Link to the my new rp which is the shadowhunter rp 2.0 roleplayerguild.com/topics/133325-join..
There are wards placed around Idris to keep mundanes and unwanted people from entering Idris.
Lake Lyn is known as the Lake of Dreams. the water itself is deadly to the Shadowhunters if not treated right away if accidently drank from it. Downworlders can drink from it no problem.
Alicante known as the Glass City. The Holy City of the Nephilim.
The Gard: is the official meeting place of the Clave.
The Armory: The Armory is an imposing stone stronghold on the eastern side of Alicante. part storehouse, part museum, part research center.
The Adamant Citadel: home of the Iron sisters.
There Institutes of the Clave all around the world.
Sanctuaries: prevents demons from entering as well as downworlders
If possible I would love for everyone to play two characters a Shadowhunter and a Downworlder if you cant then that is fine as well.
The Nephilim Society
The Shadowhunter's Codex
Congratulations!
You have opened this book, and you are ready to embark upon the righteous and rewarding life of a Shadowhunter. We have been chosen by the Angel to keep our world safe from the evil creatures we call "demons". And now you are one of us, and with this you will learn our lore and our ways.
Angels, demons, faeries, vampires, werewolves, warlocks: they all exist, and they all must be managed and kept at peace. The Shadowhunter's Codex will provide you with the tools and knowledge you need to join our noble work.
You all will be completing the rest of your training at your assigned institute where you will take the Shadowhunter's Oath and under go some simple missions for the beginners and as you move up and finish the final level of your training you will undertake harder missions and more advanced missions.
I hereby swear:
I will be Raziel's Sword, extending his arm to strike down evil.
I will be Raziel's Cup, offering my blood to our mission.
I will be Raziel's Mirror; when my enemies behold, let them see his face in mine
I hereby Promise:
I will serve with the angels' courage.
I will serve the angels' justice.
And I will serve with the angels' mercy.
Until such time as I shall die, I will be Nephilim. I pledge myself
in Covenant as a Nephilim, and I pledge my life and my family
to the Clave of Idris.
I will be Raziel's Sword, extending his arm to strike down evil.
I will be Raziel's Cup, offering my blood to our mission.
I will be Raziel's Mirror; when my enemies behold, let them see his face in mine
I hereby Promise:
I will serve with the angels' courage.
I will serve the angels' justice.
And I will serve with the angels' mercy.
Until such time as I shall die, I will be Nephilim. I pledge myself
in Covenant as a Nephilim, and I pledge my life and my family
to the Clave of Idris.
Clave:
The Clave is the collective name for the political body made up of all active Nephilim. All Shadowhunters that recognize the authority of Idris--and this should be all of them in the world who remain Shadowhunters--make up the Clave. At the age of 18 all Shadowhunters declare their allegiance to the Clave and become full Clave members.
Council:
The Council is the governing body of the Clave. Once, there were few enough Shadowhunters in the world that in matters of importance the entire Clave could be canvassed for their opinion, but it has been many hundreds of years since this was the case. The Council does, however, in representing the Larger Clave, retain the power to recall any Shadowhunter to Idris at any time.
Consul:
The Consul is the highest appointed official in the Clave. He is something like prime minister rather rather than like a king or president; he wields little executive power but rather serves to preside over the Council, to officially tally its votes, and to help interpret the law for the Clave. He also serves as an adviser to the Inquisitor, and is intended to be a consulting mentor for the heads of the Institutes.
Covenant:
Tying all of these entities together is the Covenant, another name for Nephilim enforce their Law in Downworld. This description makes the Covenant sound simple, the are more or less the entire legal system of the Shadowhunters, specifying not only the criminal code that the Nephilim and various Downworlder communities have agreed to abide by, but also how that criminal code may be prosecuted, how trials may be run, and so on. This means both Shadowhunters and Downworlders may refer to the Covenant to claim some specific right. For instance, Shadowhunters may swear upon the Covenant to keep information confidential that has been shared with them in an investigation.
The Covenant long precedes the Accords; the Accords can be seen as a kind of Bill of Rights, amendments to the Covenant that are agreed to be taken as the land by all of the Shadow World.
The Clave is the collective name for the political body made up of all active Nephilim. All Shadowhunters that recognize the authority of Idris--and this should be all of them in the world who remain Shadowhunters--make up the Clave. At the age of 18 all Shadowhunters declare their allegiance to the Clave and become full Clave members.
