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Post by Gengar on Feb 4, 2017 21:42:48 GMT -5
▲▲▲ ![](http://i.imgur.com/cUEYqbM.png) Downworlders are supernatural beings and hybrid creatures who inhabit the Shadow World. Downworlder is the widely used term to refer to beings that are said to be part human and part demon, and are even said to be the demonic counterpart of Shadowhunters, who are part human and part angel. They include werewolves, vampires, warlocks and faeries. Although demonic in origin and nature, Downworlders possess human souls and are counted as members of the human race by the denizens of Heaven. Every fifteen years, the Accords are signed between the Downworlders and the Clave, the Nephilim. According to the Accords, as long as the rules stated here are not broken, they can live in peace without bother and may even provide each other help when the need ever rises. This roleplay focuses around the lives of said Downworlders living (sometimes) peacefully in San Francisco. [Note: I would like to make a linked Shadowhunter Institute roleplay that would also take place in San Francisco, so they could interact. If you would be interested in being the owner of that and/or just helping, be sure to PM me!] Rules - This is a semi-advanced roleplay. This means you will need to have proper grammar, spelling, and post at least one paragraph (around 6+ sentences) per character each time you roleplay. You may chat all you want, and good spelling & grammar is not necessary then, of course.
- You will need to be active at least once every other day at least. This can mean roleplaying for hours or it can just mean popping in to tell everyone that you're still alive but that you're busy. Please- if you know you're going to be extra busy soon, let your roleplay partners know and try to finish any business your characters have so that others can continue to roleplay.
- Do not make your characters overpowered or flawless. When in battle, make it fair. Try your best not to roleplay the opposing character, and depending on the skill level difference between characters, don't be afraid to let your character get hurt!
- Please get a consensus from a majority of members before initiating a major event. You do not have to ask me for permission, but you will need to wait until at least one-half of members are online to actually participate.
- Keep it natural. If a character has strange hair/eye color, it must be mentioned they dyed it/wear contacts/etc. This rule excludes the faeries of course. Also, don't be afraid to add diversity! LGBT+ characters are welcome and encouraged.
- Be courteous with your fellow roleplayers. Your characters may hate each other and say/do mean things, but you cannot be mean out of roleplay.
- If you need to, take it to PMs (if both roleplayers are 18+.) You don't have to post saying you did this. (Actually, it's preferred that you don't.) You may discuss anything in PMs, but do not take it any further than kissing above the chin on this thread.
To Join Post the form below (inside the code tag.) Species [div style="padding-right:2em;"][b]Name[/b] ▲ ♂/♀/⚤ . Age . Rank [div align="center"]— three qualities —[/div][/div] Which will look like: Species Name ▲ ♂/♀/⚤ . Age . Rank — three qualities — The ranks for each species are as follows: Warlocks— head warlock, or you may want to specify their warlock mark. Faeries— can be a type of common faerie-- mermaid, ogre, dryad, etc.-- a position on the court, or a member of the wild hunt. Vampires— clan leader, clan member, subjugate (of whom?), fledgling. Werewolves— pack leader, pack member, n/a. Credit - Credit for The Mortal Instruments goes to Cassandra Clare.
- Credit for basically all the information about the Downworlders goes to the Shadowhunters Wiki.
- Credit for layout, banners, and dividers goes to myself.
