hi so the 0th post is gonna have legitimately way too much information in it so hooray for it always being in existenCE YEAH TIME TO MIGRATE AND REWRITE AND REDO THINGS LIKE A PROPER GM LET'S DO THIS YEAH!
"Another time, another place.
The same path walked, but a different ending written.
Do you see through to the end as I do, Darling?"
The cataclysmic event known as 'The End of the World' has begun.
The Vatican scrambled their forces, gathered their priests and began a mass prayer to God above to save their souls.
...
And yet, nothing happened.
All was quiet.
All was still.
The Earth didn't rupture and explode.
The sky didn't spew fire and magma down upon the planet.
No dragons ripped their way through a hole in reality and tore it apart with their gnashing jaws.
The priests celebrated, the denizens of the Vatican cheered. They'd survived the Apocalypse, they'd survived the End of the World.
Their joy was cut short when, upon reporting the news to the Pope, a group of men found only his twisted, mangled corpse sitting in his bedroom, organs splayed around the room like he was a prostitute in London a few decades ago.
Along with the defiled cadaver of the Holy Pope, a letter was found, written in what was presumably his own blood.
"Your celebration is false.
The Seven are coming.
They have been chosen by Satan himself to save the world from your False God.
The Seven Children of Satan will destroy all that oppose them and bring destruction upon your wretched faith.
Humanity's time is coming to an end."
Gritting his teeth and crumpling the paper in his armoured grip, a man in his late twenties stared out the open window of the bedroom as people around him panicked, vomited and screamed.
Perched upon a rooftop a few buildings away crouched a dark figure, surrounded by feathers and darkness. It expanded its wings and stood up, easily towering above the man who stared it in the eyes.
Arthur Evangelion tossed the note to the floor and rushed over to the window, leaping out of it and, feeling his boot slam into the windowsill as he cleared it, he shot forward with a burst of magickal energy that rocketed him through the air like a human-shaped bullet.
The thing's black face split apart and jagged white teeth glinted in the light of the setting sun. The wings from its back unfurled fully, exposing the awfully human form they'd been concealing. The black, feathery skin turned to a dark shade of brown- tanned from long hours in the sun. Two blue eyes, icy and sharp, sat in the Demon's face. Arthur landed on one roof, shooting himself from building to building with the ease of a man who'd done it thousands of times.
After all, he had.
Gripping the blade at his side, he leaped one last time to land on the building beside the monster. As his foot touched the tiling he gripped the hilt of his blade and yanked it free with a slash that carried the entirety of his momentum with it. Narrowing his eyes, he skidded to a stop just in time.
The edge of his sword was pressed against the creature's throat.
A long, sharp, thin blade protruded from somewhere inside the beast's right wing, pressing against his face. He felt the tip of the needle-like weapon pressing against the eyelid he'd barely managed to shut in time, a tiny trickle of blood beginning to wet his skin. The man before him smiled widely, the same sharp fangs filling his mouth just as they had before.
"Almost."
"There will be no more deaths this day."
"I would certainly hope not, Sir Arthur."
"Why did you come here?"
"To deliver a message."
"And?"
"To set something in motion."
"Those children?"
"Perhaps."
Cursing under his breath, Arthur lowered his sword and stepped back. If he'd moved an inch closer, he'd have lost his eye and stepped directly into the field of ice the creature had generated below their feet. On top of that, he swore he'd seen electricity crackling between the Demon's fingers.
"Reaver. A pleasure to meet you."
"There is no time for pleasantries now."
"I will be taking my leave, Arthur, but we will meet again. Trust me."
"I trust no monster in human skin."
With a curt bow, the Demon spun on its heels and walked away, vanishing into a flock of crows that soared through the sky and off into the distance. "That explains the entrance."
Turning back to the open window, Arthur let out a long sigh as he slid his blade neatly back into his sheath.
He'd known this would happen, that something was coming. His intuition was never wrong. He hadn't lived this long in a world full of child-eating demons and murderous monsters by being stupid.
The Pope, however, didn't believe him when he demanded that he seek shelter.
"God will protect me", he'd said.
Arthur shot back over to the room rooftop by rooftop.
God didn't keep his end of the deal, apparently.
So much had happened in a year, and Arthur was in a daze for most of it. A replacement Pope was voted on- himself. As a veteran Exorcist and one of the closest confidants to the Pope, Arthur was the perfect choice. An exemplary man of talent, knowledge and undeniable power, he was the perfect man to become the Archknight- head of the Exorcists of the Warriors of Divine Light.
On top of that, the sword in the stone had glowed for him, and thus he was ascended.
Arthur stared at the paper in his hand. The sensors had detected several temporary signatures at once, all spaced out along the globe. It was so quick, so brief, they'd barely managed to snag a few of them.
But they'd finally done it.
Arthur sat in his chair, a soft sigh leaving his lips.
"How many?"
"Seven, as they said."
"I want them all collected at once so as to minimize time they could attempt to leave while waiting.. and to lessen the possibility they could cause trouble. Send several units. I have a feeling we're not the only ones looking for them."
It was hilarious in hindsight how easily they'd been able to find the 'Seven'. They were average people living average lives.
A young man living with his roommate in New York,
a young, harmless teenage girl,
even one of their very own members of the Warriors of Divine Light.
Three of the Seven Children of the Devil.
Four more had just been found.
With footsteps coming up beside him just as the door shut and the soldier departed with his orders, two pale hands covered Arthur's eyes. Letting out a soft "Guess who?" the voice was practically dripping with enthusiasm.
And something else.
"I see you've woken up, Illusion."
"Of course. A lady always wakes late to have as much beauty sleep as possible."
"You sleep too much."
"Are you calling me beautiful?"
"I'm calling you obscenely lazy."
"Owie, that hurt my feelings!"
"Please. Your preparations?"
"Almost donesies, of course. I never fail to deliver!"
"That is one of your few good qualities."
"Owie! I'm actually upset!"
The hands slid away from his eyes, but the vision in his left eye stayed dark. The eyepatch that sat neatly over his eye had taken a little bit of time to adjust to, but he was happy he'd gotten the surgery done.
Slipping around from the back of the chair, the petite form of Illusion moved into view with a movement that was almost snake-like. Her crimson eyes slid over the man's body with an amusement that betrayed her true nature. She was a monster in the body of a little girl.
Although it wasn't like she hid it.
Her pale skin reflected the light and her too-red lips opened as she continued to speak. Her vampiric fangs glinted in the light.
"How're you enjoying your new throne, King Arthur?"
"I didn't take it out of choice-"
"-but out of necessity, blah blah, of course. How're you enjoying it, though?"
Letting out a soft sigh and reaching up to rub his forehead, the man shook his head. Looking up, however, the little girl had vanished.
"It's far more trouble than it's worth."
"Ha, of course. With great power comes great responsibility, or something like that. I'll see you later, King Arthur. I have a lunch date with our favourite researcher in twenty minutes."
Arthur slowly stood from his seat, glancing down at the new blade in his sheath at his hip.
"Let's hope we can stop the world from being destroyed, Excalibur." He tapped the blade gently, and it flashed for the briefest of moments as if responding.
He left the room quickly, attending a meeting of the fellow Council Members.
"Well, well, well.. It seems like things are starting to roll into motion.. Isn't that right, Devil?"
Hi hi welcome to this roleplay and let me know if you're interested! This is still a WIP- I've got plenty of stuff to share but I'm currently in the process of moving it and revamping it so for now this is just a general thing.
Essentially the premise of this roleplay is that in the year 2012 an ultimatum from the Devil himself was given to the most holy of men.
Along with an assassination of said man.
Seven random people who've lived (mostly) perfectly normal lives up until this point are suddenly marked as 'The Devil's Children' and begin to exhibit unnatural powers.