Council:
The Council is the governing body of the Clave. Once, there were few enough Shadowhunters in the world that in matters of importance the entire Clave could be canvassed for their opinion, but it has been many hundreds of years since this was the case. The Council does, however, in representing the Larger Clave, retain the power to recall any Shadowhunter to Idris at any time.
Consul:
The Consul is the highest appointed official in the Clave. He is something like prime minister rather rather than like a king or president; he wields little executive power but rather serves to preside over the Council, to officially tally its votes, and to help interpret the law for the Clave. He also serves as an adviser to the Inquisitor, and is intended to be a consulting mentor for the heads of the Institutes.
Covenant:
Tying all of these entities together is the Covenant, another name for Nephilim enforce their Law in Downworld. This description makes the Covenant sound simple, the are more or less the entire legal system of the Shadowhunters, specifying not only the criminal code that the Nephilim and various Downworlder communities have agreed to abide by, but also how that criminal code may be prosecuted, how trials may be run, and so on. This means both Shadowhunters and Downworlders may refer to the Covenant to claim some specific right. For instance, Shadowhunters may swear upon the Covenant to keep information confidential that has been shared with them in an investigation.
The Covenant long precedes the Accords; the Accords can be seen as a kind of Bill of Rights, amendments to the Covenant that are agreed to be taken as the land by all of the Shadow World.
Any decently stocked Institute should have on hand a selection of all of the weapons mentioned here, in addition to other basic useful combat tools such as: Binding wire of silver, gold, and/or electrum; wooden stakes in oak and ash; amulets of protection; assorted holy symbols for major world religions; and basic magic implements (chalk, iron, filings, small vial of animal blood, etc.). A truly well stocked large Institute might add to that list such specialty items as lead swords, holy trumpets, bone staves, etc., depending on location.
List of weapons:
Swords
Knives and Daggers
Maces, Axes, Hammers, etc.
Polearms, Pikes, Spears, Lances
Bows and Crossbows
Improvised Weapons
Seraph Blades
You'll find weapons made of all kinds of materials in your local Institute, chosen for their magical properties.
List of Materials:
Adamas
Iron
Steel
Silver
Gold
Electrum
Copper
Demon-metal
Rowan
Ash
Oak
Holy water
Armor and other Tools
Shadowhunter Gear: Battle gear is crafted of a well-processed black leather, created by the Iron Sisters in their Citadel, stronger than any mundane leather and capable of protecting the skin from the most demon venoms while still allowing for swift and free movements.
The Everyday Carry:
-Gear
-Primary Weapon
-Two seraph blades
-Ranged Weapons(e.g., crossbow, sling)(Optional)
-Stele X2: The stele is used to place the runes on your body to give you certain abilities according to the rune you draw on yourself with the stele.
-Witchlight X2: All Shadowhunters carry a witchlight stone, to remind them that light can be found even among the darkest shadows and also to supply them with light that never fades.
-Senor X2: The sensor is a common Shadowhunter device for detecting demonic activity. A sensor can be a ring or necklace that has the runes that make it a senor etched into it for it two work.
List of weapons:
Swords
Knives and Daggers
Maces, Axes, Hammers, etc.
Polearms, Pikes, Spears, Lances
Bows and Crossbows
Improvised Weapons
Exotic Weapons
Seraph Blades
You'll find weapons made of all kinds of materials in your local Institute, chosen for their magical properties.
List of Materials:
Adamas
Iron
Steel
Silver
Gold
Electrum
Copper
Demon-metal
Rowan
Ash
Oak
Holy water
Armor and other Tools
Shadowhunter Gear: Battle gear is crafted of a well-processed black leather, created by the Iron Sisters in their Citadel, stronger than any mundane leather and capable of protecting the skin from the most demon venoms while still allowing for swift and free movements.
The Everyday Carry:
-Gear
-Primary Weapon
-Two seraph blades
-Ranged Weapons(e.g., crossbow, sling)(Optional)
-Stele X2: The stele is used to place the runes on your body to give you certain abilities according to the rune you draw on yourself with the stele.
-Witchlight X2: All Shadowhunters carry a witchlight stone, to remind them that light can be found even among the darkest shadows and also to supply them with light that never fades.
-Senor X2: The sensor is a common Shadowhunter device for detecting demonic activity. A sensor can be a ring or necklace that has the runes that make it a senor etched into it for it two work.
