Runaways 5/5

ChelonianCommander

Strength of Steel, Will of Iron
Introduction and General History

For many centuries humans had lived with no knowledge of the magical creatures around them. The creatures of magic longed to integrate themselves into human society, but the creature's very nature caused untold havoc within human society and over the course of history, humanity has grown a habit of running magical creatures out of their settlements. That changed when the first Witches were made. Women that had made an unholy pact with demons were granted the powers of magic but kept the form of humans allowed them to pull the creatures away from the works of men and formed what was known as the Communes. Magical cities formed alongside the cities of humans to allow the Witches to help magical creatures integrate into human society. Slowly fusing the two worlds together even to this day. Using powerful magics, they hid the creatures in plain site and taught them the ways of man, allowing more and more magical creatures to live within human society.

However this system is not infallible. Sometimes the magical creatures, either along or with the help of humans, illegally enter the normal world through unmarked checkpoints where they become hunted by the Commune PoliceDepartment (CPD) and brought back to the Commune However there are some safe refuges for these people, but they are few in numbers and even fewer allows them to stay for free...

Playable Races
Humans: The base human. These humans are either usually adopted into the magical society or brought into society through magical creatures. On rare occasions humans are born into the Communes, either through two human parents or through a witch and a male human, through this union only produces human females.

Witches (FEMALE ONLY): Created from the unholy union of a demon and a human women, Witches born into this world with an innate ability to use magic. Witches are in charge of keeping the Commune and Bensington separated as well as helping magical creatures integrate seamlessly into human society. Witches are capable of using magic, allowing them to remain within magical society but remaining 100% human by all means.
Magic: Up to 5th Level. Can use all forms of magic.
Only Human: Witches are essentially magic humans. Anything that can kill a human will kill a Witch

Demons: Demons are creatures created by pure emotions. Most demons are but invisible wisps, created by light emotions, but strong emotions accompanied by acting upon that emotion gives birth to a shape shifting demon. Demons are ageless begins who seek to feed on the emotions they were created from, but while considered evil, Demons are in reality neutral beings. To tell a demon from a human is simple as Demons will be born with pitch black eyes which they cannon change with their shape-shifting powers.
Shape shifting: Demons are capable of shapeshifting into any creature they’ve seen before but their shape shifting is based on memory. However they are unable to shapeshift their eyes, which will remain pitch black.
Magic: up to 2nd level. Can learn General, Dark, Fire, Water, Earth and Wind
Demonic Form: The Demon can turn into their true demonic form for a short period, to utilize its durability, strength and speed, but only for around 1-2 minutes at a time and will leave the demon sore and stiff for around 5-6 hours.
Eternal Temptation: Demons are eternally tempted to indulge in the emotions that created them in the first place. If they’re created via greed, then they’ll be tempted to steal what they want, or if they’re created via lust they’ll be tempted to have sex whenever possible.
Magical Being: If a weapon or being that disrupts magic touches a Demon they will slowly dissipate back into a wisp.

Angels: Angels are related to Demons as they are created when a large amount of the various demonic wisps gather together and are bathed in the purity of sunlight or moonlight. The light cleanses the wisps of their often times contradictory personalities and fuses them together into a fully formed winged creature, commonly known as an Angel. There are two types of Angels based on the type of light that gave birth to them, Sun and Moon. Sun Angels are identified by the golden coloration of their feathered wings, while Moon Angels are identified by a white coloration. Angels are capable of flight, and some magic.​
Flight: The large feathered wings of an angel allows them to fly around the sky as if they are birds. NOTE: Just because you can fly as well as birds doesn’t mean you can see as well as birds.
Magic: up to 2nd level. Can use General, Bright, Fire, Wind, Water and Earth magic.
Stellar Healing: Angels can heal quicker when underneath sunlight or moonlight respectively.
Solar Powered: Angels are fueled by the sun and moon light. If they are kept from that source for several weeks they’ll slowly wither and die before turning back into wisps.
Magical Being: If a weapon or being that disrupts magic touches an Angel they will slowly dissipate back into a collection of wisps.

