[HEADING=1]Praetorians[/HEADING]
Hi everybody, Dogmatic here and this charming fellow would be Belmarc *Points at Belmarc*. As the title suggests we've been working on a fantasy RP that's watched too many episodes of The Wire and Law & Order. Hopefully this RP will be full of all those wonderful moments that make up the cops and robber genre, down to frantic foot chases through the crowded city streets, tense stand-offs with bank robbers and hostage takers and of course at some point someone has to get called a loose cannon while their commander tells them to GET THE HELL OUT OF THEIR OFFICE!
But it has a thoughtful side to. This world is full of spicy fantasy racism and the characters in it are going to be faced with both their own prejudices as those held by other people. No one's perfect but some are trying to change. The only question is whether our players become a part of the problem or the solution.
If you've got any questions don't hesitate to throw them at my face and me or Bel will do our best to answer them as I cradle the shattered remnants of my face.
Backstory:
Hundreds of years ago humans and the various creatures that shared the world with them lived in a state of near endless conflict. The non-humans looked on each other with mistrust and hatred and they all looked on the humans like... well food. Or things to be used.
Back in those days the valor wells ran wild and untamed and they filled the world with their magic. Dragons ruled the skies and countless other things fought over the forests and the wild places of the world. The valor wells spread their power through the land. The humans drew from them and they found great magics that helped them fight the creatures that would prey on them. But those that could work the magics were few and far between.
So the humans came together, they left their tiny villages and they built great cities. Together they were many and the things that preyed on them were few and divided. For a time neither side could get the upper hand and it looked as if peace would follow. But then it happened, the wells fell low, their waters ran dry and valor left the world. The dragons went to their endless sleep, the magics faded away and the true faye left for their home beyond the world. Every race upon the earth felt this loss. Broken and weakened they were all forced to form a tenuous peace. Human, kin, shifter, even the faye kind. For a time they all lived together.
But the humans didn't forget the wrongs done to them so easily. They didn't forget what it felt like to be prey. They embraced science and the ways of steel, iron and silver. Their cities had grown over the years and the things that once preyed on them had come knocking at their doors for help. For a time it lasted. But nothing lasts forever. The great cities rose up and they drove out anything that wasn't human in a great purge that would scar the world forever. This would come to be called "The night of blood and fire." But that was all a long time ago.
Back in those days the valor wells ran wild and untamed and they filled the world with their magic. Dragons ruled the skies and countless other things fought over the forests and the wild places of the world. The valor wells spread their power through the land. The humans drew from them and they found great magics that helped them fight the creatures that would prey on them. But those that could work the magics were few and far between.
So the humans came together, they left their tiny villages and they built great cities. Together they were many and the things that preyed on them were few and divided. For a time neither side could get the upper hand and it looked as if peace would follow. But then it happened, the wells fell low, their waters ran dry and valor left the world. The dragons went to their endless sleep, the magics faded away and the true faye left for their home beyond the world. Every race upon the earth felt this loss. Broken and weakened they were all forced to form a tenuous peace. Human, kin, shifter, even the faye kind. For a time they all lived together.
But the humans didn't forget the wrongs done to them so easily. They didn't forget what it felt like to be prey. They embraced science and the ways of steel, iron and silver. Their cities had grown over the years and the things that once preyed on them had come knocking at their doors for help. For a time it lasted. But nothing lasts forever. The great cities rose up and they drove out anything that wasn't human in a great purge that would scar the world forever. This would come to be called "The night of blood and fire." But that was all a long time ago.
So! Two hundred years ago magic left the world and the human city states rose up and expelled the non-human races in a bloody purge. But that was then and this is now. Now the non-humans are back in force but not with war in mind. They've come wielding pamphlets and picket signs. At their head is a woman called Kalah. She wears a veil and to this day no one knows what race she belongs to. When asked about it Kalah will only talk about how she belongs to each people equally.
Over the years Kalah has lead a grand civil rights movement. She has proven how her people have changed and the great deeds they are capable of. Thousands of people came to her cause, looking to make new lives for themselves or to heal the scars left by the past. The city dwellers didn't much care for this but Kalah could make a compelling argument and the city leaders couldn't deny that their economies needed a fresh input.
When our story picks up the civil rights movement is in full swing and has won a handful of major victories but there is still a long way for them to go. Non-humans have the vote and can own property within the city limits. Thousands of them have moved back to the city states looking for better lives beyond the rural wilds they have had to call home for so long. They've even started buying houses and getting jobs with human folk. Oh the scandal! Next thing you know they'll be aloud to use the same rest rooms.