Preliminary Training Schedule for all (Fridays to Sundays) unless out on missions
8:00 to 9:00 a.m.: Wake Up - No Caffeine
9:00 to 9:30 a.m.: Stretch
9:30 to 10:30 a.m.: Jog or Run
10:30 to 10:45 a.m.: Rest
10:50 to 12:00 p.m.: Study (each day it will be different)
12:00 to 1:00 p.m.: Lunch
1:00 to 3:00 p.m.: Hand to Hand combat training/Weapons training
3:00 to 5:00 p.m.: Free time
5:00 to 6:00 p.m.: Study (Each day it will be different)
6:00 to 7:00 p.m.: Dinner
7:00 to 10:00 p.m.: Training
10:00 to 12:00 p.m.: Free Time
12:00 midnight: Sleep
Each subject has a Beginner, Intermediate and Expert level I am only listing the Expert level because that will be the last part of your studies here at the Institute.
Expert: Competence in more than ten mundane fighting traditions. Ability to reliably fend off an arbitrarily large army of demons.
Expert: Competence with above while blindfolded and lying down.
Expert: Ability to pass undetected through open terrain in broad daylight.
Expert Ability to pass as a mundane in the midst of a mundane demonic cult performing a human sacrifice.
Expert: COmpetence at above skills while wearing thirty kilograms of gear, several heavy weapons, a blindfold, and iron manacles
Expert: Ability to withstand torture by Greater Demon while in above harsh or extreme environments.
Expert: Ability to maintain pursuit while in harsh or extreme environments (see Endurance, above).
Expert: Ability to find way to known safe location when dropped into extreme or harsh environment.
Expert: As above, but while blindfolded
Expert: Knowledge of the above, at least four demonic languages, and ability to intuit basic meanings from written or spoken language never encountered before.
Expert: Ability to talk your way out of being eaten by Greater Demon or killed by angry Downworlder political leadership, and to convince said demon or Downworlders that letting you go was their idea.
Monomachia (Hand-to-hand Combat)
Expert: Competence in more than ten mundane fighting traditions. Ability to reliably fend off an arbitrarily large army of demons.
Ranged-Missile Combat
Expert: Competence with above while blindfolded and lying down.
Stealth
Expert: Ability to pass undetected through open terrain in broad daylight.
Blending and Concealment
Expert Ability to pass as a mundane in the midst of a mundane demonic cult performing a human sacrifice.
Agility and Grace
Expert: COmpetence at above skills while wearing thirty kilograms of gear, several heavy weapons, a blindfold, and iron manacles
Endurance
Expert: Ability to withstand torture by Greater Demon while in above harsh or extreme environments.
Tracking:
Expert: Ability to maintain pursuit while in harsh or extreme environments (see Endurance, above).
Orienteering
Expert: Ability to find way to known safe location when dropped into extreme or harsh environment.
Observation and Deduction
Expert: As above, but while blindfolded
Languages
Expert: Knowledge of the above, at least four demonic languages, and ability to intuit basic meanings from written or spoken language never encountered before.
Diplomacy
Expert: Ability to talk your way out of being eaten by Greater Demon or killed by angry Downworlder political leadership, and to convince said demon or Downworlders that letting you go was their idea.
1.Some Greater Demons
Lilith: Is known to appear on earth. She takes over the body of a young woman or a female child to walk among the mundanes.
Sammael: Has not been seen on earth in hundreds of year. His physical shape is a mystery but he is thought to be the great Serpent by which humanity was tempted and fell from grace. Can take human form.
Abbadon: The Demon of the Abyss. Can take human form.
Azazel: lieutenant of Hell and Forger of Weapons. He can take human form.
Hunger: is an obese devil-like humanoid figure covered in hard, bony scales and a variety of chomping fang-lined mouths all over his body.
Marnas: A blue demon, half again the size of a man, covered in overlapping blue scales, with a long yellowish tail a stinger on the end.
Mrs. Dark A large creature of hard, stonelike skin, apparently female. She is horned, with twisted limbs and clawed hands.
2.Some common demons
Behemoth: It is a formless monstrosity of a demon.
Dragon: dragon demons self-explanatory.
Drevak: Shadowhunters know well the appearance of Drevaks, weak demons in frequent use by Greater Demons or evil warlocks as spies or messengers.
Du'sien: is one of the lesser-known shape-shifting, or Eidolon, demon species.
Eidolon: is a comprehensive term for a variety of shape-shifting demon species.
