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Basic & Spells Spellcasting: Every witch will learn the ability to mix potions, cast simple spells, wards, hexes and curses when in school. The basis for all spells is requires at least two of the following: a reagent mixture of some sort (potions, poultice, etc), an incantation of Latin, an imbued item and or a series of specific runes and lines (offer drawn in chalk on a chalk mat).
Basic Hexes: Hexes are another basic form of spellcasting that most witches will dabble in and learn in school, while it’s not something that’s encouraged in its usage the knowledge of how hexes work can come in handy when dispelling them and warding against them and to that end witches are taught how to wield them. The basic hex requires an incantation and an object, beyond that a few of them might also require a concoction of some sort, typically a potion that must be ingested.
Basic Curses: Curses are something that are not actually taught in school beyond the fundamentals needed to understand how they work and or how to reverse or stop them. The actual incantations are extremely hard to get ahold of and are often found in high priced black market books, outside of this every coven has gathered and has access to these curses via the coven grimoire but forbids the transcribing of them. Most curses require a set of runes written in a circle on the surface of whatever the witch is trying to curse or on a surface that will not be otherwise disturbed, these runes must remain intact until the spell is finished or the curse will be overturned.
Overturning a curse is a fail safe born of the neutrality of magic itself in which the target can destroy the means of casting the spell (often these runes, effigy or altar), once destroyed the curse will reverse itself and instead mark the caster. A reversed curse can not be overruled or stopped as the runes by which to do so will have been destroyed. If the witch destroys the runes themselves the curse will simply fizzle and cease, it’s only with the cursed magic of the target that a curse’s runes can be overturned and reveresed to the witch.
Basic Wards: Wards are, simply put, a means for a witch and or coven to shield themselves from outside forces. All witches are taught wards and most are taught quite a few over the course of their schooling. Wards are the most efficient and trustworthy way for a witch to protect themselves against outside magics and there are a few that will even repel curses and hexes.
All wards require a circle of specific runes to be written on the area the witch wishes to ward, this is most commonly done around doors and windows but can be done anywhere. Once a ward is written it will seep into whatever it was written on and become invisible and therefore unbreakable unless detected by other magic. Wards will last as long as they’re not broken, even those that are triggered will remain working until the runes that make them are actually destroyed. All wards are automatically tied to the witch and regardless of what they actually do they will alert the witch once triggered, this alert will be similar to a mental shove and will always wake the witch if they’re asleep.
|Human||Witch||Shifter (s)||Skinwalker (w)|
|Human||human||30/70 (h)||shifter||75/25 (w)|
|Witch||30/70 (h)||witch||50/50||75/25 (w)|
|Skinwalker||skinwalker||75/25 (w)||60/40 (s)||skinwalker|
|Cen ( C)||Drg||Dry||Jinn||Kel (kl)||Kit (k)||Mer (m)||Naga||Pho (p)||Sal (s)||Sel (sl)||Uni|
|Human||Cen||1/2 blood||1/2 blood||1/2 blood||1/2 blood||1/2 blood||80/20 (m)||W||Pho||Sal||Sel||Uni|
|Witch (W)||W||1/2 blood||1/2 blood||1/2 blood||1/2 blood||1/2 blood||80/20 (m)||W||Pho||Sal||Sel||Uni|
|Shif||1/2 blood||1/2 blood||65/35 (m)||Shif||Shif||Shif||Shif||Shif|
|Skinwalker (SW)||W||1/2 blood||50/50
|1/2 blood||1/2 blood||1/2 blood||65/35 (m)||Sw||Pho||Sal||Sel||Uni|
|Cen||1/2 blood||F = K
M = C
|Cen||Cen||F = P
M = C
|F = S
M = C
|F = SL
M = C
|dryad|| 1/2 blood
| 1/2 blood
| 1/2 blood
| 1/2 blood
| 1/2 blood
| 1/2 blood
| 1/2 blood
| 1/2 blood
|Kelpie||1/2 blood||1/2 blood||1/2 blood
|1/2 blood||Kel||1/2 blood||1/2 blood||1/2 blood||1/2 blood|
|Kitsune||F = K
M = C
|Naga||Cen||Drg|| 1/2 blood
|Witch (w)||50/50 - H/W||stillborn||human||nephilim||nephilim|
|Shifter (s)||50/50 - s/h||stillborn||50/50 - s/h|
|Skinwalker (w)||50/50 - w/h||stillborn||50/50 - w/h|
|Fae (f)||50/50 - f/h||stillborn||50/50 - f/h|
|Nephilim||human||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb|
|Angel||human||stillborn||human||50/50 - h/sb||50/50 - h/sb|
|Seraphim||50/50 - h/sb||stillborn||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb|
|Archangel||50/50 - h/sb||stillborn||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb|
|Witch (w)||50/50 - H/W||changeling||human||cambion||cambion|
|Shifter (s)||50/50 - s/h||50/50 - s/h|
|Skinwalker (w)||50/50 - w/h||50/50 - w/h|
|Fae (f)||50/50 - f/h||50/50 - f/h|
|Cambion||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb|
|Incubus/Succubi||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb|
|Demon||human||human||50/50 - h/sb||50/50 - h/sb|
|Greater Demon||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb|
|Archdemon||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb||50/50 - h/sb|
In the beginning the courts were determined strictly by the seasons, the seelie court holding rule over summer and to some lesser extent spring while the unseelie ruled over winter and to its lesser, autumn. This has changed over the years though each court does still hold an annual ball, within their respective kingdoms, on the solstice of both summer and winter as a nod to this long lost fact.
