[HEADING=1]What Lies In Shadow[/HEADING]
How much do you think you know about our world?What if I told you that, at the dawn of Humanity, the Earth was already inhabited by two other sentient species? First were the Trolls, heavy-set beasts that rose up from pools of clay and mud, who claimed the spaces underground. Then, there were the Fae, extremely adaptable creatures that best resembled Angels of human lore, though not as divine in appearance. Both of them came before humans had taken their modern form, though all three races were still young in relative terms.
Over time, the Trolls and Fae grew content in their small places in the world, but Humanity did not. They grew, stretching their borders with each successive generation. Even their internal clashes and disputes did little to stop this growth. It was only a matter of time before they came upon the other races. The Fae realized this, an reacted in a strange way...they breeded with them.
History does not remember why the Fae, while wielding power unimaginable to Humanity (which they poetically called the "Arts"), decided to do this. Whether it was because they knew they were too few in number to stave off the humans advance, or something more romantic, no one can recall. Regardless, the Fae began to mix their genes with Humanity, spawning the first of the "bastard breeds": Vampires and Werewolves.
This continued until there were no longer any "pure" Fae, and the world became cluttered with subspecies wielding strange powers that normal humans could not understand. These new creatures of the dark frightened the humans, while the never-slowing spread of these frightened humans made the Fae-spawn and the Trolls restless.
Eventually, things came to a head during the Black War, where the Artfully-inclined races decided to assert their existence over Humanity's indirect oppression. However, they miscalculated how many of the human horde would fight back, which led to a crushing defeat. Those that survived had to deal with inquisitions, witch hunts and merciless torture. Obviously, co-existence after this became a pipe-dream.
So, with little option, those that remained used all the power that had to rewrite history. Memories were changed, written records were revised, and rumors with misinformation were spread across the world. And what the Trolls and the Fae-spawn remember as the Black War, Humanity now remembers as the Black Plague.
To this day, the races of the "Shadow Community" have kept a unspoken pact to never let the general populace know of their presence again, for few doubt that they would ever survive if the billions of humans on Earth were made aware of their existence. So, they hide in plain sight, fighting an ever-present battle to hide their existence, and also between themselves.
[HEADING=2]Setting[/HEADING]
This story will take place in modern-day New York City, at a time where the city finds itself full of factions aware/part of the Shadow Community. This makes the urban sprawl a hotbed of activity ready to entertain anyone, from those wanting to get down and dirty in a brawl to those who like to see plots and conspiracies unfold.
The RP will play in a sort of different way, as while it could be considered an open-world kind of RP, there will be a sort of indirect story through the "Bulletin Board".
On the Bulletin Board will be a short list of missions that players can have their characters participate in to effect change in the setting. Some will be directed at specific factions, and some will run concurrently, meaning it's impossible for character to join in on every mission.
Also, the missions are not mandantory, meaning that you can ignore them if you like. However, missions that no one participates in a certain time-frame will "auto-complete" in the outcome that is logical in the context of non-interference. (e.g A mission says that a faction is intruding on another faction's territory. If no one participates, the mission will end with the aggressor gaining a foothold in the defender's territory.) This will keep the world evolving even if, as GM, I fail to entice players to take part in the missions.
[HEADING=2]The Arts[/HEADING]
What can basically be described as magic, the Arts are the ability to channel and bend, using one's own energy, supernatural forces to the user's will. Most Artfully-inclined individuals will have a proclivity towards one school of the Arts, but it is possible to learn one that he/she is not predisposed towards. There are a few levels to a user of an Art, an Artist, goes through on the path to master their specific Art:
Level 1 (Apprentice)- The Artist has just begun to learn of their Art, and is limited in its use. Using their Art for long amounts of time will tire an Apprentice. They will eventually pass out if they push themselves too far.
Level 2 (Practitioner)- Through study and better understanding of their Art, the Artist can better use the fundamentals and also use the intermediate abilities of their Art. This is usually as far as most Artists go when they simply want to use their Art's power, due to the sacrifices one must make to move to the higher levels.