Facemelter: Self-explanatory.
HellHound: A demonic corruption of the dog, just as many demons are corruptions of the forms of men and women.
Hydra: A medium-size multi headed demon, vicious but not intelligent. KNow for its multiple heads. at least three but often many more.
Iblis: Iblis demon is corporeal but not of solid form.
IMP: The common Imp is a small humanoid with the characteristics of a typical Western devil-horns, forked tail, et cetera.
Djinn: Djinn are mentioned here because they are often incorrectly believed to be demons. They are not; They are faeries.
Kappa: A reptilian water demon covered in a protective carapace and with a protruding beak, but otherwise the size and rough shape of a human ten-year-old child.
Kuri: These are spider demons, large and shiny black, with eight pincer-tipped arms, and fangs extending from their eye sockets.
Moloch: refers both to a Greater Demon known as one of the most fearsome demon warriors, a being of smoke and oil, and also to a species of lesser demons that are minions and foot soldiers of the Greater Demon Moloch.
ONI: Human-size demons with green skin, wide mouths, and horns upon their heads.
Rahab: These are large bipedal demons, somewhat lizardlike in appearance and movement.
Raum: are about the size of a man but possess white, scaled skin, bulging black eyes without pupils, a perfectly circular mouth, and tentacles for arms.
Ravener is a classic monstrosity: a long, squamous black body with a long domed skull like an alligator’s.
Shax These demons are known for their keen sense of smell and they are sometimes summoned by warlocks to use in tracking a missing person.
Vermithrall are the individual worms themselves. They do, however, collect into colonies in the shape of a humanoid and attack as a unified single entity.
Vetis They are gray and scaly. With overlonging serpentine arms and an elongated but humanoid body.
Mundane Demonic Cults Mundanes who have built small cults around the worship of a particular demon or group of demons.
The Demon Pox Artriola, or demon pox, is a rare but debilitating illness that affects Shadowhunters and is caused by inappropriate contact with demons.
Lilith: Is known to appear on earth. She takes over the body of a young woman or a female child to walk among the mundanes.
Sammael: Has not been seen on earth in hundreds of year. His physical shape is a mystery but he is thought to be the great Serpent by which humanity was tempted and fell from grace. Can take human form.
Abbadon: The Demon of the Abyss. Can take human form.
Azazel: lieutenant of Hell and Forger of Weapons. He can take human form.
Hunger: is an obese devil-like humanoid figure covered in hard, bony scales and a variety of chomping fang-lined mouths all over his body.
Marnas: A blue demon, half again the size of a man, covered in overlapping blue scales, with a long yellowish tail a stinger on the end.
Mrs. Dark A large creature of hard, stonelike skin, apparently female. She is horned, with twisted limbs and clawed hands.
2.Some common demons
Behemoth: It is a formless monstrosity of a demon.
Dragon: dragon demons self-explanatory.
Drevak: Shadowhunters know well the appearance of Drevaks, weak demons in frequent use by Greater Demons or evil warlocks as spies or messengers.
Du'sien: is one of the lesser-known shape-shifting, or Eidolon, demon species.
Eidolon: is a comprehensive term for a variety of shape-shifting demon species.
Facemelter: Self-explanatory.
HellHound: A demonic corruption of the dog, just as many demons are corruptions of the forms of men and women.
Hydra: A medium-size multi headed demon, vicious but not intelligent. KNow for its multiple heads. at least three but often many more.
Iblis: Iblis demon is corporeal but not of solid form.
IMP: The common Imp is a small humanoid with the characteristics of a typical Western devil-horns, forked tail, et cetera.
Djinn: Djinn are mentioned here because they are often incorrectly believed to be demons. They are not; They are faeries.
Kappa: A reptilian water demon covered in a protective carapace and with a protruding beak, but otherwise the size and rough shape of a human ten-year-old child.
Kuri: These are spider demons, large and shiny black, with eight pincer-tipped arms, and fangs extending from their eye sockets.
Moloch: refers both to a Greater Demon known as one of the most fearsome demon warriors, a being of smoke and oil, and also to a species of lesser demons that are minions and foot soldiers of the Greater Demon Moloch.
ONI: Human-size demons with green skin, wide mouths, and horns upon their heads.
Rahab: These are large bipedal demons, somewhat lizardlike in appearance and movement.
Raum: are about the size of a man but possess white, scaled skin, bulging black eyes without pupils, a perfectly circular mouth, and tentacles for arms.