Honor: the fae of the seelie court take their promises incredibly seriously, far more so than those of the unseelie and because of this reneging on a promise is often as shameful as a rogue status attached to their name. In some extreme or delicate cases a broken promise can actually be tried by the judicial system and or lead to death.
Illusion: glamour is a way of life for the seelie, a court surrounded by the need for beauty they are pushed to use glamour freely. Seelie fae tend to be better adept at their glamour and can switch between glamours with little to no hassle or loss of energy. Beyond even this they will often use their glamour at any advantage offered by a situation.
Deception: along the lines of illusion, the seelie court tend to be secretive people, their age, species and daily lives are often unspoken of in social situations marking them as mysterious creatures. They are also a careful group, tight lipped and cautious when it comes to the usage or mention or promises.
Truth: the unseelie species tend to be those bent to the will of truth, unskilled with deception they tend to be incredibly honest people who often hold an aversion to lying. They are generally very upfront people though this doesn’t mean they will answer every question or offer information freely they do tend to find hinderance in leaving questions unanswered.
Passion: to act with passion is to understand yourself and what you want. The unseelie rarely if ever do not take the proper steps to follow what they want, regardless of the rocky road in front of them they will almost always remain true to themselves.
Honesty: right in line with truth, honesty is a tenet that better describes their way of life. They are a natural people and they live honest natural lives, encouraged to be as beastly, ugly and otherwise unfit for the human realm they will often hold main residence within the fae realm itself where they are unjudged for adhering to this credence.
Beyond the judicial system the fae courts are also equipped to help their own, working very much like small cities in this respect, to offer housing, funding and social care to their members. Fae, above almost all else, are a society that take care of their own without question.
Defecting from the court is most often looked at as a shameful act by the species themselves, an act done by only the most depraved or those involved in illegal dealings that would otherwise shame their species if they were caught and tried by the fae judicial system. Rogue status is not a permanent or lifelong mark against any fae, though regaining citizenship within a court is often a lengthy process that requires the rogue to be tried for the crimes committed during their rogue years. Some species, most notably those of the honor bound unseelie court, will often ostracize returned members from any and all future involvement within their given species, marking them as ‘unfit’ within their own social ranks.
Rogue membership is something that isn’t so much proclaimed as it is just a simple lapse of following rules, this is most notably achieved after a crime is committed and a set trial is ignored. This membership does not inflict the family of the fae in question, children, siblings and spouses will not be ostracized over the crimes of their own family members. It should also be noted that children can not be deemed rogue until they are of legal age (sixteen by both court’s standards), at which point they are deemed capable of making and processing adult decisions for themselves. This is a court wide ruling that moves to keep children safe and protected above the crimes of their family members.
There are no shortage of portals the world over, most large established cities have one and every capital city has one. The San Francisco portal is the second largest in the Unites states, located in Golden Gate park, the largest established portal being that of Central Park in New York City. While the portals in the fae realm are as equally scattered over the land, within each court’s established castle resides a room holding temporary linking portals to all the overworld capital city portals as well as a singular stationary portal that holds no true link. This stationary portal will hold a location for five minutes at a time, allowing the user to change its link by verbally announcing the area or city they wish to travel to. This room is a publicly available room allowing all court aligned fae to use it. Because of the security risks of this room the portals are all temporarily linked and can be shut down at any point to close off access to the castle itself.
The fae realm itself is much smaller than our own, at roughly the size of a single one of our continents and with the added bonus of not needing glamour it often makes travel for the fae much faster. The land itself is more saturated than our own and while the colors are all correct (grass is green, sky is blue, etc) they are ever so slightly off in their intensity and tint that it can be slightly alarming upon first contact for any non-fae. Much like the people that live within its confines the realm, while charming and magical to the eye, is a very dangerous place. Even beyond the fae species that reside within the fae realm the environment itself is foreign and even the flora and fauna can and will likely try to eat anything it comes in contact with. In short non-fae should not venture through the portals without a fae escort and even then their choice of caretaker should be chosen wisely.
Residency in the fae realm can be either sole or secondary for any and all court aligned fae. Where each fae lives is entirely up to the individual fae themselves and while homes in both worlds is fairly common among older fae some younger fae will also hold more than one residence split between multiple planes. In short where they reside is all personal preference and interchangeable to fit the fae and their own comfort levels.
