Welcome to the shadowhunters rp this is a slice of life rp where your character can be either a Shadowhunter, Vampire,warlock ,Werewolf,or Faerie the rp will mostly be set up in New York City though the shadowhunter city Idris can be played in to. The city of Idris is nestled in Europe and hidden from mundanes. If you are a shadowhunter you must follow the claves orders it given them. Downworlders have to follow the accords which are no killing mundanes. Shadowhunters will have a stele to draw runes on their skin and seraph blade.
Rules:
No godemode
No mary/Gary sues
Please respect my wishes
Have fun!
Cs sheet:
Name:
Age:
Appearance:
Race
Bio(optional)
Extras:
Shadowhunters will have a family last name examples are Lightwood,Blackthorn,Lovelace, Herondale, ect
Races:
https://shadowhunters.fandom.com/wiki/Shadowhunters
Rules:
No godemode
No mary/Gary sues
Please respect my wishes
Have fun!
Cs sheet:
Name:
Age:
Appearance:
Race
Bio(optional)
Extras:
Shadowhunters will have a family last name examples are Lightwood,Blackthorn,Lovelace, Herondale, ect
Races:
Shadowhunters, also known as Nephilim, are a secretive race of beings who are humans born with angel blood. They have fought demons and lived alongside Downworlders in the Shadow World for well over a thousand years, creating their own culture and civilization within human society. Their mandate is to keep the peace in the Shadow World and keep it hidden from the mundane world while protecting the inhabitants of both worlds.
Despite their ancestry, Shadowhunters are mortal and therefore vulnerable to old age and death; however, their angelic blood endows them with special abilities that allow them to achieve feats beyond what's humanly possible through the application of angelic runes.
Runes, also known as Marks, are symbols that grant beings various supernatural abilities, with both angelic and demonic runes known to exist. For Shadowhunters, runes are a complex runic language given to them by the Angel Raziel, which grants them powers beyond those of mundanes. Runes are burned into Shadowhunters' skin using steles, and are their most common tool in their fight against demons.
https://shadowhunters.fandom.com/wiki/Runes
There's a lot about runes so there you go
Despite their ancestry, Shadowhunters are mortal and therefore vulnerable to old age and death; however, their angelic blood endows them with special abilities that allow them to achieve feats beyond what's humanly possible through the application of angelic runes.
Runes, also known as Marks, are symbols that grant beings various supernatural abilities, with both angelic and demonic runes known to exist. For Shadowhunters, runes are a complex runic language given to them by the Angel Raziel, which grants them powers beyond those of mundanes. Runes are burned into Shadowhunters' skin using steles, and are their most common tool in their fight against demons.
https://shadowhunters.fandom.com/wiki/Runes
There's a lot about runes so there you go
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".
APPEARANCE:
Vampires generally tend to look pale, sallow, and thin, though this is not always the case.
The blood of vampires shimmers bright red. Vampires cannot shed tears;[1] 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.[2]
A vampire and a sire also 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.[3]
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,[4] 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.[5] 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.[6]
Vampires also cannot be tracked by normal tracking magic, neither demonic nor Nephilimic; however, powerful vampires tend to travel with mundane subjugates who can be tracked.[7][4]
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:
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, as well as almost instantly adjust when shifting between light and dark.[4] Vampires also gain sharper eyesight than humans, and any fledgling who wore glasses in life will no longer need them as a vampire.[8]
Vampires also have the power of the encanto—the ability to mesmerize and essentially control others.[5] They can also shapeshift into bats, rats, and dust, while maintaining their intelligence in any form.[9]
Power from a sire—the one who gave them the vampire blood that enabled them to turn—is also seemingly shared or transferred to some extent, mainly because it is through blood that vampires pass their powers to each other.[8]
CREATION:
A human who has been bitten—with the transformative properties of vampire saliva able to Turn them—or has consumed enough vampire blood, known as a fledgling, will not abruptly Turn into a vampire. To be reborn, the human must first die a mortal death, during which the undead body will enter into a state of transition. They must then be buried, during which they will reanimate while in the ground, and then must make their way out of their own grave to be 'truly born'. They must then feed on an exceptional amount of fresh human blood within the next 24 hours to complete the transition, or else they will fade and die.[8] Because of the vampire blood, the demon "disease" and energy, and saliva in their bodies, their corpses are kept intact and animated.[4]
Because of this, a killed fledgling should have someone familiar with the process to support the fledgling and ensure a smooth transition, specifically by being present for the vampire's rising, to ensure that the fledgling would successfully rise of the grave, and supply him or her with blood and take him or her to a safe place to recover.[4][8]
The demon strain that causes vampirism can cause uncontrollable aggression, mostly associated with their thirst for blood. An orphaned fledgling—one with no guidance or clan to support it—will have little to no idea about what's happened to it, and won't know how to feed safely or even to stay out of sunlight. The importance of a clan is highlighted because of this instances, and in case this doesn't happen immediately, a Praetor is dispatched to a spotted new vampire to help.[5]
Here's a link of you want to read more:
https://shadowhunters.fandom.com/wiki/Vampires
APPEARANCE:
Vampires generally tend to look pale, sallow, and thin, though this is not always the case.
