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Realistic or Modern Spellbound Lore/Character sheets

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GENERAL SIGNS OF A MAGE

1.) Books (usually kept away, old looking, often cryptic with poetry)
2.) Garden (Herbs, spices, aconite, etc)
3.) Pet (usually small, quite intelligent, amazingly cuddly with owner)
4.) Small friend/job group (No more than a dozen, close to home)
5.) Good luck (strange happy happenstances happening often)
6.) They have magic items. (Often useful)
7.) Time off for personal holiday. (Usually on pagan days)
8.) Superstitious (Almost seriously so.)
9.) Avoids items specifically meant to ward. (Salt circle, cross, etc)
10.) Really cruel as an elder/senior (Kills puppies, torments people)

PARTICULARS TO CONSIDER

1.) Apathy (Towards people in general. They may have a select group of people, probably also Mages, who they care for, but that’s all you see. The rest of the world appears to disgust them.)

2.) Mages who force awakening Almaeri within children will normally become pediatricians, camp teachers, councilors, or even gang-leaders, and then try to isolate them into testing them, so they can slowly build a community of Mages.

3.) Wealth, connections to children-relation organizations, and actively cultivating covens to identify Hunters, to kill them.

===

1.) Mages, though their power is sourced from within, and they generally accomplish magical acts through the inward desire for a particular thing to happen, like a sense inside, like breathing, they generally require concentration; to think, or image it into reality. (Enchanting items is NOT easy bc of this, and require physical blood to stick to the item in some way so that the intended spell remains applied). Not only that but as they live their lives and accumulate good ideas for spells and such, they will normally keep a diary or journal, often known as a grimoire, of spells and potions, just so they know they won't forget. Plus they can pass these down to generations and keep them in the family.

2.) Because of this, you will, aside from rare exceptions, always find a comprehensive garden at the dwelling of a Mage since a lot of those recipes were handed down.

3.) A Mage who is smart will blend in as best they can, getting a humdrum job instead of going big. They’ll often take jobs that have small groups of people, because the more people, the easier a Hunter can slip into the crowd. When you know everyone by heart it’s harder to sneak up on them. Even in a city. However, the more non-lethal Mages tend towards small towns. This might not be really known to Hunters since the deadly Mages are a big occupying issue in cities.

4.) Protection from Hunters is hard since there has never been a recorded instance of a Hunter to have some amount of Almaeri. Having any magical 'radar' will prove useless since any 'ping' would pass through that Hunter as if they were never there in the first place. To protect themselves, Mages will usually have a familiar, such as a cat (a classic), who uses their inherent intuitions and unique magical spirit to differentiate between friend and deadly foe. This is mainly for Hunters, who intend death, so the buddy whose a liar or a shady cheerleader rival won't be mentioned by the familiar. Since it is the familiar, and not the Mage, who is using the abilities, they can affect immune humans, but ONLY because it is not Almaeri that is the source. It is the animals' own natural spirit. This has been helpful to Mages in the past, and they have tried to utilize it, but any time Mages tried to exploit or enhance any useful part of a familiar, they just end up nullifying the animal's influence altogether, making it a huge waste of time. (This is why things like Lycanthropy and Vampirism can be transmitted to either Mage, because both organist from animals) There have been attempts to breed armies of familiars, but the complexities of that are too difficult to be realistic. There is still the natural body of the familiar that has needs, and to breed so many, and the time it would take, just doesn’t make it worth it. Maybe you’ll find a Mage with a bunch though.

5.) As much as Mages try to blend, they still take advantage of their abilities. They may be found to have ‘good luck’. Tenth time being pulled over for drunk driving, and no ticket? Hmmmmm. Fell from a ladder, ankle bone practically poked out the side, but healed in a couple days? Have a weeks worth of study to do, done in a day? Hmmmm. A dollar short, but oh, you just found one in your pocket? Hmm— well maybe, but yeah, you get the picture. :P

6.) Items with blood on them, often looking like a symbol or sigil. The clearer the sigil is, the stronger the enchantment on the item, but the more obvious that it’s a magic item. This is not easy to catch. A smart Mage will hide it well. Not impossible to find, though. You just got to be creative. These items are not arbitrary. They have a function. A Mundi can’t activate an item, but an already activated item can be used if it is indirect.

7.) Certain days are taken off, for any reason they make up. These days happen to fall on special ‘pagan’ holidays. Even a week-long feast can just happen to fall on their one vacation of the year. And look, how funny, it just happens to be every year that you’re given a ritual-related gift. Totally coincidence, of course. >.> Tricky Mages will try to cover of their holidays by claiming it is a more normal, national holiday. They may even go so far as to put fake items of some religion to mask their own devotion to magic and such.

8.) Certain superstitions are observed. Knock on wood, toss salt over shoulder, never continue on a path when you see a black cat walk across in front of you, etc. Despite wanting to blend, they will mostly lose their cool when confronted with a supposed ‘superstition’. And they will find any excuse to go home, bc they have to dispel a curse now or prepare for the worst to come bc of some omen they saw in their teacup leaves, etc. This is if they aren’t prepared for something like that already.