Gnomes: Small, inventive and energetic. Gnomes tend to be around the half the size of humans. Gnomes are a subspecies of the dwarves as the original dwarves went extinct several centuries ago due to lack of genetic diversity. The Gnomes excel in building and tinkering with machinery. Due to their dwarven haritage they are also rather hardy creatures with excellent nightvision.
Memory Retention: Gnomes can perfectly remember up to a day's worth of memories.
Expert Mechanics: Gnomes love to tinker, and are experts when working on machinery.
Nightvision: Gnomes are capable of seeing near perfectly in the night.
Short Stature: Gnomes are rather short, meaning they're slower and less agile then taller specimens.
Sensitive Eyes: Due to their night vision, extremely bright lights can cause a Gnome to become blinded for several minutes at a time.

Elves: The Elves are a secretive and secluded group of people. They are the cousins of the fairies, save for the fact that they tend to be around 6-7ft tall. They are just as in tune with nature however as an Elve's physical trait is determined by the environment they're born in. White skin and purple eyes in snowy areas, tan skin with blue eyes in coastal areas, black skin and brown eyes in desert areas, green skin and yellow eyes in forest areas, gold skin and orange eyes in plains areas, brown skin with white eyes on mountains, grey skin and black eyes in swamp areas. Elves are incapable of having children in areas that has little to no nature. They have the ability to commune with animals and are rather agile and fast on their feet.
Agile: Elves are naturally agile and are capable feats of great dexterity. They're also rather flexible.
Magic: Up to 3rd level. Can Learn Fire, Water, Earth and Wind Magic.
Animal Speech: Elves are capable of speaking to animals. NOTE: Animals, unless they're like a dolphin or chimp, will only be able to say one word or broken sentences if they're intelligent enough.
Fragile: An Elves agility is offset by their fragility. They have weak bones that can easily break with relatively little force.
Mechanical Difficulties: Elves naturally have difficulties using machinery.

Giants: Giants are rather dim-witted creatures, with the strength to make up for their slow mind. Giants stand at 14ft at shortest and and 26ft at highest, and they're rather powerful beings, able to lift 3 and even 4 times their own weight. With their size and strength, they are also rather fast with their longer then normal legs. With their great size, strength and slow minds, Giants are not often seen outside of the Commune as they could easily get caught or seen by observant humans with recording devices.
Enhanced Physical Strength: Due to their large size a Giant can run as fast as a car then throw said car a quarter mile away.
Durable: Due to their large frames and thick bones and skin, Giants are both hard to stop and bring down with conventional force.
Immunity: Giants are usually unaffected by poisons and diseases, due to their large size.
Dim-Witted: Giants, due to their strength and size, lacks intelligence. That's not to say they're dumb, they just learn stuff at a much slower pace then humans.
Difficulties Concealing: Due to their size, Giants are rather difficult to conceal from the public, especially the larger ones.

Fairies: Fairies are nature sprites found quite literally everywhere there is nature. When born into this world they are immediately influenced by this world and given an element based on whatever elements based on the time of year. Spring will birth earth Fairies, Summer will birth fire Fairies, Fall will birth air Fairies, and Winter will birth water Fairies. Fairies are naturally around 3-5 inches tall, and are capable of flight on their small, but tough wings. As fairies are nature incarnate they are capable of manipulating nature in its purest form, depending on their type.
Size: Fairies are around 3-5 inches tall and literally weights between 20-35 grams, making them extremely stealthy and hard to see or hear.
Prestidigitation: Fairies can use a modified form of Prestidigitation that allows them to speak to people larger then themselves
Elemental manipulation: Fairies can manipulate the elements they’re associated with, but not create. The amount manipulated increases by 1gram per age. NOTE: Fairies are able to manipulate elements but can still be killed by their elements. A water fairy can still drown and a fire fairy can still burn.
Fragile: Fairies are immensely fragile. A human simply waving his hand to swat a fly can break several fairy bones and possibly kill them.
Waterlogged: If a fairy gets their wings wet, they won’t be able to fly until their wings and dried.