Example: A fae that offers a verbal contract to not take a single step (“I will not take a single step”) may then take a dozen steps. This, in the mind of most people, would be seen as a breaking of their verbal promise to not move, when in actuality they’ve only promised to not take a single step, meaning that anything over that one step was not expressed as off limits to the terms of the contract.
This can become trickier still if the fae promises against harm or injury as blanketed statements leave far too many loopholes for fae to jump through. Because of this fae must be listened to very carefully, even a fae you trust can get caught up in the thrill of loopholes so as a general rule it’s best to make sure anything you ask of a fae is clear, concise and detailed so that it allows for very little wiggle room on their part.
Even the most reserved fae will often jump at the chance to hold you to a promise, contract or oath though they themselves rarely enter into such things so willingly. Fae take promises, contracts and oaths very seriously as they all tie directly into their ties to honor and truth via the courts and for some species this even means that rescinding on any of these can actually end their life. Because of this fae will rarely if ever utter the phrase “I promise” and many will even take it a step further and avoid using any term that would directly bind them to another person’s will (IE. “I will”, “I can”, etc).
Glamour is something that is tailor made to each and every fae and most if not all fae will flip through a host of faces, body types and with some species even genders before they land on something that suits them. This glamour is known as their ‘prefered glamour’ and will always be the skin they default to. There is no wrong or right prefered glamour for any fae and the process of finding this glamour can be a tedious process that either copies a preexisting face (and or form) or creates an entirely new form by pulling attractive pieces from other known forms to create something that suits them.
For any fae, what they settle on as their prefered glamour is not something that’s set in stone, much like a skinwalker’s ability to change their shape, so too can a fae. This process is instantaneous and painless though wearing anything beyond the prefered glamour is often described as uncomfortable and itchy. It’s also quite draining to hold onto a face, body or gender that isn’t yours for any length of time, this is a less prevalent issue with older fae than it is with younger. As a rule of thumb, holding onto a glamour that isn’t the prefered for any length of time over thirty minutes becomes increasingly taxing, depleting magic as the time stretches out after that and anything over an hour is unheard of. The prefered glamour, however, is seamless and takes no effort or magic to retain and is akin to slipping on a coat before going outside.
When swapping genders every aspect of the fae changes, this includes the obvious visuals as wella s voice and genitalia though it should be noted that while this swapped genitalia does indeed function it can not be used to the end of reproduction. A fae’s base gender is a set thing which will not allow a male fae to carry out a pregnancy or a female fae to inseminate another fae, beyond this though the genitalia can be used to whatever end is desired.
Note: Wendigo do differ a bit from most fae in their glamour rules, please see their lore for more information.
To guard and protect, heal and assist, the coven ideals for Lucidum are simple; follow the path of the light hearted.
Do not assume this implies complacency on their part. Politically quieter, the Lucidum strive for peace, understanding, and personal balance, though they learned that such goals cannot always be attained by words alone. Swift to act when necessary, and easy on the familiars, Lucidum is a good, stable coven for anyone in need. Willing to stand up for its members though unwilling to tolerate any unflattering behavior this coven is stern but always fair. Its peaceful front should not be confused with passivity, and Lucidum proves time and again that still waters run deep.
The Lucidum coven house is located in the south eastern, Soma district. Capable of housing 4 live-in tennants it looks no different than any other house in the neighborhood, offering the coven some anonmity within the city with which to practice and meet.
Power is might. The Tenebra coven follows the rule of power, a thing that demands a sacrifice that none of its members are unwilling to give.
Seemingly driven by an all consuming pursuit of power, Tenebrae is all about focus, removing the need for risk taking with spells, pushing the limits and fetching the finest familiars on the market. The coven is invested in all sides of magic, unsavory and mundane while maintaining the ideal that its members will never stagnate in terms of power or knowledge. No reward without risk, familiar and witch alike are all pushed well beyond the demands of the norm. Meetings within the Tenebrae used to be strict and frequent, though the recent change in leadership had seen them decrease in numbers, though not so much intensity.
However, the ol' suffocating presence that had often filled the Tenebrae house had since dwindled and disappeared, and though at the core the coven remains the same, its inherently chaotic nature has been seen coming to the surface more often and more shamelessly since its previous leader. The members are encouraged to look out for each other, and form close knit bonds to prove that power =/= evil. The coven may boast with a rather unsavory rep of being on the evil side of things, but its members hold another truth; they're tenacious, they're persistent, they're powerful, and they're willing to lose a hand and leg for power. That's not evil. That's smart thinking.
The Tenebrae coven house is located in the south western section of the city, in the hills just outside the bulk of the city. Capable of housing up to 8 live-in tennants this house looks the part it plays, the need for hiding never playing a large role in the Tenebrae coven.