I started this roleplay up on another site a while ago and made a rerun a little more recently, but I'm retrying on Guild now because..
...
I'm overly attached to the story and want it to not die again yeah.
Please note;
If you join this roleplay, don't randomly leave. If you have to leave or back off for a bit, let me know beforehand so we can figure something out. The last run died because people randomly vanished and I don't want that to happen again.
It makes me legitimately angry so pls no.
P.S: I didn't mean to write all that stuff pls send help
~ The Plot ~
"Another time, another place.
The same path walked, but a different ending written.
Do you see through to the end as I do, Darling?"
12/12/2012.
Sunset.
Vatican City, Rome.
Sunset.
Vatican City, Rome.
The cataclysmic event known as 'The End of the World' has begun.
The Vatican scrambled their forces, gathered their priests and began a mass prayer to God above to save their souls.
...
And yet, nothing happened.
All was quiet.
All was still.
The Earth didn't rupture and explode.
The sky didn't spew fire and magma down upon the planet.
No dragons ripped their way through a hole in reality and tore it apart with their gnashing jaws.
The priests celebrated, the denizens of the Vatican cheered. They'd survived the Apocalypse, they'd survived the End of the World.
Their joy was cut short when, upon reporting the news to the Pope, a group of men found only his twisted, mangled corpse sitting in his bedroom, organs splayed around the room like he was a prostitute in London a few decades ago.
Along with the defiled cadaver of the Holy Pope, a letter was found, written in what was presumably his own blood.
"Your celebration is false.
The Seven are coming.
They have been chosen by Satan himself to save the world from your False God.
The Seven Children of Satan will destroy all that oppose them and bring destruction upon your wretched faith.
Humanity's time is coming to an end."
Gritting his teeth and crumpling the paper in his armoured grip, a man in his late twenties stared out the open window of the bedroom as people around him panicked, vomited and screamed.
Perched upon a rooftop a few buildings away crouched a dark figure, surrounded by feathers and darkness. It expanded its wings and stood up, easily towering above the man who stared it in the eyes.
Arthur Evangelion tossed the note to the floor and rushed over to the window, leaping out of it and, feeling his boot slam into the windowsill as he cleared it, he shot forward with a burst of magickal energy that rocketed him through the air like a human-shaped bullet.
The thing's black face split apart and jagged white teeth glinted in the light of the setting sun. The wings from its back unfurled fully, exposing the awfully human form they'd been concealing. The black, feathery skin turned to a dark shade of brown- tanned from long hours in the sun. Two blue eyes, icy and sharp, sat in the Demon's face. Arthur landed on one roof, shooting himself from building to building with the ease of a man who'd done it thousands of times.
After all, he had.
Gripping the blade at his side, he leaped one last time to land on the building beside the monster. As his foot touched the tiling he gripped the hilt of his blade and yanked it free with a slash that carried the entirety of his momentum with it. Narrowing his eyes, he skidded to a stop just in time.
The edge of his sword was pressed against the creature's throat.
A long, sharp, thin blade protruded from somewhere inside the beast's right wing, pressing against his face. He felt the tip of the needle-like weapon pressing against the eyelid he'd barely managed to shut in time, a tiny trickle of blood beginning to wet his skin. The man before him smiled widely, the same sharp fangs filling his mouth just as they had before.
"Almost."
"There will be no more deaths this day."
"I would certainly hope not, Sir Arthur."
"Why did you come here?"
"To deliver a message."
"And?"
"To set something in motion."
"Those children?"
"Perhaps."
Cursing under his breath, Arthur lowered his sword and stepped back. If he'd moved an inch closer, he'd have lost his eye and stepped directly into the field of ice the creature had generated below their feet. On top of that, he swore he'd seen electricity crackling between the Demon's fingers.
"Reaver. A pleasure to meet you."
"There is no time for pleasantries now."
