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 Lore Updates, any and all lore changes~
Sarah
 Posted: Oct 25 2016, 05:47 PM
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Lore Update!


A huge thank you to Eien for combing through her eternal lore this last week <3! Everything's been updated, clarified and slimmed down to help make things a little easier for all of us.
  • ALL eternals have been updated.
  • Angels & demons have been edited a bit, we suggest everyone who has one, is making one or might make one read over the new lore to make sure they understand everything as it is now.
  • Arch jobs now have their own tab with more clarification. ALL arch's will be required to filter into one of these 'jobs'. Already standing archs will need to PM either Yukie or myself to pick one of these jobs.
  • Angels & demons now have a tab in the group claim to help us keep track of them as well as arch jobs (it's been updated already so don't worry about sending us updates xD).
  • Note: we're missing 1 archdemon job right now, just ignore it, we'll update it/you once we figure out what else we want to shove in there (har har~).
As always, any questions don't hesitate to ask us!~
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Sarah
 Posted: Oct 28 2016, 03:48 PM
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Vampire's updated!


Vamps have now been updated, another huge thank you to Eien~
As before we suggest everyone who has one or is making one check out the new stuff. Here's a breif list of a few big things that were updated &or removed!
  • Invitation: removed. Vamps no longer need to be invited in to enter houses, so creep away you creepy creepers~
  • Day-walking: clarified & added. Vamps can now walk in the sunlight, because who the fuck wants pasty pale weirdos running around??? Go get your tan on bbys!
  • Death: this section has been added. Didn't even realize it wasn't there before.. lol. GG us.
  • Slimmed: just like the eternal lores, this one has been slimmed down and clarified a bit to make things easier on everyone, so enjoy! \o/
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Sarah
 Posted: Jan 17 2017, 01:33 AM
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Skinwalkers Updated!


Walkers are lonely so here's our fix! Optional pack membership has been added to skinwalkers and they've been tweaked ever so slightly to smell indistinguishable from shifters to allow this integration. This is not required of skinwalkers but if they are not absorbed into a pack they will be considered 'rogue' (with no ill consequences against them for it). This info is located on the second tab of their lore, and also below~

Packs & Society:
By default skinwalkers are a packless, nomadic people though they have the distinct ability to blend themselves into multiple societies. While many of them prefer to live among the mortals as any other human would they have long since adapted the defensive ability to retain the smell of their shifter cousins which scents them, always, as shifter (this does not change their blood flavor). This handy ability lends itself to blending them in seamlessly to a pack structure though comes with its own issues. As their shifting is magical and their draw to the moon non-existent they are still considered an outsider and most will conceal their true species for some time, allowing the pack time to adjust and enfold them in before revealing themselves. Some are up front about it, generally the older, wiser skinwalkers and apply for pack-ship as a skinwalker.

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.


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.
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Sarah
 Posted: Feb 9 2017, 11:56 PM
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Kelpie Added!


Everyone's favorite toothy water ponies are here! nomnomnom~

Scottish in origin the kelpie is an ancient water fae species that has always been described as predominantly malevolent in personality, a point made factual throughout their tumultuous history. Equine in nature they are distant cousins to the centaur though their souls are cursed and their diet questionable. The historical lore surrounding them is more accurate than the stories that are told of them today, terrifying and monstrous where beauty so often dulls the edges of any prickly thing over time. Their typically sleek appearance often wrongly depicts them as swift and soft, a misnomer you’d do well to abolish when dealing with any one of them. They are predatory by nature and should never be trusted with goodwill...

MORE HERE!

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Sarah
 Posted: Mar 12 2017, 06:35 PM
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garbage momster



Shifters Updated!


Shifter hierarchy has been given a complete overhaul. All ranked shifters now have clear duties as well as some added abilities! We've also capped rogue shifters in an attempt to sway people into filing into packs as was always intended of shifters in play. As always, any questions or concerns, just poke of the staff team!


Pack Hierarchy & Structure
Shifters are a very split species, ruled in part by two coexisting entities and while some may lean more towards the feral and physical they are, above all else, people at their core. It’s this notion of dual species that makes up their societal structure, something human with the underlying current of their beasts, a means of placating the social needs of both.

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.