Less passive than the pard, the Furores are a very active part of the community and often have their hands in many of the political agendas within the city that are for, and often against, their own kind. The pack is not afraid to throw its weight around if it feels the rights of its members are being threatened. As of August 2017, and with all of the leadership going through a sudden change, the pack policy has changed too, more obviously accepting of non-wolves members, skinwalkers, and namely witches, having formed an alliance with the Lucidum coven as its supreme has a Furore wolf as his familiar.
The pack has closed the pack-house to public, wrapping the house itself and all the land that belongs to it in strong, magical wards that have disabled access to the land/house except to Furore members. Though it can still be found on map, the magical wards cause any technological devices to malfunction if they are used to locate the house-- for people passing by, the house appears as not what it really is, inconspicuous, and ever uninteresting to the onlookers no matter what people they may see coming in and out of it. The only way that the packhouse may be accessed as by receiving an invite from the pack alpha, Law himself; this intricate and powerful ward was in Law's possession for almost two decades since he came to power in his previous pack, and he took it with himself when switching homes/packs.
Tied to Law himself, it's a measure to protect the pack, making the house a secluded, private land where shifters can strive, though concurrently with this change the pack opened a bar that's run purely by pack. Dubbed as the Thirsty Dale, this bar doubles as a hub for the pack, a shifter favorite where shifters may get in contact with pack and where the pack commonly hangs out. It is there that new potential recruits get in touch with the leader(s), and maybe observe the pack dynamics with a keen eye. It's a neutral territory, however, generally open to public despite most of its clientele being shifters.
The Furore packhouse sits on the south eastern side of the outskirts, the land around it is far greater than the house itself, an old schoolhouse given a better and modern purpose it has room to house a dozen or so of its members and is the primary residence of many of its members.
The house is currently facing heavy renovations, and will be growing a lovely pool in the backyard, an outhouse, and an overall facelift.
Quieter than the pack, the Cautela pard is a prideful beast that prefers to stay within its own subspecies. It has been known to allow outsiders but on a whole it’s an exclusive club full of equally proud felines. Its subdued nature goes much deeper than this in that it often stays dormant when political issues are at hand, allowing the much larger and more boisterous pack to speak for all shifters. This is not always true as the cats will always protect themselves when backed into a corner though they are far slower to rile than the wolves.
Never underestimate the felines, where they might appear bias and close minded they are incredibly intelligent and tactical in their movements, preferring to play the game from the sidelines with carefully made moves rather than bold gestures. They do help the community as a whole when needed but their arms aren’t as open and willing as the pack’s are. Where the pack seeks to bolster its strength through outside ties the cats seek to strengthen themselves from within, supporting each other in very intimate and supportive gestures. They are only as strong as their weakest link and weak is not something that should ever be associated with the Cautela pard.
The pardhouse is located in the western hills, most importantly on the top of the highest point as to be expected of any cat’s perch. Capable of housing 6 of its resident members the house is airy and carefully looked after by this exclusive pard.
This nest’s rule is simple; we stick together and we survive together. There’s some sense of belonging to be found among its members, and while it’s not really a replacement for “family”, it’s close enough in the sense that it tries to offer a place to congregate and spend time with own kind. It’s very anti blood-rage and vampire cannibalism and for that vampires may call it conservative, although you’re welcome to have your kinks, just don’t mention them. It likes its members to discuss turning others before doing it, and scoffs on disobedience.
The Valdit’s nest location is something carefully hidden and well guarded, located on the outskirts of downtown it is filed under the guise of a busines, its ownership passed off to each new leader upon take over. With room enough for up to 6 members the house is carefully shielded from both curiosity and spells alike.
Survival is a must. Unintentionally opposing Valdīt, Pravilo's the more liberal nest, the one that's open to screw ups, and yet impossibly punishing when you screw up the few rules it has. Relaxed about who joins and leaves, and forgiving about any tabooed topic in the vampire society, no member is to encroach on another, hurt another, or tattle on another. The Pravilo nest won't force you to play nice but it will swear you to secrecy and respect. And you will not harm the nest's name.
Located in the largely Itallian section of town this house is something of an enigma, standing “unused” for decades and yet never put up for sale. Its ownership, like that of Valdīt, is placed in the leader’s hands though its largely rumored on the streets to be owned by some rich east coast tycoon and only used for vacation its 7 room capacity is most certainly not used exclusively for vacation.
Species: jinn & sandmen, kistune, merfolk & siren, phoenix, selkie, unicorn
Tenets: Honor, illusion and deception.
Ruled over by the fae king, the seelie court holds dominion over light, illusion and above all, beauty. The species of the seelie court are often the more benevolent type, associated with spring, summer and warmth they are pushed to use glamour freely and abundantly.
Species: centaur, dragon, naga, salamander, wendigo
Tenets: Truth, passion and honesty.