"I will be taking my leave, Arthur, but we will meet again. Trust me."
"I trust no monster in human skin."
With a curt bow, the Demon spun on its heels and walked away, vanishing into a flock of crows that soared through the sky and off into the distance. "That explains the entrance."
Turning back to the open window, Arthur let out a long sigh as he slid his blade neatly back into his sheath.
He'd known this would happen, that something was coming. His intuition was never wrong. He hadn't lived this long in a world full of child-eating demons and murderous monsters by being stupid.
The Pope, however, didn't believe him when he demanded that he seek shelter.
"God will protect me", he'd said.
Arthur shot back over to the room rooftop by rooftop.
God didn't keep his end of the deal, apparently.
12/12/2013
Unknown.
Vatican City, Rome.
Headquarters of the Warriors of Divine Light.
Unknown.
Vatican City, Rome.
Headquarters of the Warriors of Divine Light.
So much had happened in a year, and Arthur was in a daze for most of it. A replacement Pope was voted on- himself. As a veteran Exorcist and one of the closest confidants to the Pope, Arthur was the perfect choice. An exemplary man of talent, knowledge and undeniable power, he was the perfect man to become the Archknight- head of the Exorcists of the Warriors of Divine Light.
On top of that, the sword in the stone had glowed for him, and thus he was ascended.
Arthur stared at the paper in his hand. The sensors had detected several temporary signatures at once, all spaced out along the globe. It was so quick, so brief, they'd barely managed to snag a few of them.
But they'd finally done it.
Arthur sat in his chair, a soft sigh leaving his lips.
"How many?"
"Seven, as they said."
"I want them all collected at once so as to minimize time they could attempt to leave while waiting.. and to lessen the possibility they could cause trouble. Send several units. I have a feeling we're not the only ones looking for them."
It was hilarious in hindsight how easily they'd been able to find the 'Seven'. They were average people living average lives.
A young man living with his roommate in New York,
a young, harmless teenage girl,
even one of their very own members of the Warriors of Divine Light.
Three of the Seven Children of the Devil.
Four more had just been found.
With footsteps coming up beside him just as the door shut and the soldier departed with his orders, two pale hands covered Arthur's eyes. Letting out a soft "Guess who?" the voice was practically dripping with enthusiasm.
And something else.
"I see you've woken up, Illusion."
"Of course. A lady always wakes late to have as much beauty sleep as possible."
"You sleep too much."
"Are you calling me beautiful?"
"I'm calling you obscenely lazy."
"Owie, that hurt my feelings!"
"Please. Your preparations?"
"Almost donesies, of course. I never fail to deliver!"
"That is one of your few good qualities."
"Owie! I'm actually upset!"
The hands slid away from his eyes, but the vision in his left eye stayed dark. The eyepatch that sat neatly over his eye had taken a little bit of time to adjust to, but he was happy he'd gotten the surgery done.
Slipping around from the back of the chair, the petite form of Illusion moved into view with a movement that was almost snake-like. Her crimson eyes slid over the man's body with an amusement that betrayed her true nature. She was a monster in the body of a little girl.
Although it wasn't like she hid it.
Her pale skin reflected the light and her too-red lips opened as she continued to speak. Her vampiric fangs glinted in the light.
"How're you enjoying your new throne, King Arthur?"
"I didn't take it out of choice-"
"-but out of necessity, blah blah, of course. How're you enjoying it, though?"
Letting out a soft sigh and reaching up to rub his forehead, the man shook his head. Looking up, however, the little girl had vanished.
"It's far more trouble than it's worth."
"Ha, of course. With great power comes great responsibility, or something like that. I'll see you later, King Arthur. I have a lunch date with our favourite researcher in twenty minutes."
Arthur slowly stood from his seat, glancing down at the new blade in his sheath at his hip.
"Let's hope we can stop the world from being destroyed, Excalibur." He tapped the blade gently, and it flashed for the briefest of moments as if responding.
