@Xero_Scythe
You are pretty darn old, but not dead yet. Being high priest has its perks.
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CHARACHTERS
<spoiler=Ranks>
Initiate: Lowest of the low, those who express the wish to join but have not yet been tested.
Student: Initiated member of the Guardians, learning of fighting, magic and the history and laws of the Guardians as well as worldly things such as mathematics and history.
Apprentice: After passing a difficult exam, students are apprenticed to Masters. Learning of how to be a Guardian from another Guardian.
Guardian of Light: Upon reaching the point where a Master feels his or her apprentice is knowledgeable enough to attempt to solve a case on their own without help, they become Guardians and are accorded all rights and privileges thereto. They are investigators and police, the arm of supernatural law in the United Kingdom.
Masters: Knowledgeable and wise, these Guardians give back to their organization by teaching the young the tricks of the trade. They still go on investigations and missions, but always have their apprentice by their side. Masters act as Guardians until they are called upon to teach.
High Master: The strongest of all, and though there are only ever four of them, they are truly a force to be reckoned with. Able to live twice with the light powers accorded them by the Great Guardians, demi-deities of great power which lord over the astrological signs, the High Masters undergo a rigorous mental and physical trial called the Trial of Locus. Few High Masters have undergone the truly horrendous trial of Ak-Tar-Zur, which can kill those who cannot take its might. High Masters are wise, strong and brave. All races, even the most powerful among them, fear the High Masters. Only the Necromancers do not fear them.
<spoiler=Races>
Human: Just a plain human being, touched by the magic of the World Tree in the womb and predisposed to magic. They form their elemental affinity early on in life, usually around the age of puberty, when the magic begins erupting into the world. If unchecked, it could cause damage psychologically and physically to the wielder.
Lycanthrope: Long have they been feared and loathed, but their skill and cunning know no bounds. To be a lycanthrope is to be part of a close and protective community. They can change into an animal; a bear, a fox, a wolf, a cat, or a tiger. Very few can become the rarest Lycanthrope of all, the Loup-Garou. The Loup-Garou is the seeder of a Lycanthrope group and can control those it bites, commanding them to change. Lycanthropes freed of their Loup-Garou can remove the effects of the moon over their changes, making changing voluntary, through meditation.
Vampire: The blood and soul-draining powers of the cold yet beautiful Vampires draw many humans to their ease and luxury but with their speed, power and culture comes a price. The loss of humanity, for a Vamprie may live 200 years if left alone to do so. Many Vampires are killed by humans, though, or by each other in battles of strength or skill. They were formed into many Houses, each one leading back to their progenitor Vlad Dracul the Impaler. House Crellyx, of the icy-veined and pale Vampires who through their gentle touches can drain the life energy of a living human are the only house in our world. All Vampires look as monsters within, their their masking human form is removed. Crellyx vampires have vestigial bony wings with no wing membrane in this form, as well as solid black eyes, white skin, long claws, and the legs of a wolf or hound.
Fae Folk (Sidhe): With their elfish features; pointed ears, cat pupils and long and dexterous fingers the Fae are known for their expertise and skill in almost all things. Keepers of the forest, few venture out into the world. Those that do go to the Guardians, for their King was a Guardian once. Swift and supple, the Sidhe are known by all as keepers of the forests as wel as hunters and warriors.
<spoiler=Magic>
Magic of the Dragon-Born faded with the last of the Dragon-Blooded died. Magic, however, persists from the World Tree and has taken on a new form. Magic is now elemental, and innate within a human. To call it fourth and control it is now the goal of all mages. All Guardians possess magic in some form or another, even if it is not apparent. Though not all Guardians have magic, most do and will not hesitate to show it off.
Pyromancer: Controls fire and fire-related things.
Cryomancer: Controls ice and snow along with cold-related things.
Aquamancer: Can control water and other such things relating to water.
Geomancer: Can control the earth as well as magnetic fields.
Aeromancer: Controls wind as well as storms.
Auramancer: Can manipulate and control fields of magic, Auras, which can create veils that obscure objects, distort or change an objects appearance or can change a persons emotions or feelings though manipulating their personal auras.
Sanguimancer: Able to control blood in people, can cause it to boil or excite it, exciting a persons emotions. Can cause floods of hormones and can also heal very quickly.
Fortunamancer: Can "spin" fate, allowing them to manipulate probability in their favor though their meddling is limited by their own knowledge and the effect their meddling would have in the universe (the bigger an event, the less likely the spinning will work properly or at all)
Chronomancer: Can control the motions of time, slowing down, speeding up and even turning time backwards is possible though it is impossible to go back before one was alive.
Phasmamancer: Can enter and manipulate the spirit world, bringing spirits into the world or sending them away.
Imperiomancer: Can control a persons mind, dominating their will and using their bodies. Can also dominate objects and transform them into spying eyes and ears. Imperiomancers cannot use their powers on those whose minds are closed, that is, one whose mind is not magical. A magical mind is most often closed, a simple mental trick.
Perditiomancer: Pertaining to Perdition, that is, damnation and destruction. Can simply will an object to fall to ash, damn its soul into the nether reaches of the Far Veil or corrupt an object into a degraded or cursed form. Perditiomancers are very few, and their powers are tightly controlled, normal mortals attempting to express this power usually die instantly. Immortals like Angels and Demons are Perditiomancers. Those mortals who survive the outburst of their powers usually begin to hear voices, have delusions or loose the ability to see or hear or speak.
Create your characters thusly...
Name:
Rank:
School of Magic:
Signature weapon and/or spell:
Appearance:
Back-Story: