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It is possible for humans to manifest some innate ability to mix potions and cast lesser spells that require no incantation (weak wards and hexes) and still remain, more or less, human in nature. These people are often considered second class citizens among the witches as they rarely if ever become more enlightened than these mundane tasks. These mortals, known as Lessers, Half-wits, or Tranquils (and to a lesser extent still, Tranqs) in the witch community are still considered human until they can actually wield a power or weave the language of magic, Latin.
Before their recognition in 1992, spellbinders were primarily created when generations of coven witches produced a human heir. A useless rung in an otherwise flawless family tree the children were then converted, allowing them to better produce witches of their own and keep the bloodline pure. Due to the questionable and dangerous practice of conversion these created witches have always been controversial and considered second-rate to the witch social structure. Not much has changed over the years and while they are recognized and hold their own rights, they’re still considered taboo and many of the old prestigious covens will refuse them entry. Covens aren’t mandatory for any spellbinder and on a whole the spellbinder community is fairly 50/50 on joining or remaining rogue, with no ill thought towards either.
On a whole spellbinders should never be discounted as weaker or lesser, in many cases the most fastidious of their kind can surpass even some of the most powerful of witches. A far more flexible and adaptable species than their magical cousins they’ve learned to overcome some of the mortal hurdles that plague the witch species, no doubt spurning the distaste between the two over the centuries.
The biggest difference between a witch and a spellbinder is the status of their core; an area in all beings where magical energy is stored and drawn into, naturally or otherwise. In humans this core is closed upon birth whereas all other magical beings are born with an open core and then grow, adapt and expand around this as they age. Due to the human’s closed core they never learn to naturally pull or regenerate magical energy. This lack of naturally occurring magic requires the spellbinder to periodically recharge their core in order to use any of their magical skills, easily labeling them a leech in the magical world.
A spellbinder’s magic is generally learned via witchery books and trial and error testing. Most major cities have at least one spellbinder specific shop that houses books and the like to help spellbinders learn how to better use and leach their powers from other entities though the mass production of reading material has only been legal since the early nineties so finding material isn’t always the easiest. Alternatively open-door covens can provide additional help as their coven leaders have usually undergone classes and seminars to better inform them how to help and teach these new magical entities.
In order to recharge the spellbinder must pull energy from other sources, this is usually via something within their chosen type of spellcraft or from a bound entity. Most spellbinders carry charged items or potions on their person. A few of the spellbinder types can also take magical energy from others through leeching (green, elemental, sanguine, scryer and sigil all have these upon mastery).
Depletion can happen. While depletion itself will not convert the spellbinder back to human, they will be more or less useless without magic. It’s been noted that a depleted core is a discomfort and most spellbinders no longer interested in the craft will often either bind their core closed (see death & core closure) or simply keep themselves lightly charged.
There are a myriad of magicraft for spellbinders to choose from, all of which are chosen by personal preference. Spellbinders are not required to study any of these nor are they bound to any one type, and can instead learn them all if they so choose. Most will learn the basics for all types in order to find their preference before working towards their chosen mastery. Mastery typically takes 6 months to several years, depending entirely on study and type.
Crystal: commonly considered white magic the crystal-binder is one which works with all manner of crystals, stone and earth. Their practice is largely dedicated to the balancing of energy and the healing properties of crystals. Mastery will allow them to contain large amounts of magical energy within crystals and stone for later use. These energy crystals can be used by anyone and are often sought out by other spellbinders and used as portable recharging where potions and other means of boosting tend to be cumbersome to carry.
Elemental: of all the types the elemental mastery will take the longest to learn as it includes mastery of each element separately. Elemental tends to not only be one of the most rewarding but also one of the first types spellbinders study as its practice spans and enhances most of the other schools of spellcraft. Slightly different than the other types, elemental mastery teaches how to use the elements to enhance other masteries, use less energy from infused items and when casting bound abilities, as well as leaching energy from each and all raw elements.
Green: the green-binder is the primary user of all things herbology, plant and flower based. These spellbinders are the go-to for all herbs used in potion making and upon mastery can learn to leach and store energy within all plant-based life, both living and dried making their teas and other herbal drinks incredibly potent and energizing.
Harvest: commonly called the animal-binder, this spellcraft is one which focuses on the gathering of reagents and excels in drying and enhancing reagents for later use. While they do gather some greenery their primary focus is on animal related items (feathers, fur, scales, bones, etc.). Often noted as working closely with kitchen-binder, their mastery allows them to enhance and infuse their reagents through the drying process doubling their potency when used in spells and potions. These enhanced reagents can also be used in conjunction with the green-binder’s herbs to make sachets that release latent energy into the air allowing the spellbinder to go longer periods of time in between leaching/recharging.
Kitchen: often referred to as simply potion making this craft also includes beverage brewing, edibles and anything kitchen related. Most spellbinders are very adept at potion brewing though the mastery of this allows the potion-binder to bind energy into their craft, allowing them to create pure energy consumables for later use while also enhancing all their consumables to work at almost twice the success rate and potency.
Sanguine: often wrongly considered blood magic, the sanguine-binder in actuality works to infuse or pull energy from elements considered as ’lifeblood’, a practice that includes blood, water, seeds and nutrients. Upon mastery they can actually infuse these elements with vast amounts of energy, imbuing people with longer life as well as scrubbing impurities from any and all lifeblood sources (this included lesser diseases in living things as well as contaminants in potions, drinks and blood).
Scryer: a common practice among witches, the scryer is an unusual spellbinder as they learn to leach their energy from those they scry for as well as how to spend their magical energy to influence the outcome of their scrying. Unlike all the other types of spellcraft, the scryer is almost a secondary craft as it awards no means to infuse and it most often paired with the crystal craft. This craft works via tarot, palm reading, crystal ball, tea leaf and occasionally the ancient art of bone scrying. Upon mastery the scryer can actually affect the outcome of the future they’re scrying as well as infuse their energy into said scrying to sway the reading in a direction they see fit.
Sigil: as the most physical of the spellbinders the sigil-binder is one which works primarily with written or drawn sigils, wards or physical talismans. These spellbinders are usually art centered and become adept at infusing energy into objects (artwork, dreams catchers, jewelry, sculpture, wards, etc.). Sigil-binders are one of the only spellbinders who can spell energy for the purpose of defense, pouring energy into wards. Mastery allows them to create powerful energy entrapment items that all other spellbinders can imbue with energy though most notably they can create invisible wards which can later be tapped into to recharge (or refill if not depleted) at their leisure.
Creating a spellbinder is a fairly straightforward two step process;
1. The intended spellbinder is brought to an almost death via a closely watched blood-letting or a sapping of lifeforce energy by another witch or spellbinder. This sudden absence weakens and human and in their need to preserve their own life, the core will open itself to receive magical energy, particularly that which will heal it. It’s this open state that is then taken advantage of.
2. The void of blood/energy is then compensated for in a sudden rush of magic; blood-letting will require fae or witch blood, energy draining will require magical energy from fae, witch or fellow spellbinder. The sudden flooding of their system with magic will essentially shock their core into remaining open rendering it receptive to magic as a secondary life source.
This process doesn’t always take the first time and might require several attempts before it settles itself and the spellbinder’s core both opens and remains open. This process is also extremely hard on the very fallible human mind and body and can be deadly even before the shock where the shock itself can easily cause death as well. This is especially true as the practice has spread while remaining taboo causing it to become very ‘back alley’. Currently this conversion is only legally available in select clinics where the process is closely monitored by witches and doctors alike though many can find ‘backroom’ shops attached to witchery boutiques to have this done cheaply and quietly but at a much greater risk of death.
Once a spellbinder has been converted they will have 70/30 chance of siring witches, the main reason they were ever created to begin with.
Corrupted/chaotic Energy & Contamination: the spellbinder’s body has not been subjected to magic as it’s grown and as such is very susceptible to magical corruption and contamination. Not all energy is good energy, this is most notable of demonic, ghostly and vampiric energy though angelic energy can be tricky as well. Chaotic energy, when pulled from a vessel made for such a thing, can eat away at the core of the spellbinder causing illness and if too much is pulled can result in death. Alternatively eating/drinking potions or food tainted with this chaotic energy can turn a spellbinder’s magic chaotic causing it to eat away at the inside of the spellbinder like cancer.
Bad Binding: bindings are a con as well as they are a pro and must be chosen carefully. If the spellbinder binds to another entity that has an underlying drive to sustain its life (IE. kelpie, wendigo, vampire, etc) this drive can easily take over the human constitution beneath the spellbinder themselves, easily driving them to death.
Core Closure: the core itself, once opened will not naturally close on its own though can bound shut with a ritual. This ritual is a permanent binding and once it’s been performed the returned human will remain thus without possibility of becoming a spellbinder again (all other available species options will remain viable). The reversion ritual will erase all bindings and if the spellbinder exceeds a human lifespan, this reversion will kill them in a withering process that takes up to a week.
Reversion: if the spellbinder’s core is closed and the spellbinder is over a normal human lifespan, they’ll lose the magic framework keeping them alive and will perish, slowly, over the course of a month or two.
- When soul is applicable they’ll only hold 3 bindings as soul will encompass both core and spirit.
- Flesh is counted as 1, though its benefits can be stacked the physical bond it gives is only applicable to 1 other entity. AKA don’t be a greedy slut >(
Core/Energy Binding: the binding of cores allow the constant filtering of magic between spellbinder and their bonded half. In order to bind the core to another the spellbinder must charge their core to full and then transfer this energy, in full, to their intended entity. This rush of magical energy will overflow the targeted core and in its overflow will begin the transfer to the nearest empty vessel; the spellbinder. This binding only transfers when the pair are near one another while also allowing either side to pull energy directly from their other half as needed. Once bound the spellbinder will only ever be required to recharge/leech after large uses of magic (infusing items or blood binding magic). This bond also binds the pair together with an empathetic bond.
Note: this binding is available to all species but works best with shifters as their magic is rarely used and thus largely untapped.
Flesh Binding: by nature spellbinders are just as dulled and fallible as humans. To combat this a spellbinder can enhance their senses and physical being by binding their flesh with another species. In order to perform this binding the spellbinder must replace a patch of flesh, no smaller than a square inch, with that of the target entity (the placement and size outside of this requirement aren’t important). Once healed this binding becomes permanent and even if the incorporated flesh is lost, the spellbinder will keep their enhancement(s). Each bind will offer an enhancement to all areas the bound entity is granted including senses, strength, speed, stamina, etc. (example; binding to a centaur will boost physical strength & endurance while binding to a salamander will give a general overall boost). This boost is given at a quarter of the natural strength the bound entity in endowed with, but can be stacked if the spellbinder undergoes the process multiple times.
This binding is slightly different as it doesn’t need to be flesh from a living breathing entity but rather even a recently dead (within hours of ceasing) piece of flesh will work. If the spellbinder does use a piece of flesh from a living entity the pair of them will form a physical bond in which they can sense the other’s location as well as their physical stress and well being (sickness/disease will affect both).
Note: applicable to all species.
Spirit Binding: in this binding the spirit of the target entity is bound to the spellbinder via an incantation and a period of time in meditation. Much like the blood binding this binding also borrows from its other half, instead of ability this binding borrows life force extending the spellbinder’s life to that of the species they borrow from. This spiritual tethering creates a secondary tether that allows each to feel the presence of the other’s life force, its strength as well as general location. If the bound entity dies this binding will not kill the spellbinder but it effectively halves their prolonged life (for immortals & eternals, we’re going to base this off of 1k years, so if the immortal/eternal dies it would still offer the spellbinder 500ys of life).
Note: this is only applicable to all species.
Soul Binding: the only binding that is byproduct of core or spirit binding. The binding of the soul is a naturally occurring phenomenon and can not be exacted by the spellbinder personally and once it’s created it can not be undone. This binding can only develop from spirit or core binding and is a rare occurrence in and of itself, made all the more so by other outside bindings. If a spellbinder is bound by both core and spirit the likelihood of soul binding is next to impossible as the soul is tugged in two directions and thus grows too restless to settle on one soul.
The key component to this binding is time, though even this can vary from binding to binding it’s usually something that takes no less than six months and is usually upwards of years to complete. It also requires the binding of either core or spirit with one steady entity, essentially the spellbinder’s soul must grow comfortable to the presence of their bound entity’s soul and accept some part of it into itself. This process can be hastened if the pair are together frequently (living together usually always pushes this along faster) and or their souls, energy or overall presence fit together well.
The benefits to this binding are immense for those that care deeply for their bound entity as it allows them the location properties of the spirit binding, the empathetic bond of the core binding while also giving them a telepathic link that spans all distances. This is a very possessive bond and regardless of which (spirit or core) it is that creates this bond it will move to compensate for the other, and in that reject all attempts to bind its opposite. Core will mutate to offer the spellbinder its life force in addition to its energy, and spirit will mutate to offer it’s entity’s core and energy. The biggest con is that this bond comes with a dependency on the other soul and when one soul dies often so to will the other. If either entity persists after the other dies there will be a lasting and profound feeling of loss left behind.
Note: if the bound entity changes species this binding, as well as the spellbinder, will persist.
Witches are an incredibly proud race of people that have worked tirelessly to separate themselves from those which they were created from. This often classifies them as overconfident or reckless, though in the end they simply want to be their own people, and not viewed as an offshoot of the fae. This view of fae, as the overbearing creator has long since soured the witch population towards the fae.
Magic: Magic, while it can be used to both terrible and wonderful ends, is at its root a neutral entity. This simply means that magic is always in and of itself gray. The idea of dark and light is not so far fetched, though it has little to do with the magic and more to do with the user and more importantly still, the intent behind its use. Necromancy for example can be used with as much light intent as dark, and the same could easily be said about healing.
Magic comes in two forms: active and passive. Passive abilities are those which can not be wielded in an offensive manner. Often they are defensive, or conduit in nature, and while some can be used to boost active abilities, they themselves offer nothing but a passive aid. The most common among these are channeling and defensive shield abilities. Active abilities are the passive’s opposite, abilities that can be used offensively to either harm or help others outside the witch.
Note: witches do not use wands, magic is pulled and manipulated from their veins/core.
Necromancy: The callers of the dead, these witches can both temporarily animate, reanimate and speak to the dead, this is the most common witch that ghosts reach out to (mediumship is interchangeable with Soul & Spirit).
Elemental: Any witch that can wield an element. The elements therein are split into their respective types marking witches as one specific element. Within the simple marker of a single element there is also ‘undefined-elemental’ which would consist of a witch that controls more than one school of elements (IE a witch that can wield both fire and water would be ‘undefined-elemental’ as opposed to a witch who writes only fire, known simply as a ‘fire witch’).
Soul & Spirit: Spirit walkers are those that have the ability to transcend this world and walk between planes as well as communicate with both soul and spirit alike. Astral projection, dream walking and soul summoning are a few of their abilities (mediumship is interchangeable with Necromancy).
Undefined: Any witch that holds powers that are mixed, from any of the above categories are simply known as undefined.
In the local school system witches are pushed into small groups known as youth covens. These groups will remain together through the years or until the witch graduates and moves into a full fledged coven. These groups allow witches to bond with a small group of themselves, forming a deeper understanding and readying them for the benefits and ideas of an actual coven bond. When a witch finishes school, they usually move into a coven with this group, making the coven much stronger via this long lasting bond. It's not unusual for covens to seek out theses groups for their boosted benefit to the coven.
Personal grimoires are typically warded and magically locked, allowing only their rightful owners to open and use them. Homeschooled witches are often given the grimoire of one of their parents. These books are unbound and passed off, though they rarely hold as much personal connection to their new owner as they did their original. Unschooled witches can come by second hand grimoires on the black market and some back alley shops, though unlocking them tends to be rather dangerous. This danger is often worth the trouble for unschooled witches as grimoires are the only way to contract familiars.
Coven Strength: A coven’s strength is derived from the bond of the actual witches. The coven itself is just a name/idea stamped to a warded house, but the people that make up the coven are what makes the coven. The stronger the bond, the stronger the coven. Because of this, powers do not matter so much as the interpersonal relationships, thus witches will /can /do bounce from coven to coven for a while before settling, and this is not a frowned upon act in the least. Covens want the best fit, not the strongest power. This is a slight generalization as some covens will strive for ultimate powers over relationships, however, a coven with 10 incredibly empowered witches will be hard pressed to ever beat a coven of 10 medium powered witches that are closely bonded. What the coven stands for is generally set by the Supreme though some covens (just the idea itself) will exude a leaning one way or the other.
Magic Overuse: Magic is a fickle thing, and as with any type of power, its overuse can, and will cause issues for the witch if they do not pace themselves. The management of magic use is something most witches learn during their schooling, but it is quite possible for a witch to over exert themselves, and die from the fatigue. There are charms to prevent this, but not all witches have access to these things. The best preventative for fatigue death is the coven itself as a Supreme has the ability to halt the drain of power from a single source within the bond of the coven. This isn’t a fail safe so much as it is a choice and some Supreme’s simply don’t care enough to act upon such things, allowing natural selection to take its course.
Incomplete/Wrong Spell Casting: Casting any spell without the complete incantation, concoction or gestures will always have a blowback. Spells and charms are far more forgiving and usually only offer headaches, and the failure to work while hexes and curses will almost always cause death if done wrong or the spell itself is not complete. Shortcuts simply cannot be taken when casting hexes and curses.
Magic Corruption: It is possible to be corrupted by magic. This is a notion that afflicts some abilities far more than it does others. The most prominent of these are Psych and Necromancy. This idea is a furtherment of the alignment of simply mental instability, where the over use of such magics over a long period of time begins to seep into the witch themselves. You can only bring back the dead so many times before death comes for you instead, the same can easily be said for anything as magic has a will of its own and is not always so easily harnessed and kept locked away.
Implosion: Magic is, in essence, a latent entity that flows through the veins of a witch, something that will not stay dormant forever and because of this it must be used to some extent. Ignoring it will cause a deadly build up of the material, and can cause the witch to implode. This usually happens first with an explosion of whatever power it is that’s built up and then the withering and consumption of the body by whatever ability it is they’ve been withholding. Magic is a tricky thing and must be both used but not overly much.
‘Blood Magic’: As you can imagine this is an extremely delicate process, and although there is a high chance of this bond forming, it is not always created, making this a viable option, especially for covens, when saving a life or simply boosting a coven’s power. (See the powers section for more information)
Supreme Link: The coven Supreme, once inducted into the coven itself and accepted by its members, has the ability to ‘borrow’ powers from their coven witches. This ability is something that temporarily links the Supreme’s soul to that of the person they’re borrowing from, thus draining them both significantly in the process. A Supreme will never hold master control over the borrowed ability but it can be wielded with some basic control. This ability does not require anything beyond the verbal consent from the coven member.
Blood Magic: The media’s notion of blood magic is only half right, and while it is a name that most witches know, it is likely not what you think it is. Blood magic is taboo and forbidden in most covens, but it can be used in such a way to save a life, a last resort if you will though it comes at great cost for the user. Blood magic is best described as the drawing of energy from one witch to another. Much in the same way that a witch draws power from a familiar, they can also draw power from another witch. As you can imagine, this is as close to magic cannibalism as one can really get and it does not come without a cost and that cost is blood. This can be done with or without consent from the second witch, though in order to do either the drawing witch and the vessel witch must be connected via a blood bond. Typically speaking this is an open wound made in the center of their palms that are then clasped together. The danger in this is not so much disease as it is the possible bond it creates when the magic in their veins comingles, this bond being something that is only breakable by the power of a coven.
As you can imagine, this is an extremely delicate process and although there is a high chance of this bond forming, it is not always created, making this a viable option, especially for covens, when saving a life or simply boosting a coven’s power.
Familiars are in essence, conduits for magic. While they do provide a residual boost to the witch’s overall magic, its reach and the potency of their spellwork, its most prominent feature is the ability to both push and pull magical energy from the familiar's own magical reserves to boost the witch's own. This push and pull can also be used to benefit the familiar in times of need, pushing magic into the familiar to boost their physical abilities and own magic.
Most commonly familiar binding is done with sempiternals though most species are applicable (barring eternals, mortals and vampire), however as a largely physical group, the sempiternal species’ are not naturally made to withstand this push and pull of their magic and will require a few months of resistance training before they can become anything beyond a small draw for their bonded partner. Experienced familiars are prized possessions and are often contracted to whole covens over individuals, essentially becoming a usable conduit for the whole coven and all of its members. While this wider binding might seem rather demoralizing it’s actually far safer for the sempiternal.
Drawing power from any familiar is tricky and if there is no (or low) resistance built in the familiar the draw can occasionally prove fatal, this is especially true of sempiternals.
Some covens, most commonly ones built around power and not bond, will use familiars as sacrifices for rituals as the magic released by a familiar upon death gives the witches an immediate and incredible surge of power. Coven bound familiars are exempt from accidental death as their demise requires the drawing of energy from all coven witches at one time. Where an individual witch and familiar bond binds the familiar to a specific witch via the spirit, a coven bound familiar is bound to the actual grimoire of the coven itself. This bond prevents accidental death as the grimoire’s magic will protect the familiar if one witch draws or pushes too much energy.
The coven ritual requires the reading of an incantation while supreme and familiar drink a mixed liquid concoction pulled from the pages of the coven’s own grimoire, this odd liquid (a mixture of herbs and reagents bound by supreme magic) will taint the blood into a spirit-binding agent for the use of writing. Once ingested the supreme and the familiar will sign their names into the grimoire, using their own blood via a coven bound silver tipped quill. The tip of the quill holds no real significance beyond its ability to burn a small scar into the fingerpad of any sempiternal familiar, thereby ‘branding’ them as a taken or trained commodity (an optional step). The individual ritual is exactly the same, where the witch and familiar sign their names into the witch’s own grimoire instead.
If this ritual is done outside a coven (rogue witch) the pair must obtain the drink recipe and incantation spell (pages exclusive to coven grimoires), via some other means, typically via the black market. The spelled concoction is meant to be bound with supreme magic and there is a small risk of death without the aid of a supreme, so rogue familiar bonds are done at their own known risk.
There are two ways to break a familiar contract; to burn the contracted page or whole grimoire while a rescinding incantation is spoken or via death. Death will not kill both, though the sever of the bond upon death will wound and leave behind a resounding spiritual ache in either party. Either way the contract is broken, the bond between familiar and witch will sever and the magical draw and boost will become instantly null and void.
The Bond: the bond between a familiar and their witch binds their spirits and magic together to allow the effortless shifting of energy back and forth. Once the binding is completed the witch and familiar will develop a faint tether with one another, this tether transfers only extreme and sudden feeling/emotions as well as a faint location beacon that allows them to find one another easily. This transfer is best described as an alert of possible dangers that drives the pair together in a need to protect one another as well as themselves. While this need is selfishly driven it's not so blinding that it consumes or prevents them from harming each other.
In conjunction with the push-pull nature of the familiar magic, the bond can also be used to clearly project the want, intent or will of one side to its opposite without verbal communication (a very rudimentary form of telepathy) which allows either side to call upon the other. A one-on-one familiar bond (as it’s only stretched between two people), often allows for better dexterity within this telepathy, deepening their tether slightly. This expanse will often tether minds together making most familiar and witch combos the sort that knows what their opposite half needs or wants without needing any real cue. A coven bound familiar will only gain this deeper tether to the supreme, though they will continue to feel all directed intent or want from the coven witches as well.
Ranked shifters offer far more magic to their witch, as they have the ability to draw magic from nearby pack members via their intimate twining with the pack and its bond. This ability is usually only used in times of extreme stress or need, however it makes ranked members extremely valuable and highly sought after by witches and supremes.
Witches can be bound to any other species, excluding eternals, mortals and vampire.
Covens: a gathering of witches, like minded or not. Often times a second 'family' for the member witches (see second tab for more info).
Supreme: A supreme witch has the ability, in times of strife or need, to draw from the bond of her coven to increase her power. This is generally only ever done in times of extreme need and the amount of power she gains is directly linked to the bond of the coven members themselves (thus the bond is the most important facet).
Mental instability: As to be expected, any use of magic comes at a price and this price is not always only shown in physical drain, but also mental. It takes a lot of fortitude to wield magic so much so that it's not uncommon for older witches to fade mentally, giving light to the cartoonized crazy old witch trope.
Loss of Grimoire: The loss of a grimoire is a shameful thing for any witch. This is more true of personal grimoires than second hand grimoires. It is extremely Ill-advised to attempt any basic magic without a grimoire, and with that in mind, the loss of this book severely limits a witch's magic casting.