A queen rules over the unseelie court, a people fixated on the natural and or animalistic side of the fae. The species within this court are often beastial by nature leaning closer to the malevolent side than that of the seelie. Associated with winter and its inherent chill the unseelie are encouraged to live their lives as naturally as possible.
The law is not a splintered into sections to accommodate a rogue status but rather the punishments are dealt by species rather than by group affiliations. This isn’t a big deal until it comes to the backlash of the rogue’s transgression, which almost always falls upon the species and or the local groups, in the mind of the people outside of the group, a rogue vampire will almost always simply be lumped into the local groups when they’re talked about in casual conversation. Because of this possible negative stigma, as well as the possibility of further enforcement and bolstered laws meant to pinpoint rogues (but enacted species wide) most groups will seek out rogues that enter the area to sway them under one rule or another. If the rogue further refuses affiliation they are almost always very closely watched and babysat by the local groups and it’s not uncommon for the groups themselves to punish the rogue first, when they do err, before sending them to the proper authorities.
Beyond punishments, rogue members are usually devoid of all outside help. This world is a large scary place full of many other species who want nothing more than to see yours erased, groups offer protection against this, as well as a basis to fall back on when times are hard, often providing the essentials to keep any of its members alive.
In short, there is strength and safety in numbers but if you decide to remain rogue know this, you will never be an unnoticed entity for long.
A long standing institution the local black market is a splintered transplant from New York, moved and headed by Justin Warrin. As with its much larger sister operation in New York the SF black market deals in anything that’s needed and can’t be obtained through legal means. With several headhunters in its ranks the black market can be contacted to obtain anything that’s desired, for a price. Said prices will fluctuate at the content of their loyal leader and will either be accepted or denied, the option of bartering is not an open one and if you leave with only the title of ‘maimed’ you’ll be lucky.
Strict in his rule the SF black market is a well oiled machine, dealing smaller scale goods and services through the like owned bar My Father’s Place the bulk of its wares are housed off site and rotated through a series of warehouses as needed. The daily operations consist of; arms dealing, contracted hits, mercenary rental/contracts, gambling, drug dealing, rare reagents & grimoires. Specific items or bulk needs are all doable as well, though as to be expected will take time and several meetings to nail down details.
Joining is as easy as proving your worth to the man in charge and can be done either IC or OOC through contact with Sarah. Regulations on joining will not be strict, we want people to play what they want so we won’t have set ranks or job titles but do keep in mind that Justin will only absorb people that are useful and beneficial to him or his business, so unless you have something to provide to the black market he won’t look twice. As a frequently asked question; yes, he will/does have mercenaries, so contract killers are always welcome. Outside of the character’s usefulness, anyone is welcome!
This list is something to help keep senses common across threads, and is really just here to allow you to correctly identify other species within your own threads. We've noted any and all physical changes within the species that should be taken into account when playing or writing about them as an easy reference or guide.
Human: comparatively speaking humans have poor senses overall, even those with light magic in their veins will have no better senses than you or I. Overall their senses are pretty standardized as basic and poor.
Witch: the only advantage witches have over humans is their ability to enhance senses via spells or their own magical abilities.Witch Notes: witch’s eyes can change color when casting spells, this is noted as a glow which is illuminated from within and lasting for as long as the flair of magic is present in their veins (usually 30 - 60 seconds). This is optional for all witches, as is the color, and is determined by the player themselves.
Shifter: shifters are all heightened well beyond humans and are at least moderate in all their senses though each type varies a bit to hold one or two superior skills.Prey: have incredibly crisp hearing and their eyesight is better than most other shifters save for felines. Their sense of smell is rather poor comparatively and while their burst speed is moderate, they are best known for their endurance, agile movements and quick reflexes.Skinwalker: a skinwalker’s senses are almost wholly dependent on their form. In human form they are only slightly heightened version of actual humans whereas in their animal form they typically take on the senses of that form (example: an eagle form would grant them superior sight whereas a dog would grant them smell and endurance).
Feline: with superior eyesight and speed, felines tend to be incredibly agile and quick on their feet. Their speed comes in the form of burst speed where they lack the skill of endurance. They are third ranking in strength for shifters, following closely behind the canines though well behind the bear.
Canine: renowned for their noses the canines are the bloodhounds of the shifter group. Their strength is also higher than that of the cats and prey though their speed is moderate and meant for endurance rather than short bursts.
Ursine: where the others lack slightly the bear more than makes up for all other shifters in the realm of strength whereas most of their other senses are slightly dulled in comparison.
Shifter Notes: an agitated, excited or aroused shifter's eyes will always shine a rich tarnished gold color (lightly 'lit from within', a note that intensifies with the intensity of the feelings).
Vampire: vampires are in the medium range for senses, sitting just beneath shifters overall. Their night vision allows them better sight in the dark comparatively speaking though all of their sense are dependent on how well fed they are, where a fully sated vampire would be almost on-par to a shifter a starving vampire is better explained as a slightly enhanced human.
