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Welcome to Plymouth, MA, a small but bustling port city on the Atlantic ocean. The population has been growing steadily for the past few years, and so have the city-limits. We're proud of our expansion. Unfortunately, with all this growth, the gap between our city and the next is being closed. Little did we know, that land is not uninhabited. There are magical races there, creatures strange to us, but not entirely different. We're encroaching on their land, and they don't like it. Tensions are beginning to rise and while the Silver Moon Corp is doing its best to keep everyone placated, we can only expect so much before something breaks. We only hope the friendlier races hold the upper hand among them. For now we just know to mind the gap.
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Joined: 12-October 11
Humans like to keep in the urban areas and for the most part are blissfully unaware of any magic goings-on. After all, Santa's just a myth and the Tooth Fairy's not real--why should there be anything like that? Anything that can't be explained just hasn't been yet, and it's probably bacteria or God or something. They come from all over and look all kinds of different ways, although some of them are kind of weird about that. As the non-humans come more into view, some humans are developing something of a distaste for them, but for the most part they remain uncaring or unaware. Humans are governed by a monarch and several elected officials who are in touch with the fantastic, but nervous of the public's reaction to such a revelation and thus keep it under wraps with the help of the Silver Moon Corporation.
Drinkers are creatures of the dark who feed off the life, the warmth, of others. Their activity is not limited to the night or darkness, but it seems they are more suited for it. Drinkers are essentially immortal due to the life they take from others. To do this, they perform something like a kiss, siphoning the warmth from a body, the force that keeps beings alive, and take it for their own. While death doesn't always come to their victims, drinkers are thought of as predatory. They can control how much warmth and life they take from a victim, but there are those who choose to leave only corpses behind. Except for in the hours following a "meal," drinkers are incredibly cold. Due to seeming human, except for their nearly white eyes and the coldness of their bodies, many have integrated themselves into human society to be closer to their favorite prey. They follow the government of humans, aside from murder laws, though most cities have an unofficial leader of sorts. The lack of warmth in their bodies and the lives that they steal allow them to age slower. The amount of lives they take, and how often, affects the speed at which they age; the more they drink, the slower they age and the longer they will live. When they have children, a rare thing made rarer for the length of their lives, the parents are responsible for feeding them. It's generally understood that they will not keep them too young for too long, as drinkers also tend to be solitary creatures who prefer to fend for themselves.
Their names vary, as they are close to immortal and they name their rare children similarly to how humans do.
The wolves are generally thought of as the "bad guys." They have quick tempers and don't care to deal with others, staying to their own small groups scattered throughout the woods. In general the wolves are nervous to leave their forests, and somewhat nomadic, traveling in packs. Though they can take the form of a human or a wolf, or something in between, they maintain a wolf-like nature, as well as the speed and strength of a wolf. Because it takes a toll on them to remain fully in their human forms, most wolves generally maintain wolfish ears and tails while walking on two legs. They retain the color of their eyes as well, which are always yellow or pale brown, and their hair is dark. They don't care for the idea of integration with human society, but though that's the official stance, there are a few stragglers who think it's okay.
Their names tend to be of Russian origin, as that is where the race developed.
A quiet race who keeps to the forests in the mountains, The Grays are named after their 'founder,' the first Gray, Methuselah Gray. Distantly related to humans, the Grays are pale and pale-eyed, and their hair is usually either fair or jarringly dark. They construct not only impressive treehouses, but massive subterranean mazes in which to live, using simple technology powered by sunlight or mother earth herself--the Grays have a deep connection to the earth, drawing strength and longevity from ancient rituals and communion with nature, not dissimilar to those seen performed by shamans of native human tribes, likely the closest connection left between the two races. The Grays claim to see the spirits of the earth, elemental beings who have blessed them with their powers, and which allow them varying degrees of control over earth, water, wind, and fire. They speak with these spirits, made aware of their feelings and concerns for the earth and its seemingly inevitable destruction at the hands of humans. The Grays use the powers lent to them by sprites and nymphs not only to help in the construction of their own homes and communities, all of which are in cohesion with the earth and her natural ways, but also to guard the forest, the Gap, from ruin. Those few of the Grays who have left the woods and live in urban regions usually stick to dark sections of town or sometimes even the sewers. The average Gray is from five to six feet tall and will live anywhere from eighty to two hundred years. They are governed by the descendants of Methuselah Gray, the Lord and Lady Gray, and also their children. Many Grays are distrustful of other races.