Power hungry covens & Rogues: Witches are strengthened by their brethren, and the strong bonds that carefully chosen covens can provide, making rogues and covens built around the sole endeavor of power far weaker by comparison. Both of these are often avoided though neither are devastating so much as hindering in the long run.
Shifters come in a variety of animals with wolf and large cat as the most common though anything mammalian in nature is allowed (note: we do not allow domestic animal shifters. All shifters will need to be wild animals). Prey shifters, primarily shown as cervidae are also welcome though they tend to be less prevalent than the predator types and come with a few complications where pack integration is concerned (see hierarchy for details). Keep in mind that a shifters mass must go somewhere when they shift so the form of a shifter needs to be equal to or relatively close to their human size, we do allow for some wiggle room when creating your shifter but a man standing 6’0” shrinking down to a rabbit simply doesn’t make sense. Beyond this general rule mammals from anywhere are allowed, they do not need to be native to the region or even the U.S. If you have any questions about allowed species please poke the staff and we’ll back to you asap!
Packs are ruled over by 2 main seats, the alpha and the beta with a third, the omega, standing in as a diffuser when things get heated and occasionally as a tie breaking vote or third voice among stalled decisions.
Packs can either be species specific or mixed and what one pack is over another is entirely determined by its members and leadership. In general wolves tend to run in packs while felines call their groupings pards, and when there’s enough to support it, prey shifters will congregate in herds.
Currently San Francisco has two base packs, one primarily wolf (pack) and one primarily feline (pard), for all of those outside of these species they will filter into these two packs and coexist within the presence of the others or retain rogue status and remain unaligned.
Alpha: The true leader, the deciding factor; someone capable of leading with a level headed, passionate tenacity. This role is generally filled by someone cool and even-tempered with an underlying commanding dominance and natural leadership ability. Entrusted with the present and future of the pack itself they are the deciding factor in everything pack, how they lead and what laws they enact within the pack itself is completely up to the individual alpha. Because of this the alpha is appointed by the pack itself via a majority vote and never placed into this seat of their own volition. As the face of the pack and a figurehead in the shifter community the alpha must attend all social gatherings that would see benefit to the pack itself (events & city council meetings).
The alpha seat can be gained in several ways but it always dictated by the pack itself.
● Combat Trials: typically shows of bravado that require pinning and proving worth, strength, focus and capability to protect and provide. Although injury is common, actual death is very rare during these trials. These shows are such that prey shifters are rarely if ever allowed to rule outside of a pack of other prey, lacking the predatory drive to compete, though they aren’t barred altogether.Once an alpha is chosen they must then run with their pack to solidify their bond as alpha and in this are handed their abilities. With their new abilities also comes the underlying presence of command, in which they have control and command over their packmates as a whole as well as individually. The knowledge with which they wield all of these powers is primarily instinctual with dominance and easy for any natural alpha to step into seamlessly, though help can be given and sought from the previous alpha if they’re still around to do so.
● Pack Running: a task given to every alpha though it can also be the only one asked of, simply involving a run with their pack as a demonstration of their ability to lead, as well as command the whole of the group beneath them.
● Majority Vote: if there is no standing alpha the pack can simply vote an alpha in by majority ruling. This will always happen regardless of other trials and will always be the deciding factor in every alpha elected.
● Shift control - this ability extends beyond their pack members and can be used on any shifter within close range, feeding directly from their commanding dominance the alpha can force or cease a shift at will. This is particularly useful when dealing with defiant rogues and the newly turned.
● Call to arms - the ability to rouse and call their pack to their side, typically used for meetings or in times of stress and needed defense. This call is sent via the bond in an urgent emotional tug towards the alpha themselves and is such that it can not be ignored.
● Mass calm - a wave of calming emotion sent via the bond to ease tensions in a pack, particularly useful in heated group meetings. This ability can also be used singularly for one on one interactions.
● Telepathy - a unique ability given only to alphas. This telepathy is only applicable to one person at a time, allowing the alpha to commune silently with one of their packmates. This ability has an incredible range and can be used across vast distances (within reason), it’s only failure comes with the unconscious mind and in that, will always fail to work. Connecting to an unconscious mind however, will always force a location ping.
● Location ping - a unique ability given only to alphas. The location ping will place a tether between alpha and their target. This ping manifests in an almost physical pull that leads them in the direction of their target, like an inner hand on a compass pointing them in a solid direction. Through this ping the alpha can lead themselves or their pack to the aid of a wolf in distress or locate missing pack that they can’t contact via telepathy. This ping does drain energy so it’s ill advised to use without need or cause.
The beta is chosen by the alpha, a trusted confidant and right hand to the leader, they are essentially an extension of the alpha and above all else are trusted to step in and lead when and if the alpha ever succumbs or falters. If a beta is already standing from a pre-existing alpha, the newly appointed alpha has the absolute authority to remove or replace the old beta as they see fit.
● Shift control - not as all inclusive as the alpha’s ability, the beta can stop a shift in all packmates, something particularly useful when dealing with new or rambunctious shifters. Unlike the alpha they can not force a shift though this ability does extend to rogues as well, with a slightly lower success rate than the alpha’s guaranteed ability.
● Packmate calm - again, this ability isn’t as broad as the alpha’s ability but rather allows the beta to calm individuals rather than a whole group. An ability that is handy when dealing with the emotionally scattered newly turned shifter or in one-on-one mediation. This ability also extends to the alpha themselves, with a slightly lower success rate as it can be rejected or partly rejected.
● Guardian spirit - a unique ability given only to betas. This is the checks and balances ability of the pack. When enacted this ability forces the alpha’s attention away from any potentially hazardous moment and redirects their focus to their entrusted beta. Typically an ability used to mediate between alpha and packmates when tempers run high and is oftentimes used in conjunction with their calming, or alternatively the omega’s calm.
The omega, like the alpha, is elected by the pack though unlike the beta, the alpha themselves can not directly unseat them without a majority pack vote in their favor. This is typically someone who is less dominant and won’t challenge the other two ranks while also commanding both respect and trust from their packmates.
● Emotional balm - the ability to absorb the emotions of their packmates and used in large part to de-stress and soothe their fellow members. This is an individual ability, usable only one-on-one. Once these emotions have been absorbed they will filter off slowly rather than be harbored within the omega, this is still a slow process and should not be taken lightly. It is possible for an omega to absorb too much, this can be done voluntarily when dealing with a particularly volatile shifter and at the command of the alpha. When this happens the omega can become emotionally unstable themselves, in this case the alpha’s mass calm (singularly directed) is the only thing that can readily stabilize the omega without days of lingering instability.
● Emotional detachment - more of an underlying constant and a usable ability, detachment allows the omega to remain stable when dealing with outside emotions while also allowing them to dampen their absorbed emotions from the pack bond and shield the other members from added stress while they deal with it on an almost wholly personal level.
● Ceaefire - a unique ability given only to omegas. Simply put, the ability to calm an alpha on spot. This ceasefire negates an alpha’s rage in the same manner an alpha’s mass calm does a room of wolves, allowing the omega to stop and ease an alpha almost instantly. Often used in tandem with the beta’s guardian spirit to quickly quell an alpha, though it does hold enough force to be used on its own as another means of redirection to a familiar and trusted face.
Born Shifters: Childbirth is a hard process for female shifters but it’s not impossible. The first three months of a shifter’s gestation she must avoid the moon’s sway, this makes young shifter mothers very rare as they lack the control to resist, after this three month period the moon shift can be made though the odds of loss are still fairly high until the last few months (think of this as a 50% chance of loss at month four, decreasing by 10% each month after that). It’s highly suggested that the female be heavily watched while shifting to make sure that nothing goes wrong. Shifter DNA will overwrite all mortal, sempiternal and most fae blood to create a shifter though when coupled with angel or demon DNA its viral markers are rendered ‘cured’ reverting it into simple human DNA and producing a halfblood of either angel or demon make.
Turned Shifters: Mauling is the most common form of making shifters though that being said it takes a significant amount of saliva to turn someone. While all of their bodily fluid contains the viral markers for shifter DNA saliva is the only fluid that can be produced in enough quantity to ever actually turn someone and even then it must be introduced directly to the bloodstream. This is a traumatic experience to be sure as it requires the shifter to maul the victim to almost death, inflicting multiple deep bite wounds as well as requiring a significant amount of blood loss.
The body’s natural defenses against intruding viruses is typically strong enough to stop any healthy adult from a turning from just a single bite wound or any other form of contact with shifter DNA (sex, kissing, etc). In order to bypass this and successfully turn another person into a shifter that person must be weak enough that the body can not readily fight off the virus and keep itself alive. When forced into a corner the body will almost always choose life allowing the virus to wreak havoc on the body and mutate the DNA with.
Once the body has been overtaken by the virus and the life has not been lost the body will begin to heal. This healing will increase steadily as time wears on and by day three after the mauling has occurred the victim’s wounds should be stitched together with scar tissue. The scars left behind will take some time to heal and while most do heal completely it’s not uncommon for some of the deeper trauma to remain forever. It should be noted that shifter DNA does not ‘retro heal’ preexisting scars (see healing for more info). The shifter DNA will not be fully set until the shifter’s first turn which always happens during the first full moon after their mauling, at that time all their senses will finalize and the mauled will officially become a shifter.
Intersub-species breeding is allowed but the offspring will always be whatever species the male is (for example, a male feline mated with a female bear will always produce a feline shifter child).
Emotion Reading: Shifters have the ability to read emotions better than most other species, it’s something that is as tied to smell as it is to their own knowledge and constant exposure to the emotions of their pack mates. This ability will fade and lessen over time for rogues.
Accelerated Healing: Shifters heal at a much faster rate than their mortal cousins, to the effect of small cuts and scrapes healing in an hour or two and larger wounds (like their mauling wounds) taking only a few days. Anything non-flesh related will take a little longer, broken bones taking up to two weeks while muscle damage to anything that’s used often usually takes upwards of a month. Shifters can and are typically casted for broken bones but casts rarely last longer than a week and for anything mended with stitches or medical glue have to use specialty products make to stretch and expand or dissolve faster than is typical for mortal wounds.
This accelerated healing only attacks new wounds which means old wounds that have already been scarred over will not be miraculously healed after someone has been mauled they will instead lighten over time and become less prevalent simply as a byproduct of the healing of other things.
Bond Advancement/Mating: available to shifters, this unique move is available to romantic partners, but may be used for other purposes as well, for instance to further a bond between family and even simply between friends.
Mated pairs are easily distinguished from non-mated by a lichtenberg figure that gradually forms along any part of their body after the mating is completed. It thrums with power and energy when the other half of the mated pair touches it. There is normally just one way to mate, but two slightly varied approaches that honor the purpose they're meant to serve:
drawing blood from each other under the moon. This one also includes intent, and is used to further familial and platonic relationships. The parties must walk into it wanting to get mated and willing to brave the bond itself. They're to draw blood from each other, usually slicing their palms open, which triggers the magic of the mating. It's a bit of an iffy process considering that the wills of the individuals parties bear the whole brunt of the blossoming bond, which may be too powerful or overwhelming without prior preparation or the earnest interest to see it through. Also, the blood flow needs to be constant throughout the process, so they need to keep their wounds deep and open. On its own, it takes up to half an hour, depending on how full the moon is; the bigger the moon, the stronger the resolve, then the shorter the process itself. It's both physically and mentally more taxing on its parties than its alternative, but yields the same results.At the instant of being triggered, the parties become aware of the strengthened tie between them, ruling out, or minimizing accidental mating. In regards to the mating itself, it's an exhausting process that binds the two souls together, making two people a singular entity, which is why some matings are known to fail, either party backing out of the deal, or feeling too overwhelmed by the power of the process. After completion, the mates still need to grow their bond. The intimate physical awareness of each other manifests first: most mates feel their heartbeats synchronize.
drawing blood from each other under the moon, and sex. Mostly used by lovers, this approach doesn't need as much blood and relies on the physicality of sex as its base or crutch to help the bond along. The intent is implied in the sex itself, or rather the consent behind it. This rules out rape and mating cannot be forced. However, it takes longer, and the lovers may need to consummate their intent a couple of times during the night. Due to the involvement of sex, this process is known to yield a peculiar euphoric high to its participants, and may mates will swear no sex is great that the one that brings you the mating bond. Similarly, the bigger and brighter the moon, the quicker the process. But there's no rule against spending the entire night together in a tangle.
Full Moon: The full moon can be felt a few days in advance as an irritating itch in the veins of all shifters and the night-of will push all shifters into a change unless they can or need to resist it. As it’s illegal to shift inside the city limits due to the unpredictable nature of some shifters most packs gather outside of the city limits the evening of the full moon in order to run together, this will vary between packs and also subspecies but is a general rule of thumb for shifters. This monthly pack run will also help strengthen any weak points in the pack bond while allowing pent up aggression and emotions to be released via play, running and mock fights. The shift can be resisted through sheer will though most new shifters lack the ability to do this it is possible. If a moon is resisted it will cause a hangover like effect that typically lasts through the day after, subsequent resists will lengthen this time by several days each month so it’s ill advised to resist more than three at a time unless you want to feel terrible for more than a week.
Emotions: The biggest downside to having an empathetic connection with a group of people is the emotional exhaustion it gives. This often makes shifters highly emotional and easily agitated creatures, this is increased the closer to the full moon it is. It’s not uncommon for shifters to expel this buildup in the form of physical exertion, most of the time it’s via rage in the underground fighting ring though some do seek other, less detrimental avenues as well.
Medicine men, witch doctors, voodoo priestesses, mortals who claimed they could drape the pelt of an animal over themselves and walk as that animal, a haunting image for the primitive creatures of this world and one that was used to strike fear and respect in their lessers. Whether this was initially true or not is up for debate but a fae, someone whose name is uttered as a curse even to this day, moved to make this a reality via a complex and ultimately overwhelming curse. This magic went far deeper than just this simple transformation but also moved to prolong the mortal lifespan of these individuals. During this lengthened period of time the magic that allowed them to truly walk as the animals they so flagrantly spoke of would seep into their otherwise porous mortal DNA, something that was haphazardly passed onto their many children. A few of these offshoots would see the magic fizzle and die off but most would flourish and continue the strain bringing to life the modern day skinwalker.
Walkers share a common bond with shifters which are some oddly mutated derivative of themselves and the fae they procreated with, furthered down the genetic line a bit to allow for a loss of some abilities and the gaining of some others as well as a slightly longer lifespan. Witches can also claim some relation to the skinwalkers though only on a very slight scale and tied almost entirely to their magic itself.
Regardless of how they enter, they will always shift and ‘run’ with the pack they join and always in some form of the pack they choose (the animal of the pack’s orientation, unless mixed and then usually the most prominent).
Whether a pack allows and enfolds a skinwalker into their ranks is entirely up to the pack. The relationship between skinwalker and shifter packs is a healthy symbiosis, skinwalkers are often used as lookouts in bird or small animal form and in times of strife are very good for recon missions however they lack in the physical strength and healing that the shifters do. Where they offer cunning and speed the shifters offer protection and security. The only real snag is the shifter’s pride and prejudices, a thing easily whittled away under the guise of friendship first, even if it’s a friendship built on a small fallacy.
Animal Spirit Absorption: A skinwalkers shapes are bound to the animals they have knowledge of and have come in contact with or have studied for a lengthy period of time. This is a mental and spiritual absorption of said animal which gives them the ability to mimic said animals. The fastest way to achieve this is through direct touch, their spirit reaching out to copy that of the animal they touch though obviously coming into direct contact with some animals is an impossibility and to that end the walker can simply study the animal for a prolonged period memorizing its movements, quirks and traits. Once they've memorized these animals they can call upon these memorized movements at will and literally change their shape and senses to reflect them. A poorly studied animal can be shifted into but without proper knowledge of said animal the skin will not be seamless, often jittery and otherwise easily recognizable as a farce.
Shape-shifting: Unlike their evolved and mutated brethren the shifter, the skinwalker’s shift is painless and instantaneous and more closely resembles the glamour of the fae from which they were initially cursed. Shape-shifting begins much in the same way a witch’s powers begin, while skinwalker children are born with these powers they do not hold enough mental prowess to harness or use this magic until a little later on in their lives, the earliest attaining these abilities around 6 while most develop and shift for the first time around the age of 8. These first few shifts are often based on family or neighborhood pets, simplistic smaller forms that are very well known by the time this power can be harnessed thus requiring very little effort to hold onto and maintain. Beyond the spirits they know a walker’s shifted shape is entirely dictated by themselves where some stick to one or only a few animals others use a whole zoo of shapes. Also unlike the shifters, skinwalkers can shift into anything that they know this includes birds, reptiles, mammals and fish though they can not partially shift as their shift is magical in nature rather than physical like the shifter’s.
Magic dampening: The curse that plagued them in the beginning would eventually move to serve them in dampening magic from outside sources, this encompasses all magic which is generally halved when used against a walker. Furthermore they have the useable ability to dampen the magic around them in both a passive and active way that they can strengthen with practice and concentration. When using this actively it not only drains their energy but also offers protection to those around them making any magic used within a 6-12 foot radius lessened by 25%. When left alone the passive ability is faint and non-draining, working only within arms reach of themselves though it can easily dampen the heightened emotions of a shifter making them a sought after companion for the moodier of their cousins.
Animal Empathy & Communion: Walkers have great respect and a very strong spiritual connection with the animals they shift into and even beyond this often present with the ability to empathetically connect and then soothe animals. This ability stretches well beyond the animals they’ve studied and although they’re nothing like a modern day Snow White they do tend to be very animal centered people and it’s not uncommon for animals to seek them out over other non-walkers in a group (this includes both wild, domesticated and feral animals).
Pack bond: a skinwalker within a pack will develop a bond just like all the other members though their bond will differ slightly. The empathetic tie that shifters create is a creation of blood which the skinwalkers will never be able to emulate, however the bond they do create allows them to feel the presence of their packmates, much like a location spell. Their general direction is very clear for skinwalkers, which makes them excellent for hunting down lost pack members. The closer they are the more whole and connected they feel to the pack itself.
Herbal healing: A remnant of their past lives the skinwalkers have managed to retain some hold on the old primitive means of herbal remedies and potion mixing. Walkers are not true witches in the sense that they cannot weave magic beyond their shapeshifting but rather they hold some earthly connection to both plant and animal and are often sought out for herbal poultices and salves like the medicine men they are derived from. Not all skinwalkers are skilled in this but they do all have the ability to mix and understand the intricate complexities of plants. It should be noted that a witch with healing abilities coupled with a walker’s poultice are a force to be reckoned with in the healing community.
Shape-shifting: It goes without saying that a walker’s main strength lies in their ability to shapeshift. While they do not grow or gain any inhuman strength outside of the abilities of the animal itself the ability to flee a dangerous situation on the feet of a fox or the wings of a owl is something that simply can simply not be overlooked in this case.
Mortality: Skinwalkers are essentially mortal when it comes to their physiological makeup and just as susceptible to illness and disease as any other mortal would be. Without the accelerated healing of shifters and most fae they are just as likely to die from serious ailments as an human or witch.
Magic Insanity: While the humanitarian need of the walker tend to draw them to the unstable magics of this world this can and does often lead to their own mental instability. Absorbing and dampening so much magic over the course of their longer lives often chips away at their own balance and a skinwalker that is sequestered from their own kind for too long, and the balance offered therein, will find their grip on sanity slowly eaten away at. It’s not unusual for skinwalkers to lose this grip completely by their third century before spiraling slowly to their end if not snuffing out their own lives when the spiral begins in order to save themselves the agony of this painfully disconnected and slow death.
Fierce and dangerous, vampires are nothing quite like their romanticized versions. Predatory in nature, they’re made to hunt and kill, an instinct that is easy to follow. Their origins are harder to trace than meets the eye, and across the world every culture has its own genesis story. Differing in some points, meeting in others, they overlap in their claims that the vampires intrinsically hunters that strive at night and feed off blood.
While popularly depicted as loners in nature, recent centuries have necessitated a need to congregate; since 1100s, vampires have been gathering in nests, preferring to stick together to increase chances of survival and avoid their natural enemies. While not every vampire is a member of a nest, and not all nests even share the same ideal, each has a leader and its own tenets, some stricter, mimicking human hierarchy, some looser, serving the need for companionship and otherwise leaving its members to do as they will. Despite their immortal life, some vampires choose to believe in divinity even after death, and there are no limits in this regard.
As far as actual blood goes, any goes and each vampire has their preference. Drinking from corpses is frowned upon and the blood of an animal doesn’t taste nearly as well. Blood types, individual health, age, and species are known to alter the blood favor. Bad health habits, drug, alcohol and nicotine abuse, as well as illnesses impact blood quality, diluting if not downright ruining the blood flavor. Vampires may get a buzz when drinking from an intoxicated person - the strength of the buzz depends on how much was drunk, and how drunk the victim was. While vampires may choose to feed from blood bags, they don’t and cannot replace feeding from the vein entirely. Feeding off blood bags for longer period of time negatively impacts the vampire’s abilities, halving them and returning their sensitivity to sunlight, and will eventually trigger blood-rage.
Vampire blood has widespread healing properties.
As a practice born of care, soon after it spiraled out of control, with rumors of deranged vampires mindlessly killing left to right, because overindulgence on a vampire blood had numbed down their tastes. If not weaned off the tit soon enough, an addiction may build. There is recovering from this, but vampire cannibalism in any extent is greatly frowned upon, and fearfully mentioned in the highest circles as the second biggest taboo a vampire may commit: the biggest is draining own sire.
1.The vampire drains the victim, and feeds them their blood, killing them. The victim enters a vegetative state, and awakens into a transitional period and to ferocious hunger which the victim has 6 hours to sate before dying. The hunger naturally increases in that time. There’s no way a fledgling can resist the hunger for too long anyway, and normally finalizes the change within an hour after awakening.In all the cases the fledgling/sireling develops a sire-sireling bond with their maker lasting up to 150 years, during which the sireling may be compelled by their sire and by no other vampire. Typically, the sireling remains by their maker’s side for 2 - 3 decades until their control is refined enough, before permitted to leave as the bond dwindles. Some sirelings may choose to leave earlier, though the control in the first 5 years is quite abysmal to none, with risks of random attacks. If the sireling chooses not to learn under their sire, learning from other vampires will help. While others cannot compel and help the sireling, it helps mitigate the sireling's mental struggle, and helps them cope. In play, characters need to stay by their sire at least 2 - 3 years to be accepted, though would remain at a risk of attacking others willy-nilly regardless.
2. Dying with vampire blood in their bloodstream, usually upwards of a pint in amount. Few differences in what happens after the victim wakes up. The transitional period in their case is more forgiving, and the victim has 12 hours before they either die of hunger, or feed. They also handle the hunger better since their passing wasn’t so volatile. This method is scoffed upon as cheating one’s way to immortality.
3. The person’s slowly introduced to vampire blood, consuming it in portions over a period of time until there is enough in their system to kickstart the turning. It’s the only route where the person remains conscious throughout the turning, feeling themselves lose their humanity and gain hunger for blood while normal foods begin to feel heavy in their stomachs. This can take between a week or two, and the turned isolates themselves from the society in the final stages.
4. Consuming the blood of a vampire that’s been a vampire for 1000 years and above. It kickstarts the turning immediately, taking several excruciating minutes to finalize. The victim doesn’t go through a transitional period and doesn’t “pass out”; they just become a vampire, overwhelmed by hunger for blood. Most victims however don’t survive this stressful change.
The sire and sireling will forever remain connected, able to sense each other out centuries down the line, but roughly around the 150y mark, the compulsive side of the bond exists no more. It’s discouraged but entirely possible for the sire and sireling to enter a sexual relationship. Either party dying doesn't kill the other, but is experienced as a heavy loss, leaving either party deeply anguished. This feeling is temporary, and is gone in a day or two, depending on how recent the turning was. Youngest vampires may be set off into the bloodrage as a result.
Special note: while shifters can also be turned into vampires, they're a special case where most turnings result in the death of the shifter as known to vampires. The shifter gene is a virus, and vampirism similarly falls in the same catogery, which commonly causes one to cancel out the other, resulting in the death of the victim in most circumstances. The only real method that reliably changes a shifter into a vampire is bringing the shifter close to death and then killing them with vampire blood in their system. The afterwards process and their overall vampire experience doesn't differ vastly, bar a few details: the vampire virus doesn't really rewrite their shifter virus, but adds to it, meaning that in a large part their bodies, while dead, remain what they were once alive, and shifter turned vampires retain their scent and the taste of their blood. Being a vampire long enough and the vampire diet eventually alters it in time, but the impression of 'shifter' never altogether disappears and cannot be deleted from their genetic make-up. They're no longer shifters, and they are vampires without any benefits they'd held in their previous life, but they're the only vampires that smell like something else, and whose previous species can be scented on them, or tasted in their blood.