The blood of vampires shimmers bright red. Vampires cannot shed tears;[1] 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.[2]
A vampire and a sire also 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.[3]
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,[4] 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.[5] 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.[6]
Vampires also cannot be tracked by normal tracking magic, neither demonic nor Nephilimic; however, powerful vampires tend to travel with mundane subjugates who can be tracked.[7][4]
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:
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, as well as almost instantly adjust when shifting between light and dark.[4] Vampires also gain sharper eyesight than humans, and any fledgling who wore glasses in life will no longer need them as a vampire.[8]
Vampires also have the power of the encanto—the ability to mesmerize and essentially control others.[5] They can also shapeshift into bats, rats, and dust, while maintaining their intelligence in any form.[9]
Power from a sire—the one who gave them the vampire blood that enabled them to turn—is also seemingly shared or transferred to some extent, mainly because it is through blood that vampires pass their powers to each other.[8]
CREATION:
A human who has been bitten—with the transformative properties of vampire saliva able to Turn them—or has consumed enough vampire blood, known as a fledgling, will not abruptly Turn into a vampire. To be reborn, the human must first die a mortal death, during which the undead body will enter into a state of transition. They must then be buried, during which they will reanimate while in the ground, and then must make their way out of their own grave to be 'truly born'. They must then feed on an exceptional amount of fresh human blood within the next 24 hours to complete the transition, or else they will fade and die.[8] Because of the vampire blood, the demon "disease" and energy, and saliva in their bodies, their corpses are kept intact and animated.[4]
Because of this, a killed fledgling should have someone familiar with the process to support the fledgling and ensure a smooth transition, specifically by being present for the vampire's rising, to ensure that the fledgling would successfully rise of the grave, and supply him or her with blood and take him or her to a safe place to recover.[4][8]
The demon strain that causes vampirism can cause uncontrollable aggression, mostly associated with their thirst for blood. An orphaned fledgling—one with no guidance or clan to support it—will have little to no idea about what's happened to it, and won't know how to feed safely or even to stay out of sunlight. The importance of a clan is highlighted because of this instances, and in case this doesn't happen immediately, a Praetor is dispatched to a spotted new vampire to help.[5]
Here's a link of you want to read more:
https://shadowhunters.fandom.com/wiki/Vampires
Werewolves, also known as Lycanthropes and the Children of the Moon, are a species of Downworlders.
DESCRIPTION:
Like vampires, werewolves are humans infected with a demonic disease—Lycanthropy in their case—which gives them the ability to transform into powerful wolves, Changing either under the influence of the full moon or at will. In their lupine and human forms, werewolves possess inhuman strength, speed, and other enhanced capabilities, with strong claws and canines.
Werewolves are also able to Change partially, "half in and half out of wolf form", with their wolf ears, taloned hands, muzzle, and some fur, but giving them the ability to speak.[1][2][3] While Turned, they can bear a little bit of resemblance to their human selves through their coat's color or pattern, though their eyes become that of a wolf's; their eye color changes to either blue,[1] or a bright color ranging from yellow or yellow-green,[2][4][5] to orange or gold. They also develop much sharper senses, able to see, hear, and smell very good.[6] A werewolf's eyesight problems also improves when in their wolf form, though the defect returns while in human form.[2]
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.[7]
In human form, they look like they would as mundanes, and they retain their superhuman capabilities. Werewolves are also mortal; they age and die normally like ordinary humans,[6] though they do grow slightly faster.[8]
History
Cob wolf
Werewolves attack the vampires at Hotel Dumort
It is unknown what demon created werewolves, or even when exactly they first appeared.[7] It was a belief, however, that the demon that passed on the disease to humans was mortal enemies with the one that gave birth to vampires, which is believed to be Hecate.[2] It is believed that lycanthropy first appeared in the forests of Central Europe in the 13th century, spread rapidly through Europe, then more slowly to the rest of the world.