Our story takes place in the city of Rosenheim, one of the largest cities. It has seen one of the biggest influxes of non-human immigrants. Despite all the progress the movement is supposed to have made there is still a huge amount of hatred and mistrust among all the races. And all these people sharing the same space has lead to a crime wave the likes of which the city has never seen.
In an act of wisdom, or desperation, the higher ups of the Rosenheim police department have seen fit to resurrect the praetorian initiative. The praetorians were "monster" hunters back in the days when humans were still open game, their name was a source of fear and dread for any non-human. They were at the front lines of the purges driving the non-humans out with every weapon at their disposal. But when the other races were driven out the praetorians were no longer needed and the original order was disbanded.
As a symbol of the "New" Rosenheim these new praetorians will serve as the first mixed species police unit. Specialising in non-human and racial crimes, working out of Old Town precinct, these new praetorians will serve as a symbol of unity and order. At least that's what their commanders hope.
But the situation is desperate and the non-human recruits have been rushed through basic training in a mad dash to get a mix of faces on the streets in the hope that seeing some of their own kind in uniform will help calm some of the racial violence. Will they rise to the challenge or will they crash and burn, proving their detractors right? Well that's up to you.
Over the years Kalah has lead a grand civil rights movement. She has proven how her people have changed and the great deeds they are capable of. Thousands of people came to her cause, looking to make new lives for themselves or to heal the scars left by the past. The city dwellers didn't much care for this but Kalah could make a compelling argument and the city leaders couldn't deny that their economies needed a fresh input.
When our story picks up the civil rights movement is in full swing and has won a handful of major victories but there is still a long way for them to go. Non-humans have the vote and can own property within the city limits. Thousands of them have moved back to the city states looking for better lives beyond the rural wilds they have had to call home for so long. They've even started buying houses and getting jobs with human folk. Oh the scandal! Next thing you know they'll be aloud to use the same rest rooms.
Our story takes place in the city of Rosenheim, one of the largest cities. It has seen one of the biggest influxes of non-human immigrants. Despite all the progress the movement is supposed to have made there is still a huge amount of hatred and mistrust among all the races. And all these people sharing the same space has lead to a crime wave the likes of which the city has never seen.
In an act of wisdom, or desperation, the higher ups of the Rosenheim police department have seen fit to resurrect the praetorian initiative. The praetorians were "monster" hunters back in the days when humans were still open game, their name was a source of fear and dread for any non-human. They were at the front lines of the purges driving the non-humans out with every weapon at their disposal. But when the other races were driven out the praetorians were no longer needed and the original order was disbanded.
As a symbol of the "New" Rosenheim these new praetorians will serve as the first mixed species police unit. Specialising in non-human and racial crimes, working out of Old Town precinct, these new praetorians will serve as a symbol of unity and order. At least that's what their commanders hope.
But the situation is desperate and the non-human recruits have been rushed through basic training in a mad dash to get a mix of faces on the streets in the hope that seeing some of their own kind in uniform will help calm some of the racial violence. Will they rise to the challenge or will they crash and burn, proving their detractors right? Well that's up to you.
Technology: Science has come a long way in the past few years. It largely resembles the technology of 1915 with a few changes. The pistols are revolvers, the rifles are bolt action and the machine guns are huge, lumbering things that need at least two people to work them. The cameras of the day are just as big and clunky but the motion pictures are coming along nicely there's even rumours that some folks up in Spring Crest are working on a talking film! The cars handle slowly and cost a heap to buy but they look so snazzy and you know you want one. Good luck buying a good car on a cops salary though. What you could get is your own wireless though! There's one in almost every home and they come in countless shapes and sizes! (Well a lot of shapes and sizes anyway)
Playable races:
What can I tell you about humans that you don't already know? Compared to the the creatures listed below they don't have a lot going for them. Don't get me wrong some of my best friends are humans but none of them are capable of turning into a bear at last notice or using super strength. That isn't to say they're helpless though. The days when humans could wield magic are long gone but they adapted like they always do. They made machines and guns, weapons that could rival any beast. They may lack any great magical strengths but they don't have any of the weaknesses either. The human race is a jack of all trades and a master of none.
It may not seem like much but in the city states they rule supreme. Humans are the racial majority and they're happy to reap the benefits of a higher social standing.
It may not seem like much but in the city states they rule supreme. Humans are the racial majority and they're happy to reap the benefits of a higher social standing.