Rogues & Rogue Status:
While packs are not required of shifters, shifters that do not join packs are generally ostracized by the shifter community as a whole. This also bars them from the benefit of pack, political, and judicial protection as well as the pack bond itself which shifters, as pack animals, crave on a spiritual level. Rogue shifters do not group outside of packs, those that retain rogue status will be the social loners types, happier to exist outside of their own kind and thus do not flock together. Shifters that remain rogue for long periods of time are fairly rare, just like their wild counterparts shifters crave the contact of their kin, because of this we do have a cap on rogues to help filter them into packs (see group affiliation in claims or the first tab of this lore for count).

Dominance:
As a general rule shifter dominance reflects the actual wolf more than any other animal (this goes for both predator and prey) in that no shifter is entirely submissive or entirely dominant but rather a mixture of both. While most shifters will naturally lean more one way or the other shifters are not black and white in this sense, though many do retain a possessiveness over their kin and need to protect, they are all capable of both dominance and submission as needed.


READ MORE IN THE LORE! (2nd tab)

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Sarah
 Posted: Mar 22 2017, 08:49 PM
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Shifter & Vampire Update


We've done the last (hopefully) edits to shifters, as minor edits to the bond advancement to make it worth the trouble xD. We've also edited vampires to add a bonding/mating to them as well.


Shifters


Bond Advancement/Mating: within the pack bond itself lies the ability to further its depth between a pair of pack mates. A lot of packs consider this a ‘rite of mating’ between a pair of romantically coupled packmates but it is nt used only for this and can be used for other purposes as well, for instance to further a bond between family and even simply between friends.

This deepening requires the pair to enter a magically induced meditative state that is performed by a witch. This state is lasting and can only be broken by successful completion of the trials or by dream death, the latter has obvious and serious repercussions to the shifter’s mental state. The spell itself is one which has no actual reversal, designed this way to force the decision to be one that is seriously considered by both parties before agreement to attempt is made. Once both parties have been spelled into this state they will be faced with memories pulled from the darkest areas of their pasts wherein they are forced to relive these traumatic events with the other present. What actually goes on in this trial is up to the players but there should be a challenge of some sort that is meant to test the pair and their resolve, willing them to work together and lean on each other to triumph over this darkness.

This trial can be failed, typically by receding from the memories, thereby rejecting their partner’s trauma, though no matter how the failure comes the pair can not break the spell unless they die within this dream world, either by another hand or their own. In this case they are deemed either unready or unworthy of the advancement and although the failed trial does little harm to the physical body, mentally it can be quite a trying experience.

If the pair succeed they will in essence split their souls in half, the half they sever being used to strengthen and deepen the bond between them. The bond becomes something almost tangible within each shifter allowing them a much deeper and more responsive means of feeling the other on an empathetic and physical level as well as offering them a very simplistic telepathic link. This link extends across far reaches and while it’s not as advanced as true telepathy, it does allow for simple mental conversations, yes and no questions or short casual responses. The physical link that forms works like an internal pointer to their bonded half allowing for easy location though it doesn’t pull them together so much as allows them to easily locate and know where the other is.

A shifter can only be bonded in this manner to one other person though this is not a lifelong binding it is often viewed as such in the shifter community, something to take incredibly seriously and not undertake without the means to continue it until one or the other’s death. Physical death does not, in fact, kill both bonded shifters and in some rare cases the bond can be revoked if needed through a second ritual (it is a decidedly traumatic event though and mental instability is a note that’s called into question once more). This however has its downfall in that each time the bond is revoked or the other half dies the soul that was severed is returned in a slightly depleted state. For the sake of simplicity we will divide this severed half into quarters, allowing each shifter to untake this bond no more than four times over the course of their long lives meaning that each time the bond is revoked the split half will lose 25% of itself to the aether.