Over time, the two begin to feel each other from across any distances, capable of finding each other, and feeling each other’s emotions, desires, and all the psychological what-not. They do not build a telepathic bond, but their minds do connect, permitting them to effortlessly relive each other’s memories by simply touching physically and focusing on the other. Alternatively, they can dream and commonly share dreams. The connection can only be harmful if the memories prove to be too much. Of course, this bond has its disadvantages, and bar being almost irreversible, it honestly ties the two together, making them susceptible to the other's emotional state, or hunger. For a non-vampire mate, they become attuned to their lover’s blood-lust, and for vampire, their lover becomes basically irresistible blood-flavor wise, which will disregard their normal dietary preferences or perhaps the less savory blood flavors out there.
This is particularly dangerous for vampire/vampire mates which begin to lust after each other constantly, best satisfied by the other’s blood but, as is known, vampires cannot be sustained by vampire blood and it drives them insane. The bond is anchored once the mates can look through each other’s eyes, and before then will dwindle unless the feedings are repeated. Once cemented, it may better or worsen depending on if the mates continue drinking from each other, possibly leaving the bond very, very weak (but still present), or strong enough that the mates may project images of themselves that only the other will see. It’s sort of telepathic but mostly you should be thinking a twist in astral projection that carries all the normal risks you may imagine. If the mates go separate ways entirely, severing all the contact, the bond slowly, really slowly fizzles out, taking twice as much time to than it had needed to trigger.
Additionally, vampire/vampire mating is basically frowned upon, and vampire mating is largely misunderstood since the vampire mate is normally driven to consume their lover in their entirety from the blood-lust. However, any species with blood in their veins is a viable mate for a vampire-- any, honestly. How easy it’s going to be depends, and for example the taste of demon blood sort of naturally rules out demon mates, but if you find a vampire tenacious and mad enough to try, it’s possible (but would take forever and ever). This bond does permit the mates to experience the world from each other’s perspective, literally, with the stronger mind capable of influencing the weaker, though has pretty solid downsides too, and mostly it’s just a pain to trigger. It ties the two minds together and in that differs somewhat from how shifter mating works. And yes, shifter/vampire mates is a thing, though both communities have historically rejected such pairs, the few that appeared, as essentially it replaces bond advancement for shifters and lands them a solid mate.
SUPERHUMAN STRENGTH / SPEED / SENSES: think The Vampire Diaries vampires for strength and speed. While they have no need for breathing, many choose to as means of smelling out enemies. Their enhanced hearing, vision and smell serve to hunt, and aren’t on par with shifter senses. Depend on how well fed a vampire is: a starving/hungry vampire, or a vampire feeding off blood bags cannot utilize their powers in earnest. Their impairment can be fixed by proper feeding.
SUPERHUMAN HEALING: what takes a human weeks to heal, a vampire body resolves in under an hour. Their blood itself has widespread healing properties, capable of accidentally curing even fatal diseases, though only in larger amounts. The above point applies here as well; the vampire’s overall hungry and wel-fed state alter how quickly they heal.
COMPULSION: every vampire can compel, capable of basic, clumsy compulsion since first becoming a vampire, though it improves with age. Ancient, 1000+ old vampires can compel a person with nothing but maintained eye-contact, plucking them from the crowd for a feeding. Their compulsion doesn’t easily fade out, if at all depending on the command, whereas young vampires will be glad to shut up their victim for the duration of the feeding. Broken eye-contact doesn’t break the compulsion, the victim left dazed and disoriented for several seconds.
The older the vampire, the better their technique, with the oldest being able to compel tens of people at a time with their voice, holding them captive until they’ve determined to release them. For younger vampires, the compulsion concludes itself with the completed deed, but age yields experience, permitting the victim remain in a droll-like state even afterwards, though it’s nothing permanent; they’ll eventually snap, or can be snapped out of it. Physical distance between the victim and the vampire has no bearing on the compulsion: once compelled, the victim will pursue completing the command unless snapped out of it by a stronger compulsion, or magic. The compulsion works on all the species indiscriminately, effect or length of effect varying on species, their age, and the vampire’s age.
HOLY GROUND: contact with holy ground burns the vampire. In the old ages, vampires resolved this issue by simply burning down the associated building, and everyone within it.
HOLY WATER: burns the vampires, lethal in high dosage.
IMPALING: this is literally listed here to debunk this making any impact on the vampire; vampires staked through their heart will not die or otherwise explode in a smoke of dust. It’ll hurt like a bitch.
BLOODLUST: they’re ultimately driven by their hunger for blood. See feeding for more information.
WEREBITE: in their animal form, a shifter bite is a fast-acting poison that kills a vampire in days. The only known cure is to drain the offending shifter almost in entirety, although most vampires will just drain the shifter, period.
The biggest truth is that fae, for all their similarities to the species that surround them, are a people derived from an entirely different world than the overworld we know as this world, our world. The fae realm consists of everything ours does it's paralleled enmities hidden beneath a wilder less advanced facade but it stands as our equal in every other way. For all intent and purpose this place is little more a parallel universe in and of itself, slightly brighter and slightly more saturated but altogether the same as our overworld. This land is breachable by everyone but it's not a place that should be sought out by everyone, its inhabitants are a drastic, diverse and most importantly wild sort that have laws of their own, laws that do very little to shield the mortal races from devastation. The fae realm is not a place to trespass without a guide unless you fancy yourself a thrill seeker.
The portal itself, long told to be some shimmering displacement that people just haplessly walked into is a rather obvious thing now days. Located in the Golden Gate park it looks like something you'd expect of a fae portal. A pair of old bent and leaning oak tree trunks that merge together to intertwine and twist over one another up to their flourishing boughs where they part, it’s between them that lies the legend of the fae, a shimmer portal that ripples and undulates but looks wholly transparent no matter what angle you view it from.
The realm itself is as aforementioned a land that holds everything the overworld does but instead of simply another San Francisco it has the obvious look of something far more primitive. Covered in vast forests and rolling grassy fields with an idle temperature that rarely fluctuates from ‘just right’ it is, in the eyes of most mortals, paradise. It does appear slightly different, more saturated and just ever so slightly off in its nature it is a very dangerous place, holding all the known and unknown species of fae with very few of the overworld laws. In short the mortal races should not venture through the Bent Oaks without a fae supervisor and even then their choice of caretaker had best be chosen wisely.
The fae realm is not only a vacation home for fae but can just as easily be their sole residence whereas the overworld might just as well be their vacation destination, this is up to the fae themselves. Homes in both world are often very common and it's not unusual for fae to begin their lives in the midworld where they feel safer among their own kind. In short it's all personal preference and interchangeable to fit the fae and their own comfort levels.
A common enemy for fae are iron nails, no longer mass produced these have quickly become a black market commodity as they're light and easy to carry. Not so unlike a stake to a vampire they can easily be pushed through the skin and weaken a fae instantaneously while also offering the possibility of iron poisoning as a byproduct. Iron nails are often used in fae interrogation or torture tactics and it’s not uncommon for fae to be wary of anyone who has access to building materials or has ties to the black market.
Iron poisoning is an extremely painful way to die and once it has been contacted it can not be rid of. It differs slightly for each subspecies but it typically presents first by an itching in the veins and flu like symptoms which then lapses into the body trying to rid itself of the toxin through open sores and blisters and eventually the damage of this, coupled with the weakness awarded by the iron present in their bloodstream, will lead to death. This process is a slow one taking no less than six months though usually upwards of a year and in some rare cases several years of agony must be endured before the fae finally succumbs.
Physical Damage: Fae are not wholly untouchable and while most have accelerated healing abilities there are always limitations to these wherein too much damage and or blood loss can and will snuff out a fae for good. The tried and true methods are universal for fae as very few can boast any kind of limb regeneration so hacking and slashing and decapitation are all sure fell ways to stop a fae in their tracks.
This ability is something that all fae and halfbloods have no matter the subspecies though what a fae looks like is completely up to the fae themselves and often found during a period in their early life where their appearance will fluctuate some before they find ‘their face’. Once it’s found the shape, size and appearance of the fae will simply just feel right almost like finding the perfect pair of shoes and from then on the fae will use this face as their own. Even with a set glamour fae can change their appearance at will, transforming into anything they need or desire at any given moment, this process takes nothing more than a thought and a few seconds for the new form to flicker over them like a ripple over the surface of a pool of water (this includes but is not limited to races, face,size and genders). Bending genders is, in and of itself, a tricky thing to accomplish and generally not something young fae can accomplish beyond the simple face and body structure as it's not just the clothed facade that changes but rather the gender as a whole. Bending genders however does not change the fae’s genetic makeup and therefor the fae can only ever breed in their base gender (a male will always be a male no matter what genitalia or appearance he holds and vice versa).
It should be noted that glamour outside the chosen facade is very hard to hold onto for any length of time as it feels itchy and uncomfortable, like a wool sweater on bare skin and so changing anything but simple things (hair and eye color) is generally not a long lasting effect and drains the fae just like any other magic use would.
Heightened Senses & Strength: This will vary from species to species but in general fae have better equipped senses though they still pale in comparison to shifter senses. This includes, hearing, sight, smell, taste and strength where each one is either higher or lower depending on the species itself (this will be noted in each subspecies lore).
Most if not all fae can pull magical energy from their elements which also helps move them towards certain areas of the city as well as often (but not always) dictating their occupations. Fae are, generally speaking, creatures of comfort and tend to remain as close to their elements as their interests and funds will allow of them.
Kin: While this is a vast generalization most fae tend to find solace in their own kind, not so unlike shifters and will congregated together when at all possible. It is unusual for any one fae to not know the others of their subspecies within a city regardless of their herd/flock or otherwise singular nature. San Francisco and its fae are no exception to this rule.
Opposing elements: As to be expected the fae are weak and often weakened by their opposing element(s) and while most only have one there are a few that differ slightly. It's safe to say anything that could otherwise extinguish or snuff out an element would be found as a weakness therefor water would easily rule over fire while fire would easily burn down earth. Earth however can just as readily be eaten away by water though the process is a slow one, thus the hampering of magic would be lesser between theses two. Air is one of the hardest to neutralize though luckily its subspecies are much fewer in number than the others.
Unlike their equine cousins the centaur function much in the same way that their human halves do in that there is no estrous cycle among them. Where modern and old ways differ the most when it comes to the idea of mating is likely in the trials of old and the decided lack thereof nowadays. Older centaur can usually tell you of these trials, games in which the respective suitors were made to prove their worth and while this was fairly commonplace a thousand years ago it was not something prince’s entered to win the hands of fair maidens but rather a co-ed sort of affair that all centaur entered into.
Modern centaur don't often pit their suitors against each other in displays of strength and speed but that doesn't mean they've all strayed so far from the customs of old. Most centaur will still require their prospective mates to prove themselves in some form or fashion, for some this is a handhold to the old ways but to most this is more a way to make sure their bloodline remains strong, regardless of the world's need for warriors.
Halfbloods will always live with their non-centaur parent though the ones that eventually show as earth witches are sometimes permitted to learn from their centaur parent while also being schooled as a witch.
* Centaur x centaur, human and most fae will always produce a centaur.
* Centaur x witch or sempiternal will always produce a witch.
* Centaur x angel or demon will always produce a human.
Magic Absorption: The physical nature and mind of the centaur has long since allowed them to absorb or dampen outside magic. While most of this can be attributed to their strength of mind it is also equally true to be derived from their spiritual connection to the earth. This is a passive ability that halves all incoming magic, regardless of the magics intention and can not be turned off or on. Though this ability is generally a strength it can hinder the centaur when it comes to magical healing, shielding and any other outside magical help.
Berserker: The centaur are, at the core of themselves, a warrior race and this ability proves time and time again just how lethal this earthen fae actually is. When invoked the centaur forfeits the bulk of their sanity and enters a mindset that changes them at their core, slipping them into rage that fortifies their mind for battle allowing them to ignore outside distractions and lead in a far greater capacity. Berserker is an ability triggered by the adrenaline rush of war and once triggered and allowed to take over will last until the adrenaline rush has waned. Centaur do have the choice to accept this ability before it fully encompasses their mind though this is something that requires a fair amount of practice and self control and thus may not be applicable to younger or untested centaur.
With this ability comes several passive ones:
Pain Suppression: the centaur gains the ability to suppress a greater allotment of inflicted pain while in the midst of a fight. This ability does not deflect or suppress the actual damage so much as it does the pain associated with said damage. The pain itself will filter back in gradually as the berserker rage starts to wane.
Intimidation: while the centaur is an intimidating force to begin with under the guise of the beserker rage they gain an aura that pulsates around them dissuading weaker foes from attacking and causing those of equal or slightly higher skill level to rethink their course of action. This in conjunction with courage manipulation can also move to flip an opponent's alignment entirely, gaining them as an ally instead.
Courage Manipulation: this ability is likely the most underutilized sub power in modern centaur though in the days of old when a small flanking party could win the larger war this ability was something the centaur would readily lean on. Courage manipulation gives the centaur the ability to bolster the courage of those around them to better lead smaller teams into battle alongside them. This is an aura like ability though is also works in a similar fashion to the selkie’s silver tongue, allowing them to speak and gain a favorable ear while also manipulating the courage of their friends and foes. In its opposite form this can also be used to belittle though it’s rarely used in this capacity outside a one on one fight.
Earthquake Control: A centaur’s control of earth itself allows the heavy bodied centaur the ability to control, manipulate and create earthquakes. These quakes do not require fault lines though if a fault line is used it becomes easier to hold onto, control and takes less energy while maintaining. When using anything outside of a fault line the centaur simply creates a shaking just below the surface that does no lasting damage to the earth itself unless held in one area for too long, when this occurs it can create miniature fissures in the bedrock that usually expand into regular fault lines over vast periods of time. It’s been stated in several texts that a few of the fault lines we have today might have been the centaur’s handy work.
This ability is a sustained ability and will draw on the centaur’s magic reserves in order to maintain, generally lasting anywhere from a few minutes to the extent of fifteen or so. How magically attuned the centaur is will directly determine the length of time the centaur can hold this ability and in opposition to this a more physically inclined the centaur the less time they’re typically able to hold onto their quakes.
Terrestrial Connection: being a very earth centered fae they tend to do well with anything earth related. Most people know them as warriors but there are still select tribes of centaur the world over that are simply humble farmers, manipulating the earth to the will of their crops and even the most physically inclined centaur tend to harbor some sort of green thumb.
Muscle Memory: Their adaptation to war and physical presence allows them almost acute muscle memory wherein the warriors among them have very little trouble picking up and wielding any weapon within reach. Moreover there are very few weapons the centaur can’t master if given a few hours to do so. This also readily applies to the more farming inclined and their tools of trade.
Equine weaknesses: Centaur are a heavier bodied fae and while they are half human their equine halves hold the same organs as a horse would making them susceptible to most equine ailments. This includes difficulty breathing while sleeping on their sides for any long length of time (this only applies to the unglamoured centaur) as well as issues with broken legs. In both cases centaur typically choose to hold their glamoured forms for the duration of sleep and healing, making both far less problematic.
Slowed Healing & Magic Absorption: As mentioned under magic absorption, centaur absorb half of the magic used on them from outside sources making any help to healing minimal at best, still it’s likely helpful as their natural healing abilities are hampered by their heightened sensitivity to adrenaline causing them to heal at a much slower pace than is typical for most fae.
Iron & Iron Poisoning: Like all fae iron is a centaur’s greatest weakness but unlike some other fae iron poisoning is something that centaur and their slowed healing can not overcome and once infected it’s only a matter of time before they wither and ultimately die.This is a slow, devastating process that can take years and is most notably similar to an aggressive cancer, eating away the far from the inside out.
Terrestrial Connection: The centaur’s earthen connection is something that also hinders them on occasion, the most notable case of this is during travel. Like their equine cousins the centaur do not fair well when their feet are not in some sort of contact with the earth itself. If the centaur is without some sort of earthly connection for longer than an hour at a time they will get car sickness like effects. Long trips by plane or boat and even occasionally by train will often make a centaur incredibly sick, this sickness builds on itself and if left without earthly contact or outside magical healing for longer than 24 hours the centaur can face devastating illness that in most cases will kill the centaur.
Dragons. Beasts from times of old and one of the oldest living fae within our world. Dangerous and savage, it’s hard to picture them as human. Once upon a time, they weren’t human at all, choosing the path of a large form to separate themselves from other creatures. It showed their dominance. The Fae world was their preferred home until later centuries. Although the trait of turning into a human has always resided in their genetics, it wasn’t very common to live among them or look like them until fairly recently. Forest, mountain, arctic, savanna and jungle climates are the start of a new generations. That slowly started to change as they migrated. Now, these large creatures live around the real world and fae world.
Dragons tend to be very respectful creatures. They are known to celebrate the lives of their ancestors and the elders before them.
They’re a very quiet and withdrawn type of creature, this typically comes from their need to hide and protect what they’re hoarding. This does not mean they’re anti-social, the younger generations tend to readily reach for social gatherings while the older dragons are more likely to remain sequestered away.
When dragons age, their patience starts to depreciate and they slowly begin to withdraw themselves and return to the fae realm, unable to handle society. Many stay in their natural form for the last few centuries of their lives thus isolating themselves in the fae realm. Aged dragons are still dangerous beasts and should not be bothered. Isolation is often the best thing you can do for a dragon when they reach this stage, leaving them to their quiet, peaceful, dignified deaths.
Parental Bond:During the time of pregnancy there is a bond that starts to form between the mother and younglings. This bond makes the dragon protective and heavily territorial. The mother’s awareness enhances so she can feel when her young ones are near while also helping her know they’re safe and comfortable. The father will develop this bond later, once the dragonlings have hatch. The bond will slowly die away as the children grow older, dwindling to the point of extinction around 100 years or the time they relocate to the human realm.
Each dragon will differ slightly in size, this is largely dependant on their type however what one might lack in mass or claws will often be compensated for in other areas (this is also dependant on the dragon’s developed traits).
No Wings: Some dragons that do not hold the ability to fly, will have bigger talons and more likely to have 4 on each foot instead of 2 or 3.
Fewer Feet: The maximum number of feet a dragon can possess is four. However if they have only one pair, or no feet at all, their wing span and the horns on the top of the head will be larger.
Colors will depend on the breath they inherit. Fire breathing dragons will consist of warmer colors, greens, reds, oranges and yellows. Ice breathing dragons will have colder colors, blues, white and sometimes black. The older the dragon gets the duller the colors will becomes. The riches shade of scales will be in their prime years, typically before they hit one thousand. The shades will noticeably dull every hundred years or so.
When the ninth month has arrived, the female will lay the eggs in a nest, this grouping of eggs is referred to as a clutch. A clutch is usually three to six eggs but that does not mean they will all live. The female dragon will need to continue to sit on them for another month or two before they begin to hatch. If the father is a dragon, he is able to help, however many mothers are increasingly protective of their clutches and even if it’s the father attempting to help, she will still be very hostile. So it’s often best if the father supports by protecting the area and gathering food for the hatchlings when the time comes for them to hatch.
The bond that forms within the female dragon is nothing to sneeze at. This bond starts to from while she is growing the eggs, becoming second nature, while also strengthening as she raises them after they’ve hatched. This bond allows the dragon to feel and sense their young as they grow and once laid, they can sense when the eggs are too cold and need to be warmed. As they hatch, the mother is able to track the young very easily via this bond. In a way, the bond is ‘mother’s intuition’. The father isn’t always so lucky in developing this bond, though if they do, it will start to form once the eggs hatch but only then if they continue to closely raise them. Fathers that aren’t dragons have a little more difficulty in forming this bond with the little hatchlings but it is possible.
In the teen years, when puberty begins, begins a time of experimenting, training and learning for the young dragons. During this period of time the dragonlings will begin the process of learning to build and retain their glamoured form. This process can take a few decades to a century before they can fully harness and hold onto their glamour for any safe length of time, it’s not until this point that the dragonlings make their way out of the fae realm and are slowly shifted into suburban areas working their way up to cities, adjusting and learning to interact with other species. Eventually they can go off on their own and live where they choose.
Powers: Purer dragon lines will consist of fire or ice, thus they are not considered halfbloods. Dragons prefer to have their children to gain the most magical resistance they can. If there is a mixture of other fae blood or non immortal blood, their powers and resistance is skewed and weakened.
Shifting:Some halfbloods can shift into a full dragon while others may never gain this ability. If they cannot shift into a full dragon, they can oftentimes make up for this and shift scales over the surface of their bodies and grow claws or talons. This is simply a way to armor and further protect their bodies where full unglamoured form is not available. Those that are born as human first, will have to train to acquire the ability to shift into a dragon, this is not something naturally given like it is for their hatched brethren, furthermore this form is often affected by the smaller human size of their birthed form. Dragons are naturally large creatures and as it’s easier to shrink than it is to grow, it isn’t uncommon for human-born halfbloods to never attain their shapeshifting ability. The chances of them reaching a dragon form is even less likely if the parent is anything besides fae. Generally halfbloods born as human will reach the the length of about 2 times their human height (someone 6 ft will grow the length of 12 ft, while height would range between 5 to 9ft).
Breath & Mists: The form of breaths are different when it comes to halfbloods. Fire and ice are solid forms available to pureblood dragons. Halfbloods instead have something called Mist. The form of the dragon can also affect how their breath and abilities are used and what it will appear as. While pureblood dragons have more of a spit or otherwise solid form, halfblood breath is a looser breath that better resembles actual mist. This is even more true the further away from purity the dragon’s bloodline is.
Common mist types:
* Air: Translucent fog that circles around the opponent and removes the air, making it be difficult to breathe.
* Paralysis: Yellow tint is spread through the mist, making it visual as well as harmful. Any opponent caught in this mist will become paralyzed in one spot until the mists has disintegrated, this usually takes roughly five minutes. If one part of the body is still somehow covered by this mist, that part of the body will continue to be paralyzed until the mist has receded.
* Sand: Dusty appearance. Surrounding the opponent in a sandstorm, making it difficult to see more than a few feet in any direction.
* Water: Appears like any fog that sweeps through the city, however the consistency is not the same. stepping into this mist will almost feel like swimming. It often allows the halfblood to move faster while the opponent has difficulty breathing. The sensation while in this breath is a lot like being submerged underwater leaving the opponent to often feel like they’re drowning.
* Herbal: One of the more colorful mists, this one depends on flora and fauna being present. In order to use this mist in any capacity beyond its basic form the dragon must be within several yards of plant life, this plant life’s pollen will then be mimicked to produce an irritant indicative of the flora itself. Sometimes the opponent may fall asleep, grow irritated or even become poisoned. If no plant life is present the dragon will simply produce a minor irritant within an otherwise harmless mist, because of this limitation the mist of the herbal halfbloods tends to vary quite a bit overall. Appearance is shimmery and thin compared to the other mists.
Lifespan: If the second parent is any species other than fae, the halfblood’s lifespan is typically no more than 500 to 600 years. If both parents are faes, then their lifespan is immortal, regardless of how they were first born (human or dragon). However those that are born in a dragon form will more than likely be subjected to the mental instability that plagues full blooded dragons.
An end of a dragon is conforming back to the old way of living. Unfortunately this is a death that will always come to a dragon if not killed. Once they’re mental state starts to deteriorate dragons will almost always leave the mortal realm, returning to live in the fae realm. This is more a precaution than anything as their dwindling patience can lead to dangerous interactions with other species.
After a hundred years of living alone in their dragon form, they start to become one with the nature around them. It’s a quiet, peaceful and dignified death and often something aged dragons look at fondly. Living in the mountains, their bodies will start to become hard like stone, until they are too tired to move and grow still and statue-like in a peaceful slumbering state before turning to actual stone and melding into their surroundings. Dragons in caves that are near forest and grassy areas, will also become stone at first, but then crumble away and into the ground. In the dragon’s place a new tree will grow to symbolize the life that the dragon once had. When going into a cave, and you see a tree randomly growing there, it was probably a dragon that had passed away. Although they are considered immortal creatures, there is not a single living dragon recorded past 2000 years.