As their name suggests the dominant breeds of shifters are able to transform and change their shapes. All shifters have a base human looking form and all of them share a natural aversion to silver which burns them on touch. Where they differ though is in their transformations.
Shedders: The most easily concealed non-humans, many shedders remained hidden in the city even during the peak of the segregation. They are limited to shifting into other humanoids and earned their name through the gory means by which they do it. These shifters literally peel off their skin, the bones bend and break, reforming as they go and their internal organs twist and alter until a perfect doppelganger is left. This process is (as it sounds) very painful and most shedders try to limit themselves as shifting too often in rapid succession has been known to cause lasting damage.
This makes them perfect spies and stealth agents. Even their brain morphs with the new form and the shedder is able to take on the physical habits and traits of their target perfectly. All shedders have a base form, the one they were born into, but during the segregation many were forced to go from form to form, never able to return to their ?birth skin?. There are stories among the shedder community of those that have shifted so much, so often that they have forgotten their own face and no matter how hard they try can never return to it.
The shedder community was scattered for a long time, many were forced out with other non-humans but many others managed to evade persecution by blending into human society. Now with the new bills in place, people are waking up to discover that their long time neighbours have been shedders all along. The 'City Shedders' and 'Country Shedder' immigrants still differ in how they view their race's place in the world but there are still some who hope they can come together and rebuild their fractured culture.
Strengths: Heightened pain threshold and regenerative abilities (silver not withstanding). Can take on any human form. Are the only ones capable of detecting other shedders.
Weakness/limit: Silver. Cannot take on the form of other non-humans. Can only shift every 12-hours or so.
Wargs: The more primal branch of the shifter evolutionary tree. Unlike their shedder cousins wargs were not able to hide their abilities as well and were hounded out of the city states and persecuted even then. Few non-humans have suffered the same level of hate and scorn as the warg peoples. Pushed to the brink of extinction, the wargs sought shelter in their ancestral forest homes and became more and more insular as a community. Turning to their long forgotten religious practices and blurring the line between their human and animal selves.
This new generation of spiritual wargs seem to have shaken off the physical detriment that plagued their elders and shedder cousins alike, allowing then to shift in and out of their animal forms with relative ease and even retain some of their heightened senses outside of an animal form. However the process is still physically demanding and can easily tire a warg out if abused, this has also lead to the atrophying of their regenerative abilities often found in shifters, though no one can explain why. The wargs have left the science of their biology behind viewing it more like magic now.
Strengths: Heightened senses. Improved physical abilities (varied depending on animal form).
Weakness/Limit: Silver. Limited to (non-magical) animal forms.
Shedders: The most easily concealed non-humans, many shedders remained hidden in the city even during the peak of the segregation. They are limited to shifting into other humanoids and earned their name through the gory means by which they do it. These shifters literally peel off their skin, the bones bend and break, reforming as they go and their internal organs twist and alter until a perfect doppelganger is left. This process is (as it sounds) very painful and most shedders try to limit themselves as shifting too often in rapid succession has been known to cause lasting damage.
This makes them perfect spies and stealth agents. Even their brain morphs with the new form and the shedder is able to take on the physical habits and traits of their target perfectly. All shedders have a base form, the one they were born into, but during the segregation many were forced to go from form to form, never able to return to their ?birth skin?. There are stories among the shedder community of those that have shifted so much, so often that they have forgotten their own face and no matter how hard they try can never return to it.
The shedder community was scattered for a long time, many were forced out with other non-humans but many others managed to evade persecution by blending into human society. Now with the new bills in place, people are waking up to discover that their long time neighbours have been shedders all along. The 'City Shedders' and 'Country Shedder' immigrants still differ in how they view their race's place in the world but there are still some who hope they can come together and rebuild their fractured culture.
Strengths: Heightened pain threshold and regenerative abilities (silver not withstanding). Can take on any human form. Are the only ones capable of detecting other shedders.
Weakness/limit: Silver. Cannot take on the form of other non-humans. Can only shift every 12-hours or so.
Wargs: The more primal branch of the shifter evolutionary tree. Unlike their shedder cousins wargs were not able to hide their abilities as well and were hounded out of the city states and persecuted even then. Few non-humans have suffered the same level of hate and scorn as the warg peoples. Pushed to the brink of extinction, the wargs sought shelter in their ancestral forest homes and became more and more insular as a community. Turning to their long forgotten religious practices and blurring the line between their human and animal selves.