Vampires


Vampire bonding is nothing for weak stomachs, relying on vampire and their bonded to periodically drink from each other for a longer period of time, depending on the frequency between 3 - 6 months, the more frequently the better. Not that well understood and genuinely a rare occurrence that many nests will frown upon (why would you mate with food?), if it does happen, it’s mostly between a vampire/non-vampire, which takes into account that a vampire/vampire bond would be cannibalistic in nature, and vampires generally frown upon vampire cannibalism. The mechanics are again simple; if the two repeatedly drink from each other, it begins to build a empathic bond initially weak in reach and power, and thus quick to dissipate unless the two continue to exchange blood. Simultaneously, every next feeding makes them see each other’s memories, plunging them deeper and deeper into each other’s psyche and in so connecting the two in an almost irreversible bond that only death can swiftly end.
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.
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Sarah
 Posted: Mar 29 2017, 10:27 PM
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Familiar Update


(located in the witch lore)

Witches hold a fairly rare ability among the species in that they can bond their soul to an entirely separate species. This binding requires an extensive ritual where the sempiternal enters into a contract that tethers the pair of souls together for as long as the contract stands. Familiar binding is a fairly common practice among witches and highly suggested by Supremes as it can give the coven as a whole a large boost if ever needed while also strengthening its individual members.

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 sempiternal’s own magic reserves to boost their own as needed. 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 (ranked abilities, speed, strength, stamina, etc). This being said, sempiternals are not naturally made to withstand the surge into themselves 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 might seem rather demoralizing it’s actually far safer for the sempiternal.

Drawing power from a familiar is tricky and if there is no (or low) resistance built in the sempiternal the draw can occasionally prove fatal. Some covens, most commonly ones built around power and not bond, will use familiars as sacrifices for rituals as the magic released by a sempiternal 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 or directly from the supreme themselves. Where an individual witch and familiar bond binds the sempiternal to a specific witch via the soul, 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 sempiternal 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 soul-binding agent for the use of writing. Once ingested the supreme and the sempiternal 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 symbol into the fingerpad of the sempiternal, thereby ‘branding’ them as a taken or trained commodity. The individual ritual is exactly the same, where the witch and sempiternal sign their names into the witch’s own grimoire.

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 while the silver tipped quill and the branding are optional. 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. The first is to burn the contract page while a rescinding incantation is spoken. The second is via death. Death will not kill both, though the sever of the bond upon death will wound and leave behind a 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 while the empathetic bond will take time to fade completely, the deeper the connection the longer this time will be.

Familiar Bond: the bond between a sempiternal and their witch is something inherently deep and intimate as it binds their souls together to allow the effortless shifting of energy back and forth. Once the binding ritual is finished the witch and familiar will develop a bond, this bond essentially mimics the sempiternals pack bond (without any actual relation to it), extending an empathetic connection between the pair as well as a faint location beacon that allows them to find one another easily.

A one on one familiar bond, as it’s only stretched between two people, often grows into something deeper and more acute (similar to the pack bond mating/advancement) where a coven bound familiar will feel every witch faintly and very similarly to the pack bond, save for the supreme with whom their tether is much stronger. Regardless of who they’re bound to, the bond manifests a drive for survival that pushes the pair to protect one another under the duress of protecting their own soul. While this need is selfishly driven it is 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 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 when they’re in need of aid. Ranked members offer far more magic to their witch, as they have the ability to draw from their own pack given abilities and in times of extreme stress and need can draw energy from nearby pack members for an upgraded boost over what they already offer.

Because of the intimate nature of sharing energy and emotions between witch and sempiternal the bond often clouds judgement and binds them on a far more personal level. It’s not uncommon for there to be relations between witch and familiar, for them to consider each other familial, or for either to put their bonded other half above everyone else.
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Sarah
 Posted: May 7 2017, 12:48 AM
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Spellbinder Added!


Spellbinders have been around for as long as parental disappointment has been. Often referred to as created witches, every spellbinder begins as your everyday basic human who have been exposed to an intense system shock that transforms their bodies to allow for the holding and extracting of magical energy, where they were unable before. The most prominent feature of the spellbinder is their ability to enhance themselves by binding to other species and leaching energy from outside sources.

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.

READ MORE IN THE SPECIES WIKI! -->

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Sarah
 Posted: Jun 2 2017, 01:04 AM
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DRYAD ADDED



As old as the rest of fae, dryads didn’t make official appearance until after the WW I, though even then they emerged out of the human forests than the fae realm. Believed to be with us since plants became plants, dryads are considered a very secretive and even private species that like as little being known of them as possible. Which is why they’re one of the few fae species that actually rely on witch liaisons to keep their fae identity protected, using charms or otherwise, and why they’re even more known for their love of the human world than where they originally hail from. Little is known about them and even the other fae would agree that dryads are normally this elusive, and scarce finds even in the fae world.

