Aantal berichten : 62 Registratiedatum : 04-09-14 Leeftijd : 25
Character sheet Naam: Farah Leeftijd: 18 Partner: " I never thought I’d be capable of letting go of my first love. That is, until I met you "
Onderwerp: The Mortal Instruments ma apr 17, 2017 10:15 am
The Plot
Coming..
Queen Farah Admin
Aantal berichten : 62 Registratiedatum : 04-09-14 Leeftijd : 25
Character sheet Naam: Farah Leeftijd: 18 Partner: " I never thought I’d be capable of letting go of my first love. That is, until I met you "
Onderwerp: Re: The Mortal Instruments di apr 18, 2017 8:45 pm
Species In de wereld van de Mortal Instruments zijn er verschillende soorten die de aarde bewandelen.
Shadowhunters Shadowhunters, also known as Nephilim, are a secretive race of beings who are humans born with angelic blood. They are the appointed warriors on Earth of the Angel Raziel. They are appointed specifically to control and preside over the Shadow World, as well as over the demons and Downworlders who inhabit it. They have fought the demonic forces valiantly for well over the span of 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.
Further Reading:
Mission The goal of the Nephilim is to fight, and someday end, the plague of demons on Earth. They are dispatched to every place on Earth to fight against demon hordes. The fight even continues after death. Their bones and ashes are used, as the bones of demon hunters are powerful protection, to fortify important buildings and to supply power to the Silent Brothers. Aside from this, the Shadowhunters have also placed the responsibility of upholding the peace and secrecy of the Shadow World, as well as the protection of the mundanes and the world in general from the supernatural, upon themselves.
Culture As with all populations, the Nephilim have developed their own culture and traditions. They have traditions and habits that, though not official laws, are expected of them.
Life Most Shadowhunters spend their younger years as warriors. An exception would be when Shadowhunters join one of their two monastic orders: the Silent Brothers and the Iron Sisters. The Brothers serve as the keepers of their lore and knowledge; they serve as their librarians, researchers, and occasional medics. The Sisters design and forge their weapons; they are the keepers of adamas, the holy metal given to them by Raziel.
Religion The Nephilim do not conform to any mundane religion as they have allied themselves with every mundane belief system. Also, individual Shadowhunters are allowed to believe what they choose. Some Shadowhunters see their own lifestyle and beliefs as a separate religion.
Training Shadowhunters may be trained at a very young age, by their parents or other mentors and guardians. Some Shadowhunters may train at an academy in Idris, or at Institutes in other parts of the world. Typically, children of Shadowhunters, whether biological or adopted, can choose to train to be Shadowhunters when they're about ten. They can also refuse, and in a Shadowhunter family, that once meant the child was sent away, but the rules have since changed.
Battle There are varieties of weapons and gear used by Shadowhunters. Most of these weapons are made with materials capable of killing demons, some using adamas forged by the Iron Sisters. Most used are the seraph blades, the primary weapons of the Nephilim, made of adamas and calls upon the power of an Angel's name to access the blade's power. In addition to seraph blades, some Shadowhunters choose to have a weapon of specialty, such as swords, bows and arrows, and many more.
Runes Shadowhunters were given runes by the Angel Raziel, all contained in the Book of the Covenant and copied into the Gray Book. These runes, or Marks, are applied on the Shadowhunters' skin and gives different effects and abilities.
Parabatai Parabatai is the term for two Shadowhunters who fight alongside each other. These Shadowhunters are partners and are particularly close to each other. Shadowhunters have the option to choose their parabatai before they turn 18, after which the option will the longer be available to them; in fact, having parabatais is quite uncommon among the Nephilim.
Motto The Nephilim's motto is "Facilis descensus Averno," or "Descensus Averno facilis est," which means "The descent into Hell is easy" in Latin. It was taken from Virgil's poem, The Aeneid.
Colors Colors mean different things to Shadowhunters than they do to mundanes. Black is the color of their gear; white is for mourning; gold for weddings and red is ceremonial.
Angels Angels are winged celestial beings who serve as messengers of God, guardians of his creations, and soldiers in his eternal war against the denizens of Hell. In the Shadow World, the Angel Raziel, an angel of high rank, is the being from which the Nephilim came from. After a warlock summoned the Angel, his blood was mixed with that of Jonathan's in the Mortal Cup and given to humans to drink, who in turn became the first of the Nephilim.