This new generation of spiritual wargs seem to have shaken off the physical detriment that plagued their elders and shedder cousins alike, allowing then to shift in and out of their animal forms with relative ease and even retain some of their heightened senses outside of an animal form. However the process is still physically demanding and can easily tire a warg out if abused, this has also lead to the atrophying of their regenerative abilities often found in shifters, though no one can explain why. The wargs have left the science of their biology behind viewing it more like magic now.
Strengths: Heightened senses. Improved physical abilities (varied depending on animal form).
Weakness/Limit: Silver. Limited to (non-magical) animal forms.
Old religious texts claim that when humanity was born it split into two tribes. One became the humans of today. The others turned away from the grace of the gods and became The Kin. Whether you believe this story or not it sums up the relationship between humans and kin in a nutshell. Of all the species their relationship has been the most turbulent.
All Kin are humanoid in shape but their harsh, angular bone structure and pointed ears resemble bestial animals. They all possess razor sharp teeth and some grow out their nails into vicious claws. All Kin share an inherent hatred of iron. It's touch can blister their skin at best and scorch it at worst, all the while sapping their strength like poison. The greatest source of tension that drives the other races from the Kin is their hunger. Kin love to eat, their apatite dwarfs those of even the most ravenous carnivore and in the ancient days it was common for them to eat human flesh or that of the other species. A horror story they've never managed to shake. Modern kin keep to animals and livestock dinners now, looking back at this part of their history with a mixture of embarrassment and shame.
The two branches of Kin have warred infrequently over the years, although it has been a long time since they have come to blows these old scars are fading slowly. It doesn't help that some of the dark kin are old enough to remember these conflicts first hand.
The Dark Kin: Fangs, Abominations, Dark Horrors. This ethnic group of kin have been given many names over the centuries but the name they hold for themselves is 'The Night People' or 'The People' for short. Humanoid in shape, their most striking features are their pallid skin. This, along with their dark eyes, has earned them some not-so-flattering comparisons to bats.
The People were once considered the great nemesis of mankind. Their affinity for darkness and hunger for living flesh already make them intimidating but it is one of their lesser known abilities that earned them true infamy. Old propaganda once showed the dark kin as sinister seducers who stalk the night streets looking to lure good boys and girls to their doom. And, to an extent... they were right. The dark kin are able to manipulate their pheromones to subtly effect the minds of others, though they guard the exact knowledge of it closely. The ignorant hold to the old belief that they possess demonic powers of hypnosis.
The People are blessed with incredibly long life span and their elders truly earn the title, the oldest among them having lived for over seven centuries. But just as short lived creatures go about things at a faster rate, The People go about their lives at a much slower one. After all, what's the rush? This has lead their culture to slow and stagnate, at least in the eyes of outsiders, as the elder night folk cling onto the familiar and safe. It has also lead to a lack of breeding. New generations are few and far between and the folk population is dwarfed by those of the more active species.
This gave the elders yet another reason to play it safe in an understandable attempt to preserve the dwindling numbers of those they lead. When the purges came and the non-humans were driven out of the great cities The People were almost nowhere to be seen, most having fled the sinking ship in advance. This spared them a lot of the brutality suffered by the other races but earned them no shortage of scorn from their fellow non-humans. Many of whom still ask, "Where were the proud and mighty Night Folk when we needed them?". The People may posses great strength and darker gifts but in the eyes of their fellow Kin and others they bare the stigma of self serving cowards.
The young night people are struggling against the restraints of their rigid culture and are eyeing the great cities with hungry eyes, in more ways than one. The elders may fight against it but, once again, the times are changing and The People must change with them or risk being left behind once and for all. Time will tell if their return to human civilization will mark the time when humans greet the night with ease, or pray for the dawn.
Strengths: Superior strength. Emotion manipulation. Long lifespan. Night sight.
Weakness/Limit: Iron. Sunlight (Not fatal but hindering, irritates/blisters the skin and gives a feeling of disorientation similar to an intense hangover.) Emotional manipulation only works on the weak willed or unsuspecting.
The Bright Kin: This branch of kin (Formally referred to as Bright Kin) have been nicknamed "Cats" due to their narrow, feline eyes. Though they prefer the name Talin. Unlike The Night Folk, talin have an average lifespan. They tend to be headstrong and adventurous, their culture downright encourages it. The talin have spread out throughout the world, they were hurt during the purges but their numbers didn't suffer in the way other non-humans did.
Quick to act and quick to feel. Most talin seem to live their lives at a hundred miles an hour. Sceptical viewers might criticise this, calling them overly emotional and undisciplined. That was certainly one of the strongest argument against them being allowed to join the ranks of law enforcement. But when the talin set their minds to something there's seemingly no stopping them.
