling to drink as much as they want from their victim. Experienced vampires can control their urges and are able to leave their victim alive, while newer Fledglings have a lot more trouble. The poison in a vampire’s saliva acts similar to a muscle relaxer, dulling the victim’s pain until it’s actually enjoyable – even a well-Marked Shadowhunter will have trouble staying conscious and level headed if they’re bitten. Although similar in origin, vampires are considered “undead” unlike werewolves. Their souls reside in animated corpses, kept intact only by the demonic disease. Each one differs in appearance, but every vampire is extremely pale and thin, appearing as if they’re always sick. They possess superhuman grace, speed, strength, and heal quickly like werewolves, though they cannot be tracked by either Nephilim or demonic magic. They tend to flock together in Clans, the greater the number the stronger they are. Vampires have a sort of magic of their own though, one that can be dangerous to both Mundanes and Shadowhunters alike – the encanto. Vampires can convince someone to do nearly anything and persuade them into almost every act just by keeping prolonged eye contact. The skill takes years to master, so it’s mainly the older, more powerful vampires who can use it. Although powerful they aren’t invincible. Blessed materials such as holy water and seraph blades, fire, and sunlight are their main weaknesses. -------- Fledglings ---------- Vampires can choose to give their own blood to their victim, just as they can choose whether to let them live or die. When a vampire gives their own blood to their victim they become a “fledgling” within a few hours. A fledgling must die, be buried, and then finally be reborn and dig their way out of their own grave. Once out of the grave they are extremely dangerous, acting more savage than human and craving blood. Sometimes humans are turned purposefully and the transition goes smoothly with other vampires around, but that doesn’t always happen. The first initial craving is one of the reason why fledglings are so dangerous, and why the Praetor Lupis tries to track each one of them down to help with the change. ----Warlocks ------ Warlocks are the off-spring of demons and mundanes, but they don’t have a unifying mark such as turning into a wolf or having fangs. The only similar things you will notice with each warlock you meet is that they possess a “warlock’s mark” and can do magic. Their magical ability makes them the most powerful Downworlders, and the ones most closely tied to Shadowhunters. Most of the time the warlock is hired to perform magic Shadowhunters can’t, though sometimes they are willing to do it for free. --------Warlock marks ---------- Every warlock has some sort of feature that labels them as not being fully human. These marks can be anything from cat eyes to having purple scaley skin, subtle to glaringly obvious. They are marked since birth and although they can never get rid of them, the marks can be concealed from the human eye with a simple glamour spell. -------- Ifrits ---------- Although rare, not every warlock is born with magical abilities. These are called ifrits, those with a warlock’s mark but no magic. If they have a more subtle, easily concealed mark it isn’t hard for them to blend in with the mundane world but those that can’t find means to have a permanent glamour over their mark. ----The Fae ------ Reigning from the land of the Faeries, the fae are the least understood of all magical beings. The fey are offspring of both angels and demons, having the beauty of angels but viciousness of demons. The Fair Folk aren't morally aligned with either of their arent races, known for their cunning and cruel sense of humor. They especially love tricking humans - mindanes and Shadowhunters alike. They often seek to bargain with humans, offering someone hsis heart's desire but failng to mention it will come at a terrible cost. They're very long-lived, becoming more artful and powerful as they age. Faeries are the only other Downworlders besides werewolves that can bear children, and that includes with humans. These offspring will be human instead of one of the fey due to a stronger bloodline, but they will have some physical fae attributes. Some believe mundanes with the sight have some inkling of faerie blood somewhere down the line, although it has never been proven true. As with werewolves, children of the fae and Shadowhunters will be Shadowhunters. -------- Fae Court - The Angel Raziel
-- - The Mortal Instruments
--The Cup --The Sword --The Mirror - Iron Sisters
--Adamant Citadel ---- As the Silent Brothers carefully keep the secrets of their city, Shadowhunters know even less of the Adamant Citadel, the home of the Iron Sisters. The fortress stands on a volcanic plain, a stretch of dried lava beds, black and forbidding; a narrow river of molten lava rings it like a moat. It is reached - like the Silent City - through numerous enterances scattered around the worldm the oldest of which resides on the lowest level of the Armory in Alicante. The volcanic activity serves as a convenient defense for the Citadel, but the location was most likely selected to provide the Sisters with the extreme heat they require for their forges. The portals that lead to the Citadel will not take you directly to directly into the fortress, but rather to the volcanic plain, outside the walls. The walls of the Citadel are like the lives of the Iron Sisters themselves: hard, unyielding, and strong. Their motto, and the motto of the Citadel, makes this clear: ignis aurum probat. "Fire tests gold.' - Silent Brothers
-- Silent City ---- The Silent City is home to the Silent Brothers, a complex city of levels and chambers that has been inhabited for eternity. Most Shadowhunters only ever se the two upper levels of the City - its archives and the council chamber where the Soul-Sword resides. In reality there are levels upon levels plunging deep into the earth, most off-limits to anyone who is not a Silent Brother. There are some exceptions, one of which being the necropolis of the Shadowhunters and thousands and thousands of people who were laid to rest. Below these one the lowest levels of the ciy are the prisons, hope you never have to see them for yourself. Designed to constrain all creatures, however magical, they are able to hold the living, dead, and even the undead. The prisions are unable to hold demons however, as some of them may be able to escape from even the strongest cells. The cells of the Silent City are reserved only for those who are the worst of lawbreakers and most dangerous wrongdoers. - Alicante, Idris