Further Reading:
Among Shadowhunters and Downworlders, little is known about angels and much is conjectured; few who might speak knowledgeably live to do so. The Nephilim see them as the great absent generals of their army, having left them a thousand years ago with their heavenly endorsement, basic orders, and enough magic to fight for themselves. The blood of the Angel Raziel runs in the veins of every Nephilim, flowing through the transformative properties of the Mortal Cup. Angels may be absent patrons, but the Nephilim regard them as their spiritual parents, and they recognize them with their prayers, their invocations, and in the names of their most holy weapons. The general consensus is that the physical forms of angels are shaped like humans, but are much larger, winged, and glow with heavenly fire; however, many authors have suggested that when angels do manifest on Earth, they take whatever shape witnesses will recognize as angelic. As immortal beings of pure spirit, angels must take on a corporeal form to exist on Earth. So far, they have been witnessed as luminous beings of great stature.
Weaknesses Despite their intimidating appearance, some angels are not all-powerful and can be defeated. Additionally, seraph blades are somehow deadly to angels. Also, when angels make promises, they are tied to it and its conditions, meaning they will not be allowed to break it.
Known Angels Shadowhunters are required to know the names of the angels. One reason is because they are of their blood, so they learn their names out of respect. Also, they name their seraph blades after them, and it is believed that the seraph blades are infused not just with the generic heavenly fire of adamas, but with some of the spirit of the angel named. Nephilim rarely name their seraph blades after the most famous and powerful of angels due to the fear that such angelic power might overwhelm and destroy the wielder of such a weapon. They also never name their blades after Raziel for fear of his wrath.
Demons Demons are malevolent, inter-dimensional beings that travel between worlds, destroying everything in their path. They return to their home dimension, the Void, when they die. Religiously, they are defined as Hell's denizens and the servants of Satan. Demons come in a large variety of species and forms, their numbers said to be infinite.
Further Reading:
The term demons is the generally accepted word used to refer to the creatures the Shadowhunters fight because of the varying terms and concepts among different belief systems and world cultures among mundanes, Shadowhunters, Downworlders, and even angels. On the Earth dimension, demons take different forms, though whether it is their true form is a mystery. Demons are easily recognizable, unless they are shapeshifters. Demons almost always take on monstrous appearances on Earth, and they can also usually be discerned by the uncanny, nauseating feeling that bellows around them like a dark aura. In addition to their general hideousness, demons often carry with them a debilitating scent of death that can be very strong. Demons live on pain and suffering, on the cries and agony of the damned in torment.Demons also take pleasure in feeding on happy memories freely given to them by humans—memories that disappear from the person's mind once devoured by the demon—which they usually gain in exchange for favors, such as when they are summoned.
Weaknesses The most immediate weakness of demons is their vulnerability to angelic power and heavenly fire. However, like the Downworlders they brought into being, they cannot easily, or permanently, be harmed by normal earthly weapons, so most Shadowhunter weapons are Marked to strengthen them against demons. In addition to being repelled by direct seraphic energy, seraph blades being the most used, most demons can be warded off with holy symbols of all kinds.
Downworlders Downworlders are supernatural beings and hybrid creatures who inhabit the Shadow World. Downworlder is the widely used term to refer to beings that are said to be part human and part demon, and are even said to be the demonic counterpart of Shadowhunters, who are part human and part angel. They include werewolves, vampires, warlocks and faeries.
Vampires 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".
Further Reading:
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; 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. 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. Vampires also gain sharper eyesight than humans, and any fledgling who wore glasses in life will no longer need them as a vampire. Vampires also have the power of the encanto—the ability to mesmerize and essentially control others.They can also shapeshift into bats, rats, and dust, while maintaining their intelligence in either forms.
Weaknesses Vampires are extremely vulnerable to fire. While they are much stronger and more durable in many ways than mundanes and Nephilim, their bodies are weaker and less resistant to burning. As such, vampires are not only harmed by fire but can also be kept at bay by a protective boundary of fire or a burning torch. Holy water, and other common blessed materials, such as angelically aligned swords, are harmful to vampires and will scorch and burn their flesh. Vampires cannot stand the direct light of the sun. A ray of sunlight will cause blisters and burns on a vampire's skin, but full exposure to the sun or being exposed fully to unblocked sunshine will cause them to burst into flame dramatically, and they will be consumed and reduced to ash quickly
Diet Blood is the main component of a vampire's diet; all vampires need to drink some kind of blood for their survival. Whether it is the blood of humans or animals is up to the vampire. Mundane food can make a vampire sick since they cannot digest it, although some have learned to eat food with practice, most of which they have to spew out sometime after.