Persecuting and publicly burning werewolves was prevalent in the late 15th century and early in the 16th century.[7]
Creation
Humans are Turned when bitten or scratched by a werewolf; though not all bitten or scratched are Turned, this still cause lycanthropy in its victim approximately half of the time. In modern times, many safeguards and organizational work by Shadowhunters and by werewolves themselves against werewolf bites are in place, so rogue werewolf bites are said to be a rare occurrence now.[7]
Werewolves can also be Turned through a spell,[8] and can also be born from two werewolf parents,[9][5] though not all children of werewolves will necessarily be born with lycanthropy. The child of a mundane and a werewolf has a chance of being infected, but they may also fight off the infection in the womb, thus resulting in a mundane child, while the offspring of two werewolves may or may not become a werewolf. If the child is born an ordinary human, they would bear a few un-ordinary properties.[10] Half- or part-werewolves—or those with the dormant virus—have increased speed and strength and can pass on the virus, but can never Turn into actual wolves.[5]
For new werewolves, the first few years are crucial for their development and discipline. The demon strain that causes lycanthropy causes various changes, such as waves of uncontrollable aggression, inability to control rage, suicidal anger and despair, especially among those with no support from a pack. When overwhelmed, many of them turn violent—against others or against themselves, leading to a high suicide rate and a high rate of domestic violence. Most rogue werewolves in cities are also shot by cops, and those in the woods or on farms starve or die in fights with bears, etc.[9]
Codex Werewolves
With self-possession and proper training to control themselves and their transformations, werewolves can easily adjust and live among mundanes peacefully without detection, more so than other Downworlders.[7] After the first transformation, it takes a werewolf some time to be able to resist the effect of the moon in its different phases. Many lycanthropes, like Luke Garroway, train themselves to be impervious to the effects of the moon during most of its phases, but even well-trained ones like Luke are still forced into their wolf form during a full moon.[1][11]
Here's a link :
https://shadowhunters.fandom.com/wiki/Werewolves
DESCRIPTION:
Like vampires, werewolves are humans infected with a demonic disease—Lycanthropy in their case—which gives them the ability to transform into powerful wolves, Changing either under the influence of the full moon or at will. In their lupine and human forms, werewolves possess inhuman strength, speed, and other enhanced capabilities, with strong claws and canines.
Werewolves are also able to Change partially, "half in and half out of wolf form", with their wolf ears, taloned hands, muzzle, and some fur, but giving them the ability to speak.[1][2][3] While Turned, they can bear a little bit of resemblance to their human selves through their coat's color or pattern, though their eyes become that of a wolf's; their eye color changes to either blue,[1] or a bright color ranging from yellow or yellow-green,[2][4][5] to orange or gold. They also develop much sharper senses, able to see, hear, and smell very good.[6] A werewolf's eyesight problems also improves when in their wolf form, though the defect returns while in human form.[2]
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.[7]
In human form, they look like they would as mundanes, and they retain their superhuman capabilities. Werewolves are also mortal; they age and die normally like ordinary humans,[6] though they do grow slightly faster.[8]
History
Cob wolf
Werewolves attack the vampires at Hotel Dumort
It is unknown what demon created werewolves, or even when exactly they first appeared.[7] It was a belief, however, that the demon that passed on the disease to humans was mortal enemies with the one that gave birth to vampires, which is believed to be Hecate.[2] It is believed that lycanthropy first appeared in the forests of Central Europe in the 13th century, spread rapidly through Europe, then more slowly to the rest of the world.