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Post by Gengar on Feb 4, 2017 21:43:06 GMT -5
▲▲▲ ![](http://i.imgur.com/4i0rVwc.png) Warlocks are independent and mostly keep to themselves, hence they do not have an established community or organized society. However, most warlocks are usually acquainted with each other and at least have way of contacting one another. High Warlocks are also seemingly appointed in every major city or locality around the world. In addition, few warlocks opt to marry, let alone adopt a child. Description Warlocks are born from demons and humans. Warlocks are immortal beings. At one point in their lives, they stop aging— which point exactly will depend on their demonic parent. However, after an unspecific but long duration of time, warlocks can "fade" and "petrify": when they grow bored or unsurprised by life and stop looking forward to their years ahead, when the weight of their long lives settle on them, they may begin to lose their minds, and/or stop feeling and living, in all other essences of the word except literally. A universal trait among them are their warlock or demon marks, a part of their body that is strange or unique that identifies them as unearthly. These can be extra, inhuman body parts such as bat wings, goat feet, lizard tails, scaled hands, cat eyes, or differently-colored skin and hair. Additionally, warlocks are unable to have children. An exception from these limitations are the very rare offspring of demons and unmarked Shadowhunters; without Marks to resist the demonic energy in a fetus, the pregnancy results in a living child—particularly, a dominantly Shadowhunter being with traces of warlock abilities. Because of their half-demon, half-human nature, other Downworlders sometimes insultingly refer to them as "half-breeds." Abilities Along with faeries, warlocks are the only Downworlders who can cast magic because of their demon blood; unlike vampires and werewolves, who were merely infected by demonic diseases. Because of their willingness to use magic when asked by mortals, usually for a price, even Shadowhunters work with warlocks, as partners or as hired specialists, to allow the Nephilim to make use of some of the demonic magic that their own powers and nature exclude them from. The language they use to cast spells is called Chthonian. Nearly all warlocks are, to some extent, practitioners of magic. Some inherit more magical aptitude than others, and those who cultivate that aptitude may become quite powerful. The most gifted may find themselves able to study demonic magic and become scholars in the secretive Spiral Labyrinth, the central home of warlock magical research and knowledge. They have invented quite a lot of new magic, which is dutifully recorded and kept in the Labyrinth. However, while warlocks inherently possess magic, some are still born without it, and they are known as ifrits. Weaknesses Warlocks are known to be weak to rowan especially, though they are also weak to most things humans are weak to, and can be killed normally. Running or flowing water is also known to disrupt magic, which can disable a warlock. Location High Warlock of San Francisco, Eziel, has a home in Pacific Heights, the richest district of San Francisco. It is known as a gathering place for warlocks and all Downworlders alike as she often hosts gatherings, parties, protests, you name it. Should she fancy an event, there is no doubt that Downworlders will attend. Most other warlocks house themselves throughout San Francisco, though many prefer to stay far away from other Downworlders. Known Warlocks Eziel Chast ▲ ♀ . - . high warlock -- ram horns — careless, powerful, unrestrained —
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Post by Gengar on Feb 4, 2017 21:43:38 GMT -5
![](http://i.imgur.com/cUEYqbM.png) ▲▲▲
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Post by Gengar on Feb 4, 2017 21:43:52 GMT -5
▲▲▲ ![](http://i.imgur.com/HrecjgX.png) Faeries, also known as the Fair Folk or fey, are an extremely cunning race of Downworlders. Faeries are organized and classified into courts, specifically the Seelie and Unseelie Court, with sovereigns presiding over specific territories in the human world and in their own, such as the Seelie Queen ruling over the Seelie Court. However, there are just as many, if not more, free-ranging faeries in the world who are neither affiliated with any Court, nor swear allegiance to any specific monarch; an example of which is the Wild Hunt. The faeries, as individuals, are then further subdivided into gentry and common folk. Though the fey are active members of the Downworld and are signers of the Accords, faeries are more removed from the affairs of the world than any other known creature, aside from angels. They usually keep to themselves, and have their own complex politics and social structures within their own people. Description Due to the legend of their origins, the faeries are associated with the beauty of angels and the viciousness and malevolence of demons. Besides angels, they are the least understood of all magical people—the great ancient mystery in the Shadow World. Although they are widely believed to be hybrid descendants of demons and angels—something that their kind has seemingly not bothered to deny—faeries possess human souls just as other Downworlders do, and they are counted as members of the human race by the denizens of Heaven. The Fair Folk are known for their unearthly beauty and fair skin, appearing in various pastel hues of blues, greens, and violets, even pearl, to name a few. Faeries commonly incorporate flora and multiple forms of vegetation as part of their ensemble. Many faeries are extremely attractive with delicate and regal faces and exquisitely colored features, such as their eyes, with colors "as clear as glass". The gentry subdivision faeries are the knights, kings and queens, and court members. They mostly resemble human beings, with the pointed ears and an occasional other odd quality. The common folk are the other kinds of faeries such as nixies, pixies or piskies, brownies, selkies, satyrs, mermaids, kelpies, hobgoblins, and boggarts; they