Daylighters Daylighters are a rare kind of vampire capable of walking in the sunlight.
Further Reading:
Abilities Daylighters are able to: - expose themselves under the sun without burning; - bring the dead back to life with their own blood; - heal grave wounds by pouring their own blood over the wound.
Werewolves Werewolves, also known as Lycanthropes and the Children of the Moon, are a species of Downworlders. Like vampires, werewolves are humans infected with a demonic disease, which gives them the ability to transform—or Change—into powerful wolves and gain their inhuman strength and enhanced capabilities.
Further Reading:
Lycanthropy transforms a human into a werewolf, a demihuman whose demonic infection causes them to transform into large wolves under the light of the full moon, though they can also Change at will. Werewolves in their lupine form possess unnatural strength and speed comparable to that of demons. In human form, they look fairly normal, albeit a little ragged, as many of their kind do not care much about their appearances and do not bother to clean themselves up. Werewolves also retain their superhuman speed and strength while in human form. Werewolves are also mortal; they age and die normally like ordinary humans, though they do grow slightly faster.
Further abilities 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.
Weaknesses The only ways to permanently wound or kill a werewolf are either with the angelic fire of a seraph blade or with pure silver. Silver is associated with the moon, and wounds made with silver weapons will not only cause permanent damage to the wounded but will also cause them great pain, as even their enhanced healing abilities are not effective when a wound is inflicted by silver.
Warlocks Warlocks, also known as Lilith's Children, are an immortal race of Downworlder offsprings of demons and mundanes.
Further Reading:
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. Warlocks are immortal beings. At one point in their lives, they stop aging—which point exactly will depend on their warlock parent. At one point, however, after an unspecific but long duration of time, warlocks, can "fade" and "petrify"—when they grow bored or unsurprised by life and stop looking forward to their years ahead. 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. Warlocks with the same demon parent may have similar marks.Additionally, warlocks are unable to have children. Warlock pregnancy always results in stillbirth as they are crossbreeds and are thus sterile.
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. 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. However, while warlocks inherently possess magic, some are still born without it, and they are known as ifrits.
Faeries Faeries, also known as the Fair Folk or fey, are an extremely cunning race of Downworlders.
Further Reading:
Due to the legend of their origins, the faeries are associated with the beauty of angels and the viciousness and malevolence of demons. Besides angels, they are the least understood of all magical people—the great ancient mystery in the Shadow World. Although they are widely believed to be hybrid descendants of demons and angels—something that their kind has seemingly not bothered to deny—faeries possess human souls just as other Downworlders do, and they are counted as members of the human race by the denizens of Heaven. As time typically flows differently for them and in their realm, they are very long-lived and become only more artful and powerful as they age, though they are not immortal. The Fair Folk are known for their unearthly beauty and fair skin, appearing in various pastel hues of blues, greens, and violets, even pearl, to name a few. Many faeries are extremely attractive with delicate and regal faces and exquisitely colored features.
Among Downworlders, only faeries are more committed to notions of honor and etiquette than vampires. But while faeries always exactly follow the letter of any promise they have made, they deliver these results with great irony, and often use clever wordplay to their advantage in order to create loopholes. They are known for their cunning and their cruel sense of humor, and they especially delight in tricking humans—both mundanes and Shadowhunters alike. 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.
Abilities Faeries, like vampires and werewolves, possess the unnatural abilities of swiftness and grace. Some are even given wings, which may be due to their angel blood. The wings between faeries and angels vary as well, with angels having larger, pristine bird like wings, while faeries commonly have butterfly wings the color of kaleidoscopes. The magic of the fey is believed to be unique in the world. It is very old and powerful, but neither demonically nor seraphically aligned. They possess their own magic that the Gray Book can only partly and imperfectly protect against.
Weaknesses Iron, particularly those merely wrought but yet to be heated and shaped, is toxic to faeries. Steel, an alloy of iron, is usually not toxic to faeries, as it is the purity of iron that grants its power over the fey, though it does weaken them to some extent. They are also vulnerable to rowan wood, salt, and gravesoil. While able to stand the presence and its touch, faeries are severely weakened and become ill if fooled into drinking holy water. Additionally, knowing a faerie's real name gives one power over them.
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.
Mundanes Mundanes, also called mundies by some, are regular humans who are oblivious to the existence of Shadowhunters, Downworlders, demons, and the rest of the Shadow World.