Naturally agile and quick, a healthy talin could turn the rooftops into their playground. The talin were among the first to come back to the great cities and try to make new lives for themselves. They embraced the classic story of coming to the city to make your fortune, what they found was bitterness and resentment. Their hot blooded nature would not allow the younger talin to back down from the racial slurs and harassment of others. A month doesn't go by without one of the precincts holding a talin overnight for brawling or disturbing the peace.
Unlike their semi-nocturnal cousins the talin enjoy the light and even have above average night sight.
Strengths: Heightened agility/reflexes and night sight.
Weakness/Limit: Iron. Dark Kin blood is acidic to talins. Something they learned the hard way over their various conflicts with each other. The talin have come to nickname this poison "Old man's blood".
All Kin are humanoid in shape but their harsh, angular bone structure and pointed ears resemble bestial animals. They all possess razor sharp teeth and some grow out their nails into vicious claws. All Kin share an inherent hatred of iron. It's touch can blister their skin at best and scorch it at worst, all the while sapping their strength like poison. The greatest source of tension that drives the other races from the Kin is their hunger. Kin love to eat, their apatite dwarfs those of even the most ravenous carnivore and in the ancient days it was common for them to eat human flesh or that of the other species. A horror story they've never managed to shake. Modern kin keep to animals and livestock dinners now, looking back at this part of their history with a mixture of embarrassment and shame.
The two branches of Kin have warred infrequently over the years, although it has been a long time since they have come to blows these old scars are fading slowly. It doesn't help that some of the dark kin are old enough to remember these conflicts first hand.
The Dark Kin: Fangs, Abominations, Dark Horrors. This ethnic group of kin have been given many names over the centuries but the name they hold for themselves is 'The Night People' or 'The People' for short. Humanoid in shape, their most striking features are their pallid skin. This, along with their dark eyes, has earned them some not-so-flattering comparisons to bats.
The People were once considered the great nemesis of mankind. Their affinity for darkness and hunger for living flesh already make them intimidating but it is one of their lesser known abilities that earned them true infamy. Old propaganda once showed the dark kin as sinister seducers who stalk the night streets looking to lure good boys and girls to their doom. And, to an extent... they were right. The dark kin are able to manipulate their pheromones to subtly effect the minds of others, though they guard the exact knowledge of it closely. The ignorant hold to the old belief that they possess demonic powers of hypnosis.
The People are blessed with incredibly long life span and their elders truly earn the title, the oldest among them having lived for over seven centuries. But just as short lived creatures go about things at a faster rate, The People go about their lives at a much slower one. After all, what's the rush? This has lead their culture to slow and stagnate, at least in the eyes of outsiders, as the elder night folk cling onto the familiar and safe. It has also lead to a lack of breeding. New generations are few and far between and the folk population is dwarfed by those of the more active species.
This gave the elders yet another reason to play it safe in an understandable attempt to preserve the dwindling numbers of those they lead. When the purges came and the non-humans were driven out of the great cities The People were almost nowhere to be seen, most having fled the sinking ship in advance. This spared them a lot of the brutality suffered by the other races but earned them no shortage of scorn from their fellow non-humans. Many of whom still ask, "Where were the proud and mighty Night Folk when we needed them?". The People may posses great strength and darker gifts but in the eyes of their fellow Kin and others they bare the stigma of self serving cowards.
The young night people are struggling against the restraints of their rigid culture and are eyeing the great cities with hungry eyes, in more ways than one. The elders may fight against it but, once again, the times are changing and The People must change with them or risk being left behind once and for all. Time will tell if their return to human civilization will mark the time when humans greet the night with ease, or pray for the dawn.
Strengths: Superior strength. Emotion manipulation. Long lifespan. Night sight.
Weakness/Limit: Iron. Sunlight (Not fatal but hindering, irritates/blisters the skin and gives a feeling of disorientation similar to an intense hangover.) Emotional manipulation only works on the weak willed or unsuspecting.
The Bright Kin: This branch of kin (Formally referred to as Bright Kin) have been nicknamed "Cats" due to their narrow, feline eyes. Though they prefer the name Talin. Unlike The Night Folk, talin have an average lifespan. They tend to be headstrong and adventurous, their culture downright encourages it. The talin have spread out throughout the world, they were hurt during the purges but their numbers didn't suffer in the way other non-humans did.
Quick to act and quick to feel. Most talin seem to live their lives at a hundred miles an hour. Sceptical viewers might criticise this, calling them overly emotional and undisciplined. That was certainly one of the strongest argument against them being allowed to join the ranks of law enforcement. But when the talin set their minds to something there's seemingly no stopping them.
