That is how it appeared to us when we saw how nothing more remained from all that had blossomed in earlier times. Even the memory of it all was almost completely lost among the people, but for a few songs, books, legends, and these innocent fairy tales. Gatherings around the oven, around the kitchen stove, on stair landings, holidays still celebrated, grazing pastures and forests in their silence...these were the hedges that protected these seeds and passed them down from one age to another.
Preface to the Second Edition of the Fairy Tales of the Brothers Grimm (1819)
Rules:
- Forum Rules apply
- Realism, in the sense that people age and will be injured and die, applies.
- Politeness and respect at all times!
- Please notify myself or my mods of any absences!
Information about the Roleplay:
This Roleplay is based on the TV show Grimm. You do not need to have watched the show to join this roleplay but you may need to look things up on the wiki for further understanding.
Types of CharactersGrimms (2/7) claimed
A Grimm (Ger. "wrath") is a special person who possesses incredible powers, such as being able to see the true form of Wesen even when the Wesen don't want them to. For centuries, Grimms have taken it upon themselves to police and hunt the Wesen population and to protect normal humans from the unknown threat around them.
Grimms are tasked with policing the creature world, making sure that those who harm humans are stopped. For this reason, many Wesen mistrust or fear them, even having their own set of Wesen fairy tales warning Wesen children about the Grimms. Grimms possess superior fighting skills, good heads for observation, and uncanny instincts for people and their personalities, even besides their ability to sense the supernatural.
Grimms possess many powers; the most commonly used one is their ability to see Wesen when they are woged, but only if the Wesen is startled, scared, angered, or stressed, or something else happens that disrupts the Wesen's concentration. They have no control over this ability. Grimms also possess slightly superhuman strength, durability, agility, reflexes, speed, and even morphallaxis. It is to be noted this ability is only SLIGHTLY higher then normal. Grimms also possesses greater resistance to arsenic's drug-like effects and have a natural aptitude for fighting. They are basically hard wired to fight the Wesen.
Remember the Grimms take it upon themselves to regulate the Wesen world- they are not the sacationed police force they are an interfering third party who take it upon themselves to police the Wesen. Some Grimms are of the perspective that all Wesen must die, others the view that only those who commit crimes must, and some that it matter whether or not they a wesen they will be punished for crimes only by legal human methods.
Wesen
Wesen (VES-sin; Ger. "a being" or "creature") is a collective term used to describe the creatures visible to the Grimms. They are the basis not only of the fairy tales that the Brothers Grimm have compiled, but also of the many legends and folklore from many cultures. When Wesen woge, they are able to recognize a Grimm by looking into their eyes. They can see an "infinite darkness" in a Grimm's eyes that allows a Wesen to see their reflection, where they can see their true Wesen nature. Many Wesen find it unsettling to see themselves reflected.
There are many species of Wesen (a list can be found on the Grimm fandom Wiki), each species has its own traits and abilities. For the purpose of this Rp any offspring will be the same species as the mother. If you want a hybrid you MUST wait for my approval. There are certain species of Wesen that will have a cap ie. Gluhenvok. As more people join I will add caps as the Wesen species grow.
Verrat:
The Verrat is a wesen organisation that serve at the pleasure of the Royal families. The Royals appoint the head of the organization as well as issuing orders which all Verrat agents must follow without question or face severe consequences up to and including pain of death. Verrat agents will not hesitate to kill fellow agents, even if their target is the head of the Verrat, if the order is given by the Royals.
Wesen Council:
The Wesen council is a collection of 7 (for the purpose of this Rp) Wesen which govern Wesen Law. It is within their authority to enact any punishment they see fit in order to uphold the law and are usually only brought in in the most severe circumstances as the Wesen world has become reliant on Grimm policing smaller matters.
Humans
Seriously if you don't know what this is... No cap. They cannot see the true form of a Wesen unless a Wesen wishes them too. There are no exceptions to this rule at this point in time.
Royals:
The Royal Families have been in operation for centuries, potentially even before the Crusades that put the Grimms in their employment. They are ruthless, extremely wealthy, and powerful, so they pose a large threat to the Wesen community, especially since they wield the command of the Verrat (A Wesen organisation that serves the royal families). Nearly the entirety of their lineages are composed of Kehrseite-Schlich-Kennen (humans who know about the existence of Wesen), as they deal both directly and indirectly in Wesen affairs.
There are seven Royal families, currently there is a max of two character per royal family. For the purpose of this Rp the royal families are:
1. Estrada - strong ties in finance holding companies. Is the owner of many accounting, stock broker, and banking companies and businesses.
2. Sawyer - ties primarily in engineering. Owns major companies involved in shipping, aircraft and motor vehicle production.
3. Cordova - ties primarily in artefacts, art, music and culture based enterprises.
4. Holmes - strong ties in education, colleges, universities, and any all around research projects. This family, outside the education system, dabbles in abit of everything.
5. Illbra - Ties primarily in law and justice firms and military.
6. Osborne - Ties primarily in tourism, travel and hotels/restores.
7. Costa - strong ties in medical product producing companies and chain stores. Is the main benefactor of many medical research projects and owns many drug and pharmcutical companies.
The Setting:For the purpose of this Rp the setting is a fictional city called Elamor in America. The city is of significant size and the rp can encompass the surrounding land as well. For ease of rping I have broken the city down into five main areas each with their own features. Each section will have a school, emergency service and other necessary places. The places listed are simply the 'hotspots' or notable points. If anybody wants their character to own a shop/business let me know and I'll add it to this list
The concept is that each section is large enough and busy enough to warrant their own Grimm otherwise we will have too much of an overflow. Each section is large enough to be able to have small plots not effect other small plots in other sections ie. A new grimm appears in one section the Wesen in the section would know but maybe not the ones in the other sections. Each section however is small enough that large plots ie. royals messing around or a grimm who decides to go all mass wesen murderer would get noticed.
*** Note!: There is a minimum of one Grimm per section and a maximum of three per section. Please know that normally only one Grimm would frequent an area as their territory or area of jurisdiction, more then one will normally result in a challenge of authority or fight between the two. If you want to Rp a Grimm that isn't attached to one area but rather has other plans or simply drifts let me know!
North Elamor:
Half covered in housing and the other half in a large area of national park and forest.
Central: [Section Grimm: Amyra (Mira) Reeves]
The bustling part of city centre. Contains multiple restaurants, bars, cafes and clubs. There are a few parks here and there and a lot of big name businesses.
Oasis - A popular cafe located on the corner of the main street. The inside opens to a small rustic designed seating area with booths and tables and leads to an outdoor garden with tables and hanging plants from a large shade cover. Upstairs is a small quiet zone and a stocked library where people can read. Run by Blake Moss.
East Elamor:
West Elamor:
South Elamor:
South Elamor consists mainly of docks, shipping yards and some coast line.
Main Beach - the most popular beach in the city. Stretches for quiet awhile and is a pleasant place to go on a summer day.
Hansen Shipping Yard - the largest shipping yard often filled with containers.
South Docks - the dodgy part of the docks. Frequented by the poorer citizens and the trouble makers.
Taste of Trouble - A popular Wesen night club. Strictly for the Wesen population only. It's located in the South Docks.
North Docks - contains a couple of pubs and bars.
Housing - Extends past Main beach and along the river that flows through Elamor.
Joining Form:Name || Age || Gender || Occupation || Race (Wesen/Human/Grimm) If Wesen what species
General appearance and personality description. History is optional.
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