Further Reading:
When Nephilim, demons or warlocks put up glamours, it is so that mundanes cannot see them; the mundanes see either something they would understand or nothing at all. These glamours can be put down willingly, though. Mundanes can be be infected with what are considered to be demon diseases: lycanthropy and vampirism; they can be turned into werewolves when bitten, and vampires or servants when fed blood. They can also become Forsaken when runes are Marked or applied on their skins. They can use and perform magic by practicing witchcraft. Those who successfully practice magic are referred to as "witches". They can also be turned into Shadowhunters through Ascension with Mortal Cup. When Shadowhunters have children with mundanes, the children will be Shadowhunters since their angelic blood is dominant. Sometimes, demons may disguise themselves as humans and seduce mundane women which will make her pregnant with a warlock child.
Aantal berichten : 62 Registratiedatum : 04-09-14 Leeftijd : 25
Character sheet Naam: Farah Leeftijd: 18 Partner: " I never thought I’d be capable of letting go of my first love. That is, until I met you "
Onderwerp: Re: The Mortal Instruments do apr 20, 2017 8:49 am
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.
History:
Runes are markings given to the first generation of Shadowhunters by the Angel Raziel to assist them in fighting the demons they were tasked to eradicate. Every rune that is accessible to Shadowhunters is recorded in the Book of the Covenant, and have also been copied into the Gray Book, which is a specially crafted book with each rune placed in its pages. Copies of the book are rare because each book must be specially made, due to the fact that steles, made of the holy metal adamas, burn normal paper.
First Rune:
When a young Shadowhunter is set to begin his or her formal training, usually around the age of ten or twelve, they receive their first rune. While the Voyance rune is normally the first rune given to young or newly-ascended Shadowhunters, it may be changed in special case. The first rune is usually Marked upon them in a formal ceremony done by Silent Brothers.
Uses:
While runes do cause some uneasiness and a slight stinging pain, most runes do not actually cause harm against a Shadowhunter. While most runes are meant to be used on Shadowhunters' skin, many runes can also be applied on physical objects, giving a variety of effects and abilities. Many of these runes are placed on their weapons to prevent demons from healing when injured by them; others are used to lock and unlock doors, create fires, and a wide array of other abilities. Runes are what make the Nephilim different from average humans, as they are the only beings who are able to bear the Angel's marks. When drawn on mundanes, they burn the skin; powerful marks could drive them insane and turn them into Forsaken. Downworlders who are Marked cannot bear the runes and, like mundanes, may either go mad or die upon contact; the only exception is the Alliance rune, which was specifically designed to be applied to both Shadowhunters and Downworlders. Though most runes have immense power, there are runes used by the Nephilim that are purely symbolic. Runes can be drawn as a whole while there are runes, depending on its purpose, that can be drawn partially at first and completed when the wearer wishes to activate it.
Efficiency:
The strength and efficiency of runes is based on and related to the inscribing Shadowhunter's talent for runic magic, specifically the strength and accuracy of the drawn Mark. Poorly drawn Marks would have no effect. Likewise, using the stele to draw random, non-runic symbols or writing will only produce the "icy hot" feeling similar to the one brought about by using it to draw Marks, but there will be no effect. The placement of runes adds to their effectiveness. The closer a rune is placed to the heart, the more effective it is. Some runes are placed on hands and arms and legs because they target that particular area. The force that the rune is drawn with is also a factor in how long it lasts; the harder someone presses when drawing the rune makes it last longer.
Longevity:
When drawn on the skin, fresh runes appear black. Some runes on objects are drawn in different colors. Many runes are temporary and fade with time. These runes will almost always leave behind a faint white or silver scar as if as a reminder of the rune that was once placed there. These runes would need to be drawn again for their effects to be felt again. Other runes, like the Voyance rune, the Mnemosyne rune, runes for weddings, parabatai rituals, and some for mourning, are permanent. These runes never fade and their effects constantly work on the Shadowhunter on whom they were placed.
Knowledge:
While there are other existing runes, the only runes the Shadowhunters are permitted to use are the ones found in the Gray Book. Demonic runes, which are accessible to warlocks and often used in summoning, are forbidden to them by Law and also cannot work alongside the seraphic blood of the Nephilim. There are also other angelic runes that are said to have existed since time immemorial that were not given to the Nephilim for their use.