Djinn (MALES ONLY): Djinn are elementals commonly found in deserts and savannahs. They are elemental beings of fire and air, born from the power of natural events, such a storm to create Wind Djinn or a forest fire to create a Fire Djinn. Djinn are powerful elemental manipulators and some have the power to and create at will, with the most powerful creating hurricanes that can destroy settlements and cause volcanoes to erupt. The Wind and Fire Djinns are identified by their skin color usually by their skin color, grey for wind Djinn and red for Fire Djinn. They are also easily identified by their lack of legs, having either a small tornado or fiery pillar in their place as well as shrink sizes and fly.​
Elemental Immunity: Wind Djinn cannot be shocked or affected by the wind, while Fire Djinn cannot be burned by fire.
Elemental Manipulation: Wind Djinn can manipulate wind and fire Djinn can manipulate fireSize Shifting: Djinn can shrink themselves and their body parts to whatever size they wish.
Magical Being: Djinn are a magical being. Touching anything that disrupts magic will cause them to lose their powers, and potentially kill them.
Difficulties Concealing: Djinn's lack of legs isn't easily concealed without the use of powerful and expensive magical items.​

Nymphs (FEMALE ONLY): Nymphs are nature elementals that found in forests, swamps, marshes and even parks. They are elemental beings of water and earth, that are formed whenever a tree grows to full size or when a river or pond forms. The Nymph climb out from the roots of the tree or swim up from the pond or river, fully formed and confused. They are powerful manipulators, manipulating water and earth to the whim. The most powerful Nymphs can cause local earthquakes and floods. There are two types of Nymphs, water and earth Nymphs, who are identified by their hair. Water Nymphs have hair made of water and Earth Nymphs have hair similar to the feel and look of leaves.
Elemental Manupulation: Water Nymphs can manipulate Water while Earth Nymphs can manipulate Earth.
Elemental Attributes: Water Nymphs are capable of breathing underwater while Earth Nymphs are capable of sense nearby vibrations through the earth.
Natural Beauty: Nymphs are naturally beautiful, making normal humans a bit more agreeable with a bit of talking to.
Magical Being: A Nymph is a magical being. Touching anything that disrupts magic will cause them to lose their powers and potentially kill them.
Tied to their Birthplace: Nymphs cannot leave the river, pond or tree they are birthed from without becoming magically paralyzed. To remedy that they usually carry a vial of water or a branch from the source of their birth.

Werewolves: Werewolves are men and women, cursed by magic and nature to become a hellish beast when the moon comes along. However that is all in the past as Werewolves have now more or less accepted their gifts and have partial control over them, being able to shift from beast or man, however they are at their strongest during the full moon. Common features of werewolves is increased strength and durability, enhanced senses and the aforementioned shape-shifting.
Increased Athletics: Werewolves have 3x the strength and 2x the endurance of the average human.
Werewolf Senses: Werewolf share some benefits for their bestial blood, allowing them to smell and hear better than a human.
Wolf Form: Werewolves are able to shift between human and wolf forms at will, but each time is extremely painful as bones and organs shift and bend. NOTE: On the full moon they are forced to do so and have no higher functions outside of their base instincts during that time.
Allergy to Silver: Silver is considered a pure metal, and Werewolves are considered cursed humans. Silver causes acts as a hot brand against Werewolves and can weaken them significantly.
New Moon Blues: When it is a New Moon, werewolves lose their heightened senses and enhanced strength.