Vampire Notes: an agitated, excited or aroused vampire's eyes will shift blood red, this is typically instantaneous though when low or marginally emotional it can be noted as ringed or seeping in from the edges.Fae: much like shifters, fae are fairly bold in their enhancements compared to humans though each type holds only one or two large improvements overall.Centaur: strength and endurance.
Dryad: strength (any other enhancement is borrowed from Earth and temporary), and can sense magic in other species, fae, shifters, and witches.
Jinn/sandman: general overall enhancement, slightly stronger when bound.
Kelpie: strength & speed.
Kitsune: smell, sight and hearing. Smell and hearing on-par with wolves.
Merfolk/siren: hearing is three times that of mortals and on-par with prey shifters.
Naga: strength, hearing and taste.
Phoenix: general overall enhancement, weaker than almost all other fae.
Salamander: general overall enhancement.
Selkie: general overall enhancement.
Unicorn: general overall enhancement, fairly weak compared to other fae.
Wendigo: heightened speed and strength.
Angels: angels are stronger and faster than regular mortals, though at no superman level. 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.Angel Notes: an angel's grace will shift into their eyes when using powers or periodically and at random when nearing their illumination (an indication of grace hijacking) showing up as a glowing, heavenly blue color.Demons: all demons, incubi/succubi and cambions have enhanced strength. Don’t be surprised to see a demon lift a car. All demons can sense other supernaturals, but don’t possess superior hearing or smell.Demon Notes: a demon's eyes will shift black when they use any of their powers, this is a full sclera shift and will cover the entire eye, not just the iris. The eyes of the incubus/succubus instead shine gold in color, just like that of their opposite the valkyrie though this is only triggered when agitated, excited or aroused.Ghosts: are enhanced overall though only slightly.
This list is something to help keep smells common across threads, and is really just here to allow you to correctly identify other species within your own threads. We've tried to be as simple in explanation as possible to make things easy for everyone.
Human: generally smelling of their environment humans have no discernible indication smell, because of this most species that also follow this rule are often assumed to be human until proven otherwise.
Witch: much like humans, witches have no real species indication to their smell though they are often confused for fae as the latent magical buildup in their blood can be sensed by other species. This is less apparent after practicing magic but there will always be some small indication that they do have magic in their blood. To most magic is sensed through an odd tingling across the surface of their tongue or a slight buzz through their skin, how apparent this is is entirely dependant on the amount of magic built up in the veins.
Shifter & Skinwalker: all shifters smell intrinsically the same with a few small indicators to discern one subspecies from the next. They’re typically very earthy in scent and are often described as forested, a description that’s indicative of pine, cedar or fresh cut wood. Their scent is much like witches in the sense that they have the same latent buildup of magic in their veins though this usually shows itself in a deepening of scent rather than the buzz you get with a witch. This indication is tied directly to the moon and their shift, the closer to the full moon the more potent their scent, it goes without saying then that directly after a full moon shift they are at their most faint. When shifted their scent will always be more potent than when they’re in human form. Shifting in between lunar cycles does not affect their potency.Prey: always lighter and airier than the others, no matter how close to the full moon, and often holds a slight floral tinge.
Feline: stronger than prey though not as strong as wolf, the felines hold a muskier, darker scent than the others, almost shadowy in nature.
Canine: stronger yet, the canines are typically the easiest to sniff out as they tend to smell like their cousin; the dog. This is even stronger when they’re wet.
Bear: the strongest of them all, bears usually are very heavily saturated with an evergreen/pine smell with subtle hints of earth/dirt.
Vampire: vampires are extremely difficult to scent as they smell like nothing. On occasion a vampire will smell like their usual surroundings but they have no true, lasting, scent absorption that holds scent longer than an hour and even this would require a lengthy stay. They’re usually noted as a scentless void that can’t be tracked or picked out among a crowd.
Fae: fae are a very easy species overall to pinpoint, though determining the exact type therein can often be a chore. Much like witches their magic is always easy to note against the senses, easier still as it never waxes or wanes like the witch’s does. They all smell faintly of nature and are often crisp on the palate.Centaur: the heaviest of the earth fae, Centaur is still vibrant and typically regaled as crisply spring with strong and weighty flora and grass undertones. A centaur's scent overtly lingers long after they're gone and can be overwhelming to some of the more sensitive species.
Dragons: heavier and drier than their naga cousins, dragon hold a very earthy tone to their scent that’s crisp and clean, often described as mountain air. Fire dragons hold a light smoky smell though it’s far less overpowering than that of the fire fae. Ice retain no special indication.
Dryad: floral. Dryads normally smell like wildflowers or the natura. After it's rained, their floral scent becomes dulled, replaced by a scent of petrichor. On a sunny day, a dryad smells like a flower bouquet-- there is no distinct rose or lilac smell to tell them by, and in this each dryad is unique, some smelling like bark and grass with a hint of violets, others strongly after tulips. It's individual, and depends on the dryad's diet.