generally look less like humans. Among Downworlders, only faeries are more committed to notions of honor and etiquette than vampires. But while faeries always exactly follow the letter of any promise they have made, they deliver these results with great irony, and often use clever wordplay to their advantage in order to create loopholes. They are known for their cunning and their cruel sense of humor, and they especially delight in tricking humans—both mundanes and Shadowhunters alike. As time typically flows differently for them and in their realm, they are very long-lived and become only more artful and powerful as they age, though they are not immortal. The Fair Folk are also unable to lie. They might, however, tell what they believe is true, even if it is not. They may also expertly weave lies into sentences by using methods such as not telling the whole truth, letting others assume things, or not correcting the people with whom they're speaking; this does not, however, apply to half-fey, who can lie as easily as any other being. Abilities & Weaknesses Abilities Faeries, like vampires and werewolves, possess the unnatural abilities of swiftness and grace. Some are even given wings, which may be due to their angel blood. The wings between faeries and angels vary as well, with angels having larger, pristine bird like wings, while faeries commonly have butterfly wings the color of kaleidoscopes. The magic of the fey is believed to be unique in the world. It is very old and powerful, but neither demonically nor seraphically aligned. They can harness the powers of the ley lines, along with other strange magics. They possess their own magic that the Gray Book can only partly and imperfectly protect against, at best; however, there does exist Nephilim Marks that protect Shadowhunters from faerie glamours for this very reason. Weaknesses Iron, particularly those merely wrought but yet to be heated and shaped, is toxic to faeries. Steel, an alloy of iron, is usually not toxic to faeries, as it is the purity of iron that grants its power over the fey, though it does weaken them to some extent. They are also vulnerable to rowan wood, salt, and gravesoil. While able to stand the presence and its touch, faeries are severely weakened and become ill if fooled into drinking holy water. Additionally, knowing a faerie's real name gives one power over them. Location Although faeries do not live in the realm of Earth, most of the portals to and from their realm are found in Presidio park, in the northwest of San Francisco. There are other portals in various places, but this park, a large and accessible expanse, is most popular for faeries. Known Faeries Glacious ▲ ⚤ . - . nixie — adventurous, manipulative, playful —
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Post by Gengar on Feb 4, 2017 21:44:03 GMT -5
![](http://i.imgur.com/cUEYqbM.png) ▲▲▲
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Post by Gengar on Feb 4, 2017 21:44:17 GMT -5
▲▲▲ ![](http://i.imgur.com/HY3vnEX.png) Vampires, also known as the Children of the Night, are a species of Downworlders. Along with werewolves, vampires are humans infected with a demon disease. However, unlike the former, vampires are considered "undead". Vampires around the world choose to band together and form a groups of vampires, usually called clans. There are several vampire clans throughout the world, with at least one or more in every major city. Usually though, no matter what clan they are affiliated with, vampires consider each other, to some extent, brethren. Vampires are committed to notions of honor and etiquette. They take bonds very seriously, as well as oaths and vows. Blood-oath rituals, as in vows written and signed in blood, bind and compel vampires, and can only be violated when broken by another ritual. Description Vampires cannot shed tears; instead, it is blood that leaks through their eyes. Being reanimated corpses, they do not have a heartbeat and do not need to breathe, although they are still able to inhale and exhale oxygen, in order to utilize their heightened sense of smell, to pass as human, or to blow on something. Their lack of breath makes them impervious to such things as asphyxiation, drowning, or gases. A vampire and a sire have some sort of connection. Particularly, upon the death of one's sire, a vampire will experience a momentary jolt of pain, presumably feeling the same pain their sire felt at death. The dirt of the grave where a vampire was buried holds special properties for that vampire. The vampire can tell if the grave has been disturbed. Vampires may use this to communicate simple messages, even without the other's presence—for instance, breaking a container of a vampire's grave dirt could be used to alert and summon that particular vampire. Clans sometimes even have a spot where a jar of every member's grave dirt is hidden, used for emergency purposes for when a leader needs to call on all their vampires. Vampires cannot be tracked by normal tracking magic, neither demonic nor Nephilimic. Like warlocks, vampires are immortal and sterile; though unable to bear children, they are able to continue their vampiric bloodline by turning humans into vampires. Abilities & Weaknesses Abilities Like werewolves, they possess superhuman strength, grace, and speed, and are able to heal quickly from most mundane injuries. They also have enhanced senses: smell, sight, and hearing. They can easily adjust their eyes to seeing in the dark. Vampires also gain sharper eyesight than humans. Vampires also have the power of the encanto: the ability to mesmerize and essentially control others. They can also shape-shift into bats, rats, and dust, while maintaining their intelligence in either forms. These abilities increase and grow stronger as they grow older. Weaknesses Vampires are extremely vulnerable to fire. Vampires are not only harmed by fire but can also be kept at bay by a protective boundary of fire or a burning torch. Holy water, and other common blessed materials, such as angelically aligned swords, are harmful to vampires and will scorch and burn their flesh. More generally, holy symbols may be