Vampires: Created by dark magic centuries ago, Vampires were created when the first vampires drank out of the Fountain of Youth, a long since destroyed artifact. With eternal life and youth came a thirst of the most potent source of life, blood. Eternally thirsty Vampires are pale creatures with fang like teeth and must drink a sufficient amount of blood, roughly a quart, every day otherwise their body will slow down and they will quickly age into dust. A Vampire can survive around a week without human blood, and a month if animal blood is available. It is also important to note that Vampires are NOT undead as under normal circumstances Vampires are indistinguishable from humans, but their starve their skin turns pale, their eyes turn red and they begin to wrinkle as the aging process begin to speed up. Once they drink human blood however they will revert back to their original state. Vampiric abilities involve the enhanced speed, senses and dark vision.
Feel no Pain: Vampires cannot feel pain, unless they are burned or set on fire.
Vampire senses: Vampires are able to see in the dark and can hear just as well, maybe even better then werewolves.
Hypnotic Gaze: Vampires can charm people into doing things they want by making prolonged eye contact with the person.
Allergy to Sunlight: While sunlight does not kill Vampires, direct sunlight drains them of stamina and weakens them significantly, making them a bit weaker than the average human.
Bloodthirsty: Vampires need around a quart of blood every day otherwise their eyes will turn red, they’ll turn pale and they will age exponentially until they turn to dust.
Aswang: Shapeshifting creatures of the night, the Aswangs are a magical creature originating in the Philippines. During the day, the Aswang are disguised as normal human beings, seamlessly in fact. The only difference is their long straw-like tongue, nightly activity and their diet. The Aswang can live among humans, but are usually rather shy or closeted, without much trouble, but when night comes they become compelled to feed on the blood of humans. They can shapeshift into various animals ranging from bats to boars to dogs, all of which will be black and go out searching for unsuspecting humans to feed upon using their long tongue, or simply go to the local commune supported blood bank to get a meal there. If an Aswang is deprived of blood for too long, they will go into a feral state, ripping their legs from their bodies, grow black bat or crow like wings from their backs and fly into the night. They will use a ticking sound to lure in an unsuspecting victim before attacking and draining the first victim of their blood before consuming their corpse until thing is left. After the feeding frenzy the Aswang will go back to their normal state, usually going into shock after what they have done. Come morning the Aswang's legs will grow back and the Aswang will go about their business like usual.
Indistinguishable: It is literally near impossible, even for the CPD, to figure out who is an Aswang or not as they are near indistinguishable from humans in the morning.
Shapeshifter: At night, an Aswang can shapeshift into an animal that has naturally black coloration. The animal will be indistinguishable from a normal version of that animal.
Great Smell: Aswang have a good sense of smell, not as good as a werewolf but good, and can pick up the scent of freshly shed blood extremely quickly.
Bloodthirsty: Aswang needs to drink at least two pints of blood a night or they will eventually turn feral after a few days.
Feral Form: Aswang turn feral if they haven't had anything to eat for the past 3-4 days, they'll turn feral and go drain and consume the blood and body of the first lone victim they come across.

Dullahans: Originating in Ireland, the Dullahans are a strange humanoid magical being. They look human in every sense of the word, in shape and mentality, with few but ultimately inconsequential differences, save for one trait. The fact that they do not have a head on their shoulders. The Dullahans have no head, but instead carry it with them like how one would carry a ball or basket. Dullahans are usually called the harbingers of death, causing death whenever it happens, but in reality they simply know when a person whom they are familiar with will die, usually within the next month. They also have a strange connection to horses, especially black horses, being able to command and ride them as well as a professional rider.
Death Sense: Dullahans can sense when someone is going to die, usually someone they are familiar with usually within then next month or so. NOTE: You will not know how or when they'll die.
Horse Whisperers: Dullahans have a connection to horses, allowing them to naturally command and ride them as well as a professional rider.
Magic: Up to Level 3. Can use Dark, Fire, Earth and Wind Magic.
Headless: Dullahans heads are detached from their bodies. They cannot keep their heads on straight for more then a few minutes before it falls off.
Fear of Gold: Dullahans have an fear of gold, as gold can cause their heads and bodies to no longer be linked.

Ghosts: Unlike most popular media, ghosts are not actually the souls of humans and creatures, but instead are actually the residual memories and emotions of a person who had died violently and painfully. The pain, confusion and fear is enough to create what is essentially a sub-species of Demon. Ghosts are humanoids who are see through, and whose appearance differs from person to person, usually the ghost would look like how they did when they die. However they do have a form of magic that is being able to manipulate their body to be able to travel through solid objects, turn invisible and even change their appearance to that of another human based on memory.
Spectral Form: Ghosts are see through beings that, with time, can turn invisible and go through solid non-magical objects.
Shapeshifters: Ghosts can change their bodies from its original form to any humanoid form they remember.
Magical Being: Ghosts are magical beings, meaning if they can be harmed by anything that disrupts magic.