The Gray Book:
The Gray Book, formally The Book of Gramarye, is a tome that contains an exact replica of the original Book of the Covenant, in which the Angel Raziel inscribed the runes, or Marks, the Nephilim are permitted to use. There are only a few copies of the book, as each has to be specially made by Silent Brothers, particularly because it requires special paper to withstand the power of the runes. The High Warlock of Brooklyn, Magnus Bane, and every Institute each have their own copy of the book. All young Shadowhunters learn the Marks from this book. Because of the fragility of the human mind, most Shadowhunter children grow up learning one rune from the Book at a time over a period of years. Reading too many runes at once would apparently give the reader a headache.
The Book of the White :
The Book of the White is a spell book, one of the most powerful and famous volumes on supernatural work in the world, along with the Gray Book. It is an ancient tome of extreme power known to the beings of the Shadow World and is considered an article of dark magic. It is a small book bound in white leather, with the title written in gilded Latin letters, its contents written in Greek.
Content The book contains several different recipes for potions, incantations for spells, some of which are black magic, as well as additional information which can be used for research, with the book specializing in binding and unbinding spells, specifically the kind that tie and untie the soul to the body. Due to its demonic nature, warlocks believe that it belongs to them by right, while the Clave considers it a crime for anyone other than them, specifically warlocks who would be able to apply the information found within, to own the book.
Stele:
Steles are the tools used by Shadowhunters to draw runes onto their skin, weapons, and other materials. They are made of adamas and crafted by the Iron Sisters. Steles look like long, slender twigs, though the length and style vary and may depend on the owner's preferences. There are many different models of steles, the appearance evolving depending on the times. Steles have a sort of aura to them, a ghostly imprint of their owner's personality. Only Shadowhunters can use steles to create Marks; steles will not even produce a line when used by mundanes or Downworlders, but it will cause no harm to them.
Most Important Runes
Alliance Rune:
The Alliance rune allows Shadowhunters and Downworlders to safely share each other's abilities, giving the Nephilim access to the strength, speed, and magical abilities of their Downworlder partners, and giving the Downworlders access to the warrior skills of their Nephilim allies.
Enkeli Rune:
The Enkeli, also known as the Angelic Power rune, is one of the most powerful Marks given to the Nephilim by the Angel Raziel and is among the first ones they receive upon initiation, signifying their angelic bonds. It is often used to imbue weapons with angelic properties, which nullifies a demon's healing ability, and wipe them clean of any demonic traces,preventing the wounds inflicted on demons with Marked weapons from healing.
Healing Rune/Iratze:
Runes such as these can heal grievous, possibly fatal wounds, enabling healing without causing harm or distress. This is the second rune gifted to the Nephilim by the Angel Raziel and the is also the second most powerful rune in Nephilim lexicography. The first most basic healing and pain-killing rune is the iratze, which closes cuts and wounds in Shadowhunters. It alleviates pain, closes cuts and wounds and temporarily raises the temperature, helping burn out infection much like a fever does. It can also be used in case of minor health concerns or illnesses such as headaches. This rune glows golden when first used before sinking into the skin, not even leaving a scar behind like average Marks. However, the iratze is mostly ineffective against demon poisons, injuries caused by demonic runes and metal, and is also not considered the best treatment for severe injuries, such as wounds with something inside that would need removal as the iratze would close the skin over them. In these cases, healing should be done by the Silent Brothers.
Mark of Cain:
The Mark of Cain, sometimes referred to as the Mark of the Wanderer, is a protection mark meant to protect the bearer from anyone with the intent to harm him. The Mark is among the ancient, angelic runes that is not in the Gray Book and thus should not be used by Shadowhunters.
Effects Anyone who attempts to hurt anyone with the Mark on them will be punished sevenfold. When the bearer of the Mark is attacked, the Mark burns white and the assailant is attacked by a being that falls from the sky with the same intent that was to be used against the bearer.
Voyance Rune:
The Voyance rune is the most basic and permanent rune given to Shadowhunters at a young age, typically placed on the back of the person's dominant hand. This serves to enhance and focus the Sight, giving the wearer extrasensory perception, allowing the Shadowhunter to see contemporary events beyond their sight, past concealment, such as glamour, and, with training and practice, to identify Downworlders on sight. Hidden caches of Nephilim weapons found in mundane churches, synagogues, temples, mosques, and other places of worship often respond and open in the presence of the Voyance mark.
Important Runes
List:
Agility rune:
The Agility rune is a long-lived rune that equips the marked Nephilim with acuity not just of body, but also of mind. All Nephilim receive this rune early in their training, giving them the ability to process information quickly and to react.
Courage in Combat Rune:
The Courage in Combat rune provides those who wear it with bravery above and beyond that of a typical demon killer.