Level 3 (Virtuoso)- The Artist painfully sheds a piece of themselves for better use of their Art, usually becoming somewhat like their Art in pursuit of greater power. This change is noticeable, and more often than not the Artist is no longer able to hide among humans. However, the Artist is now able to use the fundamentals with ease, and they are able to use the intermediates to their full effect. The highest level of spells is now open for tampering.
Level 4 (Maestro)- The Artist sheds all of what they once were for their Art, now becoming the embodiment of their Art. This change is excruciating, but the Artist is now a master of their craft. Because of what goes into mastering an Art, there are very few Maestros.
Note: Player characters can not be Maestros.
Art Schools:
This Art is focused on the beckoning of beings to Earth to serve the Artist. Who or what is called is not up to the caller, but rather whatever answers the call. The kind that are susceptible to calling are Demons, spawn of the Elder Ones, beings that exist on a scale unfathomable to mere mortals. Each "family" of spawn is so diverse that no Caller could ever hope to call more than one group of spawn in their lifetime.
Level 1-The Artist can bring forth a demon minion, meant to augment the caller's ability or assist in combat. They are relatively weak and can be beaten by strong opponents, they also disappear back into the ether if they are allowed to venture too far from their caller.
Level 2-The Artist can now call 2-3 minions at the same time, or can focus their call to a lesser demon to aid them. Lesser demons are larger and can hold their own in combat.
Level 3-Qualities of the demons the Artist calls begin to grow from the Artist in a violent fashion. The Artist can spawn standard demons, the strongest willing to be called. Whispers from an unknown source begin to be heard...
Level 4-The Artist becomes a demon, like those he/she called, and can hear the instructions of his/her new master as clear as day.
Elder Ones' Spawn:
Servants of a being who revels in conflict, with stories told of how worlds burn simply by catching his gaze. Wukraten's spawn are ferocious beasts and the most difficult to call. Even their Imp minions are chaotic and sometime due more harm than good. Callers are strongly discouraged to choose Wukraten's spawn for their calling, but the practice is not forbidden so long as the callers keep control over their demons.
The spawn of Islato are more servants than the Elder One's children. The stories tell of Islato as a being split between two dimensions, whose throne's shadow covers the universe. His demons are actually races that have sworn allegiance to him, either willingly or tricked into service by Islato's intricate plots that span the lifetime of worlds.
Compared to Wukraten, Islato's spawn are weaker, but are much smarter and skilled in the ways of deception. They are willing to work out deals with their callers, making them better allies as long as the caller is skilled in negotiation.
Guladar is a wanderer of the stars, a being of supreme intellect that travels the stars. He uplifts and twists beings from the worlds he visits in an attempt to create and then emulate perfection. So far, he has met only with failure, filling the stars with his abominations.
It's these abominations that answer the call by the Artists, usually leaving their usefulness up to the Caller's luck. Sometimes a useful, stong, and smart demon will appear, other times one with will have just one of these qualities in spades, and sometimes the caller wil receive something that's pretty much useless. Callers who choose these demons to call should be skilled in another form of combat to compensate for the universal grab-bag.
The queen of a swarm that would black out the light of a galaxy if they were ever to gather, Atraxia's spawn service comes at a cost. While her minions are powerful, smart, and able to come in a swarm while others could only come by themselves, you must become part of the swarm.
When a caller first brings forth a spawn of Atraxia, that spawn lays an egg inside the caller. Once planted, the egg will inevitably grow and give birth to a new demon. The more the caller beckons Atraxia's spawn, the faster and greater the egg grows. Because calling these spawn guarantees a horrific being born on Earth, practice of this Art is strictly forbidden, and any Artist practicing this kind of calling is to be put to death. Reason for this fear is fueled by the suspicion that Locusts are actually Atraxia spawn that have flourished after being born on Earth.
Level 1-The Artist can bring forth a demon minion, meant to augment the caller's ability or assist in combat. They are relatively weak and can be beaten by strong opponents, they also disappear back into the ether if they are allowed to venture too far from their caller.