Their names tend to be based in Hebrew or Gaelic and related to nature.
The Dusksmiths get their name from the legends that they control the light--the sun will rise and set without them, but if the Dusksmiths of a region are angry, then expect gray days. Their control is deeply entwined with emotion; it's a general consensus among the people that you should learn to control your emotions to control the light well. Those who lack strong control over their emotions and the resulting stoicism characteristic of the Dusksmiths are prey to them; light will vary with the whims of their moods, rather than as they command. A Dusksmith with a strong hold on his or her emotions will be able to actually change the quality of light around them; with a gesture, the stars may seem brighter or the sun might look dimmed. While the control over natural light comes easily, only very practiced, very hardened Dusksmiths with only the tightest reign kept over their emotions, can manipulate artificial lights. In addition to their ability to adjust the apparent brightness of (natural) light, they also have distinctive "auras": disparities in the light around them. A happy Dusksmith will be haloed, an unhappy one will look as if a cloud is hanging over their head. They live in small, scattered clumps, usually near the oceans or the mountains. Most Dusksmiths are six to seven feet tall, though short ones are not unheard of, and have catlike eyes and voluminous hair. Many Dusksmiths are haughty and carry themselves with an air of superiority. While they're friendly with the Grays, the Dusksmiths are most comfortable with their own kind, and often fight with the Wolves. They are governed independently by chiefs and as a whole by the queen of the mountains in the north.
Their names tend to relate to light, with Scandinavian roots.
The Corvus live up high, away from people. After all, while many species can cover up their differences from humans, the large feathery wings are a giveaway that something isn't quite normal. The average Corvus is six feet tall, and the other races are somewhat distrustful of them. Corvus are often known for their playful and flighty personalities, despite being deeply connected with death and the end of all things. No one knows quite why, but when someone's going to die, a Corvus is rarely far away. Like the crows to whom they are distantly related, they are drawn to the dying; a Corvus will go to great lengths to be near the souls departing. Some people have mistaken them for angels, there to comfort the dying, and some have mistaken them for demons, there to hurt. For all, they are known as harbingers, signals that death is not far. The truth is, only the individual knows why they appear, and even they rarely understand quite what their reasoning is.
Their names tend to be based in Latin.
Sometimes people go missing and never come back. Sometimes these people become the Arcane. They will have had something awakened in them, the sudden ability to perform what many have taken to calling miracles. These miracles aren't necessarily explained to them, and they're often left to discover them on their own. Each miracle is tied to the personality of the Arcane who performs it, and they can range from turning invisible to controlling certain elements to accelerated healing. The Arcane function as ambassadors between the fantastic and mundane, and the they were once human. They are brought to the Silver Moon Corporation by scouts who specialize in identifying dormant Arcane, though all can sense their kind. They feel a certain connection to each other, though before they've been identified, they can't name this feeling as more than a strange attraction, a sensation that they know each other already. Mostly the Arcane were homeless people, sleepwalkers, social outcasts in various ways. They wake in the offices of the Silver Moon Corporation with overseeing officials to explain their new situation. They have the option to live either amongst any of the magical races or in housing on the property of the Silver Moon Corporation, much like a military base (though the latter does cost money). They cannot return to their previous lives or homes, so those serving the gaps connected to their previous cities of residence must avoid the town and its people or risk being identified.
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