* Smoke: Although this could be consisted mist, pure dragons can produce a type of fog/smoke from their mouths without producing any actual fire or ice. The smoke produced comes in two types: Coal Smoke is produced by the fire dragons, this smoke has a thick, hot, and suffocating consistency while Ice Smoke from the ice dragons is grey, thin, slightly opaque, sharp and cold. They both have the ability to damage or slow down an opponent, but are otherwise unharmful. However against each other it can very well be used to do some damage (see resistance weaknesses for more information).
Height = From the ground to the highest point of their backs.
True to the folklore, dryads are earth-bound, plant-based species that are energized by communion with earth, deeply attuned with all plant-based life and even dependent on the nature being in proper order. Their minds have since long been cursed with a peculiar fragility that stems from their tie to the natural world, and their purported ability to feel any harm that befalls any plant on the planet. Not entirely wrong, not really true, dryads are one with the soil, and thus feel a natural compulsion to care for plants, though this may extend to organic life. They are influenced by the well being of the greenery around them, though can influence it as well and a healthy, well-rested dryad may bring life to otherwise deadened ground. For a small cost of a bit of their life, they may even entirely revive large fields or crops slain by drought, disease or insects.
There is no immediate way of discovering a dryad, as a well magically protected dryad can be stood in the center of any garden without the greenery giving a twitch. There are those however that reject remaining hidden, and pride in both their species and their powers. They all ubiquitously refuse to discuss the details of their species.
Male or female, Dryads gravitate to green life, though don’t struggle living in big cities, as they can easily energize in sunlight, or nearby parks, or just decorate with potted plants. In behavior, dryads are hugely humanized, which may be due to their preferred habitat being in the mid-world, and few dryads are born in the fae realm, but in their unglamored form they’re no less monstrous than dragons. Dryads sleep and eat like humans though their biggest source of natural energy comes from contact with plant life.
* half-human, half-monster: a splice between their human and monster form, it largely depends on the type and so even the dryad may turn brown and wrinkly as a tree bark, or green like stem. In that, every dryad’s half form is unique; it may involve branches growing out of their body, leaves replacing hair, unusual eyes colors, roots instead of hair, and even claws instead of hands as it isn’t unusual for branches and roots to sprout in place of fingers. In this form, a dryad is stronger than when glamoured, though slower, which is however compensated for their increased control of surrounding green life. Like this, their powers double, permitting them a deep reach into the green world. They’re typically bigger in this form than when fully glamored, though don’t reach their full height entire the entire glamor is dropped.
* fully unglamored: refer to the type for information. Ill recommended for tight spaces, an unglamored dryad is the stuff from nightmares, talking and sentient trees that don’t take your shit. Though immobile in this form and reliant on ground to set their roots in, in this form their tie to the natural world reaches its full potential, though if they scatter themselves too much to the plants bowing to their will, they may forever lose themselves to their powers and forget they were ever human; most dryads perish like this, or choose to, retiring on their human mind.
Dryad parents will often give up on their babies once they’ve aged a little and no longer need to be breast-fed, though you may find a nice dryad couple, mostly those that have been in the human world a while. Otherwise, the child will grow as a human one, since birth best nourished by contact with plant life though capable of dropping their glamor after the age of two, which is when the baby may become a sapling. All dryad powers bloom/develop in their teenage years, and by their end have fully grown their unglamored form, though their grip over their abilities will vary from dryad to dryad.
Earth manipulation: all dryads alike have an ability to manipulate earth though as with the plant manipulation, it’s radius based (same numbers apply). Half-borns have little to no earth manip skills.
Healing: using touch to transfer energy, they can also heal and nurture plant life in the same way they can be healed by it. They can easily transfer own energy into plant/soil, but also into people and all things livings. They can however manipulate only own and natural energies.
Plant empathy: a double edged sword, a dryad always knows what a plant needs to survive-- water, sunlight, better soil-- anything. Touch isn’t necessary-- helps, but if a dryad really wants to ‘read’ big green areas, contact with soil is the best; lying down on naked ground, or burying their fingers and feet into it, dryads can literally hear the ground breathe. Additionally, as a strongly passive ability it marries dryads to the greenery in their immediate surroundings, enhancing their awareness of the natural world, pollution, water impurities, soil contamination and overall health of their green surroundings. Refer to weakness for related complications.
Soil empathy: mortal in their senses, dryads may choose to expand their consciousness via contact with soil as described in plant empathy; this permits them to “hear” or rather sense anything that is happening on the ground they’ve covered with their minds. There’s no real radius, it hinges on individual control and love for ris; too far away from their body or scattering too much runs a risk of the dryad losing their mind; at best, they’ll just feel weakened, disoriented, and nauseated.
Rapid healing: just like all the fae species, dryads are blessed by quick healing that solves small injuries in under minutes, and makes a no big deal from bone fractures or such. However, dryads receive further benefits from the sun and contact from plantlife,
Full regeneration: any injury or similar may be quickly healed when the dryad’s exposed to sunlight (not as potent), or comes into contact with plant life/soil; they will literally sap life from the plants or ground. Additionally, dryads may regrown detached/severed limbs or removed organs without any hassle; though light healing can be conducted in their glamored form, dropping their glamor and setting their roots in the soil will eventually regrow anything unnaturally lost/removed. Eventually; the bigger the wound, the longer the healing, between a few days to weeks.
Enhanced strength: physically stronger than humans, dryads hold as much strength as other fae, or shifters. They’re however not quicker than humans.
The sense: they can sense other dryads, and magic in general making them intuitively aware of all fae and cursed species.
Mental instability: capacity of connecting with the natural world comes at the cost of scattering their consciousness across any plant they manipulate. Identity loss isn’t unheard of, some dryads may even push themselves enough not to recover from this, just dropping catatonic and never to return. They face the same risk across all their forms. This is given further fuel thanks to their passive ability to sense the green world; highly polluted areas negatively impact dryads, and dying, or wounded plant life in vicinity may easily overwhelm a dryad in what they’ll vaguely describe as the flowers/trees crying. As so, they’re widely perceived as more mentally fragile and very prone to mortal mental illnesses. Fracturing their minds or falling to stress is a normal Tuesday for a dryad.
Night: not nocturnal at all, dryads prefer to sleep at night, and even require it; they’re particularly bad with disrupted sleep patterns, and find the peace and quiet of a night necessary. This doesn’t hold so true for seasoned and older dryads (older than 200y), who can pull all nighters even if it will reflect negatively on their health.
Regenerative effect: due to their ability to fully heal themselves, dryads have been hunted by the more ambition driven fae/witches, who love using dryad body parts as alchemic regents. For other fae, cannibalizing a dryad heals the fae on spot. However, fae cannibalism has only been suspected in the wendigo community, and otherwise dryads aren’t really… feasted on. To most fae after all, this dryad healing effect is pure myth.
Human senses: sight, hearing-- all mortal.
The actual history of the jinn is wrapped in folklore the world over and while they might be known under separate names per each telling, they are most closely resembled to the Arabic folklore’s Genie than anything else. In some mythology the jinn are romanticized as a sapient creature, along with humans, angels and demons, as direct creations of God. This has never been proven fact but much like their human counterparts they are capable of good, evil and neutrality allowing them the free will often associated with the other sapient beings.
The word jinn roughly translates to “to hide” furthering the notion of the genie and this fae’s attachment to sealable objects. This idea also manifests itself in a very direct and literal way, unlike other fae the jinn do not have any distinguishable scent that sets them apart from other creatures, instead hiding themselves in a cloak of species anonymity (see smell under strength for more information). Jinn are a fairly secretive race, this fact has more to do with a long since built-in defense against their very bindable nature than it does any overall note for the species as a whole and in fact most young jinn are quite devoid of this impulse, remaining rather cheeky and playful until their first run-in with a master of their own.
Unbound & Bound: every jinn will be born unbound though very few will ever keep this title beyond their fiftieth year and most will lose it long before that. The binding of a jinn means only that their essence, or spirit, has been bound to an item known as their ailtizam. As an easily bindable race the jinn are generally at peace with the notion that they will be bound at least once during their lifetime. The unbound jinn holds nothing special over the bound jinn and, in fact, has slightly less power overall. This fact alone often pushes younger jinn to seek out a master while the older are generally more at ease with the dip in power and, more notably, with the free will that comes with the unbound title. A bound jinn will possess very little free will in their bound lifespans, though they are capable they are also entirely at the whim of their masters, which therein drastically cuts this down to a humbling amount in comparison to an unbound jinn.
Unbound & Bound Subtypes: Neutral (marid) - Good (jann) - Evil (ifrit)The Corrupt/Sandman: a corrupt jinn, better known the world over as a sandman, is a creature that is forever freed of its binding object but is not in fact free at all. Upon corruption the sandman essentially gives up their ‘earthly body’ and its requirements of sustenance and instead must consume dreams to continue on, in this they are forever bound to the sleeping world and a slave to the dream world. Sandmen come in two forms, the neutral (ghul) and the evil (shaitan), the ghul gains more sustenance from dreams while the shaitan gains more from nightmares though they can both consume either or with varying results.
Unbound: the unbound jinn looks very much human in overall design, holding all the necessary parts and in the right order though their form will fluctuate softly, seemingly made of smoke with the odd feeling of intangibility. They’re often described as resembling heat waves on a particularly hot day, no doubt a nod to their seemingly inconsequential hold over fire.
Bound: a bound jinn has access to the same form as the unbound though they also have hold over a half-smoked form that is not so unlike the genie depiction of them through the ages. Once bound to an object and then called upon they will often appear in this form to whomever holds their object in hand. This form does not offer anything beyond ease of movement.
Corrupt: this form is only available to the corrupt jinn or sandmen and consists of a smokey form that undulates softly and is intangible to the touch. In this form the jinn is incapable of physical touch as well as being physically touched, they do however hold more control over the element of fire and when attempting to touch (or being touched) they will burn the other’s skin.
Jinn are a very playful type of fae, rivaling but rarely remaining so for long, the kitsune and it’s need for tricks and fun. They tend to be very well educated in word play and can typically spin anything said to them or by them into something beneficial for them. The jinn are also one of the most closely adhering fae when it comes to promises as you’ll likely ever find, looking for any fluctuation in word or tone that could be used to their advantage, easily twisting a situation to aid in their own needs or wants. In short jinn are a tricky race and should always be approached and dealt with carefully.
Once their mind has developed enough to grasp the concept of intangibility they will often slip effortlessly into the building of their powers where intangibility is almost always the first to arise, followed by telekinesis and telepathy. Wish granting is usually something that comes with the later teen years though younger jinn are capable of it they are often schooled in the refrainment as their minds generally can not comprehend the consequences of their actions. Building up to their first wish granting and potential binding most jinn children will experiment fairly heavily with matter manifestation in a manner that often sees them gifting things to others that have not been asked for directly. This gifting has no impact on their lifeforce as no contract has been directly entered by either party.
Sandmen: the creation of the sandmen is something that can happen in several ways and whichever way it happens will directly correlate to the sandman’s overall nature once corrupted. The corruption or alfasad requires the destruction of the jinn’s binding object (ailtizam). If the jinn themselves destroys this object they will often be made neutral though if this destruction is done in a fit of impassioned rage it’s safe to say their soul will be forever corrupted with this anger, turning their finalized corruption into something decidedly evil.
With the master-made corruption the sandman will almost always be made evil, the only avoidance of this is if their ailtizam is destroyed in a fit of extreme goodwill, that is to say it is a gift given by their masters to free them. This act is almost always misunderstood on the part of the master and while most masters would see the destruction of this object as the ”ultimate freedom” it is, in actuality, the ultimate enslavement.
The second way to create a sandman is through the consequence of their choices, denying wishes can eventually lead to this ultimate corruption when and if the jinn reaches the 200 mark, thus creating a sandman (note that their ailtizam will become obsolete at this point as will its destruction or use).
Desire/wish Manifestation: the most notable power of the jinn is their ability to manifest a person's every desire. This power also encompasses the ability to manifest matter from nothing and in and of itself is one of the leading causes to the assumption that the jinn are in fact creations of God as none other hold this power as closely or loosely as the jinn do. This power works by simply focusing their mind on the desire offered by whomever they are dealing with, this can be plucked from a mind though most jinn will require the verbal asking of any wish to be granted, as they consider this a contract that must be entered willingly on both party’s accounts. Some jinn are more lax with this than others though most will often require some sort of contract wherein they get something in return though at or at least they will almost always require a confirmation before any desire is granted. This is directly related to the impact this causes to their lifeforce (see consequence of choice in weaknesses for more information). Available to full blooded bound and unbound jinn only.
Telekinesis & Telepathy: your run of the mill powers, jinn can both move objects with their minds as well read the minds of others. Both of these are skills the jinn learns early on and usually masters well before they enter into their first binding contract or grant their first wish. Available to all jinn.
Teleportation: this is both voluntary and involuntary for the jinn. While they can move themselves around at will their teleportation is also at the whim of their master and when summoned the teleportation will be almost immediate and involuntary on the behalf of the jinn. Available to all full blooded jinn.
Portal Creation: jinn are one of only a few fae the world over that can actually create portals. These one-way portals are meant to be used to grant wishes, allowing them to transport people from point A to point B without hassle. Though they are capable of opening portals to just about everywhere it needs to be noted that heaven and hell are strictly off limits to this power while the fae realm is fair game. In the past this power was largely used to trap the unsuspecting in the fae realm, as without the jinn present there is no way to return from whence you came without finding another stationary portal. Available to all full blooded jinn.
Umbrakinesis: this ability allows for the manipulation of darkness and shadows in a pushing back of light, though it can never completely overtake the light as there must be light to have darkness. The sandman can also craft shadow into a solid substance to create shadow constructs, weapons and even teleport themselves vast distances from one visible shadow to the next. Shadows and darkness can also be used to cloak the sandman and those around them in a protective shield that camouflages them and renders them invisible. This ability requires a hefty amount of focus, and maintaining a cloak or construct leaves them vulnerable while both draining their energy and increasing their hunger. Available to sandmen only.
Soul Sand & Sleep Induction: sandmen are named such for a specific reason, this reason comes from the soul sand they produce from their seemingly empty eye sockets. This sand, when flung, sprinkled or otherwise introduced to the respiratory system will induce a dreamless slumber in the other individual. This sand does not need to be used by the sandman in order to work and can be found quite readily on the black market and in some smaller reagent shops. The slumber induced by this sand is a gentle sort and will not usually drop a person on spot (too much used at one time, can, though this is fairly rare) but rather slowly lull them to sleep over the course of a few minutes. Available to sandmen only.
Dream Manipulation & Actualization: the sandmen are a dream based jinn in that they not only feed off of dream energy but can also directly manipulate it at will. Ghul’s will generally not tamper with dreams though the shaitan are a highly unpredictable sort that are often depicted as nightmare inducers. Either way, a sandman is capable of manipulating a dream, this can be extremely useful when they are weak and need more sustenance than the current dream can provide, allowing them to manipulate the dream enough to sway it towards one end or the other, thus providing them with the required sustenance. Beyond this power comes several small additions that every sandman will have control over:
Dream Inducement: the ability to induce a dream in anyone, this does not require the person be asleep though most sandmen prefer this as it leaves less chance for rude awakening and sleep walking on the part of their prey.
Dream Imprisonment: or the ability to trap someone within their dream for an extended period of time. This ability does have severe consequences for the sleeping target as one can actually become lost in their dreams and be unable to wake themselves on their own. While this isn’t common practice for modern day jinn, in times of old it was not unheard of for sandmen to keep several slumbering individuals within their care for the simple sake of feeding.
Dream Communication & Walking: safe to say that sandmen have an almost uncanny hold over the dreamworld allowing them to commune and walk among a person’s dreams. This ability grants them a very direct control over their own manipulation that they might not otherwise have standing on the outside looking in. When inside a dream the target can see and touch them like they would any other aspect of their dream though this is completely at the whim of the jinn themselves and can be used in conjunction with intangibility to disallow both on the sleeper’s behalf.
Binding & Power: Jinn are a species built to fulfil desires, in this they will inherently receive a small boost to their powers when they are under the thrall of a master, making their matter manifestation almost effortless and without recourse on their overall energy reserve. This does come with the price of a lack in free will though some jinn are much happier with power than they are free will.
Summoning: a jinn can be summoned by anyone who possesses their true name and upon the stating of this name they are magically honor-bound (whether they’re honorable or not) to come when called. It matters not what they’re doing or where they are when they’re summoned, the magic that binds their soul to their true name will teleport them regardless of their own desire. This yanking from point A to point B is painless though, as you can imagine, increasingly frustrating to any jinn. Once summoned the jinn is bound to the summoner for the duration of their question or for no less than a half an hour’s time. A jinn that is not bound to the summoner is under no obligation to answer their question or grant their wish and can instead simply teleport away when the question is asked or the time is up.
Binding: decidedly the greatest weakness to the jinn is their bondability and more over, their inherent need of it throughout their lives. An unbound jinn is something that is almost unheard of in any jinn that is over the fifty year mark. Most jinn will initially be bound in their younger years when greed and the byproduct of prosperity is the most compelling to their nature.
The initial binding of a jinn is slightly more detailed than the later contracting.
Initial Binding: In order to initially bind a jinn one must possess their true name as well as an object with which to contain them. This object, better known as their ailtizam, is primarily where the genie persona has arisen from over the years though it should be noted this object does not need to be a lamp but it does need to be a sealable object of some sort. Once a jinn is summoned by their true name the summoner must prick their finger (or otherwise produce their own blood), pressing it to the ailtizam while stating “'ana huna tarbitukum fi ailtizam” (I hereby bind you in obligation) which will then bind the jinn to the desired object, in turn the jinn must then add their own blood to the ailtizam as their own entrance into this binding contract. The addition of the jinn's blood will then title the summoner as ‘master’.Ailtizam & Rebinding: the ailtizam a jinn is initially bound to will almost always be their ailtizam for the duration of their lives. A jinn can be rebound to another object but in order to do so they must either give their express permission to a new master or do it themselves as this process requires their own blood to the item in question. Because of this addition the secondary ailtizam is something they often associate with their own free will as it’s decidedly more theirs than their initial object, this usually drives jinn to rebind after their initial binding as an act of defiance. This secondary ailtizam will always be their final ailtizam and is often chosen for its appearance and or overall sturdy nature.
Contracting: is a temporary binding that lasts for the duration of time it takes the jinn to grant the wish/desire/question asked of them. In order to contract a jinn the potential summoner must repeat the last few steps of the initial binding; summoning the jinn with their true name while adding their blood to the surface of the obtained ailtizam (stolen, given or found). The addition of blood will entitle the summoner to the granting of a wish/desire/question that can not be refused by the jinn, whereas a simple summoning (without blood) gives the jinn the choice of granting said wish/desire.
Release: the uncorrupted release of a bound jinn is as simple as the master rescinding his need of the bound obligation. When this is done the jinn’s ailtizam will be returned to them to keep track of from that point on.
Sandmen: sandmen are a special class that are devoid of their ailtizam in a manner which has corrupted their soul, in this they are completely exempt from binding and can not be controlled or lorded over in the same manner than an unbound or bound jinn can be. They can be summoned but their teleportation upon being summoned will always be at their own leisure.
Consequence of Choice: a jinn is always given a choice, bound or unbound, when it comes to granting wishes though no matter their decision each and every choice they make will affect their lives. With each granted wish their life-force will dwindle slightly, this will not be all that noticeable until they reach the triple digit mark. It's very rare that wish granting actually kills a jinn, though it is possible. The jinn is a fae built to grant wishes but not all wishes should be granted, with each denial the jinn’s soul will corrupt, again this will not be largely noticeable until they hit the triple digits. Denial corruption can lead to ultimate corruption (sandman status) when and if the jinn reaches the 200 mark.
Dream Feeding: sandmen are an incredibly hard class of fae to kill and most people will never go to the trouble, though this isn’t to say they are without their own weaknesses. The most prominent of these is the act of their feeding. While feeding their palm must be pressed against the forehead, or the third eye, where they will enter a meditative state leaving their actual physical body vulnerable to the outside world. They do not posses enough focus to both control a dream and keep themselves intangible at the same time. Because of this sandmen will most often prey or feed off of those who live alone or will otherwise remain undisturbed for the duration of their slumber.
The kelpie has changed little over the years, they’re still vile, cannibalistic creatures who prey upon the dim witted and naive, holding a penchant for children, though like all modern fae they’ve adapted themselves to fit a more metropolitan lifestyle. Gone are the days of lake-bound maidens and river bards who drown their prey in carefully protected watery caverns, and in are the fearsome beguiling faces who drown their prey from the inside and leave behind not a trace to follow. They should be feared, as should any waters they deem fit to lord over.
The sole goal of every kelpie is a simple one: no matter the cost and no matter the means, survive yourself.
Curse: stories of old tell tale of a witch and her coven who cursed the kelpie who ate her child, a curse that has long since woven itself into the very fabric of all kelpie DNA. Before this curse it was said that kelpie were primarily benevolent water spirits, the kelpie in question having been tampered with by a demon to hunt after flesh, a cruel bit of fun that ended in the twisting of an entire species to enslave them to this need. Most kelpie still hold contempt for witches, a handed down grudge from their forefathers that is readily latched onto by their pride and pettiness.
Most prize the hunt above all else and are very strict and protective over this right, very rarely sharing this time with others and most especially other kelpie or flesh eaters. Kelpie are predators above all else and they, much like the vampire, have the instinctual need to hunt and if not sated this drive can wreak havoc on their mood. It’s fairly uncommon that a kelpie will ever go feral but the longer they refrain from hunting the darker their mood becomes. This isn’t something that’s uncommon overall as they do tend to be moody and darker in personality than most fae but to those closest to the kelpie, it will be a noticeable difference.
Kelpie are extremely bias against witches, harboring a long standing grudge against the species as a whole for wrong doings made millenia ago (see appearance for more info).
A well fed kelpie is a beautiful creature whereas the lesser sated they are the more twisted their appearance becomes. This curse is one said to have originated from greed and pride, though kelpies know it better as ancient witch magic that’s long since woven itself into the fabric of their DNA. The less pride they take over themselves and the longer they let themselves go, the harder it is for them to recover themselves. A starving kelpie is little more than a wraith, their features gaunt and their mood extremely volatile. When hungered they’re often noted as having a disheveled, damp look, something that builds with their hunger and in tales of old they were often described as having bits of seaweed or moss in their hair not so unlike a water bound monster who’d just crawled from their proverbial pool of origin. While feeding their teeth are often unglamoured to the sharp pointed predatory mouthful their equine form holds.
Unglamoured: the unglamoured kelpie takes on the appearance of your typical horse, usually black in color though their coat will vary from kelpie to kelpie and holding a mouthful of razor sharp teeth. This equine form is always thin and sleek, taking on an almost wet appearance where their hair is adorned with kelp and their coat with moss (a bleed through to their human form when hungered). Unless they’ve recently fed they do also tend to look malnourished and wraith-like. Available to full blooded kelpie only.
As solitary creatures kelpie generally do not duel parent, the children are often left in the complete care of the mother with little to no contact from their father. Kelpie mature at a rapid rate to counter their extreme need for independence and are often mature enough to separate from their mothers at the age of 12 (no younger than 10 and no older than 16). Contact outside of this time frame is up to the individual kelpie though mothers do tend to keep tabs on all their children, they do not often hold active parts in their lives beyond a basis of origin and a watchful eye.
Water Multiplication: the kelpies of old were renowned for their ability to conjure floods, while this is less common now days they can still create massive amounts of water. The most notable use for this is the hunting kelpie, who often use this to a slowly kill their target by multiplying the water in their own body, effectively drowning them from the inside out. The perfect crime as they need not even touch their target.
Slime Secretion: this is most notable in their equine form where the entire top surface of their pelt is always sticky with a glue-like substance that holds and prevents the loss of those with the intent of bridling, allowing the kelpie to drag them to the water and drown them. In their human form this secretion can be willed to coat any part of their body (in terms of look and texture, think rubber cement glue) though isn’t inherently there like it is in their unglamoured form. Once it’s been secreted this glue-like substance can be slathered over anyone to hold them in place and is generally used to hold food on spot for a lengthy period of time or to allow the kelpie escape from danger.
Slime secretion uses the kelpie’s internal water content to create itself, which requires them to absorb water on a regular basis. Most kelpie are heavy water drinkers for this reason as a dehydrated kelpie is a slime-less kelpie. Available to full blooded kelpie only.