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.

----> READ MORE HERE <----
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Sarah
 Posted: Jul 21 2017, 01:47 PM
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tldr;

  • Witches can now familiar bond to most species (excluding eternals, mortals & vampire), and have had their familiar lore updated.
  • Shifters can now have both a bonded mate as well as hold a familiar bond; the familiar bond has been updated to reflect this so it doesn't impede with the mating bond.
  • The shifter mating ritual has been reformatted into a far more physical ritual than the spiritual journey it was before, in keeping with their more physical/tactile/bestial nature.
  • To differentiate between pack and rogue shifters, all shifters in a pack will now tote around an 'alpha bite' scar, given to them upon their initiation into a pack, by their alpha. This scar is bound to pack bond and not the alpha, and will fade along with the pack bond, if the shifter ever goes rogue (and will then have to be re-administered upon joining another pack). Feel free to update your apps to reflect this~
Shifter Updates


Alpha bite: Afterwards, in order to help distinguish non-pack shifters from pack shifters, the pack shifters are given the alpha bite; it's literally a bite from their alpha administered in their animal form, which, with the magic of the pack bond present, disables healing. The bite instead scars and remains wherever it was administered; the shoulder, the hip, the leg, normally some well hidden place. The bite doesn't have to be big. It heals as the shifter strays from the pack or eventually abandons it. The bite is also known to kick start the pack bond, which is why it's normally administered afterward the bond's been mostly established, to avoid overloading the shifter's psyche. It doesn't disappear when alphas switch, and remains as long as the shifter does in their pack.

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.

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.

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.

The stronger the bond, the better its benefits, and the quicker their lichtenberg figure will bloom. The mating bond is an incredibly powerful bond that must be nurtured and that is regarded in the shifter society as a pinnacle relationship, platonic or romantic. The bond is self-sustaining in a strong part, necessitating only that the mates do not break each other's trust, and only a severe mutual abuse would be necessary for the magic of the bond to begin fading, which means the bond may fail, and be reversed; the mates' figures would pale, and the bond break. This would be marked by incredible mental anguish, and the separated couple would experience it as though the other had died. It is however very rare, as most mates stay together until the end of one or the other. A shifter can only be bonded in this manner to one other person.

If either of the mated perishes, the remaining party feels incredible mental anguish, and may contemplate suicide in the first two months after the loss, but will recover within a year or longer, depending on how long the bond was in effect. This however has its downfall in that each time the bond is revoked or the other half dies the soul that was severed is returned in a slightly depleted state. With enough lost mates, the shifter in question may find themselves literally insane, their consciousness scattered and soul stretched too thin to be of any use.

Cross-mating is possible for all shifters alike, meaning that a bear and cat, or cat and dog mating pair isn't unheard of, though most shifters prefer to mate within own sub-species, creating wolf-wolf, cat-cat and such pairs. The mates develop an extensive empathic bond that makes them aware of each on a deeper level, to the point of syncing their heartbeats forever and after. The bond also offers a very simplistic telepathic link. This link extends across far reaches and while it’s not as advanced as true telepathy, it does allow for simple mental conversations, yes and no questions or short casual responses. They are absolutely aware of each other of all times, emotionally and physically alike and may find each other anywhere by sense alone. However, they also do feel each other's pain as though their own.


Witch updates

Witches hold a fairly rare ability among the species in that they can bond their spirit to an entirely separate species. This binding requires an extensive ritual where the familiar enters into a contract that tethers the pair of spirits/magics together for as long as the contract stands. Familiar binding is a fairly common practice among witches and highly suggested by Supremes as it gives the coven as a whole a larger pool of magic to draw from, while also strengthening its individual members.
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.
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Sarah
 Posted: Aug 9 2017, 03:15 AM
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Hybrid & Psion Added!