Deflect Rune:
The Deflect/Block rune helps Shadowhunters fend off incoming blows. Although handy in fierce conflicts and quickly and easily applied, it is often impractical to use in the course of battle. It is most effective when applied on defensive structures. It must constantly be reapplied to be effective.
Equilibrium rune:
The Equilibrium rune gives the wearer perfect balance. This is especially useful in hand-to-hand combat as it makes the Shadowhunter more difficult to knock off their feet. It is permanent and is usually made upon the limbs.
Fearless Rune:
The Fearless rune completely eliminates the prospect of fear from the wearer. It literally makes the user afraid of nothing.
Fireproof Rune:
The Fireproof rune, also known as the pyr rune, is a rune for fireproofing, making the wearer and whatever object Marked with it invulnerable to fire, to some extent. As it loses its effect when overpowered by fire, it fades to white until it completely disappears.
Fortitude Rune:
The Fortitude rune provides a warrior with unshakable resolve, will, inner strength; the strength of mind that enables a Nephilim to encounter danger or bear pain or adversity with courage
Heightened Speed Rune:
The Heightened Speed rune, or simply known as the Speed rune, is a Mark that enables the wearer to move at great speed when required, in any environment or condition. It fades slowly over time.
Insight Rune:
The Insight/Foresight rune supports mental acuity and inspired thought, to better understand and interpret a situation or human being deeply. It provides the Nephilim the ability to better understand current and past events, as well as the ability to understand events yet to happen, based on current knowledge.
Mnemosyne:
Mnemosyne is one of many memory runes, along with a rune called Eidetic Memory. It is a permanent memory rune that grants the Shadowhunters great memory in general.
Precision Rune:
The Precision rune gives the Nephilim the ability to perform tasks requiring a high degree of precision. When activated, the rune allows the Nephilim an intense focus, attention to detail, and the capacity to repeat tasks exactly. It also instills in its user extremely refined aim, typically of a weapon.
Quietude rune:
The Rune of Quietude is used by the Silent Brothers to silence themselves once they join the Brotherhood.
Recall Rune:
The Recall rune is a single use rune that allows the Nephilim to remember events that are otherwise hidden from their memory. While powerful enough to recall even distant childhood memories, it only allows the marked to recall events they have experienced or witnessed first-hand.
Soundless Rune:
The Soundless rune is a short-lived rune that allows a Shadowhunter to move about soundlessly as required to avoid detection. They can be drawn on the skin or on the soles of footwear.
Speak in Tongues Rune:
The Speak in Tongues rune allows marked Nephilim not only to speak and understand any language, but also allows Nephilim to communicate with one another in a way that demons cannot comprehend.
Stamina Rune:
The Stamina rune gives the marked Nephilim the capacity for standing fatigue or resisting disease. The powers granted by this rune are not a set duration, but rather they fade as the Nephilim draws on their power.
Strength Rune:
The Strength rune gives Shadowhunters a short but intense burst of increased physical strength. It is incredibly short-lived and must be reapplied after each use.
Vision Rune:
The Vision rune is one of the many runes Shadowhunters are able to use safely, provided to them by the Angel Raziel and is listed in the Gray Book and the Shadowhunter's Codex. Its purpose is currently unknown.
A specific known binding rune is the Allied To rune. It is a temporary Mark used by Shadowhunters, specifically groups who are set to participate in a big battle or skirmish. It allows the individual Shadowhunters to become stronger when closer to their group, but also feel weaker when they are apart.
Friendship/Parabatai Rune:
A parabatai is a pair of Nephilim warriors who fight together as lifelong partners, bound together by oath, regardless of their gender. Their bond is not reflected only in their closeness and willingness to lay down their lives for one another, but also in oath—one sworn in front of the Council.
Marriage Rune:
Their are several known marriage runes, all of which are permanent. One is the Wedded Union rune, which is placed on the back of the hand of the Shadowhunter getting married, binding the pair in matrimony. Once the marks are made, the Nephilim is/are considered married. Another is exchanged by the couple during the actual wedding ceremony in the place of rings. One is placed on the arm, and the other over the heart. Though typically permanent, the runes may dissolve and fade if the couple separates.[6] In case of a divorce, an Iron Sister may painfully cut the Marks in two.
Mourning Rune:
Mourning runes are Marks worn by Shadowhunters to honor a dead loved one. They denote grief, sorrow, and mourning. They are purely symbolic and do nothing to ease suffering. Though the color for mourning among Shadowhunters is white, the mourning runes are red. They can also be drawn in silver on objects such as dresses.