Toxic Saliva: as the name states the kelpie’s saliva is toxic to any other non-kelpie (other kelpie’s are immune) though is only deadly in large amounts. A lick or a simple kiss will generally tingle the area it contacts whereas prolonged exposure will eventually numb the area completely. A deep bite or the introduction of their saliva in vast quantities into the bloodstream will cause paralysis and eventually toxify the blood which will quickly lead to death.
Aquatic Regeneration: water is, simply put, a kelpie’s best friend. Standing or submerged in water a kelpie can heal the most grievous of wounds in mere hours, they can use stagnant water in a tub as well though it will take twice as long. For best results it needs to be natural, free flowing water and rivers, even for lake-bound kelpie, hold the fastest results.
The modern city kelpie] generally only hunts to kill the bare minimum of every three months, extending that kill for as long as possible (freezing the remains) while others subsist on only black market sellers to obtain their flesh, allowing them to keep a lower profile. Kelpie can survive on regular everyday food in between flesh consumption as keeping flesh around and or killing too often is generally frowned upon… you know, because murder.
Bridling: the only safe kelpie is a subservient kelpie. In order to bind a kelpie to service one must bridle their equid or true form with a bridle fashioned from kelp and fastened to an iron (or iron plated) bit. Any bridle will do but kelp is the only thing that will last longer than a few days. Once a kelpie is bound to service they can not harm the one they serve or those of their immediate family. Their control is similar to the vampire’s compulsion, inserting the will of their master into their head as their own thoughts. The kelpie retains their free will even when under the thrall of bridling and older kelpie can oftentimes resist commands though they can never go against the will or harm the one their serve. Resisted commands will often lead to headaches and on occasion has been known to rupture blood vessels in the brain. While it can be done, most kelpie choose their battles carefully because of this.
Bridling was once used to keep families safe by enthralling the kelpie against harm to the family they hunted. It should be noted that no kelpie will ever readily allow themselves to be bridled and most will fight against these binds until they can free themselves. Kelpies are too prideful and independent to ever revel under the thrall of another. This is not available to halfbloods as they have no equine form.
Water dependency: kelpie are extremely dependent on fresh water and must return and submerge themselves in it at least every other week, this is primarily to replenish their ability to secrete slime, which is very water dependent, their equine coat also requires this to remain sticky. Saltwater can also be used but it does take a while to filter salt water for use. Tap water generally has very minimal effect as it lacks the mineral content fresh water does though it can do in a punch. The more a kelpie uses their water dependent abilities the more often they will need to return to the water. This is lesser for all halfbloods as they don’t secrete slime which halves their dependent abilities and thus halves their dependence on water.
Merfolk have swam through countless waters and walked through endless lands to experience the beauty and riches they hold, though they never stray far from their true home, the sea.
Between the two genders, females are more prone to dominance. They also tend to hunt and provide for the young ones while the males are left to watch over them, and teach them how to grasp their abilities. Men are more submissive, but just as willing to fertilize a woman, even if she’s not looking for a mate at the time of conception. Males also settle later in their lives and both typically settle with only one mate. With an immortal lifespan it is very common for females to bear multiple children before choosing to marry.
Once upon a time you would see merfolk in close knit groups called pods, these pods helped one another while raising children and also soothed their social nature. In the modern era there aren’t many pods closely knitted as a family, but you can find some that bond together to help if someone is of the need. You can imagine family reunions are a little insane in the merfolk community. .
Tails: You have your traditional mermaid tails, but there are more than just that. Tails come in many different shapes and size, and over the centuries merfolks have evolved to adapt to many different types of fish such as whales, sharks, clown fish etc. The only creatures that have not been integrated are tentacle creatures (Octopi, squids, jellyfish and starfish). Usually they are able to shift by choice, however if they are dehydrated their legs will turn the moment their lower bodies are submerged into water. I’m sure you can imagine that baths are not always that glamorous as merfolk as they are for other species.
Regardless of the type of tail, all merfolk have two sets of gills, one set on each side of their necks (two slits each side). while the other is located on the sides of their body under the their arms along their rib cage, (three slits each side). When going to the surface to breathe these gills seal themselves closed until they’re submerged again. Merfolk hands are slightly webbed, from the bottom knuckles tapering off to the second knuckle. They also have sharp pointed nails and teeth and depending on the tail the merfolk might also have a larger set of teeth (for example sharks would have a wider jaw and slightly larger teeth).
Unglamoured form awards the merfolk a rather vast and varying array of species. Even when they look completely different, they are still fairly similar.
Merfolk can come in saltwater or freshwater fish while sirens are usually native to saltwater. This can change if the male is a siren and the woman is a freshwater merfolk as the female’s DNA markers are dominant over those of the males so typically the female determines what the child will actually becomes.
As the females and males don’t always wait until mating season, they can easily take their urges above water, and with being the prettiest faces around it isn’t hard to catch someone's eye on land. Most merfolk are not picky with whom they share their pleasure, though most tend to be aware of who they sleep with just to err on the side of caution and not accidently land themselves in a dangerous situation. It should be noted that merfolk can’t actually reproduce with eternals so these are typically avoided when children are desired.
* If the mother is a merfolk, then the child will be born with a tail.If a child is born with legs instead of a tail, they do not have to go back to the waters right away. Only children that have successfully been able to transform into their tails will have to go back to native waters to hydrate their bodies and learn their control over basic merfolk functions. Between the ages of 8 to 10, the legged child will be able to trigger their shifting abilities, and if they have gained the shifting gene it can take them until the age of 18 to fully grasp and control it. When they do finally gain control, their bodies will have adjusted enough that they then will need to go back to the waters on a regular basis. They will not need to go back to the waters as often as their full blooded cousins, but rather they will have to return to whatever native water their merfolk parents is native to every six months. The percentage of a halfblood is split 50-50 depending on the other parent (percentages below). Not every halfblood will gain the shifting ability and if they haven’t triggered that ability around the age of twelve, then they will more than likely not learn it at all.
* If the father is the merfolk, then the child will be born with legs.
Yes, it is possible for halfbloods to reproduce merfolk children, however the chances of it being a merfolk will be less than before regardless of what gender.
Reproducing with humans or witches: 80% - 20%
Reproducing with shifters or skinwalkers: 65% -35%
Reproducing with another fae: 50%- 50%
They cannot reproduce with Vampires or creatures in the Eternal category.
Powers: Some halfbloods don’t even gain the ability to shift into a ‘merfolk’ form but still grow gills from their neck and body and can breath underwater. Halfbloods, no matter the other species, if they present as merfolk will be classified as merfolk and will not inherit abilities from other species but the extent of their merfolk abilities are dependant on how strong the genes come through and are not always set in stone.
Lifespan: Halfblood lifespans can be changed depending on the second parent’s genes. If it is not with an immortal their bodies will age very slowly like shifters or skinwalkers.
*If the second half is human or witch, they tend to live between 400 to 500 years.
*If the second half is shifter or skinwalker the life will range around 700 to 800.
*If the other half is fae with an immortal lifespan, then they will be immortal as well.
Dehydration: At least every three months, merfolks have to return to their native waters to properly hydrate their bodies. Failing to do so can dry them out, not so unlike any other fish kept out of water. No matter how hard they try, they can simply not pull enough moisture out of the air, requiring them to return to the water on a frequent basis. If they fail to do this their bodies will start to weaken, breathing becoming very shallow and difficult while their skin becomes ashen and dry. In some cases they can even start to hallucinate while feeling the worst hangover of their lives pounding in their head. Three months is the safest length in which they can be away from the water. Pushing it even a week past the three month mark is very risky. It is taught at a young age to be extremely cautious when it comes to their moisture control.
Merfolk Telepathy: The ability to communicate with each other without words via the mind both below and above water, this ability also allows them to communicate with sea creatures when underwater.
Shapeshifting: Shifting allows merfolk to transition between their fishy tails and human legs instantaneously, making living on land much easier.
Hydrokinesis: A skill based on the manipulation of water with their hands and tails. Stories of old told of them being able to create hurricanes, though as time progressed those stories have long since fallen to the wayside, but a new chapter opened in its wake offering different opportunities. Hydrokinesis has different forms of controlling: there is the physical, which takes directly from a body of water and controls it, while the other draws moisture from the air or an object that contains it such as plants or even living creatures. This moisture control can also lead them into the realm of mist and fog manipulation,creating fogs and steamy mist to camouflage themselves on land.
Echolocation: The ocean is very dark at night and sometimes it’s hard to see even a few feet in front of you. Using echolocation, merfolk have adapted vocal chords that allow them to use screams underwater, one released the sound bounces off objects and returns to them, painting a picture of their surroundings in special adapted receptors. This helps them know what is around the area and if a predator is closing in. On land they are able to use other means of sound such as the tapping of canes, feet or even hands to use this echolocation to their advantage.
Bioluminescence: Over the centuries merfolk have evolved into the ability of bioluminescence, wherein certain parts of their bodies will glow in the dark. Gills, eyes and the tips of their fins are used for night vision in the depth of the waters. Not only is it useful but it also rather beautiful when they swim!
Sirens One sub category of merfolk are the Sirens. They carry the powers of basic merfolks, however they hold another that is only held within themselves: the power of song. Persuading sailors to jump off ship to their doom was a rather joyful pastime for these songstresses. Depending on the age of the siren, and the age of the person they’re singing to will determine how effective the song is, the older the prey the harder it will be to put them under the trace of their voice. Useage of this power can make their target fall into an almost compulsion like state where they hold a strong need to obey the singer without question. The older the siren the more potent their singing ability, even to the point of swaying their target to sleep and speaking to them as they dream where they twist the dreams to convince someone to do something when they wake up. Their singing can also be used to manipulate what the target wants to see and hear. This particular power is not just used with singing, but also with ‘charmed’ talking as sirens that are older are able to expand their ability of singing to other facets of compulsion and subtle mind control.
Apart from the basics, there is room to have unique abilities that match the tail of the fish they are representing.
Shifting: With the option to form legs and walk on land, merfolk may live on land or in water giving, them more area to travel, and more species with which to breed, furthering their evolution.
Hearing: Merfolk hearing is three times as strong as that of a mortal’s, and with the use of their echolocation in water and on land they have a strong sense of hearing.
Body: Even if they don’t appear muscled, their bodies are rather strong. Being able to dive into very deep parts of the ocean, their bodies are able to handle higher pressures than the average body.
Healing: While submerging their bodies in water they have the ability to heal faster. This is made even quicker if the water is native to them. If they choose to go into the opposite water they won’t heal as fast as in native water, though it’s still faster than if not in the water at all (i.e. if a salt water merfolk submerges into fresh water they won’t heal as fast as if they submerged into salt water).
Hydration: Although there are perks to being on both land and water, they cannot ignore the water for too long. If a mermaid chooses to live on land they must return to their native waters every three months (i.e if salt water was their home first they return to the ocean, if fresh water, then going to a lake or pond will do). Once there, they have to stay with in the water for a minimum of four days, though a week is recommended.
* Using water magic pulls moisture out of their bodies at a faster rate than it would naturally be used, thus if used excessively on land it can cause them to dry out faster, forcing them to return to the waters sooner than the typical three months. Using water magic in the water doesn’t harm them as badly as they can quickly absorb what they lose. In short, using hydrokinesis can severely weaken them if they do not put water back into their bodies at a pace that is as fast as they use it.
Surface Healing: Being in the waters can easily heal their bodies but when on land their bodies take slightly longer to heal due to the lack of readily available moisture.
Naga come in two primary races, Sanskrit and Pali, and have three different types indicative of both races water, venom, and fire.. Each of these combinations have individual strengths, weakness and abilities making them a vastly diverse species of fae.
Naga follow typical societal norms when it comes to sexuality, accepting and allowing for everything as their human form gives them free rein to copulate with species outside their own. How and where a naga falls is up to their own personal preference.
Once upon a time the naga society was made up of small villages known as nests. These nests would exist as a cluster, traveling, living, hunting and surviving together as a banded unit. These nests are not bound to either realm and while some do stay in the fae realm altogether they are free to roam both realms as they please. Today the tradition of nests is something primarily reserved for large families while modern naga have long since adapted to roam as a far more solitary creature.
Scales: as a draconic creature and descendant of the dragon scales are their most common passed down trait. When in their natural form their backside, from waist to the tip of their tail, is always covered in these tough plate-like scales, offering them something of a protective shield. To wound a naga you must hit under the underbelly of the tail or on the front side of their body as this area is soft and unprotected by scales, not so unlike the underbelly of their draconic cousins. These scales are not always confined to just the backside of their serpent half, some naga will also have small outcroppings in other locations like the cheek, neck, shoulder or arm.
Hands and teeth: the appearance of a naga’s hands are more beast like, usually the same size as their human forms though they typically have scales along the wrist and back of hand. Nails are sharper and longer, averaging 3 to 5 inches longer than the typical human fingernail. Teeth in the naga’s serpent form are pointed and sharp, their canines more prominent naga have the ability to extend these teeth out if they are attacking with a bite. They can also dislocate their jaw and have a long split tongue that can vary in color as too can the inside of their mouth (red, pink, mixture of both or even some black). >Tongue Example<
Mouth: like snakes, naga have the ability to dislocate their jaw in both forms, allowing it to stretch to swallow larger bites. Jaw dislocation allows the naga the ability to eat whole creatures, such as a deer or pig. It is not recommended they eat a living thing whole in human form. This ability is not hindered so much by size as it is by the digestive system, which differs enough in serpent form to allow for the consumption and digestion of whole prey. They also do not to have a gag reflex.
Eyes: naga have the ability to see in infrared in serpent form though their vision remains normal in human form. Sanskrit nagas have slitted pupils, colors can vary (>example<) while the Pali’s eyes have a large black pupil with a ring of color (>example<).
Body: other than their scales and the basic form of the naga, colors and patterns can also vary quite a bit between the Sanskrit and Pali forms. The spikes that run along their spine can also vary between the two races . Length, measured from head to the tip of tail for each race is listed below.
Basic Break down
* Males: 11ft to 24ft
* Females: 8ft to 12ft
* Slit Eyes
* Pointed tip of tail
* Scales drape in diagonal direction. Sometime more random
* Males: 10ft to 20ft
* Females: 7ft to 10ft
* Rounded Iries
* Rounded tip of tail
* Scales drape from the center of the spine down. Direction parallel to the waist
Male Naga’s have a 50/50 chance of having two penises. This is ONLY in their serpent or naga form and NOT in glamour form. They are both functional with nerves throughout so the male can receive pleasure or reproduce from both, however they can only ever ejaculate from one at any given time. As Jcink has certain rules, a male naga having intercourse would technically , be considered bestiality if he was in his unglamour form and his partner wasn’t a naga. This is only a fun little fact that yes, I have thought about lol.
Naga are egg laying fae, though the pregnant female will still carry their child for 8 months before this egg is laid, a process that requires her to be in Naga form. Once the egg is laid it will take another month or two for it to hatch. These serpents typically birth one egg at a time though multiples are not unheard of they are rare. If the mother is surprised with more than one egg, then she will be forced to remain within serpent form after she’s hit her four month carrying mark and will then carry the unlaid eggs for the duration of her 8 months. Unlike dragons, Naga do not have to be in their beast form for any specific amount of time after the egg is laid.
Miscarriage is possible in naga though unfortunately they will not know until the laid egg fails to hatch on its own. Even if it doesn't hatch on its own the parents can still crack it open to help along the process if needed. In some rarer cases a naga can save an unhatched baby by cracking its egg however in most cases an egg that fails to hatch on its own ends up as a miscarriage.
A baby naga is born in its serpent form, thus learning the art of glamour later on in its life. It is recommended, though not necessary, that Naga mothers retreat to the Fae realm to birth their children for safety reasons as glamour is not born at the ready for naga children.
The percentage of types born are:
* 94% Venom OR Water Nagas.
* 6% Fire Nagas.
During puberty is when Naga find out what type they are though like all species some are later bloomers than other. This process is usually emotionally triggered as naga are susceptible to deeper emotions. Fire and water naga tend to show at earlier ages as their abilities connect more readily with the elements. Venom naga are typically later bloomers as the venom in their veins has to mature before it’s used. A naga's growth is fairly typical to that of other fae though as a hybrid class of fae that employs only half glamour their human half will continue to mature until they reach the look of your average mid thirty year old wherein the process slows and stops.
The fire gene in naga is an increasingly rare one which is dictated more by the dragon in them than anything else. Where water and venom DNA pulls more heavily from the serpent side of themselves fire tends to pull more from the draconic magic side which leaves this DNA unstable and harder to pass along. As fire naga are rare there will be limit put into place that caps their number at 3 per this AU.
Dividing of Man: If you cannot inflict iron poison into a naga there is still a way to kill them. In times of old there was a saying ‘divide the man you kill the best’. If someone with a blade is able to cut completely through the waist of a naga in their beast form it will render them dead. While this is a rare occurrence it isn’t impossible, this is especially true if they use iron which also offers the added iron burns to help slide through the tougher backside scales. This process is a very old tradition that not many know of because those that knew abused the knowledge.
Type Abilities: Naga’s are listed as three different types, water, venom or fire.
* Hydrokinesis: water Naga have the ability to manipulate water in all of its forms though they lack the ability to actually create it from nothing.
* Moisture Drain: water Naga have the ability to pull moisture out of any living thing that carries water, an adaptation that can help them remain hydrated.
* Venom: those that are gifted with poison are venom naga. This venom can be used as both offense and defense and depending on the species it’s used against can cause different effects to the inflicted. If one was to inject their venom into a mortal they will most likely die whereas if injected into a sempiternal, immortal or eternal then it will usually only cause paralysis. Immortals and eternals cannot be killed by naga venom though a sempiternal can if enough venom is injected into their veins.
* Saliva: a venom naga’s saliva is a highly potent and concentrated mixture of that which they typically inject making it increasingly harmful if not dealt with on a regular basis. To prevent incidents they milk themselves, like their venomous snake counterparts, to insure the venom doesn’t build up.
* Pyrokinesis: fire naga are a rare species and given the ability to manipulate fire in any form though lack the ability to actually create it themselves.
* Body Heat: fire naga can control their body heat allowing them to raise the temperature of their skin hot enough to melt anything or burn anyone that touches or that they touch. This is primarily used as a means of defense though can just as easily be deployed as an offense where the need arises. This ability does come with implications and if not controlled properly can incinerate their clothes or personal effects on and around them.
Spit: Each type have their own unique spit they can release from their saliva glands.
* Frost Spit: The closest thing they have to their icy draconic cousins. Water naga have the ability to produce a very cold stream of air to help freeze their target. It isn’t as extreme as an ice dragon, but freezing the air molecules in the air can help freeze a lock and break it off making them quite the handy lock picker.
*Bubbles: Yes, because why the fuck not? Water naga can create bubbles from their saliva bunching them together for the ultimate cool party trick!
* Venom Spit: Poison build up doesn’t always have to be a tedious trip to the doctor. Venom naga are able to spit streams of their poison, not just from their fangs but also from a gland from under their tongue.
* Fire Spit: Similar to dragon's, fire nagas can produce a stream a fire from their mouth if they can build enough heat to their body.
Reflexes: Their reflex time is incredibly fast.
Strength: Like dragons they have increased strength and while in naga form their tail, like the body of a snake, is more or less one giant muscle that can crush their prey or attacker in a matter of minutes.
Healing: Wounds may not heal at a dramatic pace but it’s still far faster than a mortal healing.
Hearing: naga have heightened hearing when in their serpent form, their scales acting very much like that of any ordinary snake to help bounce and amplify sound.
Smell: naga can use their forked tongue as a secondary system to smell which makes tracking food in the wild far easier. Much like a snake they can flick their tongue which allows them to gather odor particles, these smells are then transferred across two fluid-filled sacs at the roof of the mouth that lead to a second, smaller olfactory chamber. This is available in both human and naga form.
Taste: because their tongue is primarily used for smell naga actually have a severe lack of taste which often leads them to a less pickier diet, eating anything that is eatable though they still stick fairly close to their serpent roots with a preference of meat.
Note: a naga’s senses are fairly normal when in their human form, with the exception of smell which is heightened slightly due to their forked tongue.
Scales: their tough outer scales are almost completely impenetrable save for the use of iron, acting like a shield to protect themselves.
Good Swimmers: water Naga are gifted with the ability of increased swim speed and can remain in wet environments for longer periods of time.
Heat resistance: fire naga have the ability to withstand extreme high temperatures in both their environment and touch.
Natural Poison Immunity: venom naga cannot not be affected by their own poison and their body has adapted a natural defense against most nature magic. Anything that is naturally poisonous cannot hurt them, however artificially made poisons will affect them but not kill them.
Environment: naga are, for the most part, cold blooded creatures and while water naga can generally withstand colder temperatures for longer periods of time, extreme cold weather conditions are very harmful to all naga and similarly to snakes it reduces their body temperature slows them down. The warmer they are the more control and functionality they retain over their abilities.
Underbelly/front side of the body: Like dragons, this is the softest part to hit and wound. Even if harm is done to the softest part, naga will not be killed by this alone, however if they are hit with enough iron it can induce iron poisoning, thus killing them.
Body Temperature: like the salamander, fire naga have to keep their bodies consistently warm, whether they control it from their core or bundle up in blankets they have to keep their bodies at a decent temperature at all times and because of this they tend to prefer warmer climates. They will not die if they swim or shower but they are weakened greatly by both cold and water thus shorter spans within both are recommended to prevent themselves from becoming too saturated or cold. Their pyrokinesis is also inhibited by cold and water and will not be useable if their body temperature dips too drastically. Sleep also poses issues for fire naga as they can’t regulate their core temperature while asleep and so to keep themselves warm at night they require blankets, heating lamp or heated rooms.
Venom Buildup: as mentioned in the saliva section a venom naga’s poison can build up and cause issue for those they are intimate with. To prevent these accidents the venom naga must milk their fangs (much in the same way cobra are milked of their venom) every other month to ensure they don’t oversaturate their saliva. If this is not done regularly it is very possible to paralyze, burn or even kill a person by simple kiss or spitting on them.
The milked venom can legally be sold to the medical field, via the hospital, for study and can bring quite a profit. Alternatively the underground black market will also purchase naga venom, typically for higher price points, though this practice is largely frowned upon by the naga community.
Hydration: water naga have the burden of making sure their skin stays hydrated, much like merfolk though without such harsh restrictions. How they go about this is all based on personal preference but they must keep themselves from drying out. If they do dry out the use of their Hydrokinesis becomes an impossibility and their resistance to heat and ability to endure colder temperatures is hindered and weakened.
Out of glamour the phoenix is very much the same as they’ve been depicted in art over the centuries. Slightly larger than the average harpy eagle, a phoenix more closely resembles a peacock in general body shape while retaining the taloned feet of its eagle counterpart. Unlike the peacock, the phoenix’s tail plumage is not stiff, instead it consists of long, wispy, slightly curled flat feathers and vibrantly colored eye feathers. Females tend to have more eye feathers in their tail and have a crest of smaller eye feathers that closely resembles the plume of the peacock. Males have a shorter crest consisting of stiff flat feathers that run from the top of their head down several inches below the base of their skull. The males’ feather crest will often fan itself out when under threat or to depict a strong emotion, be it fear, irritation or arousal.
Once a successful coupling is completed the male phoenix often abandons the rest of the process leaving everything else to the female. The female will gestate for around thirty days after the coupling has occurred. After this gestation period is complete the bird will be forced to drop her glamour and produce an egg, this egg will bind the fae to whichever realm she lays it in pushing the female to become highly territorial of her surroundings. The egg must be kept warm for the duration of its development, around four months after its laying. This can be achieved easily by the mother’s own fire, body heat or by hospital grade incubators. The child that is produced is incredibly small and fragile, and incapable of glamour for the first six months of life. After those initial six months of life the child will start to develop its magic.
Female children often stay with their mothers for much longer than male children do. It’s fairly common for females to stick together for long periods of time where sisters, mothers, daughters and occasionally trusted friends will often form small flocks among themselves. This behavior provides them with a support system to help raise and care for children.
The most notable change in half-bloods is that the rebirth process happens only a few times during their lifetime. While full blooded phoenix rebirth every 450-500 years half-bloods only rebirth about every 800 years. Their feathers and tears are also half as potent as their full blooded brethren making them far less valuable to slavers. While they can still heal, their magic isn’t quite as strong and they are incapable of casting the Regeneration Aura. The upside to half-bloods is they tend to be far more mentally stable and are very rarely consumed by memory issues and personality swings that plague full blooded phoenixes.