Hybrid:
Test tube babies, the hybrids were originally lab made in 1390, an experiment conducted by witches and fae alike to try and see if the shifter and vampire virus could be combined; they were 40 men and women kidnapped from their homes, mauled (many died to the mauling) and in-transition introduced to the vampire blood and murdered to trigger another transition, which gave way to the first 23 hybrids. In the subsequent years of imprisonment and testing, all of which took place in some unknown place in Wales, a hideout now long in ruins and buried by soil, many more hybrids were made in both below listed manners and sacrificed to magical experiments.

They all escaped in 1401, and scattered to all the parts of the world; most perished, but those that remained called themselves the Originals. After their escape, further studies were shut down until the hybrids re-emerged with all the other supernatural races three centuries ago, officially wanting to be recognized as separate species and growing their numbers to register as an independent insular race. They were given credence only after several decades of back and forth bickering with their creator species that had refused to admit fault and to this day deny they had created hybrids.

Hybrids remain more alive than dead despite their combined genes, and boast with the weaknesses and strengths of both shifters and vampires. They grew in numbers between the world wars and may currently be considered pretty common, may being the key word as there are people who’ve never met a hybrid in their entire life.

Hybrids are driven by emotion and blood-lust, vastly regarded as above vampires in terms of their predator status. However, much like shifters, they incline to packs that are known to give them a sense of belonging, which showcases their dual nature: both shifters and vampires, and yet neither in full. Due to their origins, they’re not very close to witches and the fae, and their old tensions have survived the centuries, present to the day. They gravitate towards vampires and shifters. Being a hybrid isn’t easy, but there’s no smoke without fire.


Psion:
Psions first appeared shortly after vampires did. There’s no exact date known but what is known is their genuine scarcity. Also called energy or psychic vampires, they’re off-shoot vampires with a 1 in 1000 chance of happening when a person getting turned into a vampire experiences a very powerful emotional surge during their final moments, causing the magic of the change to deviate from its usual course; they awaken as a psion, and begin their journey as so. Psions are very similar to vampires, but they feed off the emotions of others. Unlike vampires, they aren’t considered dead or reanimated, and a well-fed psion’s body functions like a plain mortal’s. However, their abilities come with other natural shortcomings, and where a powerful and old psion is a force to be reckoned with, achieving such a status comes after a lot of struggle.

Psion’s biggest advantage is seen in their ability to feast on everything; blood, mortal food, they appear largely normal in any social setting, though their hunger for emotions and their ability to manipulate them is where it’s all at. They possess a pair of fangs like regular vampires, and they react similarly under duress; pop out. A split species of vampires and something seemingly ‘normal’, they borrow a lot from vampires, and though their behavior is deceptively ‘mortal’ they’re predatory in nature, and as infertile as their vampire creators. A female psion attempting pregnancy, better yet, will always succeed, though painfully abort in the first trimester in a way that’s put any psions from trying again in the future. Male psions just straight up shoot blanks. They carry an actual and unique smell.

----> READ MORE HERE <----

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Sarah
 Posted: Sep 6 2017, 12:49 AM
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Witches updated!


We've gone through and revamped witches a bit. The types we had were out of date and useless beyond claims and so we've updated witches with 5 new classes. These classes dictate what a witch pulls their magic from and should help expand your witch RP by miles. Each witch will now be required to choose a class upon joining, these classes will not affect play much, simply give you a direction and focus from which to draw your witch's power~

classes


Though all witches are equal in sharing a magical core that enables them to use magic, how they draw their power and where it comes from varies from individual to individual. Every class below is available to all the witches without discrimination, and requires training/schooling, which may be provided at home, or at school.

Wiccans are the most common witch type who draw from their surroundings and have a variety of powers-- the ‘default’ type most commonly taught.
Sorcerers rely on ancestral power and are recommended for witches who come from long witch bloodlines, since it makes their powers stronger.
Shamans draw onto the spirit magic found in purgatory, hell and heaven.
Druids draw from nature and all of its elements.
Warlocks draw from life itself aka all living.

Wiccans: drawing power from their surroundings, wiccans focus on the development of spells, potions, the mastery thereof and understanding magic overall. They don’t focus on offense and defense, and seem well balanced with a variety of abilities and no real specific direction in this regard. White/gray witches, they don’t incline in any specific direction but are free to go good or bad on a whim, just as they may focus on their offense or defense skills. Most witches are wiccans, and most are encouraged to go wiccan. It’s regarded as the most populated, default class for witches who don’t have access to other classes for whatever reasons, or don’t have the interest.