Ravener is a classic monstrosity: a long, squamous black body with a long domed skull like an alligator’s.
Shax These demons are known for their keen sense of smell and they are sometimes summoned by warlocks to use in tracking a missing person.
Vermithrall are the individual worms themselves. They do, however, collect into colonies in the shape of a humanoid and attack as a unified single entity.
Vetis They are gray and scaly. With overlonging serpentine arms and an elongated but humanoid body.
Mundane Demonic Cults Mundanes who have built small cults around the worship of a particular demon or group of demons.
The Demon Pox Artriola, or demon pox, is a rare but debilitating illness that affects Shadowhunters and is caused by inappropriate contact with demons.
The Praetor Lupus: This organization self-declared mission is to track down orphaned downworlder (newly made werewolves, fledgling vampires, warlocks and fairies) who have knowledge of their people and to help them take control of their powers and become connected with a clan or pack or mentor warlock.
Werewolves
Well we all know what werewolves are so I don’t need much explanation on this topic.
How you become a New Werewolves? You have to be bit by a Werewolf to be turned into a werewolf.
Weaknesses: They cannot regenerate. Sliver and the Angelic Fire of the Seraph Blade are the only things that can wound or kill them. Sliver is a good what to keep werewolves at bay or imprisoned.
Vampires
Well again we all know what vampires are so again I don’t need much explanation on this topic either.
What do you do if you meet a vampire? Don’t look a vampire directly in the eye. Do not expose your neck or the insides of your wrists. Do not go with a vampire that you don’t know to a second location. Do not drink from goblet or cup given to you by a vampire. Do not mock or insult a vampire clothes or hair they do not take lightly to that.
Vampires are allowed to drink from humans provided that they do not kill the human. The reason for this is the healing properties of the vampire’s saliva. When the vampire feeds from his/her human victim it increases the red blood cell count in that victim, making them stronger, healthier, and able to live longer.
Weaknesses: They are extremely vulnerable to fire. Holy Water and other common blessed materials, such as angelically aligned swords, are harmful to vampires and will scorch and burn their flesh. Vampires cannot and have the inability to speck the name of god. Although more powerful and older vampires regain the ability to speck the name of god.
Subjugates: Powerful Vampires will select a victim and keep him close by, drinking from him and also feeding him small amounts of vampire blood. The vampire blood will make the subjugate docile, obedient and in time worshipful of his vampire master.
Fledgling: Must be drained, then drink as much blood from the vampire who is turning them, they must die, be buried, and, in being reborn, make his way out of his grave of his own power.
Warlocks
Well everyone knows what a warlock is though what most people don’t realize it that the only things that can be said to be true of all warlocks are that (1) they possess a so-called warlock mark on their body that identifies then as not merely human, (2) like most hybrid species they are sterile, and (3) they possess the ability to perform magic. It is this last feature that makes them at once the most powerful of Downworlder and the most closely tied to Shadow.
Warlocks and Magic: All warlocks at some extent practitioners of magic. Some inherit more magical aptitude than others, and those who cultivate that aptitude may become quite powerful among warlocks and quite useful to the Nephilim.
Warlocks Marks: Every warlock has some feature on his body that labels him as not fully human. These marks are as varied as demonkind and range from the subtle to the glaringly obvious.
Ifrits: Are warlocks born with their marks but have no access to demonic magic that the warlocks use.
Faeries
Well we all know what faeries are. The fair folk are not actually fair. They are big cheaters in fact.
If you meet a Faerie: Do not sign any contracts or agree to any bargains with faeries. Faeries love to haggle but will usually do so if they are sure they will win. Do not eat or drink anything a Faerie gives you. Do not attend their magical revels under the hills. They will paint a beautiful picture of what awaits you there, but its beauty is false and hollow. Do not tease a faerie about their height. DO not expect direct answers to direct questions. Do except indirect answers to indirect questions.
Fey and Magic: The magic of the fey is, as far as we know, unique in the world. It is very powerful but neither demonically nor seraphically allied, and it cannot be learned or wielded by any creatures other than the fey themselves.
Changelings: The most common contact that the fey have with mundanes is in the making of changelings. The faeries sneak into a mundane home, take a suitable child, and replace it with a sickly member of their own race.
We shadow hunters by covenant law are forbidden from interfering with this process of child exchange.
