New York city: the city that never sleeps. Underneath the day to day lives of her citizens, the Big Apple hides an underground world of magic and myth. It's one of the biggest melting pots of mythical beasts in the world, living right under the nose of unsuspecting humans.
This is how it's been for hundreds of years, ever since the long ago days when humans forgot the myths and legends of old. The great city was built on dreams of a better live; a new tomorrow. That went for the inhumans as well. They tucked away, some posing as regular people and making a living for themselves, and others preying off the humans that flocked into the city. But no matter what the inhumans did, one law was kept sacred: never let the human world know of your existence.
To this very day, that law has been upheld. But sooner or later, someone is bound to rock the boat.
There's been recent talk of some of the inhumans growing restless. Some long for the days when their very names brought fear into a man's heart, and kept children awake at night. They thirst for power. They seek to take over the human world. Turmoil has been growing for years, and New York City is the center of it all. The creatures are starting to take sides: some for the war, others against it.
All the while, the growing tension becomes more palpable. Some humans have felt it. A few have gathered together, teaching one another about the monsters that lived under their noses, and have set out to hunt them. The Huntsmen add an all new threat to the game, and their recent appearance over the years has threatened to set the war into gear.
The Huntsmen are an ancient guild, with roots reaching all the way back to the ages of dragons and fairies. But after such things fell into the pages of mere storybooks, they grew less common. Instead of being heroes, they were mocked. They learned to keep their business on the downlow. To this day, the Huntsmen roam the world, seeking to cleanse it of inhumans. The recent activity in New York has made it something of a hot spot.
The Bronx Werewolves Status - Against the War
The Bronx pack thrives in the decaying buildings of the district. They can easily pose as humans, work their day jobs, and slink out at night to run among the pack in the parks. They prosper from their lives among humans, and are happy with the way things are. Many have human friends whom they would lose in the war, making their fight against it all the more personal.
The Queens Vampires Status - For the War
The Queens coven lingers on the streets at night, hunting unsuspecting prey to feed on. They have trouble thriving in a world that works mostly from 9 to 5. A few have managed to find nightshift jobs to blend in, but being around the very humans they feed on is difficult for them. The vampires are one of the most powerful factions that is for the war. They seek to rule at the very top of the food chain, above humans and inhumans alike.
The Brooklyn Witches Status - Against the War
Once hunted by men, the witches have learned to use their abilties to coexist with humans peacefully. The Brooklyn coven makes their living by running small herbal medicine shops, trinket stores, and other such oddities across the district. They are quite content with their lives the way they are, and would rather not be uprooted by some unnecessary war.
The Staten Island Trolls Status - For the War
Banished to the sewers and trees of the parks, the troll tribe of Staten Island is tired of hiding. They long for days when they can go about normal, modern lives. It didn't take much persuading by the vampire coven to get them on board with the idea of war.
The Manhattan Gargoyles Status - Undecided
The gargoyle clan of Manhatten has yet to decide which side to take. On one hand, they are unable to live among humans due to their appearances, but on the other, their very existence is to protect mankind. The clan has remain reclusive, staying in their territory and trying to stay out of the turmoil.
- Werewolves here are the kind that shift into full-on wolves, slightly larger than normal. They can shift at any time they want, but on the night of the full moon, they are forced to. Most have little control over themselves and their actions on the the full moon night, but some older wolves have learned to control it better than others. Silver will burn a werewolf's flesh, but any other type of weapon is just as effective. They have an increased healing rate, enhanced strength in human form, and near super strength in wolf form, and have enhanced senses. Werewolves have a typical human lifespan.
-Vampires are nocturnal. If they go into the sun, they get burned. Crosses, holy water, and stakes are effective in deterring them, but regular weapons work to an extent as well. The only way to truly kill one is to remove their head. They must be invited into a home before entering. They must feed on human blood at least once a week, and are able to drink animal blood to tide them over. They are very strong, particularly after feeding. They do not shape shift or have super speed. Average lifespan is 1000 years.
- Witches work with potions and simple spells. They can enchant objects, but not people. They are not powerful enough to have spells that instantly kill, mind control, or any other godmoddy thing like that. Average human lifespan, with some magical exceptions.
- Trolls are large, bulky creatures. They resemble gargoyles, minus the wings and a bit more beefy. Their skin comes in an array of colors, and is usually thick like leather. They have horns, tails, multiple arms, eyes, and tons of other variations. The typical troll is between 6 and 8 feet tall. Rumors of trolls being stupid come from the fact that their children are full grown at age two, thus appearing to be very dumb adults. Trolls are actually on par with humans in the brains department. They have extraordinary strength, and their hides are near impenetrable. Hunters must use blades made from diamond, vampire fangs, or gargoyle/werewolf claws should they want to harm a troll. Trolls live about 50 years.