anathema to vampires if the symbol holds weight with the specific vampire addressed. Vampires cannot stand the direct light of the sun. Sunlight burns the skin of vampires, as does witchlight, to a lesser extent, being light of angelic origin. For this reason, vampires are normally careful to remain dormant and inactive during daylight hours. Artificial light, such as that of gaslight or electric light, may cause discomfort in vampires if it is strong enough, but they are normally able to remain undamaged unless already very weak. An exception to this are "Daylighters", or vampires who are invulnerable to sunlight, but there will not be any Daylighters in this roleplay. A wooden stake pierced through a vampire's heart will slay them instantly. Silver is toxic to vampires and causes them to experience pain, headaches, nausea, and so on, though it will not kill them. Cutting off a vampire's head or bleeding them dry are among other ways to kill them. Location Surprisingly, the vampire clan of San Francisco owns and runs the Castro Theatre on Castro St. Their feeding territory extends through much of The Castro District. The clan is rumored to have illegal feeding dens throughout the Dogpatch neighborhood, though it is unknown whether they legitimately are run by the clan or by another vampire. Even then, they are hard to find or access unless you are a vampire with connections. Known Vampires William Rick ▲ ♂ . 217 . Clan Leader — fierce, strict, & posessive — Jessica Ernheart ▲ ♀ . 91 . Clan Member — seductive, adventurous, & reckless —
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Post by Gengar on Feb 4, 2017 21:44:31 GMT -5
![](http://i.imgur.com/cUEYqbM.png) ▲▲▲
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Post by Gengar on Feb 4, 2017 21:44:41 GMT -5
▲▲▲ ![](http://i.imgur.com/P05AgFt.png) Werewolves, also known as Lycanthropes and the Children of the Moon, are a species of Downworlders. Like vampires, werewolves are humans infected with a demonic disease, which gives them the ability to transform—or Change—into powerful wolves and gain their inhuman strength and enhanced capabilities. Many werewolves, like vampires, belong to a group: in their case, a pack, though there are some packless wolves, and those tend to travel alone at night, keeping to the byways and country roads. The Praetor Lupus is in charge of ensuring that all new Downworlders find their place in their respective society, including finding packs for orphaned werewolves. Each werewolf pack is lead by an alpha wolf. Any werewolf that kills the pack leader will subsequently gain control of the pack. Aside from battle, a werewolf leader can also simply depart and name a new one to replace him/her. Description Lycanthropy transforms a human into a werewolf, a demihuman whose demonic infection causes them to transform into large wolves under the light of the full moon, though they can also Change at will. Werewolves in their lupine form possess unnatural strength and speed comparable to that of demons, with claws and canines strong enough to be able to slash through a chain-link fence or bite through a padlock. While they still bear a little bit of resemblance to their human selves while Turned, their eyes become that of a wolf's, and even their eye color changes to either blue or a bright color ranging from yellow or yellow-green to orange or gold. In addition to their supernatural strength, grace, and reflexes, werewolves have the same unnaturally accelerated healing abilities as most other Downworlders. They cannot regenerate a severed limb, but they can recover quickly from most mundane wounds. In human form, they look fairly normal. Werewolves also retain their superhuman speed and strength while in human form. Werewolves are also mortal; they age and die normally like ordinary humans, though they do grow slightly faster. Abilities & Weaknesses Abilities They are able to change into a large wolf at will, and also on the full moon. As a wold, they have the great and speed of a demon, making them very dangerous. They heal from mundane wounds quickly, though not those given by silver or adamas blades. They also have enhanced strength and speed in human form. Weaknesses The only ways to permanently wound or kill a werewolf are either with the angelic fire of a seraph blade or with pure silver. Silver is associated with the moon, and wounds made with silver weapons will not only cause permanent damage to the wounded but will also cause them great pain, as even their enhanced healing abilities are not effective when a wound is inflicted by silver. Any Institute will have a cache of silver weapons in place for just this reason, in case of rogue werewolves. Location The pack owns a theater called "Exit Theatre" in Tenderlion, San Francisco. Ironically, their plays and improves compete with the moving-picture productions of the San Francisco vampire clan. They are often known to "wonder" into vampire territory to advertise or perform and end up in a fight. Most werewolves perform at this theater, but others find jobs at nearby bars and clubs. Known Werewolves Adam Serkert ▲ ♂ . 21 . pack member — loyal, eager to please, impulsive —
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Post by Gengar on Feb 4, 2017 21:47:42 GMT -5
![](http://i.imgur.com/cUEYqbM.png) ▲▲▲ SAVE
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Post by Gengar on Feb 4, 2017 21:49:16 GMT -5
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Post by Gengar on Feb 4, 2017 23:48:41 GMT -5
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Post by dls910 on Feb 4, 2017 23:53:15 GMT -5
Vampire Eramos Heath ▲ ♂ . 438 . Clan Member — fierce, cunning, patient —
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Post by dls910 on Feb 5, 2017 0:04:48 GMT -5
Werewolf Theodore Kelly ▲ ♂ . 34 . Pack Leader — decisive, charismatic, helpful —
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Post by Gengar on Feb 5, 2017 0:38:04 GMT -5
Eziel had decided a bit last-minute to host a big Groundhog Day party. To say the least, she was a few days late; however, she had decided to make up for that fact with a lot of glitter.