The land of Faerie: The realm of Faeries is not one that is welcoming to Shadowhunters, and in general Nephilim should avoid spending time there. Despite our powers and our sight, we are still as susceptible to the lures and dangers of Faerie as most mundanes.
Werewolves
Well we all know what werewolves are so I don’t need much explanation on this topic.
How you become a New Werewolves? You have to be bit by a Werewolf to be turned into a werewolf.
Weaknesses: They cannot regenerate. Sliver and the Angelic Fire of the Seraph Blade are the only things that can wound or kill them. Sliver is a good what to keep werewolves at bay or imprisoned.
Vampires
Well again we all know what vampires are so again I don’t need much explanation on this topic either.
What do you do if you meet a vampire? Don’t look a vampire directly in the eye. Do not expose your neck or the insides of your wrists. Do not go with a vampire that you don’t know to a second location. Do not drink from goblet or cup given to you by a vampire. Do not mock or insult a vampire clothes or hair they do not take lightly to that.
Vampires are allowed to drink from humans provided that they do not kill the human. The reason for this is the healing properties of the vampire’s saliva. When the vampire feeds from his/her human victim it increases the red blood cell count in that victim, making them stronger, healthier, and able to live longer.
Weaknesses: They are extremely vulnerable to fire. Holy Water and other common blessed materials, such as angelically aligned swords, are harmful to vampires and will scorch and burn their flesh. Vampires cannot and have the inability to speck the name of god. Although more powerful and older vampires regain the ability to speck the name of god.
Subjugates: Powerful Vampires will select a victim and keep him close by, drinking from him and also feeding him small amounts of vampire blood. The vampire blood will make the subjugate docile, obedient and in time worshipful of his vampire master.
Fledgling: Must be drained, then drink as much blood from the vampire who is turning them, they must die, be buried, and, in being reborn, make his way out of his grave of his own power.
Warlocks
Well everyone knows what a warlock is though what most people don’t realize it that the only things that can be said to be true of all warlocks are that (1) they possess a so-called warlock mark on their body that identifies then as not merely human, (2) like most hybrid species they are sterile, and (3) they possess the ability to perform magic. It is this last feature that makes them at once the most powerful of Downworlder and the most closely tied to Shadow.
Warlocks and Magic: All warlocks at some extent practitioners of magic. Some inherit more magical aptitude than others, and those who cultivate that aptitude may become quite powerful among warlocks and quite useful to the Nephilim.
Warlocks Marks: Every warlock has some feature on his body that labels him as not fully human. These marks are as varied as demonkind and range from the subtle to the glaringly obvious.
Ifrits: Are warlocks born with their marks but have no access to demonic magic that the warlocks use.
Faeries
Well we all know what faeries are. The fair folk are not actually fair. They are big cheaters in fact.
If you meet a Faerie: Do not sign any contracts or agree to any bargains with faeries. Faeries love to haggle but will usually do so if they are sure they will win. Do not eat or drink anything a Faerie gives you. Do not attend their magical revels under the hills. They will paint a beautiful picture of what awaits you there, but its beauty is false and hollow. Do not tease a faerie about their height. DO not expect direct answers to direct questions. Do except indirect answers to indirect questions.
Fey and Magic: The magic of the fey is, as far as we know, unique in the world. It is very powerful but neither demonically nor seraphically allied, and it cannot be learned or wielded by any creatures other than the fey themselves.
Changelings: The most common contact that the fey have with mundanes is in the making of changelings. The faeries sneak into a mundane home, take a suitable child, and replace it with a sickly member of their own race.
We shadow hunters by covenant law are forbidden from interfering with this process of child exchange.
The land of Faerie: The realm of Faeries is not one that is welcoming to Shadowhunters, and in general Nephilim should avoid spending time there. Despite our powers and our sight, we are still as susceptible to the lures and dangers of Faerie as most mundanes.
The Angel Raziel holds, of course, a special role as the patron of the Shadowhunters and the creator of the Nephilim. Raziel is believed to be of the rank of archangel, within the heavenly chorus. Along with Raziel there are plenty of other angels out there as well.
Do not summon angel’s because angels do not respond to summon like demons do. They cannot maintain a corporeal form in our dimension for long.
On angel Blood: Nephilim and Shadowhunters where all raised in knowing that they have angels blood I n their veins. Downworlders tend to use a ruse tht they are selling angel blood, they use this ruse to put the Shadowhunters out of commission because if a shadow hunter falls for the ruse and consumes the liquid that resembles angel blood they end up I the infirmary of the institute.