Persecuting and publicly burning werewolves was prevalent in the late 15th century and early in the 16th century.[7]
Creation
Humans are Turned when bitten or scratched by a werewolf; though not all bitten or scratched are Turned, this still cause lycanthropy in its victim approximately half of the time. In modern times, many safeguards and organizational work by Shadowhunters and by werewolves themselves against werewolf bites are in place, so rogue werewolf bites are said to be a rare occurrence now.[7]
Werewolves can also be Turned through a spell,[8] and can also be born from two werewolf parents,[9][5] though not all children of werewolves will necessarily be born with lycanthropy. The child of a mundane and a werewolf has a chance of being infected, but they may also fight off the infection in the womb, thus resulting in a mundane child, while the offspring of two werewolves may or may not become a werewolf. If the child is born an ordinary human, they would bear a few un-ordinary properties.[10] Half- or part-werewolves—or those with the dormant virus—have increased speed and strength and can pass on the virus, but can never Turn into actual wolves.[5]
For new werewolves, the first few years are crucial for their development and discipline. The demon strain that causes lycanthropy causes various changes, such as waves of uncontrollable aggression, inability to control rage, suicidal anger and despair, especially among those with no support from a pack. When overwhelmed, many of them turn violent—against others or against themselves, leading to a high suicide rate and a high rate of domestic violence. Most rogue werewolves in cities are also shot by cops, and those in the woods or on farms starve or die in fights with bears, etc.[9]
Codex Werewolves
With self-possession and proper training to control themselves and their transformations, werewolves can easily adjust and live among mundanes peacefully without detection, more so than other Downworlders.[7] After the first transformation, it takes a werewolf some time to be able to resist the effect of the moon in its different phases. Many lycanthropes, like Luke Garroway, train themselves to be impervious to the effects of the moon during most of its phases, but even well-trained ones like Luke are still forced into their wolf form during a full moon.[1][11]
Here's a link :
https://shadowhunters.fandom.com/wiki/Werewolves
Warlocks, also known as Lilith's Children, are an immortal race of Downworlder offsprings of demons and humans, typically mundanes.
Warlocks are born from demons and humans, usually rape or deceit from shape-shifting Eidolon demons, disguised as humans or a human's loved one or an object of sexual desire. Through this, some warlocks may have half-siblings,[2][3] and quite possibly, a pure sibling from a human parent raped or tricked more than once.
DESCRIPTION:
Warlocks are immortal beings. At one point in their lives, they stop aging—which point exactly will depend on their demon parent.[4] At one point, however, after an unspecific but long duration of time, warlocks, like most immortal or long-lived beings such as Silent Brothers, can "fade" and "petrify"—when they grow bored or unsurprised by life and stop looking forward to their years ahead,[2] when the weight of their long lives settle on them, they may begin to lose their minds,[5] and/or stop feeling and living,[2] 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.[6] Warlocks from the same demonic bloodline may have similar demonic features on their bodies.[7]
Additionally, warlocks are unable to have children. Warlock pregnancy always results in stillbirth as they are crossbreeds and are thus sterile.[8][3]
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. The only known case so far is Tessa Gray, who does not have a warlock mark and has given birth.
Because of their half-demon, half-human nature, other Downworlders sometimes insultingly refer to them as "half-breeds."[9]
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.[10] However, while warlocks inherently possess magic, some are still born without it, and they are known as ifrits.
here's a link:
https://shadowhunters.fandom.com/wiki/Warlocks
Warlocks are born from demons and humans, usually rape or deceit from shape-shifting Eidolon demons, disguised as humans or a human's loved one or an object of sexual desire. Through this, some warlocks may have half-siblings,[2][3] and quite possibly, a pure sibling from a human parent raped or tricked more than once.
DESCRIPTION:
Warlocks are immortal beings. At one point in their lives, they stop aging—which point exactly will depend on their demon parent.[4] At one point, however, after an unspecific but long duration of time, warlocks, like most immortal or long-lived beings such as Silent Brothers, can "fade" and "petrify"—when they grow bored or unsurprised by life and stop looking forward to their years ahead,[2] when the weight of their long lives settle on them, they may begin to lose their minds,[5] and/or stop feeling and living,[2] 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.[6] Warlocks from the same demonic bloodline may have similar demonic features on their bodies.[7]
Additionally, warlocks are unable to have children. Warlock pregnancy always results in stillbirth as they are crossbreeds and are thus sterile.[8][3]
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. The only known case so far is Tessa Gray, who does not have a warlock mark and has given birth.
Because of their half-demon, half-human nature, other Downworlders sometimes insultingly refer to them as "half-breeds."[9]
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.[10] However, while warlocks inherently possess magic, some are still born without it, and they are known as ifrits.
here's a link:
https://shadowhunters.fandom.com/wiki/Warlocks
Faeries, also known as the Fair Folk or fey, are an extremely cunning race of Downworlders.