Jinn/sandman: light and airy the jinn is fairly abrasive to the nose as its smell is warm and almost dry, often explained as desert air with faint hints of aloe and cactus. When in the presence of other supernaturals with stronger senses than normal (most notably shifters, demons and angels) they will often mask themselves in the desires of their company, taking on a smell that is pleasing.
Kelpie: the kelpie in an odd mixture holding notes of fresh clean water as well a slight earthy smell. The further they are from feeding the more pungent their smell, this tweak comes in the form of mildew or a slight mossy or algae smell that lingers. When fed their scent is light and non-abrasive.
Kitsune: of the primary fire fae the kitsune is the lightest in scent, almost playful and wispy in the nose and not as smoky as the others it does still hold faint notes of char though it’s easier on the nose than the others.
Merfolk/siren: much like the selkie, the merfolk are salty and slightly abrasive to the nose though they tend to be brinier and heavier in smell, more indicative of deeper waters rather than the spit between water and land. Some can also hold hints of seaweed or algae, depending on their water type.
Naga: most easily described as damp soil, the naga has a general earthy smell though two of its types vary within this slightly; fire lingering and smoky while venom is oddly sweet and enticing. Water naga have no particular smell beyond their earthy base.
Phoenix: a fainter version of the salamander, the phoenix is most notable for its ground spice scent (most commonly depicted as cinnamon) though its deep smoky aroma can often overpower this and tends to linger pleasantly in the nose.
Salamander: best described as its core element - fire, the salamander is smoky and oddly spiced. With it’s warm undertones it can remind the nose of aged liquor (primarily whiskey or bourbon).
Selkie: salty, the selkie also holds quiet mentions of ocean brine while being slightly breezier against the palate with a faint underscore of wet earth.
Unicorn: the unicorn holds a light floral scent with crisp underlying notes of pure nature. Often they’re mentioned as smelling like spring woodland flora and fresh clean water.
Wendigo: often wrongly confused with vampires upon first smell, the wendigo smell exactly as they are; slowly decomposing. Their scent is not strong though it is lingering and slightly sweet, with an underlying mention to everything they might use to mask themselves. They are rot and disease and often hold a pungent note of dirt.
Angels & Demons: retain the scent of the species they were prior to dying.
Wraith: retain the smell of whatever species they’re currently possessing and have an odd lingering notion of wrong.
Banshee: retain the smell of their reclaimed body and its species though the smell fades over time until they smell like nothing.
Reapers: retain no scent.
This list is something to help keep blood flavors common across threads, and is really just here to allow you to correctly identify other species within your own threads. We've tried to be as simple in explanation as possible to make things easy for everyone. Note: The 'base' blood, the blood all others are compared to, is that of human.
Human: well balanced this blood is a perfect blend of nutrition, flavor and ability to fill any hungry vampire. Lightly flavored, sweet and refreshing it sates at a fairly normal 1:1 ratio. Human blood comes with no lasting effects or bonuses.
Witch: best described as zingy, a witch’s blood is fairly evenly compared to humans though it lingers on the tongue as rather flat in flavor and quite lacking in the sweetness of human blood. It is extremely energizing, holding onto some lasting bit of magic to sate the vampire slightly quicker than human blood though offers no lasting effects.
Shifter: general shifter blood is always fuller-bodied than the base standard of human, rich, indulgent and satisfying it sates very quickly and tends to be heavier when settled in stomach and vein.Prey: lighter than the others, prey shifters are still luscious in texture though lighter and less heavy. Still quick to sate this blood doesn’t linger overly long and tends to be far more gamey than the others.
Feline: slightly biting the felines are still luscious though they tend to be slightly bitter in after taste.
Canine: sweeter and slightly more energizing than felines, the canines are tend to linger longer and run slightly thicker/heavier.
Bear: earthier, the bear’s blood is extremely heavy and lingers the longest. Very indulgent it sates the quickest and tends to weigh heavier than the others, often leaving the vampire lethargic after feeding.
Skinwalker: refreshing, light and rejuvenating skinwalker blood is something more akin to a snack than a feast. Slow to sate this blood is very light, thin, lacking in flavor and lingers oddly on the tongue after ingested. It’s an acquired taste that most don’t seek out though it can do in a pinch or to help tide over for something heavier and more robust.
Vampire: vampire blood, to other vampires, is most readily compared to one’s favorite comfort food. Highly addictive it’s frowned upon in the vampire circle, deemed barbaric though still practiced behind the scenes. Vampiric blood is tart and full-bodied with an earthy finish that lingers as pleasant on the tongue. Like most immortal blood it ages like wine, the older the vampire the more robust and flavorful it becomes. Anything over a century will almost always lead to addiction, even in the smallest of tastes.Shifter > Vampire: changed shifters work slightly different than other species, wherein the vampire pseudo-virus overwrites the taste of all other species when it's pitted against a shifter's own pseudo-virus it instead mutates the blood in a way that retains the taste of the shifter prior to their change. The shifter-turned-vampire retains nothing else from their former self save for this identity marker in the flavor of their blood.