Draconians: Millennia ago, dragons ruled the world, terrorizing humans an magical beings alike. In some cultures Dragons were seen to be chaos incarnate, but that changed due to the invention of gunpowder. Soon dragons were an near extinct race. With a dying heritage, the Dragons went to the Witches for assistance too preserve their heritage. Like with the demons, the Dragons mixed their blood with that of the Witches and created the Draconians, a race of dragon-like humanoids. Dragonians look human enough, but are easily identified by their horns, vestigial foot long reptilian wings attached to their shoulder blades, and reptilian eyes. Draconians are near fireproof, they can't be hurt by flames, and are capable of dark vision as well as magic, but not as much as Witches.
Fireproof: Draconians cannot be scarred or harmed by fire or heat.
Magic: Up to 3rd Level. Can use General, Wind and Fire Magic
Draconic healing: Draconians are capable of healing injuries that would usually be fatal to humans
Magical Being: Draconians aren’t fully magical beings, but are magical enough due to their dragon blood and a Draconian's healing factor can be slowed slowed or even stopped for a while if they touched by an object or being that disrupts magic.
Cold Blooded: Draconians are cold blooded and have trouble regulating their body temperature. Prolong exposure to cold temperature can kill them.

Centaurs: The Centaurs are the half-man half-horse creatures of lore. The Centaurs originated in the plains of Mongolia but migrated to Greece due to increasing hostilities from local tribes, then to England then spread throughout the world from there. Centaurs tend to stay primarily in the Communes as their horse-halves are usually hard to cover without expensive magic/magical items. However due to their horse biology, Centaurs have higher endurance then most creatures, even Werewolves, and can run at an average of 27MPH on hoof.
Horse Whisperer: Centaurs can communicate perfectly with horses and ponies.
Great Stamina: Centaurs have great stamina and rarely tire out.
Great Speed: Centaurs can run at 27mph due to their horse half.
Weakness to Wine: Centaurs for some reason love wine and quickly drink it down and as a resule become incredibly drunk rather quickly.
Difficulties Concealing: Centaurs are difficult to conceal without the use of powerful magical items.

Merfolk: Merfolk are found throughout the entire world, primarily in oceans but also in large landlocked lakes as well. Merfolk are commonly portrayed to have a scaly dolphin like lower half, in place of legs, which is partially true. When Mermaids completely leaves the water, their fin will turn into a pair of scale covered legs, allowing them to walk on land. However when on land the Merfolk cannot sweat and can overheat very easily. They also must not be out of contact with water for more then several hours at a time, therefore they must drink several cups of water or water filled liquids throughout they day or risk death via dehydration.
Water Breathing: Merfolk have gills on their neck that allows them to breath underwater.
Adaptive tail: When underwater, a Merfolk’s legs turn into a scaled dolphin like fin, while out of water a Merfolk’s tail turns into scale covered legs.
Merfolk senses: Merfolk have better hearing then humans and can see perfectly clear underwater.
Sensitive eyes: Due to having evolved in water, Merfolk’s eyes are sensitive to bright lights. A direct flash from a something like a flashlight blind them for a minute, and something like a flashbang can blind them for several minutes.
Easily Dehydrated: Merfolk must drink up a cup of water every hour to stay healthy when on dry land, otherwise they’ll die of dehydration after several hours.


Gorgons:
Gorgons were originally from Greece, but a large majority have moved to the England during the roman conquest then the States during the colonial ages. Like in the legends, Gorgons have snakes for hair, known to be extremely ugly and have the ability to cause all who see them to turn to stone. Only the first is true as Gorgons do indeed have snakes in place of hair on their heads, the snakes are often miniature versions of their wild counterparts, ranging from harmless garter snakes and corn snakes to poisonous cobras and coral snakes. Gorgons have the ability to have these snakes attack or move however they wish, though the snakes do have their own agency. The petrifying gaze however is misleading as Gorgons are able to cause those to meet their gaze to stiffen and become paralyze, but that is easily solved with a pair of sunglasses and isn't inherently lethal.
Snake Tongue: Gorgons can natural speak to any serpent they encounter
Venomous: Gorgons are natural venomous. Disregarding the potentially venomous snakes on their heads, they have fangs to inject venom in place of canines, they secrete venom instead of saliva and even their blood is venomous.
Paralyzing Gaze: The moment one stares into the eyes of a Gorgon their muscles will stiffen and they will be unable to move for roughly an hour.
Magic Mirrors: Gorgons’s paralyzing gaze can be turned against them if they look into their own eyes in a mirror.
Cold Blooded: Gorgons are cold blooded and have trouble regulating their body temperature. Prolong exposure to cold temperature can kill them.