“ Do not sign any contracts or agree to any bargains with faeries. Faeries love to haggle but will usually do so only if they are sure they will win. Do not eat or drink anything a faerie gives you. Do not go 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 expect indirect answers to indirect questions. ”
–The Shadowhunter's Codex
Faeries, also known as the Fair Folk or fey, are an extremely cunning race of Downworlders.
Contents[show]
Description
Due to the legend of their origins, the faeries are associated with the beauty of angels and the viciousness and malevolence of demons. Like 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.[1]
The Fair Folk are known for their unearthly beauty, many faeries said to be extremely attractive with delicate and regal faces. Though they mostly resemble human beings, some have extraordinary features such as wings, horns, oddly colored-eyes or skin,[2] much like the marks of warlocks. A common aspect among them is their pointed ears. Faeries commonly incorporate flora and multiple forms of vegetation as part of their ensemble.
The gentry subdivision faeries are the knights, kings and queens, and court members; they are close to the monarchs and considered a part of the central Court society—gentry faeries are the ones that look human. The common folk are the other kinds of faeries, generally looking less like humans, such as nixies, pixies or piskies, brownies, selkies, satyrs, mermaids, kelpies, hobgoblins, and boggarts.[3][4][5]
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.
They are known for their cunning and their cruel sense of humor, and they especially delight in tricking humans—both mundanes and Shadowhunters alike. They frequently seek to bargain with humans, offering someone their heart's desire but failing to mention that the desire comes with a terrible cost. They are committed to notions of honor and etiquette, and 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.
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.[6] Faeries are also capable of manipulating one another.[7][8] There have apparently been times when these either playful or serious manipulations, specifically resulting from problems or conflicts between rival courts, bleed into the world.[7]
ABILITIES:
Faeries, like vampires and werewolves, possess the unnatural abilities of swiftness and grace, and heightened senses of smell and hearing.
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. The Faeries are older than the Accords, older than the Nephilim, and are said to even be the oldest among all races of Downworlders. 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.[7]
The Faerie armies are also legendary in terms of their might in war, as evidenced by their role in the Dark War.
Here's the link:
https://shadowhunters.fandom.com/wiki/Faeries
“ Do not sign any contracts or agree to any bargains with faeries. Faeries love to haggle but will usually do so only if they are sure they will win. Do not eat or drink anything a faerie gives you. Do not go 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 expect indirect answers to indirect questions. ”
–The Shadowhunter's Codex
Faeries, also known as the Fair Folk or fey, are an extremely cunning race of Downworlders.
Contents[show]
Description
Due to the legend of their origins, the faeries are associated with the beauty of angels and the viciousness and malevolence of demons. Like 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.[1]
The Fair Folk are known for their unearthly beauty, many faeries said to be extremely attractive with delicate and regal faces. Though they mostly resemble human beings, some have extraordinary features such as wings, horns, oddly colored-eyes or skin,[2] much like the marks of warlocks. A common aspect among them is their pointed ears. Faeries commonly incorporate flora and multiple forms of vegetation as part of their ensemble.
The gentry subdivision faeries are the knights, kings and queens, and court members; they are close to the monarchs and considered a part of the central Court society—gentry faeries are the ones that look human. The common folk are the other kinds of faeries, generally looking less like humans, such as nixies, pixies or piskies, brownies, selkies, satyrs, mermaids, kelpies, hobgoblins, and boggarts.[3][4][5]
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.
They are known for their cunning and their cruel sense of humor, and they especially delight in tricking humans—both mundanes and Shadowhunters alike. They frequently seek to bargain with humans, offering someone their heart's desire but failing to mention that the desire comes with a terrible cost. They are committed to notions of honor and etiquette, and 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.
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.[6] Faeries are also capable of manipulating one another.[7][8] There have apparently been times when these either playful or serious manipulations, specifically resulting from problems or conflicts between rival courts, bleed into the world.[7]
ABILITIES:
Faeries, like vampires and werewolves, possess the unnatural abilities of swiftness and grace, and heightened senses of smell and hearing.
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. The Faeries are older than the Accords, older than the Nephilim, and are said to even be the oldest among all races of Downworlders. 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.[7]
The Faerie armies are also legendary in terms of their might in war, as evidenced by their role in the Dark War.
Here's the link:
https://shadowhunters.fandom.com/wiki/Faeries
https://shadowhunters.fandom.com/wiki/Shadowhunters