-- The country of Idris is small, barely visible on a map of Europe. Alicante is the only city, the only major settled area, in the country - but it is more than just the city of Alicante. The country side is made up of endless rolling plains, surrounded by a mountain range shielding it from the mundane eye - with a touch of glamour and some wards of course. The mountains makes much of Idris difficult to traverse, even for Shadowhunters; they're impassable except in high summer, due to heavy snows, and its wood, especially Brocelind Forest, are dense and unmarked by trails. Despite this Idris is a beautiful country, rivaling the beauty of its mundane neighbors - Germany, France, and Switzerland. Some believe Idris was made from land "stolen" from its bordering countries but Raziel creted an entirely new country in the middle of Europe, its only purpose to be a home for the Nephilim. Alicante is also home to Lake Lyn, sometimes called the Lake of Dreams. Downworlders are able to drink from the lake safely, while Shadowhunters will suffer fevers, hallucinations, and sometimes permanent madness. The shores of the lake give way to the Brocelind Forest, home to many Downworlders who prefer to live away from the mundane world. The wards around Idris were also created by Raziel himself, purely for the sake of keeping the country hidden from the mundane world. If a mundane passes through one of the wards they will simply be transported to the corresponding location on the opposite border without knowing he just passed through a town. Creatures of the Shadow World however have free reign to explore and make their homes in the country side, the wards only keep mundanes away. The city is surrounded by demon towers to keep roughly 99% of demons out, however there is the rare occasion when one will slip through. - The Grey Book
- Stele
- Seraph Blades
- Runes
- Parabatai
- The Clave
-- The Accords - Institutes
-- Institues function like the embassies of mundane governments. They are Nephilim homes, as much as Idris itself is. Crossing the threshold into an Institute, you are no longer in the country or state or city that the Institute's building stands in, but are rahter in Nephilim land, wher eour law is predominant. Institutes are the responsibility of all Shadowhunters, not just the Shadowhunters who are stationed at a particular Institue or are a part of the Conclave of that Institute's region. The oaths we take to protect our lands extend to all Institutes around the world. All Institutes are build on hallowed ground and are heavily warded. They're constructed to repel demons and prevent the unhallowed from entering. The doors are locked and only open to those with Nephilim blood, keeping many unwanted visitors out. Most Institutes built before the 1960s contain a Sactuary, a special room built to solve problems with Downworlders. Demons are unable to enter, but Downworlders may enter on their own for meetings with Shadowhunters or they can be held here for questioning. Although many of the larger Institutes have the capacity to house hundreds of Shadowhunters, most do not permanently live in an Institute.
wip
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Post by *ShatteringStar* on May 6, 2017 22:28:54 GMT -5
I wouldn't mind helping and joining the rp when it's ready!
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Post by *ShatteringStar* on May 7, 2017 13:03:36 GMT -5
Okay and I think the banner thing looks great!
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Post by *ShatteringStar* on May 7, 2017 13:43:33 GMT -5
I can find some links to explain the basics on the Shadowhunters' world and stuff.
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Post by *ShatteringStar* on May 7, 2017 13:47:12 GMT -5
Also, do we need an intro? Maybe just explaining the plot would be sufficient enough to lure people in?
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oreosღ
I'll be moving in a few weeks so I may not be on as much going into August.
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Post by oreosღ on May 8, 2017 16:03:36 GMT -5
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Post by *ShatteringStar* on May 8, 2017 17:46:23 GMT -5
Yeah that seems like a great place to start off on. Sounds fun to me.)
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Post by *ShatteringStar* on May 8, 2017 21:19:25 GMT -5
Alright. I'll go ahead and create a joining form and I can also help with the rules too. Here is a wiki link that I think would best help readers understand the series.. en.m.wikipedia.org/wiki/The_Shadowhunter_ChroniclesI can find more links if you want?
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Post by *ShatteringStar* on May 8, 2017 21:27:21 GMT -5
Character's name • Age • Race • Gender • Weapon Type (shadow hunter only) description -- Detailed personality and background. {Screen Name}
This is what I have so far on the joining form. Should I change the font size and should we also include a weapon section for shadowhunters?
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Post by *ShatteringStar* on May 9, 2017 20:45:48 GMT -5
So I edited it but I couldn't change the font size for just the name..
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Post by *ShatteringStar* on May 10, 2017 21:20:55 GMT -5
Okay! What else do you need help with?
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oreosღ
I'll be moving in a few weeks so I may not be on as much going into August.
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Post by oreosღ on May 11, 2017 17:58:05 GMT -5
Uuuumm Rules and Intro are the two big things I think?
Besides that I need a list of things to be headers- Rules, About, Joining, Members, Shadowhunters, all the downworlders, mundies..... the intro can just go under the banner so I'm not too worried about that one but I feel like I'm missing something.
Oh and should we put all the characters/joining forms on the main page or have a separate page for joining and then one of characters? It was all separate on the old forums and it kept it pretty organized, but the joining can stay on the main rp page but the characters take up A LOT of room with how many types there are to join as. Do you think we should split it up?
Also I miight try and get the main things on the about section finished then worry about the rest later so we can open the rp sooner xD I really really want to rp this again. Oh and feel free to work on characters whenever you want, that way I can just add them in when I start on the layout :3
**also where should the setting be? Modern day, but should we keep it in New York?
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Post by *ShatteringStar* on May 11, 2017 22:48:30 GMT -5
Yeah I feel the same way.
We should probably keep all the characters and joining forms on the main page. If the rp gets big, then we can always just make a joining page to keep things separated.
Yeah, modern day New York sounds good or maybe modern day Seattle where its gloomy almost all of the time.
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Post by *ShatteringStar* on May 14, 2017 10:19:11 GMT -5
The werewolves could live in a cabin out side the perimeter of the city, in among the trees. That could work for the vampire, but aren't they suppose to be classy or something?
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Post by *ShatteringStar* on May 16, 2017 8:30:31 GMT -5
Yaaaay! Hey Sum!
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