Rebirth: The rebirth process is an essential part of every phoenix’s life, offering their bodies a regenerative restart. Unlike other fae the phoenix does in fact age, albeit very slowly. This degeneration over time requires the fae to shed its life and start anew. Rebirth typically occurs every 150 to 450 years though older phoenix will be forced into rebirth more frequently than the younger generations. This process can not be avoided and is not glamorous. A few months before rebirth is to occur the phoenix will begin to wither. This is most easily noted in their unglamoured form as they molt most of their tail feathers. In glamoured form their powers will weaken causing their glamour to reflect this; younger phoenix have a harder time covering this than older phoenix do. They often feign illness during this time as it’s not uncommon for them to develop flu like symptoms.
During the rebirth process glamour becomes impossible forcing most phoenix to enter the fae realm for self preservation and safety. They will then spend the remaining day and night gathering cinnamon twigs and other spices to create a nest which is typically located on top of a mountain and out of reach of other flammable objects. Through the night the fae will continue to molt its remaining feathers. It is fairly common for phoenix to collect and burn these feathers with their nest. As the sun rises the following the day, the phoenix will erupt in its own healing flames, catching its nest on fire where it will remain in a meditative state to burn until the following evening. When the moon rises the following evening the old bird will have burned away leaving behind a ‘reborn’ bird. After this process is complete it will still take the fae several days to regenerate both its full powers and its feathers. This time is often spent in the fae realm unless the fae is bonded or has a caretaker to look after it in its weakened state.
Regeneration Aura: This aura is expelled from the fae’s core, creating a ring of fire several feet in diameter around the phoenix. Those standing within the aura and in physical contact with the fae will slowly regenerate, affecting both simple ailments as well as energy. Once cast, the aura must be maintained by a constant flow of power from the phoenix until the magic is cut off and the aura is allowed to diminish. This aura is rarely used by younger phoenix as it takes a great deal of focus and magical control while also draining the fae far quicker than the simple use of its purifying fire.
Feathers & Tears: The feathers and tears of the phoenix are highly prized items and are often sought out by witches and medical professionals around the world. In the past it was fairly common for phoenix to be enslaved, these materials forcefully harvested to supply the black market, and while this barbaric practice still exists it is far less common nowadays.
Feathers: The eye feathers in the phoenix's tail are a potent reagent in almost all healing spells and salves used and cast by witches. They tend to be pricey though it’s not uncommon for phoenix to sell or gift these feathers to their local covens and reagent shops when they enter their molting rebirth phase. Plucking these feathers is extremely painful for the fae and once plucked it will take roughly a month for the feather to grow back while molted feathers grow back in a matter of days.
Tears: A phoenix’s tears are a heavily sought reagent in some of the most powerful healing spells. Each tear contains a small amount of the same purifying magic that inhabits their fire. Used on its own in liquid form, this rare ingredient has the power to heal some of the most deadly diseases. It can also be placed directly into severe wounds to heal in a matter of minutes. While these tears are highly potent they are also exceedingly rare and expensive. While all phoenix tears hold healing properties, the most robust are genuine gifts, making the forcefully manufactured tears found on the black market far less potent than those found in legitimate shops.
Mental Instability: While some phoenix can retain their personality after a rebirth, most find themselves shifting quite drastically. This switch in their mental state coupled with the sway of their moods over the course of day to day life often causes the fae to slowly mentally deteriorate over the years. Most phoenix don’t live past the 3,000 mark and the few that do are often considered mentally unstable. Lost of mental stability doesn’t usually plague half-bloods as they aren’t typically swayed through personalities like full blooded phoenix are nor does the day cycle affect them quite so profoundly.
Memory Loss: Although it’s not something that happens to every phoenix, there are some that suffer from acute memory loss after the rebirth process and in very rare cases it’s been noted that the phoenix has lost almost all memory of their former self after rebirth. More commonly small bits and pieces or insignificant details of everyday life are forgotten.
Slavery: The biggest issue that has always cut deeply into the populace of phoenix is slavery. While it’s not as common these days it does still happen and is something most phoenix are well aware of even as children.
Along the spine of a salamander will sit a series of about 4 vents starting from between the shoulder blade. These vents allow heat to pass through acting as a cooling system for the fire lizard and are always lit from within with the colors of fire, glowing faintly in the dark. Their tail will always be roughly the same length as their body and taper to a finely pointed end. About halfway down the length of their tail the black skin will crack to reveal an end that is seemingly made of fire. When ungalmoured their eyes are always pure black, pupiless and retain no white. Younger salamanders are easier to spot than older ones as their mouths will glow far brighter and their lack of control over their affinity will often tend to cause small fires wherever their tails land. This is something that older salamanders can control but accidental fires will still happen on occasion. When an unglamoured salamander comes in contact with water of any kind they will sizzle and steam much like dropping a hot rock into cold water.
While glamoured salamanders look like every day people, they often choose glamours that resemble fire: red heads and freckles are most common but this will vary from person to person. When irritated or agitated in any way the glamoured salamander's eyes will glow a faint orange color and some may even flicker gently as if made of fire.
Fire from the father can be transferred to the mother after egg creation to help speed her recovery from the dangerous dip in body temperature but it is not advisable that this be done during the process itself. It has been attempted successfully a handful of times but the egg creation process itself requires a specific amount of heat and can overheat which will then render the egg unusable. Once the egg is created it can then absorb the father's DNA via the old fashioned way. If the egg is successfully fertilized its shell will harden slightly to completely contain both parents’ DNA. If the egg is not fertilized then the heat will be reabsorbed back into the mother's core. A fertilized egg, once hardened, will use the DNA present and a small amount of the mother's transferred heat to create a small core which the child will then grow around, taking around five to sixth months to grow before expelled and hatched.
Salamander children, half-blood or pure bred, require a female salamander to create. A male salamander can create life with other species but the children will never result in a salamander.
Half-blood salamanders will retain a strong connection to fire and can create and absorb small amounts but will never be as adept as a full blooded salamander. Half-bloods are extremely adept at fire negation and some have even been known to be far better at it than pure bloods. A half-blood's core will only grow to about roughly half the size of a pure blood's core which will only allow for half the fire creation and absorption. The two rarer abilities, Fire Infusion and Temporary iron Resistance are not skills that a half-blood will ever attain.
Pyrokinesis: A salamander's pyrokinesis includes the ability to create and manipulate fire. There are two ways a salamander can create fire, both of which rely on the salamander's own affinity for fire as well as their own internal combustion. These methods are dictated by their age, core and surroundings. The first, less strenuous method, is usually the sole way for younger salamanders to create fire and requires them to have an outside source of fuel (anything flammable will do). The second is raw magic and simply requires that the salamander push their own internal combustion outwards. In either instance when fire is created it will always be born into the palm or fingertips. Once a salamander has fire they can manipulate it, hold it and do as they want with it for however long their body's own heat will allow. This is typically no longer than five minutes at a time for anything sustained or touching their body. The longer they sustain fire the more of their own internal fuel will be used. This is true for both cases of creation and is not affected by outlying sources of fuel. Once the fire leaves their touch it no longer requires sustaining but creation of fire in any amount will always leave the salamander physically drained, though this is less noticeable in older salamanders whereas adolescent salamanders will struggle to both create and manipulate for longer than a minute without feeling fatigued.
Pyronegation: Negation of fire is the antithesis of creation for salamanders. Where creation requires salamanders to expel their own internal heat to make and sustain fire, negation requires them to essentially absorb fire back into themselves. With every fire made there is some latent magic involved, this magic slowly dwindles the longer it is sustained away from the salamander's touch (i.e. fire sustained on wood or other outside fuel source). It is fairly common place for a salamander to reintroduce themselves several times to the fire they are working with over the course of its use which will also reinstate the latent magic within the fire itself and requires physical contact with the fire for a few minutes. The fatigue a salamander sustains upon creation of fire can almost be negated entirely when the fire and its latent magic is reabsorbed into their core. There will always be some loss of latent magic, more so in younger salamanders who have less control over both creation and negation, but the reabsorption of fire helps considerably in both older and younger salamanders.
Fire Infusion: Infusion is a long standing tradition that has been mostly lost over the years. Infusion is currently only used by salamanders who work directly with weaponry and requires no less than 500 years of practice to perfect, thus making its practice extremely rare. The art of fire infusion is to infuse metal with fire. This is not a sustained ability but rather a perfected way to fold in the magic of their fire to molten material, once the fire is infused within whatever molten material is being used it can never be reabsorbed. This expulsion without reabsorption is incredibly taxing on the salamander and is usually reserved for very special weaponry, most often seen used in ceremonial weaponry.Infusion can be done on anything metal, but can also be done for jewelry. Once an item is infused it can be further manipulated by witch magic and made into talismans of protection or simplistic wards. Infused items are extremely expensive and usually only attained by the upper crust of society.
Temporary Iron Resistance: This ability is used solely by smiths and those that work with metal but can be used, to varying degrees of success depending on their age, by any salamander. In order to use this ability, a salamander must use fuel from their core to raise their body temperature which in turn boosts their immune system against a metal that would otherwise harm them. Though salamanders are still very wary of iron, as a fae with an affinity for metal working iron is sometimes unavoidable. Even with the use of this ability, the salamander will still retain some residual negative effects from the iron such as lethargy and can contract iron poisoning if this ability is used to handle large amounts of iron or handle it too often.
A salamander subjected to salt water for long periods of time will always be forced to regurgitate its core: a natural reaction of its body against the heat leaching of salt water. Once the core has been expelled from their body it can be handled by anyone though it will retain a very high temperature, so care must be taken before touching it. This core is highly sought after by magical creatures who need a material to contain high heat in either a spell, talisman or other magical spell or object.A core can be re-consumed at any point so long as it has not been destoryed or consumed by a spell. Once it has passed beyond the throat it will return to its normal state within the creature. If a core has retained damage it cannot be repaired and will simply hold heat at a lesser capacity than it would have otherwise.
Weather & Temperature: Cold is a formidable enemy of the salamander. Though they have adapted since their first generations which were bound entirely to volcanic areas, they still prefer to live in warmer climates. Colder weather affects a salamander far more drastically than most, making them incredibly sluggish and irritable with slower reaction times and brain function. While they can combat this with fire and layers of clothing, salamanders tend to keep to themselves in the winter months more than usual: a defensive strategy for their slower reaction times. The opposite of this is also true for the fire fae, during warmer months they tend to be far more outgoing, active and sharper of both wit and reflexes. Beyond just the temperature, weather also affects salamanders in a more direct fashion than some fae. Wet rainy days tend to affect them the same as cold days while bright sunny days tend to increase their activity and fervor.
Core & Body Temperature: A salamander’s core is the basis for its needs. The core must retain a base temperature of no less then 46 °C (115 °F), a temperature that would mean certain death for humans and most other species. If their body temperature slips below the core itself will begin to radiate mass amounts of heat to keep the salamander warm, thus using precious resources. It is not uncommon for salamanders to eat more heartily during winter months, fueling their core in order for it to radiate the proper heat to keep them alive. A salamander's core is uncontrollable and will automatically expel heat until it runs out of fuel to do so. Anything sustained below 36 °C (97 °F) for longer than an hour will almost certainly cause death.
Unlike most of the other aquatic fae, selkie are more amphibious by nature and while they do prefer to be close to the ocean they can live without it. Enthralled selkie can often be seen pining for the sea and will take every chance they get to reclaim their sealskins and return to their true home,including leaving their spouse and children behind.
Selkie are an incredibly alluring species when glamoured. This attraction is universal in its disregard for gender, sexuality and species. It is also not exclusive to their glamour itself but rather the control they have over persuasion. Even if their glamour wouldn't initially be compelling for someone this default can quickly be overridden by the use of visual persuasion. For younger selkie this is a power they have little to no control over, though as they age they will slowly grow into the control it takes to turn this allure off and on at will much like their spoken persuasion.
Females go through a week long estrus cycle every four months during which time they typically move onto land for the sake of easier breeding. Coupling is fairly generic and possible in both aquatic and land form, while childbirth can take one of two forms. Full blooded selkie are often birthed within the safety of their family pod and in sanctioned caverns along the coast line. While selkie are born as seals incapable of glamour they are always born on land where they remain for up to a week with their mother and her pod. After a week on land the mother and her pod will leave the child, returning to the water in a push to force the child into the water to join their rightful place within the small family community. It's fairly common for the children to be left for days or until their hunger finally pushes them from their nest and into the water.
Selkie children, no matter their blood, will always be born as seal and gain the ability to glamour themselves on their first solstice, thus allowing them to join their family as they partake in the typical selkie traditions.
In the past, their lack of any true powers often left them with less rights than even the half-blooded fae are often given leaving them to be rounded up and treated like any other human might have been. The selkie species would eventually stand up for their half-blooded children and gain them their equal half-blooded rights though it’s not uncommon, even today, for them to be treated as lesser beings on the social ladder.
Along with the limitation on their powers they will also retain what is referred to among their kind as “selkie paws”. This slight webbing between their fingers and toes is something that has dissipated quite a bit over the years though it's still prominent enough to be noticeable by those paying close enough attention.
Persuasion: Selkie are extremely adept at pulling people into their realm of thought, easily persuading even the most stubborn of people to change their minds. A selkie's persuasion differs from a vampire's in that they don't need eye contact for it to work. It comes in three distinct forms, verbal, projected or emotional and physical. Verbal is the most common, usually the only one younger selkie have any adept control over and the only persuasion available for half-bloods. Verbal persuasion is the ability to persuade someone to believe what you're saying, regardless of their own views on the subject. Projected or emotional persuasion is the ability to project your feelings onto another person, while this is often confused with emotional manipulation it is severely limited in its range and can only project what they themselves are feeling. Most often this is used as a small push for emphasis when using verbal persuasion. Lastly is physical, this, much like projected, is mostly used for emphasis and is the act of furthering a verbal persuasion with physical contact. Their persuasion is a manipulation of the mind and once it's done it can often leave a soft, confused sensation behind, though this isn't often something that's enough to rattle the senses of the victim into realizing they've been duped.
Solstice Ritual: The eves of the solstice, both midsummer and midwinter are a sacred time for the selkie people.Much like the shifters are drawn to shift and run with the full moon the selkie are drawn to the beaches during the eves of the solstices. During this time, in the most sacred of their rituals, selkies receivea small boost of latent magic which allows them to share their sealskin with a non-selkie. This ritual is not mandatory and is often reserved for loved ones, allowing the selkie to show the other their real world beneath the waves. The ritual lasts until sunrise of the following morning. If the non-selkie isn't returned to the beach by this time they typically drown as their temporary gills give out and water fills their lungs. This ability is limited to full-blooded selkie though the half-bloods are also drawn to the beach. These nights are typically the few times during the year that the half-blooded selkie actually take to the ocean and are often the only time they see their aquatic families before returning to their earth-bound parent.
It's fairly common for these freed selkie's to abandon their children and whoever they were bound to. On some rare occasions they will return to or reach out to their children but it's almost unheard of for the selkie to ever return willingly to their captor, no matter their feelings for said person.
Although it's not a large practice, selkie have been plagued in the past by the illegal poaching of actual seals and many of their kind have been lost over the years to these haphazard killings. Some even take the precaution of changing their aquatic forms to otters when news breaks that poaching is on the rise again.
The unicorn is often assigned to good luck but they are capable of both good and bad just like every other being on this planet, a dependent variable on the unicorn themselves and the spinning of their abilities over the course of their lifetimes. Regardless of the fallen among them every unicorn is born as a pure chaste charm of luck and from their conception are either allowed to remain as this enlightened white beacon or allowed to fall and become something else entirely. It’s something that only really parallels in the conflict between heaven and hell and the angels that rule over both, fallen and enlightened in their own respect. However it’s never wise to state such things so boldly, to any fae, let alone one that is so incredibly prideful as this single horned equid.
The Enlightened: The enlightened unicorn are the beasts of paintings, myths and stories, grand white beasts with a single spiraled golden horn set in the middle of their foreheads. These pale equines tend to have a faint glow in the dead of night that has often attributed them to the heavenly but otherwise unrelated angels and during the day there is a luster that can not be denied by anyone who looks upon them. Once a unicorn has fallen from this title it can never be reached again, marking it as a thing of both great pride and great prudence, in equal measure.
The Gray: These unicorns are not in fact all actually gray but rather they’re called this simply because they inhabit the gray area between the yin and yang of the enlightened and the fallen. The gray actually come in a wide variety of colors, their pelt changing depending on their proximity to one of the other two statuses. As they begin their fall their true form will begin to tarnish, white dappling and turning gray before they're tinted a single color, this color is usually determined by the color of their hair though not always. This color will then gradually deepen before or until they are actually deemed one of the fallen. The gray change in more than just color, their horns often losing their shape begin to bend, curl and sometimes even chip into an elegant if not telling curved fixture. This shape will finalize when and or if they ever reach fallen status by losing the last of its golden sheen and turning silver. The gray unicorns and halfbloods look exactly the same unglamoured and because of this fact alone neither are particularly shunned in the community as one of the two simply cannot help what they are (see halfblood section for more info).
The Fallen: Unlike their counterparts the fallen unicorn is not so much a majestic creature as they are an imposing thing that is often intimidating glimpse of terrible luck that is avoided at all costs. The fallen are as they sound, the antithesis of their white beacon brethren, appearing pitch black and exuding an odd faint shadow like substance during the day. Their features are generally slightly darker and on occasion they can grow gaunt and develop the look of someone who hasn’t slept for days. These cursed creatures often grow an additional horn, a small sharp protrusion in the middle of their muzzles just above the nostrils that often looks like a scaled down version of a rhinoceros’ nose horse. Both of these horns will lose their golden hue and turn to tarnished silver by the time the unicorn is finally deemed one of the fallen.
Falling: A unicorn’s status is directly determined by the amount of trickery they cast or help they offer, this is tied to their bestowal ability but also the direction they push people when offering foresight tellings or any other form of luck, good or bad. It’s safe to say that the fallen are an impish people that revel in the bad luck they cause whereas the same could be said for in an entirely opposite manner for the enlightened and their humanitarian need to help and aid.
Luck & Jinx Bestowal: Bestowing luck on people is one of the highlights of a unicorn's life though it is something that is directly tied to their status and in more than one way. While their status does indeed dictate the success rate of the luck they are attempting to bestow on their target the bestowal itself can directly affect their status as well. A unicorn’s bestowal is generally at the whim of their mood and the concentrated intent behind the power, though there are limitations even beyond this:
Enlightened:80/20 chance when bestowing luck & 50/50 chance when bestowing jinx.The bestowal itself is most closely related to a witch spell in description, lasting only a short while, the length of time therein determined by the amount of energy used to cast the ability. Typically speaking unicorns are rather stingy with this magic as it can so directly affect their status, because of this they don't tend to bestow for a longer period of time than an hour or two, making sure the path before the bestowed is clearly set. This bestowal is a painless process that follows the target around like a charm, either lucky or unlucky respectively.
Fallen: 90/10 chance when bestowing jinx & 30/70 chance when bestowing luck.
Gray: The bestowal of the gray is determined by how close they are to either of the other statuses but a general rule of thumb is that they are unpredictable at 50/50 for both jinx and luck. This is also true of all halfbloods as well.
It's not a pointed ability but rather something that will encompass the target’s every movements, actions and the repercussions therein for the length of time it lasts. It’s not uncommon for unicorns to stick with their target, even if it’s just to ghost them and guide them towards the end they want, this is most especially true for the enlightened as they can only afford so many slipups before they are cast into the gray category.
Luck Aura: Unicorns are often regarded as “lucky charms”, a truth of all unicorns and entirely based on this ability. Their luck aura is a passive ability that can not be turned off or strengthened but rather it’s just something that always emanates to lightly influence those around them. The luck they emanate from this ability is always some variation of good outside of the fallen, as fallen will always emanate bad luck.
Luck: Though they are most noted for granting luck to others, unicorns are in and of themselves lucky creatures by nature, no matter their status they will always be far luckier than those around them.
Solidarity: Unlike most of today’s modern creatures unicorns tend to remain solitary rather than gathering in herds like their equid cousins do. This has equal parts to do with their aura and their pride. If gathered together their aura can become an almost overwhelming presence while their pride dictates that they should not congregate with those outside of their own status. Because of this unicorn and their children are generally independent creatures and children are often pushed out of the nest far faster than most other fae are.
Soul Corruption: This is the basis for what has been termed “the fallen” among unicorns but by and large this status has more to do with the actual soul than it does the idea of bad luck. The fallen are something shunned by those that do not share the same status and often present as a twisted trickster versions of the unicorn personality itself. This status makes their overall bearing on this world questionable and generally weakens anything inherently good about them, causing all good luck to be harder to not only hold onto but also give while it’s opposite is almost overwhelmingly abundant. Safe to say that these fae are favored friends of their like minded fallen angels.
Horn harvesting: A practice in which the horn of the unicorn is severed or broken from their foreheads, usually by black market poachers though this was once used as a primitive practice among themselves to ostracize the fallen from the higher, purer ranks of the unicorn society. The unicorn’s horn has immense healing properties, almost on par with that of the phoenix but unlike the famous fire birds the unicorn can not regrow their horn so this poaching often leads to death or slavery as they’re deemed useless once their horn is gone.
Collaring: Much like the keplie, a unicorn can be enslaved with the use of a harness, collar or bridle though unlike the kelpie this enslavement does not include compulsion but rather the simple binding of the fae to another. Once bound the unicorn often feels personally compelled to remain close at hand, their aura shared making the captor far more lucky than they would have been otherwise. In order to capture a unicorn the captor must place a collar with iron or iron plated buckles around its neck, this can only be done when the unicorn is unglamoured, making the practice increasingly dangerous and rare but not impossible. In order to release a unicorn the current owner must simply remove the collar, this action is viewed as an official breaking of their contract. A bound unicorn is not so unlike a lucky rabbit’s foot to the captor and because of this an enslaved unicorn can fetch a fair price on the black market.
The actual beginning of the wendigo has long since been lost, some attest their origins to stories of the frozen north and a soul consumed by the need to survive, others claim it has something to do with Hell itself and the escape of a botched soul corruption and others still claim it was the byproduct of a vindictive witch curse gone very wrong. Regardless of where they started the wendigo are a graphic species, the very embodiment of ailments that lead them to death’s door where they were offered a cheat which offered them prolonged life in return for a survival that is literally hinged on the consumption of flesh.
Unglamoured a wendigo is more humanoid than most fae, resembling some faint idea of death in the incredibly emaciated take of their “true form” or the glamoured body they entered into the turning with. This is a twisted and almost wraith like version of themselves though it holds a faint nod to the original and long forgotten earth fae they originally derived from in a pair of antlers. These antlers are often stained red due to the ritualistic painting of blood after a kill, this is a less prominent feature in the newer generations of wendigo as their food is highly regulated and closely watched and in many cases is an indication as to a wendigo’s age and or the ferocity of their survival instincts.
In their unglamoured form wendigo look the predator they need be in order to survive holding sharp pointed teeth, long taloned fingers and white pupiless eyes that see heat signatures rather than the human array of vision. One of the most distinctive and pointed features in both unglamoured or glamoured form are their eyes, even with pupils they are a highly reflective surface that catches the light to shine much like that of a cat, often giving them away in the dark or at specific angles during the day.
Glamour for wendigo is slightly different than other fae in that they can not take on any form they wish but rather they are locked to the forms of the flesh they’ve consumed and therefore know. This simply means they can only change their appearance to the faces of their victims, forever immortalizing the fallen in themselves.
The beginning of a wendigo’s life is entirely dependant on a great weakening of the original fae’s physical form, this is generally due to illness but can also be from extreme physical damage, essentially the fae must be at death’s door and well beyond saving via any other means before the gene is capable of wiping out their prior existence. In this extremely weakened state the afflicted fae is fed the flesh of a wendigo, something easily obtainable on the black market and in some very select apothecaries. The amount of flesh isn’t a large quantity though not eating enough can create devastating results that are irreversible and always lead to death for the would-be-wendigo so a general rule of thumb is ‘the more the better’. The exact amount is usually calculated by the provider though usually even this is overestimated just to be safe.
Upon consumption the dormant genes in the consumed flesh will activate much like an aggressive virus, washing through the fae to attach itself to every magical aspect of their former species in a conversion process that is both painful and slow. The actual creation of a wendigo takes roughly three days and during this time they need to be carefully monitored to make sure everything is mutated correctly. If too little is ingested the fae will become an abomination, something twisted, half of itself and hungry though altogether incapable of feeding itself and thus must either be offered a merciful death or left to starve to the same end. Upon successful turning the newly made wendigo will, more or less become their old selves (outside of the need to consume flesh in order to sustain themselves).