- Gargoyles are creatures of the night. They perch on tall buildings during the day, solid as stone statues. Come dusk, they break free from their stone slumber and roam the city. They come in an array of appearances. Most have a thick, leathery hide, while some have fur and feathers. Their skins come in a range of earth tones: green, blue, brown, dark red, grey ect. They often have horns and beaks, and always have tails. Gargoyles typically stand at about 6 to 8 feet tall. They have extraordinary strength, can heal from mortal wounds overday so long as they make it to sunrise, and can fly. Typical lifespan is 150 years.
- Others and rogues. The five factions rule the city, but many other types of creatures exist. Whether or not they are allowed to enter a faction's territory is up the individual leaders. These other type of inhumans come in many shapes and sizes: fairies, leprechauns, unicorns, dragons, you name it. Rogues also exist; those who have broken away from their packs and clans to be on their own. Once leaving their group, they are seldom allowed back within their former territory. Please PM me before trying to play one of these two types of character.
RP Rules:
1: Don't be afraid to PM me questions.
2: No godmodding or having super powerful characters
3: You can play a normal human if you wish.
4: Characters must be 16+
5: As you can see, I haven't been very creative with ranks. Feel free to add your own spin on your rank if you so desire.
6: Post forms on OOC first, then character thread when accepted.
7: This RP will involve mature elements such as violence, language, and possible blood and guts. Please join with this in mind.
I would prefer you try to post at least once every 1 to 2 days. But I don't want any speedposting and back to back posting.
A good way to get around back to back posting if your charries are fighting, having a conversation, ect is to collaborate on a post in PMs and then make it one big post.
Considering several options for an outsider character. Just off the top of my head, he could be a dragon, a wizard, a sin-eater, someone with demonblood... Depends on what you guys would rather see.
Name: Baghead Age: Unknown Gender: Male Species: Human Rank: Huntsmen
Personality: Baghead doesn't associate much. But from what others of his profession have garnered, he's a hunter through and through, just one who hides his face. Those who know the older story of the Bagheads could easily compare him to those who came before - though many would contest they are all one and the same. This particular Baghead comes across as solemn, but not against conversation. He'll talk with rasp, and tend to come off as a little cocky, with a hint of sass and morbid fervor present.
But to those he calls allies, he's much more open and cooperative. Never enough to divulge who the man under the Bag is, however. After all, Baghead is an amalgamation. The Bag is the one who thinks, speaks, and controls. The man, unknown and unimportant, merely serves.
Other: It is wondered if there is only one Bag, or if there are several who operate on their own. The Holders intentionally keep this information as obscure as possible, to aid in their work.
Appearance: Baghead, as his moniker implies, wears a bag over his head. Burlap leather, old and dusty, with two small holes plucked around the eyes, and a ragged rope slung around the neck like a noose. His other clothing consists of an old, brown fedora resting on his crown, a much more modern-looking but equally filthy leather trench coat reaching down to his knees, a white collared shirt, and black dress pants and shoes.
Equipment/weapons: Baghead carries few things on him. A silver hatchet, a heavy revolver with varying custom bullets for varying opposition, an old magic-detecting bauble, and a scant few other items including a wallet and a phone - but those belong to the man, not the Bag.
History: The tale of the enigmatic Bagheads is an old one indeed. Not so old as to surpass the likes of inhuman kind, but old enough to be known to them. In towns and villages, cities and states, there are scores of people who detest nonhumans, and would see them eradicated.
But some would rather work under the cover of guises to that end, to secure their own personal lives, to act without remorse and hesitation. They would give themselves up to something else entirely, purely out of hatred, or fear, or vengeance. Most people cannot fight this menace, let alone face it. But the Bag? The Bag is without fear. The Bag can kill with ease.
You see, the Bag is not just some mundane leather sack. It is an old testament to the human desire to slay those who would treat them like cattle. It is an entity of its own, and the individual who dons it is an individual no more. They are merely the host to an ancient animosity, moving their body, and doing only what they have pledged to do, while their human vessel gets to live in bliss and forgetfulness after their charge is done, with the promise of a material reward granted to them by the Bag's old confidants, the Holders.
This man, whose identity has been cast aside under the influence of his ghastly visage, came to New York City as word of its inhuman activity crept outward. When the Bag is satisfied with its work, it will relinquish itself to the Holders once again, and the man will be free. But until then, it has elected to cooperate with the local huntsmen population, who may not share its macabre thinkings, but will certainly possess the same simple goal.