Naturally agile and quick, a healthy talin could turn the rooftops into their playground. The talin were among the first to come back to the great cities and try to make new lives for themselves. They embraced the classic story of coming to the city to make your fortune, what they found was bitterness and resentment. Their hot blooded nature would not allow the younger talin to back down from the racial slurs and harassment of others. A month doesn't go by without one of the precincts holding a talin overnight for brawling or disturbing the peace.
Unlike their semi-nocturnal cousins the talin enjoy the light and even have above average night sight.
Strengths: Heightened agility/reflexes and night sight.
Weakness/Limit: Iron. Dark Kin blood is acidic to talins. Something they learned the hard way over their various conflicts with each other. The talin have come to nickname this poison "Old man's blood".
When the valor wells flowed with life, the barriers between the arcane and the material planes were more... fluid. The faye folk of old would walk between worlds freely mixing with people of all races. More like a force of nature the faye displayed behaviour that would be considered psychotic in other mortals, doing whatever they wanted whenever the mood took them. This could often lead to them using their innate magics as a force of good, but now they're mostly remembered for times when they abused this power.
But the wells slowed and fell empty and the faye faded from the world. The faye were a wild and powerful people, their presence could be a blessing or a curse. They left no monuments or works of art behind when they left, only their stories and the children they made with the other races. Their descendent range far and wide though most modern faye still struggle to shake the superstitions surrounding their ancestors.
Modern faye have a complicated relationship with the other races at best. Most live in ever moving caravans that travel from village to village until they're moved on. Most refuse the faye entrance outright, thinking of them as little more than thieves, drug dealers and pimps. And true a sudden spike in crime does seem to follow the faye wherever they go but the caravans aren't void of those who long for change. For a chance to prove people wrong and show the beauty of the culture they come from or even, god forbid, settle down.
Over the generations the qualities of the faye blood has diluted and weakened. The faye of today barely resemble the power of their forebears. They may not be able to manipulate the world around them or defy the laws of science any more but a piece of the old magic remains. Their ancestors called it the shadow tongue and it is the most closely guarded secret the faye community have. This ancient gift has allowed modern faye to communicate silently with each other for years, it has helped them protect their secrets and each other but like so many other non-humans it also helped them become more insular as a group.
These faye are also more human than all other non-human spiecies. The only physical difference they have is that their eyes, whatever colour they may be, are always an extremely bright version of that colour. A trait which can be easily shrugged off as something pretty if they're llooking to go unoticed. Unfortunatly they also have a notable accent unique to the faye as well.
Strengths: Elemental resistance: Faye can withstand heat and cold up to a much greater level than other races as well as electricity to a lesser extent.
Thought speech ?The shadow tongue?: Faye are able to telepathically communicate with each other. They cannot hear the thoughts of other races but are able to make their own thoughts audible to them, effectively by "Thinking at them."
Weakness/limits: Human bodies: Modern faye are now more than half human as a result they lack the superior speed, strength or senses of other non-humans.
Salt:Unlike silver or iron this is not a physicl weakness but a mental one. Another leftover from the pure faye and their various forms of OCD. If a faye sees salt spilled in front of them they feel compelled to stop and count the grains. No matter what they are doing, trying to fight the compulsion can lead to some nasty results.
But the wells slowed and fell empty and the faye faded from the world. The faye were a wild and powerful people, their presence could be a blessing or a curse. They left no monuments or works of art behind when they left, only their stories and the children they made with the other races. Their descendent range far and wide though most modern faye still struggle to shake the superstitions surrounding their ancestors.
Modern faye have a complicated relationship with the other races at best. Most live in ever moving caravans that travel from village to village until they're moved on. Most refuse the faye entrance outright, thinking of them as little more than thieves, drug dealers and pimps. And true a sudden spike in crime does seem to follow the faye wherever they go but the caravans aren't void of those who long for change. For a chance to prove people wrong and show the beauty of the culture they come from or even, god forbid, settle down.
Over the generations the qualities of the faye blood has diluted and weakened. The faye of today barely resemble the power of their forebears. They may not be able to manipulate the world around them or defy the laws of science any more but a piece of the old magic remains. Their ancestors called it the shadow tongue and it is the most closely guarded secret the faye community have. This ancient gift has allowed modern faye to communicate silently with each other for years, it has helped them protect their secrets and each other but like so many other non-humans it also helped them become more insular as a group.
