**Please note that these are all Humanoid Species, meaning that there are no Dragons, Griffins, or any Animal Characters.**
Humans; The Humans of Azure Crossings live in somewhat harmony with the supernatural beings; most of the Humans enjoy their company and befriend them, while others would rather they disappear. Strife sometimes breaks out because of this, but the Leaders do their best to keep things under control.
Human Leading Representative: Charles Mallaway.
Vampires; The Vampires of Azure Crossings live mostly in the shadows. They are intelligent, witty, and elegant as well as Immortal. All have pale skin, and their eyes change to a dark red color when they're thirsty. They also have fangs that are not retractable in any way, shape, or form. If a Vampire bites a Human, they will not turn into a Vampire unless the Vampire lets his/her venom into the Human's bloodstream. The rules say that Vampires must not feed from any Human, but that they must feed from their Human Consort. Vampires are able to go out in the sunlight without harm, but it is uncomfortable.
Vampire Leading Representative: Zachariah Norrix.
Vampire Strengths: Speed, Agility, Heightened Senses, Venom, Allure, Immortality.
Vampire Weaknesses: Fire, a wooden stake through the heart, holy water, any sort of religious symbol.
Werewolves; Most of the Werewolves of Azure Crossings live nearest to the Mountains, though some break off in their packs/families to go travel across the land and settle in different places. The younger Wolves are usually more energetic and playful, whereas the elder Wolves are more serious and often scold the young ones for being so reckless and naive. Regardless, Werewolves are all about family, and will stick together no matter what, even with Wolves that aren't in their pack.
Werewolf Leading Representative: Todrick Torrin.
Werewolf Strengths: Speed, Agility, Strength, Wolf Transformation/Instincts.
Werewolf Weaknesses: Real Silver.
Angels; Angels in Azure Crossings are elegant and beautiful in every way possible. They are everything a "Child of God" should be, and strive to make Azure Crossings a wonderful and pleasant place. They also protect the Humans, acting as "Guardian Angels." An Angel's wings will only appear if they let you see them, and even then, sometimes it's only a shadow on the ground.
Angel Leading Representative: Avalon (female, sister to Aranor).
Angel Strengths: Flight, Holy Water, Holy Magic, Psychic Powers.
Angel Weaknesses: Unholy Magic, Angelic Law.
Demons; The Demons of Azure Crossings are there for one reason and one reason only: to raise hell. They are unbelievably seductive, sexy, mischievous, and cunning, and will do whatever they can for your soul. Their lives revolve mostly around having "fun" and messing with those of every species, including pranks and such of all sorts. Most species hate them, but they tend to get along well with those that are as good at trouble-making as they are.
Demon Leading Representative: Aranor (male, brother to Avalon).
Demon Strengths: Speed, Seduction, Fast Wit, Unholy Magic.
Demon Weaknesses: Holy Magic, Holy Water, Religious Symbols.
Elementals; Controlling either Fire, Water, Air, Earth, or a combination (two) of the elements, the Elementals of Azure Crossings are plentiful and can be found almost anywhere throughout the land; Fire Elementals tend to live in the more populated areas, Water near the ocean/bodies of water, Air near the Mountains, and Earth near or even in the woods. Fires are usually upbeat, fun, and lively with a fierce temper. Waters are normally mellow, smooth-talking, and just generally chill. Airs are quiet and shy, but they'd do anything for their friends. Earths are the "hippies" of the group, and can usually be caught reading or spending time with nature.
Elemental Leading Representative: Lerena Isle.
Elemental Strengths: Control over fire, can walk through a fire, can summon fire (Fire) // Control over water, can breathe underwater, can summon water (Water) // Can control the weather (though they rarely do), can summon the wing, can fly (Air) // Has complete control over plants, can "feel" the Earth, can summon plants (Earth).
Elemental Weaknesses: Water and Air (Fire) // Fire (Water) // Earth (Air) // Fire (Earth).
Faeries; The Faeries of Azure Crossings are, unlike folklore, human-sized with the exception that they are always between 4 feet and 5 feet tall. Their wings are absolutely beautiful, and no two Faeries have the same wings--not even if they're from the same family. A Faerie's wings are the key to knowing their personality; their wings reflect their character and way of life. They are peaceful, and Ally themselves with other peaceful species. They also live in the woods with most of the Earth Elementals.
Faerie Leading Representative: Willa Briar.
Faerie Strengths: Magic, Flight.
Faerie Weaknesses: The rain, wild animals.
The Elven; The Elven Species of Azure Crossings is a quiet and elegant one; the Elves are reclusive and shy, and will only come out of the woods if you seem nice enough to associate with. They are normally taller than 6 feet, thin, graceful, and very beautiful. They've also got narrow faces and the traditional pointed ears. Most live in the woods, but some to live in and near the Mountains.
Elven Leading Representative: Kelland Elensar.
Elven Strengths: Speed, Agility, Gracefulness, Heightened Senses, Surprisingly Strong, most can shoot a bow and arrow, some can fight with a sword.
Elven Weaknesses: Fire, can die of grief and loneliness if away from nature or other Elves for an extended period of time.
Mermaids; The Mermaids of Azure Crossings are extremely secretive and mysterious. They really prefer to stay with their own race, and because of this, not much is known about them. Most recounts of experiences with Mermaids have stated that they're a semi-nice species, though most are vain. It is known, however, that Mermaids enjoy luring men or other beings toward the water so that they can steal a bit of their life-force/energy. Mermaids may also cause storms and hurricanes, and they sometimes get along with Water Elementals. On land, Mermaids have legs once they're dried off, but once they get back into the water (at least a pool of water; rain does not change them on land), they regain their tails. Mermaids are usually sexually fluid, as well, and normally have multiple sexual partners.
Mermaid Leading Representative: Aurelia Ondine.
Mermaid Strengths: Breathing under water, taking energy, Allure, creating storms/hurricanes.
Mermaid Weaknesses: Can drown if their gills are blocked.
Djinn; The Djinn (also known as a "Genie") of Azure Crossings may take on the look of any race they choose, and only have control over one specific skill. This skill can be telekinesis, telepathy, or anything like that, but cannot be shape-shifting. Djinn also must carry a personal item of some sort to channel their magic with, and a Djinni's magic gives them extended life as well as a youthful appearance. Djinn are also usually cunning and can be a bit mischievous.
Djinn Leading Representative: Alden Zaire.
Djinn Weaknesses: Counter-magic.