Sorcerers: the best and strongest sorcerers come from long, sprawling witch families, their power drawn and strengthened by their ancestral line. Homeschooling is a common practice, as well as family grimoires. Sorcerers are highly recommended for positions of supreme coven leaders and tend to maintain a metaphysical link to their ancestors. For sorcerers, their ancestors are a presence they can feel at all times, a whisper in the ear suggesting what to do next, or which potion regent will work with which-- similar. The stronger/older the line, the stronger this ‘sense’. They’re not solid voices, and are regarded as magical guides.

Shamans: draw energy from the spirit world, aka hell, heaven and purgatory and the souls contained within, shamans rely on spirit/soul magic. In order to go shaman, witches are normally heavily trained and require a specific type of schooling. Many schools lacking the certified staff will refuse to provide their students with this necessary education making it harder to come by and master. It is a dangerous road, as shamans convert power that few would dare touch, but it’s power endless and powerful, gray regardless of where it’s pulled from since that’s what shaman training consists of, learning how to tap into the powers of the beyond and pull them out, clean magic ready to be used. The downside is that shamans draw the attention of the beyond in turn, and to demon, angel and ghost folk alike shamans are surrounded by death. It’s nothing depressing, just a mark, a darkening of the aura that sets the shamans apart from the rest but doesn’t make them evil. They’re just more likely to be hunted down by demons.

Druids: drawing power from the wild/nature, druids are witches who can sense and feel all the elements, air, fire, earth, water, metal and vita (life), though they do not hold mastery over all of the elements. Druids commonly hold at least one elemental ability, but it’s not required. The way of druids is commonly regarded as a high form of magic though one that’s the most chaotic at its core, and a force strongly willful, so understanding it requires great scholarly focus and effort. But the payoff is significant, and druids are rejuvenated the easiest out of all the classes. The road there might be soiled in blood and tears, but druids enjoy the added benefit of sensing magical disturbances, changes in the weather, and a decreased likelihood of losing their marbles. Decreased. Not gone. Though druids don’t need to live in the mountains to be at their strongest, they can also feel inhibited by big cities.

Warlocks: otherwise known as magical leeches, warlocks aren’t everyone’s favorite since they draw magic from life itself: Anything that moves and lives can be drawn from to the point of death if the warlock wills it, animals, plants, but most namely people. Their only no-go are vampires and drawing from the eternals is ill-advised though works, but otherwise warlocks borrow and convert the energy from the living. For best ‘suction’, touch is necessary, and many will adorn their bodies with magical tattoos that help them steal, or artifacts spelled to suck energy. As this is quite the dangerous business, warlocks are known to store their magic in gems and smaller objects they may accessorize with, or keeps in homes for a quick refill.
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Sarah
 Posted: Oct 12 2017, 05:56 PM
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Ghosts Update!


Just in time for Halloween, ghosts have been updated and revamped!
There are now only 2 classifications for ghosts; Ghost & Reapers (wraith & banshee have been removed).


Everything that lives can also die, and everything that dies leaves energy behind that must be further processed. For floral and animal life, they often become the very magic that fuels witches or the fae, but for people, aka those with a soul, their essence continues on to join heaven, hell, or the purgatory. In order to become a ghost the person needs to have a soul, which excludes all vampires (and automatically discounts all the eternals), and either be given the impression of unfinished business, or become trapped in the mid-world.

Ghosts don’t typically choose to remain, and are held back from passing on by unfinished business, which can be anything and is a subjective matter. But some do want to stay, and use their essence to linger as long as they can. Then, there is the option of trapping, aka sealing the soul some other place for lengths of time. Some ghosts, mostly the weaker ones, don’t know they’re dead, namely because their passing was so violent or unexpected they refused to accept it.