These faye are also more human than all other non-human spiecies. The only physical difference they have is that their eyes, whatever colour they may be, are always an extremely bright version of that colour. A trait which can be easily shrugged off as something pretty if they're llooking to go unoticed. Unfortunatly they also have a notable accent unique to the faye as well.
Strengths: Elemental resistance: Faye can withstand heat and cold up to a much greater level than other races as well as electricity to a lesser extent.
Thought speech ?The shadow tongue?: Faye are able to telepathically communicate with each other. They cannot hear the thoughts of other races but are able to make their own thoughts audible to them, effectively by "Thinking at them."
Weakness/limits: Human bodies: Modern faye are now more than half human as a result they lack the superior speed, strength or senses of other non-humans.
Salt:Unlike silver or iron this is not a physicl weakness but a mental one. Another leftover from the pure faye and their various forms of OCD. If a faye sees salt spilled in front of them they feel compelled to stop and count the grains. No matter what they are doing, trying to fight the compulsion can lead to some nasty results.
The city of Rosenheim

Redfields ? The industrial district, named for the colour of the bright red clay that can be found there. It still lives up to the name as the district is covered in broad red brick buildings. Mostly factories and warehouses but there's a few narrow tenements to help break things up.
Old Town ? The first market and residential district in the city. But as Rosenheim moved on with the march of time Old Town was left rot. Now it's home to the immigrants and the poor. Old Town is grubby and full of petty crime but there is a strong community in parts. There is even an area on its east side that the locals have named "Talin Town".
Harvest Hill ? The quiet part of town. Harvest Hill has the largest amount of green left in the city. Most of it is given over to farm land and preserved nature spots, along with some more secluded houses. There's even some forest left for those looking for some nature hikes for those who like that sort of thing.
Upper Ivory ? Shopping! That's the name of the game in Upper Ivory. A bustling trade district if ever there was one. If you can't find what you're looking for in Upper Ivory then you aren't looking hard enough. It's also home to the largest hospital in the city.
Ivory Square ? The fanciest neighbourhood in town. As the name suggests this is where the elite live. The rich and the privileged left old town years ago and they made their new home in Ivory Square. The houses are big, fancy and comfortable. Crime is rare and the people all dress their best. And they are ? almost ? all human.
Spring Crest ? The Crest isn't just a buisiness district, it's movie town! The place where dreams come true. Studios and movie sets vie for space with talent agencies and other wonders of the modern age. This is where stars are born. Every great motion picture began its life in Spring Crest.
City Centre - Doesn't really have an identity of its own. The centre point of the pie that is Rosenheim, this is where the points of each slice come together and meet. You can find a little bit of eveything here (except the ardent green of Harvest Hill). It's major spots include the City Hall, The Grand Temple and the Museum of Arts and Histories.
Making a character
Name:
Race:
Age:
Gender:
Appearance: Try and be super detailed here as well. Not just how your character looks but how they present themselves to others, their physical habits or ticks and so on.
Bio: Include some back story for your character. Things like their life before moving to the city, why and when they moved and why they chose to join the police force. Plus how they ended up in the praetorians, did they volunteer, were they transferred by their superiors? Flesh them out as much as you can the more info you give the more everyone has to work with.
Notes: Any skills, likes, dislikes and stuff that didn't quite fit into the bio.
One thing I'd like people to keep in mind, I know it's tempting but try not to make a complete bad ass right off the bat. Everyone will get their moment to shine and flaws are what make characters great. Plus no doubt you'll want to leave yourself space for your character to grow.
Race:
Age:
Gender:
Appearance: Try and be super detailed here as well. Not just how your character looks but how they present themselves to others, their physical habits or ticks and so on.
Bio: Include some back story for your character. Things like their life before moving to the city, why and when they moved and why they chose to join the police force. Plus how they ended up in the praetorians, did they volunteer, were they transferred by their superiors? Flesh them out as much as you can the more info you give the more everyone has to work with.
Notes: Any skills, likes, dislikes and stuff that didn't quite fit into the bio.
One thing I'd like people to keep in mind, I know it's tempting but try not to make a complete bad ass right off the bat. Everyone will get their moment to shine and flaws are what make characters great. Plus no doubt you'll want to leave yourself space for your character to grow.