Laatst aangepast door Queen Farah op zo mei 07, 2017 4:44 pm; in totaal 2 keer bewerkt
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Aantal berichten : 62 Registratiedatum : 04-09-14 Leeftijd : 25
Character sheet Naam: Farah Leeftijd: 18 Partner: " I never thought I’d be capable of letting go of my first love. That is, until I met you "
Onderwerp: Re: The Mortal Instruments do apr 20, 2017 8:59 am
Parabatai A parabatai is a pair of Nephilim warriors who fight together as lifelong partners, bound together by oath, regardless of their gender. Their bond is not reflected only in their closeness and willingness to lay down their lives for one another, but also in oath—one sworn in front of the Council.
Not all Shadowhunters are required to have parabatai; it is actually less common to have them. A Shadowhunter has only eighteen years to find and choose a parabatai; once older than that, the ritual is no longer open to the Shadowhunter.
Friendship/Parabatai Rune:
Ritual:
Today, parabatai must be bonded in childhood; that is, before either has turned nineteen years old. They are not merely warriors who fight together; the oaths that newly made parabatai take in front of the Council include vows to lay down one's life for the other, to travel where the other travels, and indeed, to be buried in the same place. In the formal ceremony held to bind the parabatai, there will be three rings of fire on the ground: two for the individuals, and a third one in the middle that will serve as the shared ring, seemingly symbolizing the union or joining of the pair as parabatai. The words of the parabatai oath are spoken, and parabatai runes are exchanged and placed on each other.
Oath:
Entreat me not to leave thee, Or return from following after thee— For whither thou goest, I will go, And where thou lodgest, I will lodge. Thy people shall be my people, and thy God my God. Where thou diest, will I die, and there will I be buried. The Angel do so to me, and more also, If aught but death part thee and me.
Bond:
A Shadowhunter may choose only one parabatai in his/her lifetime and cannot perform the ritual more than once. Most Shadowhunters never have any parabatai at all; so, being fortunate enough to find someone worthy of becoming ones' parabatai is considered a blessing. This ritual bond enhances the natural feelings of love and friendship that already exist between the pair; however, this does not prevent rivalry or hate from forming between them. The parabatai runes placed upon them enable them to draw on each other's strength in battle. They also maintain a strong connection between one another and are able to sense each other's life force; Shadowhunters who have lost their parabatai describe being able to feel the life leave their partner, and when something supernatural happens to the other. In addition, Marks made by one parabatai upon another are stronger than Marks drawn by others, and there are Marks that only parabatai can use, because they draw on the partners' doubled strength.
Love:
The only bond forbidden to the parabatai is the romantic bond. As upheld by the Clave and written into the Shadowhunter's Codex, these bonded pairs must maintain the dignity of their warrior bond and must not allow it to transform into the earthly love referred to as Eros. Most Shadowhunters don't know the reason, but one reason is because the possibility of falling out of love would risk the bond that the parabatai is supposed and required to maintain forever, and is also considered something beyond human emotion.
Severance:
Like the marriage bond, the parabatai bond is broken, normally, only by the death of one of the members of the partnership. However, the binding can also be cut, or may fade, in some rare circumstances: if one becomes a Downworlder, if one leaves his life as a Shadowhunter to be with a mundane, or if one is stripped of his/her Marks and becomes a mundane, and if one is exiled, possibly due to the great distance that this creates.
Aantal berichten : 62 Registratiedatum : 04-09-14 Leeftijd : 25
Character sheet Naam: Farah Leeftijd: 18 Partner: " I never thought I’d be capable of letting go of my first love. That is, until I met you "
Onderwerp: Re: The Mortal Instruments do apr 20, 2017 9:09 am
Glamour Glamour is the form of magic that conceals the Shadow World.
Information:
The general purpose of glamour is to hide the Shadow World from mundanes. It makes things look different from how they truly are. Performed correctly, it creates a perfect semblance in the mind of the observer and perfectly obscures the true shape of the thing glamoured. Having what is referred to as "the Sight" enables one to see past glamours to a thing's true nature. Most Shadowhunters and some mundanes are born with the Sight, and it also comes naturally to Downworlders. However, this does not guarantee that they can see through all glamours. For some, seeing through basic glamour may still require some training or experience. In other cases, glamour may be reinforced and more powerful than typical glamour.