Many raise the question as to why anyone would choose this endless hunger and the answer is often as simple as family and loved ones. This is not always true and some wendigo become what they are by ready made choice, their personalities already corrupted enough to crave this end. Because of the questionable nature of the actual species wendigo are not a readily embraced species and some communities will ostracize those who associate with and or save themselves in this manner, even the fae courts themselves are not entirely keen on this practice though they’ve long since ceased trying to fight it.
Pestilence Aura: A twisted throwback to the earthen fae origins of the wendigo, pestilence aura is the antithesis of their past selves causing devastation, wilting and death upon the natural area that surrounds them instead of the flowering regrowth they might have once held. This is a slow process that only depreciates nature itself though it can dampen the mood of living creatures it’s nothing devastating in this regard. Upon standing in one spot the wendigo will slowly sour the earth surrounding them, killing foliage and rotting already dead vegetation. While this could potentially be an incredibly powerful ability the wendigo themselves does not hold enough magical power or energy to create anything but the slightly morose sight at their feet and even this will take a fair bit of time before it becomes anything noticeable. This aura is a passive ability that can not be turned off or controlled.
Regeneration: Wendigo are capable of full regeneration, this includes increased healing speed as well as the capability of regrowing full limbs (no including a severed head). This ability is incredibly taxing and generally requires a lot of sustenance in order to complete. This is a passive ability and can not be controlled, if damaged the body will automatically begin the healing process without warning or way to stop it.
Iron Ignorance: Wendigo are one of the only fae that are completely immune to the typical effects of iron, their bodies being far more physical than magical in nature allow them to ignore the effects of iron. Handling and prolonged exposure to iron do not affect a wendigo in the slightest.
Magical Weakness: While they are fast and hold a slight increase in physical strength wendigo are a very magically weak fae, their bodies energy is largely used to keep themselves alive instead of shifting to enhance, sustain or develop magical abilities. They are also highly susceptible to magical effects though these effects generally don’t hurt them as badly as they might other species, they are easily warded against and or rooted by typical witch and fae magics.
Time: Wendigo never stop deteriorating and one of their greatest enemies is time itself, something they can never outrun. Holy objects: The origins to this are unknown though some speculate that cheating death along with the embodiment of greed have long since caused some dormant aura of sin to manifest in the wendigo. Holy objects and water do not necessarily hurt the wendigo outright but they have a strong aversion to said objects, akin to other fae with iron, and prolonged exposure or physical contact with these items will cause burning.This burning, however is far fainter and much more manageable than iron burns would be. They also harbor an aversion to consecrated ground and while entering a church will not physically harm a wendigo, it can make them ill (this is derived from a mental state more than an actual physical illness) which almost always causes them to avoid these places.
NOTE: we will not accept 'creation' angels, AKA angels made by God; every angel, seraph or archangel will have been once mortal, sempiternal or immortal before dying, ascending to heaven, and becoming eternal. Vampires are the only species that cannot become eternal. We are also allowing only one arch per player so choose wisely.
Every angel begins their eternal afterlife as almost no different than they were in the last days prior to their death, but unlike with demons, who need to kill people and devour their souls to increase their powers, angels grow in power in time and automatically. Where demons get more human in the mind as they grow more powerful, angels begin to lose their humanity as the powers in them continue to grow, pushing out their emotions like they weren’t important. While this takes a longer time, and will vary from angel to angel and their closeness to god, it afflicts all angels eventually, and those they have attained high powers of seraphs or, lord prevent, archangels are always steps away from what is called the shining, or grace-hijacking.
In simpler terms, it’s a process in which an angel’s grace (powers) grows disproportionately large, leaving the angel in question incredibly powerful, with the disadvantage that their personality gets wiped in the process. Past a certain point, there’s no reversing this. Angels hijacked by own grace don’t become fallen, but are considered illuminated, or the Illuminati. They become drone-like, brainwashed quintessential soldiers with a singular role of serving. Many Illuminati retreat into the far reaches of heaven. They’re a more common sight than angels would wish, and it’s turned most angels off power.
While there is no reversing this, the process itself while in its early stages may be stopped by redeeming a demon (greater or arch), which turns the demon into a valkyrie. In this process, the angel accepts onto themselves a piece of a demonic soul and shares own. The downside is that they’ll no longer grow in power, as the demonic piece in them hampers power growth, acting more or less like a disease there’s no killing, and which the grace forever after battles to prevent from taking over the angel (there have been no reported cases of that happening). It’s mostly beneficial to the angel.
Every angel class barring nephilims has no need to sleep or eat food to feel energized or sustained, though the option is always there.
SERAPHIMS look like their reclaimed physical body. In their true form they are a cluster of light that smites lesser demons, kneels regular demons and angels, and may frighten greater demons, though has no bearing on archdemons, who simply dislike it. It starts milder earthquakes, disrupts electricity, and in its presence any recently healed injury will return. It causes the eyes to bleed out. Seraphs can manifest their wings, large and white, or let them reflect in their shadows.
ARCHANGELS look like their reclaimed physical body. Their true form is indescribable, surpassing that of a seraph by multitudes. They cannot show their true form on Earth, as it is lethal to everyone except for archdemons and any angel class. Additionally, it causes the eyes to bleed out.
FALLEN ANGELS look like their reclaimed physical body.
Seraphims or Seraphs come right after, a rank attained if the angel reclaims their once mortal body. If the body was burned to ashes or maimed beyond repair, repossession is impossible. Otherwise this elevates the angel’s status and gives them access to more abilities that they may master at own pace. Though they have their bodies, they don’t need sleep or eat, but may enjoy both. Once they have their physical body, they cannot destroy it, as it will always come back together. They’re just stuck to grow in power.
Archangel is a highest rank available only to seraphs. Unlike the seraph rank, archangel is earned and depends on the seraph’s involvement in the heavenly affairs, such as spreading the law/word of god and defending the midworld from demonic forces, aka plain-out murder of demon folk. It’s like a promotion that’s decided by God directly. In terms of power, all archangels hold perfect mastery over all the angelic abilities, levels above seraphs. They command respect and often take on several duties in and outside heaven. Exactly as archdemons, they hold a number of duties few truly comprehend, and possess extra abilities. In power they’re matched by archdemons. Archangels will be capped at 6.
Fallen angels Only seraphs and archangels can become fallen. A regular angel that falls loses their grace and is reborn as a human. They may reclaim their grace in their later life, after they have redeemed themselves. Fallen seraphs and archangels retain their memories and physical bodies, just losing access to all their abilities, heaven, and their wings. They’re forced into a state of limbo until they can decide what to do: 1. repent (which would return them to heaven), 2. retire on their eternal life (which would end their current existence and lead them to be reborn to the closest pregnant species, animals included), 3. wander for ages until their energy fades out, 4. or be seduced by a greater demon/archdemon, accepting their corruption and becoming an incubus/succubus. It should be noted that this is a long process that takes no less than 10-20 years to completely lose all grace, it varies from angel to angel slightly though it will never be instantaneous.
Currently, angels, seraphs, archangels, fallen angels, nephilim, and valkyrie are all playable.
Fallen angels are rehabilitated greater demons/archdemons.
* Heaven's door gatekeeper, aka The Gatekeeper
(main role is to literally make sure people don’t venture in and die, since non-angels would; has a link to the gates and may in fact open a smaller, albeit much smaller gate whenever, closing it behind them. Carelessly opening mini gates, or alternatively leaving some behind for non-angels to enter in and die would cost this Archangel their grace very quickly.)
* Teacher and guide to the angels on Earth, aka the Preceptor
(main role is to govern over angels who’ve chosen to walk the mid-world, making sure they know where their place is and aren’t swayed too strongly but their past humanity, whether mortal, sempiternal, or fae since all had human feelings at least. They guide them, and also help them slip into being angels.)
* Protector to the purest souls, aka the Guardian angel
(main role is to find the purest souls and ensure that they retain this purity until their death, so that in the afterlife they’d ascend to heaven. This means assassinating any demon that may approach them, or alternatively finding those that slipped through the cracks and killing them before they can stake any claim on the pure soul. Also includes sometimes interfering in their personal lives, and generally guiding them to keep away from the life of crime and evil. They may not get involved their proteges though, and romantic affairs would be punishable by a loss of grace.)
* Purger of Abominations (nephilim, and other angel bastards), aka the Judge
(main role is literally filtering the population of all angel bastards. Mostly, this Archangel will be seen making sure that angels don’t breed with mortals, and if they do, that the child is either granted a quick death before it can realize its potential as an abomination. But most of their decisions fall between black and white, and the Judge commonly makes difficult decisions in terms of which nephilim makes it, and which will do for greater purposes. This Archangel is aware of every nephilim upon their birth, and knows when they see one on spot. Having a nephilim child of their own would lose them their grace.)
* Hunter of lesser demons on earth, changeling and such, aka the Executioner
(well aware that demons often derive power from these shadowy demonic familiars, this Archangel is here specially to exorcise and kill them. There’s only black in their line of ‘work’; they don’t pardon these hellish creations, and slay them all one after another, keeping the world cleaned from their invasion. They easily slip through the cracks between the realms, and this Archangel can sense it, and will kill it. Failing to do so would lose them their grace.)
* PR for angels, aka the Mediator/Ambassador
(main role includes spokesman/women duties as well, with the Archangel being an ambassador for the angel class if it’s needed, also similarly solving intrapersonal problems for their species. After all, angels may still not get on and fight each other for whatever reason, and this Archangel is attuned to such discord and will gravitate to it in time if it worsens, making it their role to assuage all parties. Also has a role of maintaining some public image. Letting angels go nuclear on each other, or hell, even on demons uncontrolled, would lose this Archangel their grace.)
Angels hesitate to possess a sempiternal in respect of the other soul already possessing it. It requires an agreement between all of the parties, and feels like a poignant, powerful experience even for the angel. Some have been known to prefer sempiternal over any other species. They’re hesitant to possess the fae, and will never possess vampires, commenting their presence ‘triggers their grace’, in other words makes them want to cleanse or smite the vampire, neither possible.
SUPERHUMAN STRENGTH: angels are stronger and faster than regular mortals, though at no superman level. Applies to all the angel class.
SUPERHUMAN SENSE: all angel class has some kind of a sixth sense, being able to identify other supernaturals, sense danger, deceit, and even past suicide attempts, accounting for current suicidal tendencies. They may also sense a demon’s power, how many souls they’ve consumed and where they place on the hell hierarchy, a considerable advantage point over demons. Nephilims cannot sense out suicidal attempts or tendencies in others.
REGENERATION: all angel class heal very quickly, and in case of archangels we’re talking about a degree of indestructibility. Nephilims are partially exempt from this, healing roughly at a shifter rate, if not a bit all-around faster, discounting for different injury types.
HEALING: all angels have the ability to heal, disregarding the level of injury. For the severe cases, the angel may need to possess the vessel, although archangels have superior abilities enough to mend even the gravest injuries without taking over the body. It will still take a bit longer.
TELEPORTATION: available to all the angel class, exempting nephilims, it’s the ability to port from one place to another in a blink. It is not possible to teleport in or outside consecrated ground. The angel needs to visualize where they’re teleporting. If they’ve been there before, it gives them understanding of how the place appears, and if teleporting there is safe. If they’ve not been there before, they may miss the intended area by some distance.
EXORCISM: available to all the angel class, exempting nephilims, it is the ability to exorcise regular demons and familiars, sending them back to hell.
SMITING: available to seraphs and above, exempting valkyries, it is the ability to smite all demons bar archdemons.
HOLY BLOOD: the blood of an angel and above, excluding nephilims, has healing properties, though nothing that matches the vampire blood. It’s only usable to other angel class, and may be used to craft angel weapons. It’s not recommended to ingest it, as it will cause nausea, vomiting, but otherwise not harm the person.
OMNILINGUALISM: available to all angel classes, no exceptions, it’s the ability to understand and speak all the human languages, although it’s always situation-dependant and spontaneous. Nephilims, for being raised as humans and having access to education, may turn this on at will, speaking foreign languages even in situations that don’t require them.
RESURRECTION: available to all the angel class, exempting nephilims, it is the ability to bring back the dead, typically only recently deceased. Archangels are believed to be able to revive people dead up to several days, though anything beyond a week is impossible, as by then the soul’s been sorted into either hell or heaven, with no turning back.
PYROKINESIS: available to all the angel class, it’s the ability to control fire. Every fire controlled or summoned by angel class becomes holy fire, capable of harming demons.
EMPATHY: available to angel class, it’s the ability to read the emotions of others, though with no ability to alter them. Nephilims can.
DIRECTION: available to all angel classes, it’s a passive ability where getting lost is impossible, and the angel class always knows their way out of any place, or knows which way to turn, which road to walk to reach their goal.
SIGHT: all angel classes, no exceptions, may see the dead, the reapers, or even talk to them.
BIOKINESIS: available to seraphs and archangels, it’s an ability to manipulate the physical body, displacing bones, stealing organs, poisoning blood, causing ailments, sowing tumors, and etc without any seeming limits.
THE VOICE: available to seraphs and archangels, it’s the ability to speak to people through the mouths of others, or even influencing and swaying crowds and silencing people.
ASCENSION: available to seraphs and archangels, it’s permits a soul to bypass being picked up by a reaper and ferried through the purgatory to the otherworld, sent directly into heaven. It’s rarely used as many angels believe that the purgatory is a necessary trial for every soul.
THERMOKINESIS: available to archangels only, it enables them to control the temperature in their immediate surroundings, increasing or decreasing it at will. Just like this, they may freeze or cook alive anything in vicinity. It’s possible for them to focus this ability on a specific area too, affecting nothing outside it, human bodies included.
POWER GRANTING: available to archangels only, it’s an ability to temporarily gift someone with a supernatural ability found within the angel class.
ANGELIC AURA: available to archangels only, it’s similar to demonic aura in that it’s an emittable energy that influences, suffocates, scorches, or heals any living being in vicinity. Unlike demonic aura, it feels uplifting no matter the chosen effect.
ANGEL WEAPONS: self-explanatory.
DEMON WEAPONS: self-explanatory.
LUCIFER’S CAGE: used to trap all angel class, there’s no escaping from the cage without an outside help. It’ll trap an angel, sinking them into deepest parts of hell, where they will remain until unlocked by whoever did the locking, the blood from the heart of a nephilim, or magic.
HOLY OIL: used to trap angel class, nephilims are exempt from this. Will harm the angel’s vessel if crossed, severely burning it, almost causing the vessel to die. For seraphs and archangels, it’s a way to slow them down, just as painful though not nearly as damaging. Valkyries, while hurt by holy oil to some extent, cannot be stopped or killed by it.
DEVIL’S CLAW: poisonous to all angel classes in varying degrees, this plant may kill an angel’s vessel, incapacitate a seraph, and kneel an archangel. Nephilims break out in an allergic reaction they need an angel blood to recover from, and valkyries will feel remotely weakened by it.
REAPER'S TOUCH: deadly to an angel's vessel, this will kill the body of a seraph too, but hardly faze archangel. Nephilims will die as well, and Valkyries will be put into a vegetative state, and slowly recover from it.
NOTE: we will not accept 'creation' demons, AKA demons made by the Devil; every demon, greater demon or archangel will have been once mortal, sempiternal or immortal before dying, descending to hell, and becoming eternal. Vampires are the only species that cannot become eternal. We are also allowing only one arch per player so choose wisely.
Once on Earth, they sate their appetite by striking deals with others/tricking people and consuming their souls to make themselves more powerful. Demons differ from angels in how their powers are acquired (earned for Demons, given to Angels), and how these powers change them. Every demon begins their journey crooked, twisted, and blood-thirsty, though as they grow in power their humanity grows too. It doesn’t make them sweet and nurturing but definitely give them a tactical advantage of actually being able to relate to their victims, and better manipulate them to further themselves. Eventually, a demon will be able to reclaim their old physical body, in this act elevating themselves officially to the rank of a greater demon. However, the road that leads there is literally paved in the bodies of thousands, a fact every greater, or archdemon bears on mind.
While greater and archdemons may be redeemed by angels, majority will not choose it. But those that have attained it ascend, binding themselves to heaven forever as valkyries. Every demon class barring cambions has no need to sleep or eat food to feel energized or sustained, though the option is always there.
GREATER DEMONS look like their reclaimed bodies, capable of shifting into a seven foot tall, horrific and unsightly demonic form at will - which they’re forbidden from.
ARCHDEMONS look like their reclaimed bodies, with the some demonic form available to them, although theirs is winged. Their eyes shine red like vampire’s when they use their powers.
* A vile life leads to a vile afterlife..
* A deal with a crossroads demon. Typically the handler is given 10 years before their soul is dragged under by hellhounds.
* A person may be tricked to sell their soul to a demon. Saying crap like “I’d sell my soul to the devil” and unwittingly affirming it with a nearby demon will form an unofficial, verbal pact which the demon may choose to harvest on spot, or wait years on. There are other variations to their conversation, but all end with a ‘yes’. There’s no gain for the victim if the demon isn’t a crossroads demon.
* As the most unusual one, it involves a mortal willingly surrendering their soul. The demon may gather their soul on spot, or wait. Instead of immediate harvest, many demons will force the mortal to heinous acts to twist and corrupt their soul before death, proving that you do not trust a demon.
Lesser demons are quite similar to imps in appearance, just larger and used as tanks for their strength. They act as familiars.
Daeva are demonic pit bulls employed by any Earth-inhabiting demon. They may take a physical, human form, but ultimately are pledged to serve the higher ranked demons.
Hellhounds act as familiars.
Crossroads demons is a special regular subtype that focuses solely on striking deals and otherwise doesn’t mingle the mortals, needing to possess the closest human body every time it is summoned.
Regular demons need to possess a mortal or sempiternal body if they want to walk the earth. They don’t need the victim’s permission and may change hosts at will.
Greater demons is the next immediate rank that the regular demon attains after enough amassed power. At a point they’ll feel a calling and be able to recover their once-mortal body, rebuilding it from nothing if needed or if it had been turned into ash as a funeral tradition. Before then, the demon would not have remembered where they’d been buried, and additionally lacked the power to revitalize and repossess own old body. This elevates their rank, giving them access to more abilities. Additionally they gain the ability of glamour, shifting between a human and demonic form that is often hideous and repulsive, the tailed, winged, and horned stuff from nightmares. They also feel increased hunger for the flesh of mortal, immortal, and sempiternal, which they may elect to sate in either their humanoid or demonic form. A demons needs to be 400 yrs+ before they can rank up to greater demon.
Archdemon is an earned rank currently held by no demon younger than 1000 years. It’s a title awarded to the strongest and most experienced of greater demons by the Devil himself, with 9 Archdemons appointed to serve in hell, never to leave it again, and 6 serving in mid-world. Archdemons gain a lot of advantages over their kind, second authority after the devil, forming his closest circle, but they lose their ability to possess others. While killing them is very possible, the history remembers nobody who’s managed. Greater demons and archdemons that have sought redemption and succeeded are called valkyrie.
Incubi/succubi check out crossbreeds.
Valkyries check out crossbreeds
* Hell’s door gatekeeper, aka The Gatekeeper
(main role is to literally make sure people don’t venture in and die, since non-demons would; has a link to the gates and may in fact open a smaller, albeit much smaller gate whenever, closing it behind them. Carelessly opening mini gates, or alternatively leaving some behind for non-demons to enter in and die would cost them… actually nothing. Fuck the people.)
* Teacher and guide to the demons on Earth, aka the Preceptor
(main role is to govern over demons who’ve chosen to walk the mid-world, making sure they’re not drawing too much attention to themselves in frivolous murder, or leaving a mess behind. They have the added gift of knowing exactly when they’re looking at a demon, and who they were in their past life, as in the species, and how they died and ended in hell, and how long they’ve been a demon.)
* Corrupter to the purest souls, aka the Corrupter
(main role is to corrupt the purest souls. Demons generally don’t want angels growing in numbers, and thus this Archdemon target the cutest souls, and command demons to either taint or rob them of their soul. This Archdemon keeps an eye out on potential angel candidates, in terms of vessels and future full-fledged angels, and will interfere in their lives and destroy them to ensure they do not end up in hell.)
* Corrupter of the angels forces, aka the Faithless
(main role is fuck the angels; find an angel, seduce and confuse them, make them lose their grace, or alternatively ensure that every fallen angel either joins the hell’s club, or dies. This Archdemon is particularly gifted at the art of seduction, or at least is expected to be, and will have childed many succubi/incubi. Of course, it’s not just fucking them, but generally making the angels go against their own beliefs, failing heaven.)
* Crossroads demon boss, aka the Banker
(if there’s anyone who knows about every deal with a demon made, it’s the Banker. They have knowledge of every deal made - official, with a crossroads demon, or not. Many of the souls go to them, and they can act as a bank of souls to famished demons on verge of returning back to hell in light of their great hunger for a soul, and a greater failure to procure one naturally. However, their role isn’t to feed the famished ones, but collect and store souls, and otherwise peddle them as businessmen do. This Archdemon has the ultimate power to cancel every contract with a demon made without repercussions - but 94% of the time won’t.)
* Marshal of the Hell armies aka Legionnaire
(Ripped straight out of hell this archdemons does literally what the role suggests: s/he leads, and their role is paramount to a general's far as his influence and power go. He exists to literally control, manage and lead all demons on Earth ranked below himself, only fellow archdemons exempts from his decisions and word. This literally gifts this archdemon with decisive rights paramount to devil's for his stay on Earth, and he has the added influence over fellow demon folk which is akin to vampiric compulsion. The role is sort of simple; lead them and ensure they do not forget what they are: hell's legion.)
They may not possess other eternals, but there have been cases of a demon invading an already occupied vessel to chase the other demon out. Possessing mortals is seamless unless the person is protected by an anti-demon ward/tattoo. Sempiternals have been known to reject weaker minded demons since dual souls. Immortals may be possessed depending on the age and mind fortitude of the immortal, to be determined on a case to case basis. A demon is limited by the body he or she possesses, but fae minds aren’t easily overwhelmed, and as so a demon will typically stick to witches and humans, with the occasional shifter or skinwalker to boost their power.
FAMILIARS: all the demons that walk the Earth and cambions may summon a daeva, hellhounds, or imp to serve them.
SUPERHUMAN STRENGTH: available to all the demons, incubi/succubi and cambions. Don’t be surprised to see a demon lift a car.
SUPERHUMAN SENSE: all demons can sense other supernaturals, but don’t possess superior hearing or smell. For that reason many enjoy possessing shifters.
REGENERATION: all demons, incubi/succubi and cambions possess superior healing that outmatches a vampire’s. A demon possessing a vessel automatically heals all their wounds or ailments within some time.
FORTITUDE: a passive ability available to incubi/succubi only, their physical bodies have been left almost indestructible. Vulnerable to sacred and blessed objects, anything else barely fazes them, no knife strong enough to get an inch in before bounced back by rapidly healing tissue.
SPOILED BLOOD: where the vampire blood heals, demonic harms. A mouthful is enough to cause a violent, painful reaction. Ingesting more will actually kill the person. Applies to all the demons, incubi/succubi and cambions. Additionally, all demons, incubi/succubi and cambions are immune to demonic blood, and cambions and incubi/succubi are in fact healed by it.
CONTRACTING / SOUL MANIPULATION: available to all the demons except for incubi/succubi and cambions, it includes the human consenting to give their soul over, often tricked to do so and unaware they had, and with the demon promising nothing in turn, unless it’s a crossroads demon. Demons devour, or store souls, typically needing consent before doing so as taking a soul without it damages it in the process, and brutally kills the vessel. To be honest, some demons really enjoy doing that. This ability is found in all demon types that walk the Earth. The act of taking a soul gives a demon a rush, addictive in every sense and meaning.
Greater and archdemons have been known to pluck a soul from reaper’s hands, returning it back into its body, or another available. It’s often committed out of spite, or in case of an interest in the recently deceased, although there’s always room for the odd kind act. Like that, demons can manipulate souls, displace or lock them out their bodies and plant them in others’, assuming the soul is too weak to defy them, or the person had consented prior. A demon can contract with anyone who consents, mortal, immortal, or otherwise. If the demon is killed, the contract is cancelled. Not applicable with crossroads demons, who act as messengers of hell instead of directly holding the contracts.