9.) Anything that wards them off, or nullifies, or dampens their magic is avoided as best as possible— special plants, holy water/crosses— it just has to have the intention to ward, and it will work, but only so long as this symbol, etc has a HUGE following. Scribbling a ‘No Mage Zone’ sign is not going to work. But, if you’re a Native American who happens to love dreamcatchers, none of a Mage’s attempt to make sleep difficult will work, etc. Even if you are somewhat awakened without knowing it and they could have if it wasn’t there. Fortunately there are few of those, but unfortunately, the ones that are there suck to bump into, esp since there are so many Buddhists, Christians, and Muslims, who all have particular items to ward away spells. For the Buddhist, it is a buddha man (big or small, but made of gold). For Christians, the usual cross, blessed water, etc. For Muslims, it is the Koran that has the most warding-away ability.

10.) The older the Mage, the crueler they seem to be. Younger, the harder to detect bc of their intention to at least blend. This may be a plus, bc a dead old man is easier to off than a younger one, but old Mages tend to be the more vicious. They become more reckless, often causing the most damage to society. They are blatant with their sigils, almost to challenge and provoke the Hunters. They will not just try to become powerful and rule, but bring torment and pain to people. They have trouble keeping their minds intact, almost losing sight of reality. They are unstable emotionally, they can lose grip on magic control and precision. The more evil ones will wiggle their way into old folks homes and spend their time harming people there, and throwing their weight around as if they rule that place. Even in a small town, at some point Mages have some kind of switch in their heads and they become truly mean. Even over other Mages.

===

1.) Again, blending in is a key element, but as every human does, it is hard not to be yourself eventually. If you have someone who is obviously got a superiority complex, who finds people generally a pain, or who lacks sympathy towards people in general, this might be a regular apathetic dude, or a Mage who thinks his/her community deserves to rule and that Mundi’s are worthless. Possible exceptions are those who haven’t gone through puberty, and or children, who have the potential to be Mages. These tend to make street gangs.

2.) Forced awakenings. A Mage with a knack for forcing people into awakening their Almaeri is actually a trouble maker for both Hunters and Mages. The Hunter, bc for them it’s like making more devil spawn. The Mages, bc it’s harder to blend in when freaked out powerful kids are running around drawing attention. To awaken is to force out the Almaeri, often by drawing up their subconscious to make a call out to the world, and make that call to action a reality. It can be as simple as wanting something so bad that it happens. Or getting into a car accident and visualizing survival so hard that, miraculously, you live. This is why children are not always easy to awaken. They’re too trusting of their adults, too naive that all they have to do is throw a tantrum to get something, or not fathom they would die in an accident, that the awakening doesn’t happen. However, children, though not awakened, are still susceptible to magic. They are not immune, bc they still have Almaeri within them, though it is asleep. Mages intent on trying to force awakenings can often be found by or near large groups of children. They can even be foster parents. In the case where they foster, they do their best to be clean, attentive, etc, bc they want devoted little Mages and they don’t want authorities to take them away. This is probably the hardest situation a Hunter has to deal with, seeing as 1.) children may have to die 2.) killing large groups is taboo, bc of exposure. The best methods are prevention. Find out who is a Mage BEFORE they try to foster. This is probably a big job for a Hunter to have as both a cover-up for their true career and to get food on the table.

3.) Regular deadly Mages, the ones that do their best to both live comfortably without being found as Mage, and to pursue their goals to become the dominant ‘race’ (as they think of themselves), will place themselves in a position of power and influence, and will usually try to make covens. They favor fortified homes, often in more isolated areas, but close to a city, or even in one if they can have some amount of privacy. They will put on a mask of an organization, like the Freemasons, to appear as if they’re just a normal part of Mundi human society. They’ll have some tell-tale signs of being associated with donating to schools or have a business of child therapy, or a children’s hospital (like Rady’s Ronald McDonald). And potentially an orphanage from ages 0-13 years old (bc any older is far too weak of an awakened to care). These Mages are considered deadly bc they actively search out Hunters. They know they are on pretty equal footing, since Hunters are never known to be awakened, and that the Hunters can kill Mages as much as any Mundi can be killed, and while in ages past Mages had indirect magic the times of technology really is a pain in the butt, they do it out of retaliation and to protect themselves.
 
NAME:
Theodraeus (pronounced thee-oh-dray-us) Al-Zakhar

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D.O.B:
December 13th, 1984 (35 yrs).

EDUCATION:
*Associates Degree in Global History from N.Y. U. Theo went immediately into schooling for history. This was on his #1 list of to-do once they arrived in America. Although a general knowledge of world history is what he got, Theo paid much attention to how to properly research, giving him the tools to further his knowledge without having to go the full 4-7 years of university.