Glamours may put a "false skin" over something, disguising whatever it is placed on, such as Institutes, which is sometimes glamoured to blend in with the surroundings. Nephilim also often glamour themselves into invisibility, to move undetected through the mundane world. Similarly, demons may glamour themselves into nonspecific forms. The glamour is considered to be one of the simplest and most widely and extensively used magic in existence.
Among Shadowhunters:
Another prevailing theory among the Nephilim is that there are at root two types of glamours—the angelic glamours that Nephilim use, produced by the inscription of Marks, and demonic glamours, used by everyone else. It is assumed that Raziel granted Shadowhunters the power of glamours and the power of Sight. Shadowhunters use glamours to their advantage when fighting demons, which are apparently unable to perceive the difference between mundanes and Shadowhunters, and unable to sense the working of angelic magic. They also perform glamours in situations where the Shadow World is in danger of discovery by the mundane population. They often glamour themselves into invisibility, to move undetected through the mundane world.
Among Downworlders:
Most glamours are easy to see through for any magical being, and they usually hide things only from mundanes. Vampires, faeries, and warlocks all may use more powerful glamours to hide their activities not just from mundanes but also from Shadowhunters and from one another. Faeries especially are considered the masters of glamour magic
Aantal berichten : 62 Registratiedatum : 04-09-14 Leeftijd : 25
Character sheet Naam: Farah Leeftijd: 18 Partner: " I never thought I’d be capable of letting go of my first love. That is, until I met you "
Onderwerp: Re: The Mortal Instruments do apr 20, 2017 9:12 am
Places in the Mortal Instruments
New York Institute The New York Institute zijn de hoofdkwartieren van de Shadowhunters in New York. Het gebouw ziet er voor mensen zonder het Zicht uit als een oude gotische kerk, het echte instituut is verborgen door glamour. Het gebouw is in werkelijkheid enorm, en er wordt gezegd dat dit het eerste gebouw van New York was. Tegenwoordig is het instituut niet meer zo bevolkt als het vroeger was, maar de bevolking is alweer wat gegroeid. Het gebouw is in oude stijl, maar vanbinnen is er high-tech apparatuur te vinden. Het biedt een thuishaven en bescherming voor Shadowhunters, en met enkele uitzonderingen ook voor Downworlders en Mundanes. Vampieren zijn de enige soort die het instituut niet kunnen betreden.
Hallway De ingang van het instituut kan alleen worden open gemaakt met een stele, en zodra de deur weer vergrendeld zit krijg je pas echt een indruk van het grote gebouw waar je je in bevindt. Er lopen velen gangen door het gebouw, en deze geven toegang tot de verschillende kamers, en verbinden alles aan elkaar. Ook geven de gangen toegang tot ondergrondse gangen en de kapellen. Dorms In deze gangen zijn de slaapkamers te vinden. Het zijn grote, luxe kamers die naar eigen wens ingericht kunnen worden, naast de standaard meubelen die er al staan. Sinds de krimp van de bewoners van het instituut staan er enkele kamers leeg. Je kamer is je eigen domein, en een oord wat je rust kan bieden. Library De bibliotheek is het hart van het instituut. Er staan honderden boeken, over alles wat je je kan voorstellen, maar het meeste informatie gaat over de wereld van de Shadowhunters. De boeken staan verspreid over twee verdiepingen, maar de tweede verdieping is enkel aan de randen van de eerste, waardoor de ruimte nog groter lijkt. Er staat een beeld van de engel Raziel. Er zijn genoeg stoelen in de bibliotheek om te lezen, en meerdere kasten met kostbare voorwerpen erin. Op de grond van de bibliotheek is een ronde deur te vinden, waarachter zich een portaal bevindt dat je overal naar toe kan leiden. Het portaal kan enkel met de juiste runecombinatie geopend worden. Het instituut is gebouwd rondom het portaal. Garden De tuin is bovenin het instituut te vinden. Er is geen orde waarin de verschillende planten zijn geplaatst, en er zijn een paar bankjes te vinden om op te zitten. Er is een rijk versierde wenteltrap die naar het dak van het instituut leidt, met een balkon om over de stad uit te kijken. Er zijn honderden verschillende soorten planten in de tuin, sommige die enkel te vinden zijn in Idris. Sommige planten hebben een helende functie, en er is ook een kleine fontein te vinden, centraal gelegen in de tuin.
New York De rest van New York is ook toegankelijk voor Shadowhunters, maar zit vol met de gevaren zoals Demonen en andere Downworlders die een bedreiging vormen voor Mundanes. In de stad gaan de Shadowhunters op zoek naar Demonen die Mundanes bedreigen, om ze te beschermen.