Level 2-The Artist can now call 2-3 minions at the same time, or can focus their call to a lesser demon to aid them. Lesser demons are larger and can hold their own in combat.
Level 3-Qualities of the demons the Artist calls begin to grow from the Artist in a violent fashion. The Artist can spawn standard demons, the strongest willing to be called. Whispers from an unknown source begin to be heard...
Level 4-The Artist becomes a demon, like those he/she called, and can hear the instructions of his/her new master as clear as day.
Elder Ones' Spawn:

Servants of a being who revels in conflict, with stories told of how worlds burn simply by catching his gaze. Wukraten's spawn are ferocious beasts and the most difficult to call. Even their Imp minions are chaotic and sometime due more harm than good. Callers are strongly discouraged to choose Wukraten's spawn for their calling, but the practice is not forbidden so long as the callers keep control over their demons.

The spawn of Islato are more servants than the Elder One's children. The stories tell of Islato as a being split between two dimensions, whose throne's shadow covers the universe. His demons are actually races that have sworn allegiance to him, either willingly or tricked into service by Islato's intricate plots that span the lifetime of worlds.
Compared to Wukraten, Islato's spawn are weaker, but are much smarter and skilled in the ways of deception. They are willing to work out deals with their callers, making them better allies as long as the caller is skilled in negotiation.

Guladar is a wanderer of the stars, a being of supreme intellect that travels the stars. He uplifts and twists beings from the worlds he visits in an attempt to create and then emulate perfection. So far, he has met only with failure, filling the stars with his abominations.
It's these abominations that answer the call by the Artists, usually leaving their usefulness up to the Caller's luck. Sometimes a useful, stong, and smart demon will appear, other times one with will have just one of these qualities in spades, and sometimes the caller wil receive something that's pretty much useless. Callers who choose these demons to call should be skilled in another form of combat to compensate for the universal grab-bag.

The queen of a swarm that would black out the light of a galaxy if they were ever to gather, Atraxia's spawn service comes at a cost. While her minions are powerful, smart, and able to come in a swarm while others could only come by themselves, you must become part of the swarm.
When a caller first brings forth a spawn of Atraxia, that spawn lays an egg inside the caller. Once planted, the egg will inevitably grow and give birth to a new demon. The more the caller beckons Atraxia's spawn, the faster and greater the egg grows. Because calling these spawn guarantees a horrific being born on Earth, practice of this Art is strictly forbidden, and any Artist practicing this kind of calling is to be put to death. Reason for this fear is fueled by the suspicion that Locusts are actually Atraxia spawn that have flourished after being born on Earth.
While similar to Calling, Summoning is different as it doesn't beckon a "willing" creature to come and aid you, rather it brings forth a specific being, intended by the Summoner, from the Astral Plane. The Astral Plane is a plane of existence inhabited by the souls of the dead, or beings that have been generated by anyone with a connection to the Astral Plane, through dreaming. In order to better focus their skill, an Artist must pick between whether to summon humanoid souls or animals.
Level 1-The Artist is able to summon a single animal or an ancestor to their aid.
Level 2-The Artist is able to summon a group of small animals, a large animal, or a historical figure.
Level 3-The Artist starts to be pulled between the Astral Plane and reality. They experiences moments of intangibility, outside of their control. They also see visions of the Astral Plane, disorienting the Artist. However, they are now able to summon beings given form by collective belief, beasts of myth and heroes of legend.
Level 4-The Artist becomes a ghost, intangible, stuck, and ever-shifting between the Astral Plane and reality. However, the Artist is now able to summon creations of their own imagination.
Level 1-The Artist is able to summon a single animal or an ancestor to their aid.
Level 2-The Artist is able to summon a group of small animals, a large animal, or a historical figure.
Level 3-The Artist starts to be pulled between the Astral Plane and reality. They experiences moments of intangibility, outside of their control. They also see visions of the Astral Plane, disorienting the Artist. However, they are now able to summon beings given form by collective belief, beasts of myth and heroes of legend.
Level 4-The Artist becomes a ghost, intangible, stuck, and ever-shifting between the Astral Plane and reality. However, the Artist is now able to summon creations of their own imagination.