Blanks (MALE ONLY): The male child of a Witch and a Human male. Blanks are usually shunned and often times disowned or given away to the human parents or human world when they're born. The reason for this is because Blanks are born without the ability to use magic, and in fact reject magic in all its forms. This has usually led to the exile or abandonment of possibly thousands of Blank children to the human world, never to know their magical heritage. At the same time few Blanks are kept by their witch mothers and raised in the Commune, but them and their family tend to be treated as outcasts.
Magic Rejection: Blanks are unable to use magic and natural rejects and disrupts it in all forms.
Only Human: Blanks are basically just humans. Anything that can kill a human can kill a Blank.

Char Sheet

Name:
Gender: (Male, Female)
Species:
Age:
Humans: Live up to ~110 years
Witches: Live up to ~120 years
Demons: Ageless
Angels: Ageless
Gnomes: Lives up to ~150 Years
Elves: Lives up to ~320 Years
Giant: Lives up to ~570 Years
Fairies: Lives up to ~400 Years
Djinn: Ageless
Nymphs: Ageless
Werewolves: Lives up to ~140 Years
Vampires: Ageless
Aswang: Ageless
Dullahan: Lives up to ~310
Ghosts: Ageless
Draconians: Lives up to ~220 Years
Centuars: Lives up to ~130 Years
Gorgons: Lives up to ~190 Years
Merfolk: Lives up to ~120 Years
Blanks: Lives up to ~110 Years
Appearance: (Up to 3 sentences. Pictures are allowed but please still provide at least 2 sentences with the picture.)
Personality: (No list. Give at least 3 sentences)
Background: (Give at least 3 sentences)

Starting Plot: You are illegal transfers into the human city of Bensington. For one reason or another, you have decided to travel into the city from the Commune seemingly without the knowledge of the Commune Police Department. With the help of a Gnome named Benny, you traveled through an old subway tunnel into the city's underground.

Things to note

-Bensington and the Commune, or as it is also known the Bensington Commune are technically a single city as it is connected through many hidden magical passages, like the old subway tunnels, manholes, abandoned buildings, phone booths and even portable toilets.
-You do not have cars. Either buy one, steal one (not recommended) or take the bus. Flying, during the day at least, is not recommended as that will attract lookers and can expose you.
-Hide your various abilities/appendages! There are many magical and non-magical items that can be used to hide one's apperance. If you cannot find them, keep out of sight as humans tend to freak out when they see a demon, vampire, werewolf or angel. Sometimes in ways you don't expect nor want.
-Guns kill and you can die! Just because you are a demon, Djinn, Giant, Werewolf or something else doesn't mean you cannot be killed while in the human world. Guns are a danger, to the humans and to you.​
 
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Alright. NOTE. I am saving two slots for Drakey and TheGreenerGrey since they've both shown interest in the RP beforehand.
 
Name: Sinclair
Gender: Male
Species: Dullahan
Age: 35
Appearance:
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Sinclair has grey eyes and a cold expression typically covers his face. He is always trying to look nice because he thinks that it takes attention away from the fact that his head isn't connected to his shoulders. He is six feet tall, without his head on his shoulders.
Personality:
Sinclair, while a nice guy, is really awkward around women. He tends to cover his head in these situations. His only talent is necromancy, though he knows that the practice of such a magic is illegal. As such, Sinclair attempts to cover it up with horrendous fire magic. Like most Dullahans, Sinclair loves horses, and he also likes australian shepherds.
Background:
Basically, Sinclair was practicing Necromancy at a very young age, about ten to be exact. Not knowing that it was outlawed, as the talent came to him naturally, Sinclair was put under surveillance. Of course, he has been under arrest a few times for the whole necromancy thing, and that is why he has tried to leave the Commune.
 