Everyone know about the mundane world or the human world, it is the world we protect from the demons as well as rogue downworlders. Humans do not have the sight to see us so if we come across a mundane that can see they are most likely not a full mundane or not a mundane at all.
The Forsaken: the forsaken are created when the Steele is used on a human who does not have the blood of an angel in there veins it turns them crazy and into a forsaken.
Ghosts and the Dead: Ghosts and spirits rarely appears in usual shadowhunter business and nevertheless of many Nephilim the sight includes the ability to see, hear, and speck with the spirits of the dead.
Do not summon angel’s because angels do not respond to summon like demons do. They cannot maintain a corporeal form in our dimension for long.
On angel Blood: Nephilim and Shadowhunters where all raised in knowing that they have angels blood I n their veins. Downworlders tend to use a ruse tht they are selling angel blood, they use this ruse to put the Shadowhunters out of commission because if a shadow hunter falls for the ruse and consumes the liquid that resembles angel blood they end up I the infirmary of the institute.
Everyone know about the mundane world or the human world, it is the world we protect from the demons as well as rogue downworlders. Humans do not have the sight to see us so if we come across a mundane that can see they are most likely not a full mundane or not a mundane at all.
The Forsaken: the forsaken are created when the Steele is used on a human who does not have the blood of an angel in there veins it turns them crazy and into a forsaken.
Ghosts and the Dead: Ghosts and spirits rarely appears in usual shadowhunter business and nevertheless of many Nephilim the sight includes the ability to see, hear, and speck with the spirits of the dead.
Nephilim do not perform magic. This is far and away the thing that most separates us from both demons and Downworlders. The Nephilim don’t you magic but rather they use magical tools that have been gifted to us from higher powers. The Shadowhunters hold within their mind two qualities of great warriors – that of dignity and that of humility.
Dignity: Our power is that we are chosen. Unlike demons, born of the Void and without the free will to choose aught but evil; or downworlders, whose powers are so often the result of accidents of birth, unpredictable events, terrible crimes; we have been selected to bear the blood of the angels and lead the fight against Hell.
Humility: We are dust and ashes. We are mortal. We are vulnerable. We bleed and we die.
Glamours and the sight
A glamour is the simplest magic in existence. It makes things look different from how they are. Performed correctly, it creates a perfect semblance in the mind of the observer and perfectly obscures the true shape of the thing glamoured. It is one of the few kinds of magic available to all known magic users.
The ability to see past glamours to a thing’s true nature is often called the Sight, a term from mundane folklore. Most Shadowhunters are born with the sight, inherited from their Shadowhunters parents. Mundanes how ever do not possess the Sight.
Angelic Magic
The Mortal Instruments
The Cup: The Mortal Cup is the means by which Nephilim are created.
The Sword: The Mortal Sword, often called the Soul-Sword, is the second of the Mortal Instruments. It resides with the Silent brothers in the Silent City. It is primary use is to compel Nephilim to tell only the truth.
The Mirror: The Mirror, also sometimes called the Mortal Glass, is the great Mystery of the Legend of Jonathan Shadowhunter.
The legend says that you can summon the Angel Raziel with the thre Mortal instruments.
Runes
All marks are found in what is called the Gray Book.
Only Shadowhunters can create Marks.
The Portal
There is a portal located in every institute all you have to do is think of place in your mind and step into the portal it will transport you directly there.
Dignity: Our power is that we are chosen. Unlike demons, born of the Void and without the free will to choose aught but evil; or downworlders, whose powers are so often the result of accidents of birth, unpredictable events, terrible crimes; we have been selected to bear the blood of the angels and lead the fight against Hell.
Humility: We are dust and ashes. We are mortal. We are vulnerable. We bleed and we die.
Glamours and the sight
A glamour is the simplest magic in existence. It makes things look different from how they are. Performed correctly, it creates a perfect semblance in the mind of the observer and perfectly obscures the true shape of the thing glamoured. It is one of the few kinds of magic available to all known magic users.
The ability to see past glamours to a thing’s true nature is often called the Sight, a term from mundane folklore. Most Shadowhunters are born with the sight, inherited from their Shadowhunters parents. Mundanes how ever do not possess the Sight.
Angelic Magic
The Mortal Instruments
The Cup: The Mortal Cup is the means by which Nephilim are created.