The most generally practiced Art, Mancy is the use and manipulation of materials by Artists to their benefit. It stretches over a wide variety of elements and materials, but the basic breakdown of advancement in the Art is the same.
Level 1- The Artist can manipulate the material he/she has chosen to become a mancer of within a 30 foot radius. However, the Artist can not change the material's state of matter or composition.
Level 2- The Artist can now generate small amounts of the material they manipulate, as well as manipulate greater amounts of the same material for 50 feet. They can also change the state of matter for their material.
Level 3- Now exhibiting qualities of the material they are manipulating, the Artist can now generate larger amounts of their material and give it form. They can instill within it a simple will of its own and have it act without the Artist expending more energy to maintain it. So long as none of the material passes 100 feet from the Artist.
Level 4- Now an elemental, the Artist is one with their material and can manipulate it within a massive radius, changing it's matter and composition at will. (A Maestro-level mancer for non-elements would be like a Lich, for nercomancy)
Level 1- The Artist can manipulate the material he/she has chosen to become a mancer of within a 30 foot radius. However, the Artist can not change the material's state of matter or composition.
Level 2- The Artist can now generate small amounts of the material they manipulate, as well as manipulate greater amounts of the same material for 50 feet. They can also change the state of matter for their material.
Level 3- Now exhibiting qualities of the material they are manipulating, the Artist can now generate larger amounts of their material and give it form. They can instill within it a simple will of its own and have it act without the Artist expending more energy to maintain it. So long as none of the material passes 100 feet from the Artist.
Level 4- Now an elemental, the Artist is one with their material and can manipulate it within a massive radius, changing it's matter and composition at will. (A Maestro-level mancer for non-elements would be like a Lich, for nercomancy)
A type of Art different from the others, Enhancers focus on their own body, making their internal energy manifest physically. Once they have accomplished this, then Enhancers can direct this "aura" to different parts of their body and improve their ability. Some Enhancers profess the ability to understand another Enhancer by the appearance of their aura, though there is little proof of their honesty.
Level 1-The aura first manifests, it is weak, but stable. The Artist can tighten the aura to their skin, making it act like armor and deafening blows, though not stopping their kinetic force. Their aura can also be moved to specific parts of the body to improve their power and heal them at a faster rate.
Level 2-The aura grows stronger, and the Artist can better manipulate it. Its previous abilities grow stronger and the Enhancer can now use the aura to deliver explosive blow to their opponent by sending a shockwave through the target's body.
Level 3-The Artist's body actually begins to atrophy as more energy is put into the physical aura. However, while the person's body may be weaker, the aura is so much stronger. Not only has it become a force the Artist can now project far from his body, capable of hitting a target with a powerful punch/kick without their fist/foot being near it. The Artist can also pour their aura into an object they hold, enhancing its power as well.
Level 4-The body is now a husk, kept alive by the aura of the Artist. However, the aura now fills a space yards around the body. For all intents and purposes, the Artist is more of the aura than the body. Its barrier is strong enough to shrug off tank shells, and any object within the aura can be used like it was a limb. The body is a major weak point, but the sheer power and capability of the aura makes it nearly impossible to touch.
Level 1-The aura first manifests, it is weak, but stable. The Artist can tighten the aura to their skin, making it act like armor and deafening blows, though not stopping their kinetic force. Their aura can also be moved to specific parts of the body to improve their power and heal them at a faster rate.
Level 2-The aura grows stronger, and the Artist can better manipulate it. Its previous abilities grow stronger and the Enhancer can now use the aura to deliver explosive blow to their opponent by sending a shockwave through the target's body.
Level 3-The Artist's body actually begins to atrophy as more energy is put into the physical aura. However, while the person's body may be weaker, the aura is so much stronger. Not only has it become a force the Artist can now project far from his body, capable of hitting a target with a powerful punch/kick without their fist/foot being near it. The Artist can also pour their aura into an object they hold, enhancing its power as well.