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Char Sheet

Name: Leon Genesis
Gender: Male
Species: Wind Djinn
Age: 80
djinn_by_remton-d4maqgu.jpg


Appearance: standing about 5'11, in true form his facial structure is that of a cat, with ashy grey blue skin, he usually wears a tan tunic and turban, usually due to his wind-like nature the ends are in strips and taters. In Human form he stands at the same height with a strong jaw and sharp short nose. He is Fairly muscular as he likes to frequent the gym. His hands are rough and callused but overall well kept and his nails are left in sharp Talon like claws that he keeps razor sharp.

Personality: Leon is fairly mild mannered, usually keeping to himself. he is highly intelligent and enjoys talking about the different sciences. Generally a very patient person, however he has been known to lose his temper if pushed. Is a bit of a Gym Rat and loves learning different forms of martial arts, always willing to learn new things.

Background: Being created by a massive lightning storm, Leon had grown up most of his first century in the Commune. Leon has always been curious about the outside world, not exploring outside the boundary lines for most of his life, but he has always had that wanderlust constantly nagging at him to the point of finally leaving the Commune.
 
Both. Blanks can't use magical items, cast spells, be affected by magical affects, and such. However Blanks tend to be either given up at birth to the normal world, where they sometimes don't even know anything about the magical world until the day they die.
 
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Name: Furlbark

Gender: Male

Species: Werewolf

Age: 103

Magic: (This isn't a thing but I thought I would add it because I didn't have a way to explain) Furlbark doesn't have any magic, his species being incapable. What he does have however, is greatly increased strength and stamina as well as a variety of powerful elemental beasts he has collected through his 70+ years of being the Grand Hunter. He has captured these beasts in a variety of trinkets and weapons he carries and, in a situation most dire, is capable of unleashing them in the direction of whatever he wants turned to paste.

Appearance: View media item 415
Personality: Furlbark is rough and savage, often closer to his literal inner beast than the human counterpart. When confronted with a problem, violence is usually the solution to it as he uses the great strength granted to him by what he considers closer to a gift than a curse. The only thing he has respect for are the beasts he hunts and captures, a respect that was garnered over decades of pain and increasingly ferocious battles. He is eternally trying to find the one. The beast he couldn't defeat in one battle. The enemy for him to strive against. The ultimate beast.

Background: A rather famous hunter, Furlbark is known for hunting down the most dangerous of elemental beasts on his own and coming out alive, often times without so much as a scratch. His work has helped both the witches and the merchants of the commune increase in leaps and bounds when I think came to elemental beast related issues, and thus he isn't locked up for his blatant impertinence towards the most powerful people in the commune.

The man has travelled far and wide, coming to blows with the best magical nature had to offer, and yet still he found himself wanting more. Following a rumour of an extremely powerful beast existing in the non-magical world, he has used his variety of contacts to make his way into the magical world discreetly, knowing he would be stopped if officials learnt his reasoning for being there.

He would find this creature and best it, no matter how long it takes.

 
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Name: Lavina
Gender: Female
Species: Angel
Age: 92 (looks 18)

Appearance:
thumb-1920-667445.jpg


Lavina stands at reasonably tall 6'2". She is pale white and has a figure that conforms to most western beauty standards, and looks that would turn the heads of most people regardless of gender. She prefers to wear a suit of armor that wouldn't look to out of place in a MMO game. Her hair is a milky white, along with her wings, which are quite large by most angel's standards.
Personality: If one were to put Lavina on a alignment chart, it would be chaotic good. She abides by most rules and respects her superiors, however she is not above breaking those rules if she believes it is for a good cause. She strongly believes that it is part of her role to vanquish 'the forces of evil' and to protect both human and magic society from 'corruptive forces'. She doesn't really elaborate on what she means by that. She doesn't seem to see demons as a 'evil' force, she doesn't like them, but she does tolerate them.

Social wise, she is a vocal, loud, and authoritative figure. She seems to think that she is the high ranking one in a group, unless there is obviously someone of a higher power. She likes to set herself as an example of what most should strive for, hard working, supportive, brave, and willing to stand for her cause.

Background: Born under a large full moon, she was blessed with a "more than average" amount of holy radiance. Or so she says. She has been in the commune pretty much all her life, but has slowly started to drift from it, believing that they were experiencing affects of "corruptive forces". Many had noticed her drift, and she was put under surveillance, which was unusual for an Angel.
 
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