SEEING REAPERS: available to all the demons, incubi/succubi and cambions alike, directly relating to the above mentioned, demons can sense, and see reapers, and where there’s a reaper, there’s death. Archdemons are immune to a reaper touch.
RESURRECTION / HEALING: any contracted person can be automatically be resurrected or healed only by the demon they’ve sold their soul to.
TELEKINESIS: available to all the demons and cambions alike, an ability that grows stronger with the demon, it’s the old fashioned moving of things with the mind. And it’s quite destructive with archdemons.
AURA READING: available to all the demons, incubi/succubi and cambions, it’s an ability to read people’s auras. This ability serves to help them determine a person’s state and affinity for manipulation.
PATH FINDING: available to greater demons and above, it’s an ability to tell where an object has been and who’s held it by touching it.
TELEPORTATION: available to greater demons and above, it’s an ability teleport in and out of hell in a blink, but to no other location. Regular demons may choose to leave their vessel and simply return to hell.
DEMONIC AURA: available to greater demons and above, an ability that grows with age, it enables the demon to throw an oppressive, demonic aura that tumbles over surrounding area, weakening all living, and driving the weakest life forms to temporary insanity. Even the strongest minds will find themselves buckling, and unintentionally reliving their past traumas. It’s visible only to other eternals, and witches. All its effects are temporary.
POWER MANIPULATION: available to greater demons and above, an ability that grows with age, it enables the demon to transfer their strength/energy to someone, giving them a temporary boost. Not to confused with healing, it’s an easily abused power if the demon fancies overloading the person, since demonic energy is still detrimental to the body in higher doses, not to mention there’s only as much a person can take without imploding. As so, it’s possible to poison, or even kill the person with the overload, a very gruesome and painful way to go, if you ask me.
EXORCISM: available to archdemons only, the ability to exorcise regular demons, sending them back to hell.
DERANKING: available to archdemons only, the ability to lower a greater demon’s rank, stripping them off their mortal body and necessitating a return to hell or a possession of a vessel. As with exorcism, it’s delivered with a touch, turning the greater demon’s body into dust and leaving only the black energy behind.
WILTING TOUCH: available to archdemons only, the ability to decay everything willing with direct touch. Applies to flesh, flora and fauna. The effects are long-term.
SALT LINE: cannot be crossed by a demon, no exception. Cambions are exempt.
HOLY WATER: it burns. If cheated into swallowing it, they’ll vomit blood, the water burning through the lining of their stomach and deep into their body like acid. Incubi/succubi can be easily killed by it.
SMITING: archangels may smite demons on touch, and dismiss familiars. Cambions, incubi/succubi, greater demons and above are exempt from this.
EXORCISM: may be performed by anyone who knows the incantation, the spell, or by an angel, or archdemon. Cambions and incubi/succubi are exempt.
ANGEL WEAPONS: anything crafted by angels can kill them, as in kill kill them, no smoke left to return to hell. Incubi/succubi are particularly vulnerable to that.
GHOSTS: capable of pulling a demon from its host, they’re more annoying than anything, and still be avoided at large by regular demons.
HOLY FIRE: produced by a phoenix, it may not kill a demon but harm one enough. All the demons are harmed by holy fire. Cambions are exempt.
IRON: while they won’t have such an adverse reaction to it, iron hurts them, causing a severe allergic reaction. They cannot cross an iron line either, thus avoiding iron. Applicable to all the demons. Cambions are exempt.
DEVIL’S TRAP: any demon may be held captive by it.
REAPER’S TOUCH: one touch from the reaper will kill a regular demon’s vessel, or the greater demon’s body. Archdemons are immune to this.
In the transitional period, the person initially has a regular heartbeat and body temperature, appearing as they had before dying. Slowly all of their mortal functions die. The best way to explain this is that they may have returned to their bodies, but they’d brought death along with them. As a part of the transition, the person begins to sense death, and any such details surrounding a person’s passing. They’ll be naturally drawn to places where death will strike, and within days after their death announce someone’s death for the first time via a loud, keening shriek, finalizing their transition, making them eternal.
Killing a banshee before their transition completes will send their soul to the purgatory where they’ll be picked up by the reaper who was first handling them, and ferried over.
A banshee is a soul that’s been touched by death. Whatever body it occupies doesn’t age, decay, rot, or grow weaker. It’s considered frozen, stuck. It cannot heal but can be healed by others. If damaged enough, it will cease functioning, evicting the banshee out in a search for another body to possess. That always kills the host, sending their soul to the afterlife. The potential host has to be weakened in the first place to permit for a possession, either wounded, or dying, or maybe severely depressed and plagued by suicidal thoughts.
Some banshees aren’t really aware of what they are, and with every re-possession begin a new cycle. Some are well aware and preserve the memories acquired every decade. Many think their existence is punishment for eluding death. Some love it. They’re overall known for being able to sense and predict death, and other related abilities as listed in the abilities. As they are dead, they feel tepid on touch, and commonly surround themselves in anything warm to compensate. At any point, the banshee may choose to cross over, joining heaven or hell. Their end-road will be decided by their actions as a banshee, though most, once tired of existing, will simply choose to literally perish into nothingness. This is an end every banshee may choose on a whim.
Reaper: are souls responsible for ferrying others to the afterlife. Their road begins by dying, and being considered equally fit for both heaven and hell. Instead of being pushed towards either, they linger in the purgatory, where reapers commonly walk. It’s the repeat encounters with reapers and watching them ferry souls that makes them decide to forever remain neutral, neither good nor bad, just doing their job. When a soul first joins a reaper in ferrying a soul becomes a reaper themselves.
Reapers typically stay among us in the mid-world, watching us go about our business. They’re true neutrals that never intervene with our business, as doing so would tip their scales towards good or bad and vanquish them. They may choose to be seen or not, though when harvesting souls remain invisible for the act; demon, angels, and select witches can see them at all times. They appear to hold a tangible form, though are spirits in essence, meaning they cannot eat, drink, or experience anything physical. Emotionally, they’re equipped to feel and may sympathize with the souls they ferry, and along the way some reapers offer to listen to their stories, a chicken soup for the soul though not all enjoy this role.
Reapers are earthbound, and may use a bus, train or a building, but cannot fly. If you ever see a reaper boarding a plane, it won’t be taking off. Some reapers are easy to spot, sitting in a cafe alone at a table, looking at a cup of coffee they’ll never drink as they wait for the next reaping. Some become robotic in time, surrendering emotion. Some latch onto it. They all feel energized when meeting their cambion, often entering a very spiritual relationship that nothing in being can dream to mirror (note: it’s not a must, but in most cases, it’s a mutual choice, a tribute to their shared traits and shared fates). Reapers are the true ferrymen of the purgatory, but commonly accept help from cambions in the beyond.
At any point, the reaper may choose to cross over to the beyond, hell or heaven depending on their actions, but they will need to find replacement for themselves. They’ll target a person, influence them, condition them, and when the time is right, reap their soul. These people are typically aimless, directionless, suicidal, or otherwise suffering, justifying the reaper choice. Reaper substitutes are aware of their fate, though there have been cases when the reaper didn’t explain their intentions. Those souls don’t become reapers, but wraiths.
Reapers can possess others but don’t ever do it since it would kill the person on spot.
Wraith: happen as a result of:
Wraiths are a blob of black, negative energy that is a bit weaker than a demon’s. They need a body and often posses the weak, the dying, or the depressed, but they never kill the original soul in the host, instead corrupting it, feeding off the misery they cause it before absorbing it. They tend to linger in the area in their spirit form, poisoning the people living within to feel anguish and anxiety until they’re weakened enough they may be possessed. The wraith absorbs the mind of the host whose vessel it took, memories included.
* reaper deception: applicable for all reaper substitutes who weren’t warned of their forced end. The sense of betrayal and the spiritual connection with the reaper they’d built prior to their reaping drive them to contorting to a wraith. The change is immediate.
* forced reaping: any prematurely reaped soul [i]may[/i] become a wraith depending on their life, unresolved feelings or business, or general affiliation. The chances of this happening are 1 in 20.
* premature death: a rare occurrence, in cases of especially gruesome/tragic death, the soul will feel wronged enough to remain on earth, oblivious to the reaper arrived to harvest it. If a reaper cannot harvest a soul, it is given space to mourn its passing. If the soul finds its peace, the reaper returns to harvest it. If not, it becomes a poltergeist. In majority of cases the soul will remain to haunt the place forever until exorcised by a witch, a demon, or an angel. Some twist into wraiths in time.
Possessing mortals only, every wraith has a natural preference for witches, capable of living in their bodies for centuries before leaving, either because the body’s grown too weak, or they’re tired of it. Afterwards, it turns into dust within minutes. Their presence freezes the body in time. It may still be destroyed by outside forces, cannot independently heal or be healed.
They feed off the agony and misery of others, withering otherwise, and enjoy funerals as a result. A well-fed wraith needs less time depressing a soul before entering their body. They have a strong instinct to kill/devour reapers. They’re neutral to malicious, and don’t recall their past lives, only their violent, tragic death. It is believed that wraiths that recall their past lives vanish into nothingness, as the recovered connection to who they used to be quells their anger.
Possession: available to all.
Dimentional: available to all, it’s the ability to travel between dimensions, typically the purgatory and overworld, and glimpse into heaven and hell, as well as sense of doorways to the fae realm.
Death Toll: available to banshees, they sense, predict, and tell death. They tell death usually by screaming, but it’s not a must.
The Scream: available to banshees, they may turn their voice into a weapon, piercing eardrums, causing internal bleeding, or damaging their surroundings with sound. The oldest banshees have learned how to shape tone in general to cause harm, lacerating and whipping their enemy.
Hijacking: available to banshees, they may possess an mortal on whim, jumping bodies and staying only long enough to survive without damaging the body much.
Reaper's Touch: the ability to kill people with a single touch, it’s available to reapers in their ghost form, and ghost form only. Archangels and archdemons are immune. There are strict laws against this but they’re free to handle eternals as they will, because eternals shouldn’t walk among us anyway.
Invisibility: available to reapers, they may choose to become invisible, switching between tangible and incorporeal form at will. Their spirit form has no bearing on the surroundings.
Unlimted: available to reapers, there’s no ground they cannot enter, no place in the physical realm that’s off limits to them. While banshees and wraiths will flinch away from consecrated ground, or avoid places of their previous lives, reapers can and will go everywhere.
Teleportation: a rare ability available to reapers, they may teleport to places but only in their spirit form, when they’re reaping.
Absorption: available to wraiths in any form, they can absorb the minds of the people they’re possessing, but this extents to reapers too, making them the only species capable of killing a reaper. When killing a reaper, a wraith abandons their host in pursuit. They also absorb negative emotions, needing them to survive.
Poisoning: available to wraiths (strongest in their spirit form, very weakened when they’re in a host), they may regurgitate the consumed negative emotions, filling typically narrow spaces with such negative aura that anyone passing through will attempt, if not commit suicide. This places the wraith at a risk of starving, and some will regulate how potent the negative aura will be, content to throw people off and depress them to feed off them.
Umbrakinesis: available to wraiths in any form, they may control shadows, hide in shadows, travel via shadows, and become a shadow. If the wraith is in their spirit form, they can abduct people, placing them into a pocket/shadow dimensions where they torment them, feeding off their fear and anguish.
Directionless: available to all, they don’t easily navigate out of cities or in the world, typically locked within the same city or country premises. They may use the purgatory to travel elsewhere, but that necessitates losing their vessels.
Limited: available to wraiths and banshees, they do not enter their old homes, or spaces they used to be occupy (or died in for wraiths). They’re frightened by connection to their pasts, later developing into phobia and crippling, chronic fear upwards of two centuries.
Tangible: available to banshees, sadly their abilities are nothing in their spirit form, and they need a vessel.
Mute: available to banshees, their strengths rely on their voice, and in case of anything blocking their vocal chords, or said chords being harmed, they’re rendered powerless until the damage has been repaired.
Death: available to banshees, they may tell but they fear their own, and avoid reapers, scared of them as well as the death they represent.
Wraiths: available to reapers, they may be sought out, wounded and even vanquished by wraiths.
True Neutrals: available to reapers, they are watchers, forbidden from interfering.
Humanity: available to reapers, it is often their humanity that makes them commit an act of good or bad, choosing sides when they’re meant to remain impartial. Unlike wraiths and banshees, they’re synced with their empathy and do not recover or lose it in time, potentially surrendering it, sure, but that’s not the same.
Starvation: available to wraiths, they need to feed off negative emotions to sustain themselves, or otherwise starve. Wraiths can survive without sustenance for two weeks, and may cannibalize others or themselves. Their physical bodies can be healed only through the act of cannibalism: absorbing a fellow wraith.
Exorcism: available to wraiths and partially to banshees, for the latter it serves to chase them out of their bodies, but with the wraiths, considering they’re dark-leaning, powerful exorcism may vanquish them.
(IN)Sanity: available to wraiths, all this absorbing of souls and their memories has its ill-effect on their minds, though whether it drives them to sanity, plunging them into their malicious preferences, or uplifts them with chunks of humanity varies from wraith to wraith, and you may stumble across those who’ve decided to turn into punishers, humanized enough to purposefully seek wrongdoers as their preferred source of food. Some will become lost in the minds they absorbed.
* make sure the non-eternals are not caught in the crossfire between angels and demons,There’s no clear way of judging what accounts for an angel/demon casualty in a valkyrie’s eyes, and valkyries are typically guided by instinct. Nothing in being can end a valkyrie, and their body always comes back together. A valkyrie can always be trusted to do what’s necessary. They are mystical, eternal, and in a way feared and pitied by all angels classes, though there is no denying it takes superior courage to face God after a lifetime of terror and sin as a demon. They have an unusual connection to Earth, for all intents and purposes earthbound. It should be noted that valkyries sit between angel and archangel on the holy ladder though their powers on a whole rival any arch's. They are incredibly powerful, the closest thing to an actual true eternal being and should not be underestimated or trifled with.
* make sure that angels aren’t straying, and that the demons aren’t overreaching,
* govern over the non-eternals, protecting and defending them where most races won’t, and
* help ferry any soul lost to angel/demon skirmish to the other side, guiding them safely through the purgatory. (Note: this means that reapers don’t ferry such souls but this still doesn’t make Valkyries official ferrymen, only ferrymen by happenstance.)
Nephilims are often sought after for their sacrificial value, though unlike cambions they do get the choice of going full human or angel. For the former, it’s as simple as contacting a seraph/archangel that will act as a conduit between heaven and earth, draining the nephilim of their angelic properties until the human remains. It’s been decreed that it’s every angel’s duty to help purge world of abominations. Any angel that rejects to help will be punished by a valkyrie.
In order to become an angel, the nephilim must be invited to heaven by an angel, ascending there together as equals, an act that grants nephilim wings, and lets them join the angel ranks officially. Most angels take pleasure in denying this request, and few have been known to accept. At the same, few nephilims ask, though most have a good reason for wanting to pick either side.
Nephilims are cursed with a unique ability to take away a person’s pain, physical and mental alike, and it’s the latter category that causes issues for them down the line, fragmenting their sanity. Using this ability is an option, but it’s an option every nephilim ends up making after enough time, and the oldest has reached 300 years before disappearing into some distant reaches of the world. Normally, nephilims die young; they’re killed or commit suicide. Most hide. Many turn to witches to cloak their supernatural presence, and take the time to decide what they’re going to do, but at any rate being a nephilim is nothing they take pride in. They have a special connection to heaven and the amazing array of abilities, and it cannot be argued that many angels are envious of them: eternal, and yet removed from heavenly rules, permitted to indulge in earthly pleasures, what’s there not to envy?
VALKYRIES look like their reclaimed body, their eyes shining gold like sunlight. Instead of trying to glamor this, valkyries will wear eye-contacts to blend in. They have no other form.
While they can choose to stay in hell, they may roam Earth too, indulging in the pleasures of flesh to keep themselves sustained. They’re intelligent, cunning, Machiavellian and haunted by memories of their lives as angels, which they preserve in full. None of their once-angelic powers remain, and on Earth they walk in their original body, free to sleep, eat, and exist as most living, or just feed off sexual energy. Either or, they need sexual energy to sustain them, and may procure it in numerous forms: via voyeurism, watching others engage and sapping their sexual energy from air, which is half satisfying and helps take the edge off, or by direct participation. Any act involved sexual lust feeds them, beginning with touching, teasing, heated kisses, though they derive most satisfaction from sex itself. This naturally makes them gravitate to promiscuous people. When feeding off a person, there’s always the option of draining them til they die.
Many incubi/succubi are drawn to blessed ground and holy objects, but run from cambions. A strange pull exists between them and valkyries. Every child born of incubi/succubi and mortal is a changeling. The child between a valkyrie and incubi/succubi will be the Antichrist. It should be noted that incubus/succubus sit between greater demon and archdemon on the demonic ladder though their powers on a whole are enough to rival any arch's. They are incredibly powerful, the closest thing to an actual true eternal being and should not be underestimated or trifled with.
Cambions are sensitive to sacred objects, and as children are hated by all domestic animals. At four they learn to summon familiars. Many start emotionally manipulating their families at as early as five, and typically are raised by human families. Most cambions are careless byproducts of mortal and demon unions, with the demon parent at most and best entertained by the prospect of parenthood, although it’s possible for some to seek parenthood intentionally. Cambions are perceived as gross and unsightly hybrids by all living, judged and ostracized even by their own, and yet there’s sinister value to them. They’re typically hunted by groups wanting them for their special abilities.
They are torn between both worlds, neither human nor demon, often plagued by a hunger for souls which they cannot satisfy and as so, many may feel driven to insanity. Suicide rate among the cambions is scarily high. It’s understood from an early age that eventually their demonic heritage will overwhelm them, twisting their physical appearance in reflection of their demonic parent’s true form until they’re hideous enough they retreat into hell, where the transformation completes. There they spend the rest of eternity.
Mature cambions have the ability to travel between hell and mid-world, but usually linger in hell or the purgatory, where they pair up with reapers, forming a very unique relationship with them. Any child produced by a cambion will be born mortal. Except for a child with a nephilim: this union will always yield twins that will become witches.
Cambions that die are still souls after all, and will either end up in hell, or purgatory if they’d led exemplary lives. Sometimes, God may choose to absolve a cambion, but it’s a one in a million thing.
CAMBIONS look like regular humans and for the most part, they are. But as time passes they become more and more monstrous in appearance, beginning to resemble a demon’s true form until they look liked their demonic part, at which point they withdraw to hell, surrendering their physical form. This is called ‘maturing’. A cambion once, a cambion forever, they cannot become fully human, or fully demon. Some reach this maturity at 100, some 500. Some are 25 when they feel lumps on their head.
SUPERHUMAN SENSE: see angel lore.
REGENERATION: see angel lore.
HEALING: see angel lore.
TELEPORTATION: see angel lore.
EXORCISM: see angel lore.
SMITING: see angel lore.
HOLY BLOOD:see angel lore.
OMNILINGUALISM: see angel lore.
RESURRECTION: see angel lore.
PYROKINESIS: see angel lore.
EMPATHY: see angel lore.
DIRECTION: see angel lore.
SIGHT: see angel lore.
PRECOGNITION: available to valkyries, they sense future events, often using this to prevent crimes or horrible events.
ANIMAL EMPATHY: available to valkyries, they can read and understand every animal, though not control them. Every animal that bows to them does so out of their own will.
TRANSMUTATION: available to valkyries, they can transmute any material (except for flesh; blood and eyes are still possible) into anything inanimate, typically metal. While it may sound glamorous, there’s nothing pretty about eyes becoming gold. There is no real reversing this. The scope isn’t very large, and the affected area will be narrower to discount for entire rooms turning gold.
WEATHER FORECASTING: available to valkyries, they can predict any atmospherical changes, though not change it.
PAIN ABSORPTION: available to nephilims, this self-sacrifice-based ability enables them to absorb the pain of others, storing it in their bodies and later releasing it wherever they please, which is into another living being, including flora and fauna, or the air, which is ill-recommended. Every stored pain lasts up to several days before beginning to feel like their own. Nephilims may mitigate mental pain too, including sorrow, grief, loss, confusion, and mental disorders, alleviating depression or removing it entirely. However, there is no releasing this energy, and they will absorb it into their inside, making it their own.
DEVIL’S TRAP: available to nephilims, it enables them to conjure up a devil's trap to trap a demon. Cannot be used midair and requires firm ground above or under the affected demon, and requires no chalk; this ability will indent the surface area into the shape of a devil trap. Can be broken by destroying the affected surface.
SUMMONING: available to nephilims, they may summon an angel in its pure form. Rarely used.
UNIVERSAL VESSEL: available to nephilims, for being half-angels, they are universal vessels for all the angel class, capable of withstanding even the mind of an archangel if needed. As with other vessels, their consent is needed.
UNIVERSAL KEY: available to nephilims, a cursed, and sinister ‘ability’ to save angels from Lucifer’s trap, though at the cost of own lives; for the abominations that they are, in this act of self-sacrifice they are truly redeemed. It’s not really know whether the nephilim must be sacrificed for this, but every nephilim in the past was brought to their death to free an angel.
ANGEL WEAPONS: see angel lore.
DEMON WEAPONS: see angel lore.
LUCIFER’S CAGE: see angel lore.
HOLY OIL: see angel lore.
DEVIL’S CLAW: see angel lore.
REAPER'S TOUCH: see angel lore.
SUPERHUMAN STRENGTH: see demon lore.
SUPERHUMAN SENSE: see demon lore.
REGENERATION: see demon lore.
FORTITUDE: a passive ability available to incubi/succubi, their physical bodies have been left almost indestructible. Vulnerable to sacred and blessed objects, anything else barely fazes them.
SPOILED BLOOD: see demon lore.
MOOD MANIPULATION: a rare ability possessed by cambions, it permits them to affect the moods of people around them, turning emotions off or on, running some to extremes or placating others. It’s very low scale, but very lethal if abused: a crossed cambion may overdose a person on anger or hate, or love, maintaining their state for as long as wanted until the stress triggers a heart attack, potentially killing the person. Oldest species may be partially immune to this, but the effects are case to case dependent, varying from a cambion’s skill, intent, or the victim’s emotional stability.
THE SIGHT: a rare ability possessed by cambions, they can sense if a person has sold their soul to a demon, and even track down the demon. Cambions describe this as being able to sense a thread of fate connecting the life of a demon and their pledged, or as a shadow of a noose around the pledged’s neck, growing darker as their end approaches. Additionally, they can sense when a person’s death approaches, sense doors to other dimensions, and see into the purgatory, typically in their dreams which they may chase intentionally.
TRAVEL: a rare ability possessed by cambions, they can travel between the mortal world, the overworld, or hell, though never do so until it’s their time to abandon the overworld.
THE SIGHT II: a rare ability available to incubi/succubi, it permits a view of the person’s desires and dreams, not limited to the sexual ones. They hold the ability to tell if the person’s attempted suicide or flirts with death, though aren’t equipped to help it.
PERSUASION: a rare ability available to incubi/succubi, they may influence a person’s decision, swaying them in own favor. Typically utilized for sexual purposes, it may serve other purposes depending on the lust demon’s cunning, nifty in business and during bargaining.
FEEDING: a rare ability available to incubi/succubi, it relies on sexual energy to replace need for normal food. Sexual energy heals them, keeps their sanity, and boosts their powers.
DREAM WEAVING: a rare ability available to incubi/succubi, it permits the lust demon to enter a person’s dream via a touch, influencing their dream or using it to dig out the dreamer’s darkest secrets. It is very possible to even kill a person in their dreams, giving them a nightmare or dream death stressful enough that the brain won’t tell dream from reality. Over the centuries, many have been sent to assassinate historical figures exactly in this manner.
BIOKINESIS: a rare ability available to incubi/succubi, they may influence or manipulate a mortal’s body. They are limited to causing excruciating pain, mitigating, or withdrawing it, or agitating cells to overgrow, giving the sufferer cancer. They may contrive of any physical ailment, curing or harming at a whim, leaving the sufferer with perpetual heroin withdrawal symptoms or AIDS if they will it.
SEEING REAPERS: see demon lore.
TELEKINESIS: see demon lore.
HOLY WATER: see demon lore.
ANGEL WEAPONS: see demon lore.
HOLY FIRE: see demon lore.
IRON: see demon lore.
DEVIL’S TRAP: see demon lore.
REAPER’S TOUCH: see demon lore.