Name: Mabel Ackerman
Race: Human
Age: 37
Gender: Female
Appearance: Mabel stands at 5' 5" and she stands smartly at that. She's rarely off the job or the mind set it puts her in. Mabel stands at a perfect state of attention whenever she is around her co workers, her tired looking blue eyes scanning and sizing up anyone too new to her. She keeps her bright red hair tied back in a tight bun when she's on duty, only letting it down in private. Her uniform is kept in impeccable condition and her grooming habits mirror that. Though she's gotten a little podgy stuck in an office most of the time. On the bright side she hasn't gotten that same pale complexion that other over worked officers get, she was already white as the driven snow anyway.
When in private Mabel might be willing to let her guard down (and by extension her hair) and indulge in a drink or a cigarette but few people ever see that side these days. She'll even dress like a slob if its just one of those days.
Bio: Mabel grew up in the time of the long peace following the purges, the things that lived beyond the city walls were nothing more than stories to her as a young girl. The night people were things used to scare her into eating her vegetables and shedders lurked under her bed waiting to carry her off to their lair and leave one of their own children in her place. Once she got older though she left them behind as mementos of her childhood. She never gave the things that lived in the wild much thought after that.
Of course then they started knocking on the doors of Rosenheim. For years Mabel had dedicated herself to her career, family, relationships they all came second to her and it paid off. She rose through the ranks with gusto. Mabel may have started as a beat grunt but she proved herself adept and capable of leading people. With each promotion she managed to win the loyalty of those serving under her or at least scare them into not causing any problems.
But her blunt and heavy handed no nonsense approach caused her to step on the toes of the higher ups and other ladder climbers with more connection than her on a few occasions. And wherever you go you can't escape politics. None of them had the kind of dirt that could put her down though and there weren't any backwater posts to send her to. Until this whole praetorian fiasco.
So here she is. Mabel finally made captain and she's the head of the unit that no one wanted, commanding the rookies that no one expects anything from. But that doesn't mean she's going to lay down and die. No sir! Mabel Ackerman fought tooth and nail to get where she is, there hasn't been a challenge she hasn't overcome yet and that isn't about to change.
Some have said that Mabel's been out of the field for too long, that she's forgotten what it's like out there sat behind a desk for so long and maybe they're right but she'll never admit it.
Notes: In preparation for her new post Mabel has been reading up on non-human cultures and history. Scooping up any information she can find. She doubts the credibility of most of it but you work with what you've got.
Race: Human
Age: 37
Gender: Female
Appearance: Mabel stands at 5' 5" and she stands smartly at that. She's rarely off the job or the mind set it puts her in. Mabel stands at a perfect state of attention whenever she is around her co workers, her tired looking blue eyes scanning and sizing up anyone too new to her. She keeps her bright red hair tied back in a tight bun when she's on duty, only letting it down in private. Her uniform is kept in impeccable condition and her grooming habits mirror that. Though she's gotten a little podgy stuck in an office most of the time. On the bright side she hasn't gotten that same pale complexion that other over worked officers get, she was already white as the driven snow anyway.
When in private Mabel might be willing to let her guard down (and by extension her hair) and indulge in a drink or a cigarette but few people ever see that side these days. She'll even dress like a slob if its just one of those days.
Bio: Mabel grew up in the time of the long peace following the purges, the things that lived beyond the city walls were nothing more than stories to her as a young girl. The night people were things used to scare her into eating her vegetables and shedders lurked under her bed waiting to carry her off to their lair and leave one of their own children in her place. Once she got older though she left them behind as mementos of her childhood. She never gave the things that lived in the wild much thought after that.
Of course then they started knocking on the doors of Rosenheim. For years Mabel had dedicated herself to her career, family, relationships they all came second to her and it paid off. She rose through the ranks with gusto. Mabel may have started as a beat grunt but she proved herself adept and capable of leading people. With each promotion she managed to win the loyalty of those serving under her or at least scare them into not causing any problems.
But her blunt and heavy handed no nonsense approach caused her to step on the toes of the higher ups and other ladder climbers with more connection than her on a few occasions. And wherever you go you can't escape politics. None of them had the kind of dirt that could put her down though and there weren't any backwater posts to send her to. Until this whole praetorian fiasco.
So here she is. Mabel finally made captain and she's the head of the unit that no one wanted, commanding the rookies that no one expects anything from. But that doesn't mean she's going to lay down and die. No sir! Mabel Ackerman fought tooth and nail to get where she is, there hasn't been a challenge she hasn't overcome yet and that isn't about to change.
Some have said that Mabel's been out of the field for too long, that she's forgotten what it's like out there sat behind a desk for so long and maybe they're right but she'll never admit it.
Notes: In preparation for her new post Mabel has been reading up on non-human cultures and history. Scooping up any information she can find. She doubts the credibility of most of it but you work with what you've got.