The Sword: The Mortal Sword, often called the Soul-Sword, is the second of the Mortal Instruments. It resides with the Silent brothers in the Silent City. It is primary use is to compel Nephilim to tell only the truth.
The Mirror: The Mirror, also sometimes called the Mortal Glass, is the great Mystery of the Legend of Jonathan Shadowhunter.
The legend says that you can summon the Angel Raziel with the thre Mortal instruments.
Runes
All marks are found in what is called the Gray Book.
Only Shadowhunters can create Marks.
The Portal
There is a portal located in every institute all you have to do is think of place in your mind and step into the portal it will transport you directly there.
Shadowhunters must not just follow the covenant laws but they also must keep in mind the mundane laws as well.
Downworlder have been subject to the law of the Covenant with their consent. Downworlders have a right under the law to appeal to the Clave if they believe they have been mistreated by Shadowhunters or believe that Shadowhunters have broken the law in their dealings with them.
Spoils: the term Spoils refers to the taking of the possessions and wealth of a downworlder as part of the punishment for a crime. Typically these spoils are forfeited to the Shadowhunters who has been wronged by the downworlder. Or they are forfeited to the Claves treasury if no specific Shadowhunter seems the proper recipient.
The Inquisitor: The Inquisitor is the Shadowhunter responsible for investigating breaches of the Law by Nephilim. Not even the Consul can refuse to cooperate with her investigations. She is typically disliked by all Shadowhunters.
Nephilim burn our dead as most die in battle against demons. Most die as Shadowhunters.
Silent Brothers and Iron Sisters:
Silent Brother: Silent brother do not talk they use their mind to communicate with the people around then.
Iron Sisters: Iron Sisters are a monastic order, like the silent brothers. The Iron sister do not fight, never marry and do not normally attend Council meetings or venture outside of their usual domain.
Downworlder have been subject to the law of the Covenant with their consent. Downworlders have a right under the law to appeal to the Clave if they believe they have been mistreated by Shadowhunters or believe that Shadowhunters have broken the law in their dealings with them.
Spoils: the term Spoils refers to the taking of the possessions and wealth of a downworlder as part of the punishment for a crime. Typically these spoils are forfeited to the Shadowhunters who has been wronged by the downworlder. Or they are forfeited to the Claves treasury if no specific Shadowhunter seems the proper recipient.
The Inquisitor: The Inquisitor is the Shadowhunter responsible for investigating breaches of the Law by Nephilim. Not even the Consul can refuse to cooperate with her investigations. She is typically disliked by all Shadowhunters.
Nephilim burn our dead as most die in battle against demons. Most die as Shadowhunters.
Silent Brothers and Iron Sisters:
Silent Brother: Silent brother do not talk they use their mind to communicate with the people around then.
Iron Sisters: Iron Sisters are a monastic order, like the silent brothers. The Iron sister do not fight, never marry and do not normally attend Council meetings or venture outside of their usual domain.
There are wards placed around Idris to keep mundanes and unwanted people from entering Idris.
Lake Lyn is known as the Lake of Dreams. the water itself is deadly to the Shadowhunters if not treated right away if accidently drank from it. Downworlders can drink from it no problem.
Alicante known as the Glass City. The Holy City of the Nephilim.
The Gard: is the official meeting place of the Clave.
The Armory: The Armory is an imposing stone stronghold on the eastern side of Alicante. part storehouse, part museum, part research center.
The Adamant Citadel: home of the Iron sisters.
There Institutes of the Clave all around the world.
Sanctuaries: prevents demons from entering as well as downworlders
Pick any two of these names and put them to create your lastname. P.S if you dont want to use this after you look at it, just let me know when you make your character.
Name:
Gender:
Age:
Description:
History:
Personality:
Likes:
Dislikes:
Weapon of Choice:
Relationship Status; With who:
Picture:
Other:
Gender:
Age:
Description:
History:
Personality:
Likes:
Dislikes:
Weapon of Choice:
Relationship Status; With who:
Picture:
Other:
Name:
Nickname:
Age:
Age:
Sexuality:
Race:(Vampire, Werewolf, Faerie or Warlock)
Personality:
Bio:
Extra:
Nickname:
Age:
Age:
Sexuality:
Race:(Vampire, Werewolf, Faerie or Warlock)
Personality:
Bio:
Extra:
If possible I would love for everyone to play two characters a Shadowhunter and a Downworlder if you cant then that is fine as well.