Level 4-The body is now a husk, kept alive by the aura of the Artist. However, the aura now fills a space yards around the body. For all intents and purposes, the Artist is more of the aura than the body. Its barrier is strong enough to shrug off tank shells, and any object within the aura can be used like it was a limb. The body is a major weak point, but the sheer power and capability of the aura makes it nearly impossible to touch.
These artists pour their energy into the pursuits of the mind, seeking to exercise an intangible power on others or on the world itself. However, due to the different ways the mind effects other minds and the world outside, Mental Artists can only be either telekinetic or telepath, not both.
Level 1-The telekinetic is still bound to the body-mind relation, and can only manipulate two handfuls of material. The telepath is limited to simple deceptions, hiding (or displaying) sleight of hands and movement around the periphery. Illusions that can be seen through with a double-take are possible. They can also transmit their thoughts into the minds of others, but not read them unless they are normal humans.
Level 2-The telekinetic enforces the body-mind relation on the outside world, and trades the two-hand limitation with one of weight. They can not lift something that would be too heavy for them to carry with their own strength. The telepath can now hear the thoughts of other non-humans, save for those who also practice the Mental Art. Their illusions are harder to see through and last longer. A telepath experienced in creating illusions can also make illusions that deceive the target into bypassing subconscious defenses, harming themselves.
Level 3-The forehead of the Artist becomes more pronounced and veins start to pop out of the skin and deliver more blood to the brain. Telekinetics at this level have learned to abandon the mind-body relation, able to move large objects regardless of weight. However, these same object require all of the Artist's focus to move, so they can not defend themselves when performing this. Telepaths can also create illusions able to deceive almost anyone, even tricking the target into thinking they're somewhere else. They can also make phantasms, illusions able to deceive the target's own body into thinking it's been damaged, making it create its own injuries.
Level 4-The brain has now obviously pronounced itself and enlarged the skull, with large veins branching all over the head. Telekinetics can move almost anything while only having to focus on moving building-sized objects. On a micro scale, a telekinetic can even rip apart molecules and disassemble matter. A telepath has taken illusions to the final step, able now to create territories. In territories, the universe essentially becomes the telepath's plaything. The rules of reality can be shifted on a whim, and anyone trapped in the territory is at the telepath's mercy. However, the telepath must bind themselves to the same rules they hold over their victims, or else the illusion would be too unstable to maintain.
Level 1-The telekinetic is still bound to the body-mind relation, and can only manipulate two handfuls of material. The telepath is limited to simple deceptions, hiding (or displaying) sleight of hands and movement around the periphery. Illusions that can be seen through with a double-take are possible. They can also transmit their thoughts into the minds of others, but not read them unless they are normal humans.
Level 2-The telekinetic enforces the body-mind relation on the outside world, and trades the two-hand limitation with one of weight. They can not lift something that would be too heavy for them to carry with their own strength. The telepath can now hear the thoughts of other non-humans, save for those who also practice the Mental Art. Their illusions are harder to see through and last longer. A telepath experienced in creating illusions can also make illusions that deceive the target into bypassing subconscious defenses, harming themselves.
Level 3-The forehead of the Artist becomes more pronounced and veins start to pop out of the skin and deliver more blood to the brain. Telekinetics at this level have learned to abandon the mind-body relation, able to move large objects regardless of weight. However, these same object require all of the Artist's focus to move, so they can not defend themselves when performing this. Telepaths can also create illusions able to deceive almost anyone, even tricking the target into thinking they're somewhere else. They can also make phantasms, illusions able to deceive the target's own body into thinking it's been damaged, making it create its own injuries.
Level 4-The brain has now obviously pronounced itself and enlarged the skull, with large veins branching all over the head. Telekinetics can move almost anything while only having to focus on moving building-sized objects. On a micro scale, a telekinetic can even rip apart molecules and disassemble matter. A telepath has taken illusions to the final step, able now to create territories. In territories, the universe essentially becomes the telepath's plaything. The rules of reality can be shifted on a whim, and anyone trapped in the territory is at the telepath's mercy. However, the telepath must bind themselves to the same rules they hold over their victims, or else the illusion would be too unstable to maintain.