Fae: unlike shifters fae have a great variety of differences in their blood though they tend to all sate at a medium level and remain largely filling overall.
Centaur: extremely earthy and pungent, centaur blood has an odd almost flora/dirt flavor to it that lingers in a bitter aftertaste. Sating very quickly it also weighs heavily in the vein and much like bear shifters, it tends to leave the consumer lethargic.
Dragon: similar to centaur in its earthiness, dragon blood is heavy in both weight and flavor, full-bodied and indulgent. Extremely quick to sate though unlike most fae, the longer it’s aged the less appetizing it it, growing thinner and more pungent in its earthiness. Each type of dragon is slightly different; fire tends to be spicier while ice leans heavily on an odd chilly tang.
Dryad: extremely light and somewhat fragrant, dryad blood is a universal palate cleanser. Treated by some fae connoisseurs as the only proper appetizer before every good meal, dryad blood isn't sating at all and is in fact known to have the opposite effect of enhancing appetite. It however tends to leave the vampire with a feeling of "clean", basically the vampire version of a healthy guilty treat. It tastes as sweet as human blood, with a lemony, fruity zing, but a neutral finish.
Jinn/sandman: extremely lightweight and lacking in almost all flavor the blood of jinn is often times almost gritty in texture and is overall unsatisfying and slow to sate. Past it’s lacking, it is an excellent blood to mix into drinks as the grit is depleted and the flavor is smooth and lacking enough to be almost undetectable.
Kelpie: a light flavor it goes down smooth and is almost watery in its consistency though its aftertaste is terrible, almost moldy or mildewy on the tongue and lingering for long periods afterward. However light in its weight it sates very rapidly and if you can get past the almost algae taste of it, it's a good hearty, long-lasting blood.
Kitsune: a less robust flavor than the salamander, the kitsune’s blood is lighter though no less satisfying and sates at a medium level with that same lingering aftertaste as the salamander, that of spiced liquor. Holding a slight zingy buzz, kitsune blood is often sought out at parties as it offers a short-lived high, similar to that of cocaine wherein it energizes and quickens blood pressure, these effects only last for about thirty minutes per taste (this effect does not ‘stack’, in that the more you ingest does not prolong the effect. Rather, you have to continue to re-ingest to sustain any lasting high).
Merfolk/siren: very heavily salted the merfolk’s blood is savory and robust in small doses though bitter and overtly lingering on the tongue. Much like the selkie it’s in the medium satiation rage and if overindulged in it can cause nausea.
Naga: just like their dragon kin Naga are an overall earthy flavor. Heavy in body though lighter in flavor than dragon, Naga blood is still quick to sate, full-bodied and indulgent. The separate types also follow the draconic rule though their third type, venom, is sweeter and unlike the other two can be toxic in high doses.
Phoenix: highly addictive, phoenix blood gives the user a euphoric light-headed feeling and is often stated as being similar to a liquid aphrodisiac. This effect lasts for a few hours before it dwindles. Past its high, it’s thinner, highly lacking in nutrition and slower to sate than most while its flavor is lightly sweet and hardly lingering.
Salamander: best described as ‘molten fire’, it’s very similar to a spiced whiskey, lingering on the tongue with an odd burning sensation. Salamander is among the heaviest of the bloods, rivaling that of even bear, is quick to sate and while satisfying in small amounts can quickly overpower in large gulps.
Selkie: similar to merfolk, selkie is slightly more savory than salty though its salt content lingers on the tongue long after it’s ingested in a bitter aftertaste that most do not favor. Hearty and indulgent it’s in the medium satiation realm, although if overindulged in the salty favors becomes overwhelming, leading to nausea.
Unicorn: fragrant and indulgent the unicorn’s blood is crisp and refreshing though much like phoenix it lacks any heavy nutritional value and sates slowly. The opposite effect to the kitsune, the unicorn offers a slight hazy high that mellows and soothes, often compared to the effects of cannabis. The lasting power of this high is somewhere around an hour.
Wendigo: this blood is extremely toxic, often claimed as ‘dirty’ and should never be ingested. Small doses will cause severe nausea while anything over a mouthful runs the risk of death. It’s foul smelling and even worse tasting. Just, do not.
Angel: without any special effects, it’s roughly satiating to vampires though mostly other angels will benefit from it.
Demon: tastes and is toxic to any species (barring demons); a high amount will greatly wound and weaken a vampire, alternatively sending them into a bloodrage.
Ghost: not applicable; blood drawn from banshees and body-possessing wraiths tastes, for the lack of other words, like dead people. Hard pass.