A person who dies doesn’t immediately become a ghost as we understand it-- they’re a will-o’-the-wisp, a floating orb of light that we capture on cameras before it flutters gone. But in time, days or weeks, they’ll have collected enough power to better resemble ‘ghosts’ as they’re understood. Regardless of that, ghosts never enter the purgatory, since doing so would count as ‘moving to the light’, and they’re essentially cut off from it, hell, or heaven. Ghosts acquire energy from their surroundings, either magic or life itself, and are known to drain the spaces where they linger too long. This is both passive and active. Ghosts aren’t eternal and yet are in the sense that whatever abilities they have and every trick up their sleeves comes at the cost of their energy which they need to replenish to maintain their existence.

A ghost can remain around for as short as a week if they’re wasteful with what they have, or centuries, if they’re smart. Ghosts can be exorcised by witches. Angels cannot touch ghosts, as their consent is required to ‘save’ them. To demons, ghosts are a free meal. Reapers tend to follow ghosts around, wanting to help them go to the light. They need the ghosts to agree however. They can also possess any mortal, sempiternal, or fae.

Ghosts are not a common sighting, and even in the supernatural world are somewhat of a rarity. Still, the population is aware of them. Vampires are the only species exclusive to this end; in their afterlife, vampire souls either ‘perish’ or just wander in the purgatory.

--> READ MORE HERE! <--
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Sarah
 Posted: Nov 7 2017, 08:46 PM
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Harpy & Nymph Added!


Harpy:
Harpies are an incredibly misunderstood species though this fact is by their own design. A secretive sort who tend to wrap their lives around misconceptions and deception, the majority of the misnomers associated with harpies are directly related to translation errors from their Greek origins. Errors they’ve conveniently never found the time to correct. The stories of old are swathed in monstrous origins, no doubt assumptions pulled directly from their appearance and harkening back to vultures and hideous old hag.

Depicted as terrifyingly bloodthirsty, the harpy have long since been a bedtime story used to scare children into behaving, something the harpies have protected and encouraged in order to preserve their way of life; what people are afraid of, they generally tend to avoid. This idea supports their need for solitude and keeps their wild matriarchal and largely untouched way of life, far safer than most other fae.

Not a fae one should ever underestimate, the harpy are a very capable race that bolster a wide array of both offensive and defensive abilities to make a fairly well rounded people who are fraught with constant internal conflict and struggle. In actuality the harpy’s biggest asset, and the ability they’re renowned for in the fae community, is their oracle insight, something they keep close to their vest and never offer freely. This magic is an almost unknown fact among the non-fae as they are with this, like they are most other things, incredibly secretive.


Nymph
Beautiful, gentle, sensual and highly sought after, these water sprites are mostly true to the human folklore that surrounds them, and are a very distinct fae species that enjoys living in the fae realm, but also is known to inhabit the forests of the mid-world. Nymphs are and always have been muses widely known for their beauty, gentleness, and similar traits that have sadly drawn the attention of slave drivers.

Nymphs are correctly associated with sex, as they’ve always bred with every available species and then absconded the child to live in their villages. They live in forests where they build their homes high up in the trees, remaining safely out of sight. There’s always a water source nearby, and the bigger the village, the bigger the water source; large lakes all have a big nymph population nearby, and they’re a social species that enjoys the company of others. However, it’s always fresh water; the sea is for the sirens and mermaids.

They first emerged in Ancient Greece a long time ago, populating smaller islands or hanging around coastlines, before advancing more inland and expanding beyond. They live in villages of 15 - 40 people, with a well developed society that values parental care, togetherness, dance, joy, sex, but may also dabble into questionable substances and overindulge. They abduct anyone they like for a couple of days/weeks and nurture and enjoy this individual in their village/realm until they believe they’ve left their mark. They believe in consent, though in time, and with the sway of their allure, everyone agrees to bed them.

Nymphs have a lot of magic in them, and while all of it is passive and defensive, it’s potent and in time seeps into anything they touch-- their food and drink is naturally enchanted, even if outside of their influence its effects are short-term, and eventually dissipate. They work almost like any mortal by needing rest and food to live, but they depend more on water than food, and have a sweet tooth; feeding them grapes or wine earns their favor.

Nymphs living in the modern world will still usually live with other nymphs, or remain in touch with their home village. They prefer living next to parks or on the city outskirts, where they have quicker access to the nature. Similarly to dryads, they surround themselves with plants since they remind them of home. They love dancing under the moon.

----> READ MORE HERE <----

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