The party was not very groundhog-y, seeing as the date was simply an excuse to celebrate. It was, however, very extravagant. As guests began to arrive, Eziel began to mix in among them. Not many people actually knew she looked like, so she was safe to mingle until one of her friends shouted at her.
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You didn't have to be popular or famous to get into one of the High Warlock's parties. You just had to be a downworlder. That's what Jessica appreciated. It was basically a big mixer. Many members of her clan always attended.
It was fun messing with drunk werewolves. They were clumsy, slow, and easily angered. She avoided alcohol; the last thing she wanted was to end up as a pile of dirt on the floor.
She situated herself on a couch, away from the bar. Some faeries were gossiping and it wasn't something she wanted to miss. After all, they couldn't really lie, could they?
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Adam was very excited to be attending a party with some of the older members of his pack. It was a sort of rite of age, in his opinion. After all, he was of legal drinking age now.
Once he was inside, he stopped to take in the sight. It was already pretty crowded with downworlders.
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Post by dls910 on Feb 5, 2017 1:10:34 GMT -5
Eramos walked through the gate with ease, passing by a condiments and picking up a blood/red wine mixture. He sipped it passing through the door to the mansion, and directed directed his eyes away from the glittery ceiling to avoid blindness. He had been to his share of Eziel's party's to know she would often walk among her guests unseen. He gazed longingly at 'A Sunday on La Grande Jatte'. "Ahhh, the good old days." said Eramos.
//
Theodore was disbanding a group of werewolves attempting to dig their way to the wine cellar from the garden. "Gerald, keep your friend in check next time, you know how he is with the magical liquor." said Theodore. He was looking for the host Eziel, as he hadn't previously made her aquaintence. He went inside hoping to find her among the crowd.
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Post by Gengar on Feb 5, 2017 14:44:35 GMT -5
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Post by Gengar on Feb 5, 2017 19:37:14 GMT -5
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Post by dls910 on Feb 5, 2017 19:58:33 GMT -5
bump?
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Post by Gengar on Feb 5, 2017 19:59:03 GMT -5
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Post by Gengar on Feb 5, 2017 21:25:01 GMT -5
Eziel happened to find Eramos as he was admiring some artwork in her grand hall. Well, not her artwork, per say. She was hoping whatever museum it had been entombed in wouldn't mind missing it just for the night. In fact, they probably wouldn't even notice. She paused next to her acquaintance. "Enjoying our beverages already, are you?" she teased. Being a warlock, money was no thing. She could acquire it easily whenever she needed it. "I'm glad you're enjoying the art. I gathered it just for the occasion," she informed him, winking mischievously.
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Post by dls910 on Feb 5, 2017 22:46:29 GMT -5
Eramos cast a glance her way, raising the glass he was holding. "I did love the 1800's. No easier time to keep blood dens." said Eramos, adding as an afterthought "Not that it's hard now... I mean, not that I would know." Eramos drew a quirky grin on his face, and said, "I'd be surprised if some Shadowhunters weren't hanging around the party in case anything went down."
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Post by dls910 on Feb 14, 2017 23:33:06 GMT -5
bump
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Post by Gengar on Feb 15, 2017 0:14:15 GMT -5
Eziel laughed. She was very neutral on the subject. On the one hand, she had no business telling the vampires how to conduct themselves. On the other, she despised Shadowhunters, so it wasn't like she would be telling them anything anytime soon. "Éramos, you think so little of me if you think I would let Shadowhunters within a mile of my party." They loved to crash Downworlder parties, even though nothing was technically illegal (bar the forever-younger-than-21 vampires that were helping themselves to endless alcohol.)
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