*Medical training during his travels put him on a fast-track for his progress in med school, earning him the opportunity to reach the fourth step in becoming a pediatrician. Theo is currently looking for a residency in Houston, in an approved program, under the guidance of experienced pediatricians (probably Baylor college). All that’s left afterward would be picking a specialty, obtaining a license, and getting board-certified.

*Informal musical instruction in a variety of Romanian and Russian instruments, some American instruments, and a couple from the places he traveled through.
*Anything that strikes his fancy, lol.

OCCUPATION:
Med-student, Tutor, occasional musician

RESIDENCE:

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RANDOM FACTS:

-Takes too much sugar and cream in coffee
-Doesn’t like short hair. Feels weird, like he’s bald or something
-Goes to the range, the gym, and practices martial arts
-Attends many family functions, including ‘Family Olympic’s in each season
-Can’t stand cats, barely gets along with Shale (Lyov’s cat)
-Owns a ferret. The pet often sits in a pocket of his jacket, fat, lazy, eats everything. “Bandit” is what he called her, and she’s been with him since Europe.
-Hums songs a lot, and one lullaby in particular
-Doesn’t go out clubbing
-Will probably work out more later, as we go in the story :P


KNOWN HISTORY:
Theo grew up a middle child of ethnically-mixed parents (Arabian, Romanian, and Russian) in an isolated village in Russia called Okunevo. The life in that land was rough, and people often died from the climate or the animal attacks. After so much loss in the family (mainly due to illness) a handful of the remaining members felt that life outside of Russia would be better.

Grandpa Lyov, Uncle Jovan, Cousin Natalia, Cousin Amalia, Cousin Micha, and Neice Granya, left with Theo.

They spent some time in Europe before deciding to go to America. Theo turned 27 on the sail over to New York in 2010. Eventually, everyone got their citizenship by 2017. It was in 2018 they settled in Seabrook, Texas. Each of them pursued their interests.

Lyov was interested in starting a restaurant, Jovan wanted a bar, so they compromised on a pub called the “Old Bear”; food and drinks. The pub was built stage-left of ‘Sam’s Boat’, which is a Tex-Mex restaurant). Amalia and Micha mainly work in the pub as cooks, though they have had to take up the slack for Lyov when he’s sick at home, thankfully Jovan is there to look to for leadership as the boss. Natalia got an apprenticeship with a local veterinary hospital (Clear Creek Animal Hospital) as well as a part-time job at the pub. Theo studied history, music, and medicine. Granya ended up homeschooled, even now at sixteen. Her extreme introversion kept her close to home. Often Theo will tutor high schoolers and college students, play music at the pub on Friday evenings, spend time at the local library, and he’s currently looking into being a pediatrician.

Lyov lives with Theo and Granya. Recently Lyov has had some memory issues. He’s been seeing things that aren’t there and becoming paranoid. So, he’s been staying home most of the time. Jovan and Natalia live on a ship at the docks because it is closest to her veterinary work. Amalia and Micha live in the attached apartment above the Old Bear.

KNOWN FAMILY:

Lyov Drozdov (Maternal Grandfather)
Maria Drozdov/neé Romansik(Maternal Grandmother; Romanian)

Nasir Al-Zakhar (Father of Theo; Arabian)
Viorica Al-Zakhar/neé Drozdov (Mother of Theo; Russian/Romanian)

Jovan Drozdov (Maternal Uncle):
Alexandra Drozdov/neé Voznesensky (Dead Aunt; in-law):
Natalia Drozdov

Sasha Baranov/neé Drozdov (Maternal Aunt)
Anton Baranov (Matrnal Uncle; in-law)

Amalia Baranov
Micha Baranov

Theo's sibling(s) and their children:

Sister Anastasia1 Sokolov/neé Al-Zakhar
Brother-in-law Benedikt1 Sokolov
Granya Sokolov

Theo's other siblings:

Vlad Al-Zakhar
Demetre Al-Zakhar
Ivan Al-Zakhar
Roxandra Al-Zakhar
 
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Name: Willow Crosse
Additional face claims:
Second Face Claim
Traditional Hunting Attire (Ceremonial Use)
Date of birth, age: August 12th, 27
Education: Bachelor of Fine Arts - theatrics - Baylor University
Occupation: Unemployed
Family:
Mother - Anita Crosse (Maiden name: Caine)
Father - Robert Crosse
Brother - Everest Crosse
Family Business - Crosse Accounting and Associates
History: Willow graduated from high school and went straight to college, despite her parents concerns for her career choice. They tried to persuade her to go into a more 'reliable' field of study rather than chasing down the spot light, but it was for naught. She also didn't show her brother's initiative to join the family business, never a fan of a boring desk job.

Random facts:
- Youngest of two children
- Fears: Heights, spiders, needles, blood
- Addicted to music, shopping, wine - two of which are hard to maintain when employment is flaky
- Not a morning person


 
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