He left the room quickly, attending a meeting of the fellow Council Members.
"Well, well, well.. It seems like things are starting to roll into motion.. Isn't that right, Devil?"
So the basis of the story is that a group of Seven Children- creatively known as the Seven Children- were chosen by the Devil to bring about the end of the world. These people aren't related by any means, can live anywhere on the planet, and are all likely to have never, ever met- although if you want to have some pre-existing history between characters then that's fine by me!
These are normal people living normal lives who suddenly found themselves dragged into a nightmare. The only similarity they have is their latent ability to use Magick- either naturally or given to the via the Devil's Blood, something I'll elaborate on in the future.
Or maybe not.
Honestly, who they are depends on the writer so feel free to experiment as long as it's within reasonable boundaries.
The Children's Demonic blood was awakened by one simple thing- each and every one of them has an encounter with a Supernatural entity which activates the blood in their veins. This sets off the WDL's alarm and notifies them of where the person had their blood activated.
After this 'alarm' went off the WDL rushed to collect as many Children as possible to do whatever they could to stop the coming end of the world.
Repurposing them, torturing them.. Whatever needs to be done to ensure the future of Humanity.
These are normal people living normal lives who suddenly found themselves dragged into a nightmare. The only similarity they have is their latent ability to use Magick- either naturally or given to the via the Devil's Blood, something I'll elaborate on in the future.
Or maybe not.
Honestly, who they are depends on the writer so feel free to experiment as long as it's within reasonable boundaries.
The Children's Demonic blood was awakened by one simple thing- each and every one of them has an encounter with a Supernatural entity which activates the blood in their veins. This sets off the WDL's alarm and notifies them of where the person had their blood activated.
After this 'alarm' went off the WDL rushed to collect as many Children as possible to do whatever they could to stop the coming end of the world.
Repurposing them, torturing them.. Whatever needs to be done to ensure the future of Humanity.
Hi hi welcome to this roleplay and let me know if you're interested! This is still a WIP- I've got plenty of stuff to share but I'm currently in the process of moving it and revamping it so for now this is just a general thing.
Essentially the premise of this roleplay is that in the year 2012 an ultimatum from the Devil himself was given to the most holy of men.
Along with an assassination of said man.
Seven random people who've lived (mostly) perfectly normal lives up until this point are suddenly marked as 'The Devil's Children' and begin to exhibit unnatural powers.
I started this roleplay up on another site a while ago and made a rerun a little more recently, but I'm retrying on Guild now because..
...
I'm overly attached to the story and want it to not die again yeah.
Please note;
If you join this roleplay, don't randomly leave. If you have to leave or back off for a bit, let me know beforehand so we can figure something out. The last run died because people randomly vanished and I don't want that to happen again.
It makes me legitimately angry so pls no.
P.S: I didn't mean to write all that stuff pls send help
~ The Important Lore and Information ~
With the exception of the Physical Competence the following statistics largely apply to one's ability to cast and/or resist magick.
Willpower: This stat indicates the strength of the character's will. As far as magick is concerned this stat represents the strength of the caster's determination to imprint his/her will upon reality. This stat also represents a character's ability to oppose attacks/influences on the mind.
Faith: Do you believe in magick? This stat is both the character's receptiveness to the supernatural world and his/her's trust in their magick. The higher one's faith stat is, the more confidence he/she has in their ability to cast magick.
Mana Capacity: The total amount of mana that can be stored in a character at once. When a person is exposed to mana they become a source of their own mana, generating a quantity of the essence from their own body. The longer a being remains exposed to mana the greater their capacity to store and generate it becomes. Some beings start with an in-born mana capacity while others need to be exposed to mana before they can develop a capacity for it.
Magickal Proficiency: In short this stat represents a character's sum of knowledge regarding magick as a whole. Whether specialised in a specific field or just knowledgeable across a broad spectrum of arcane arts their rank in magickal proficiency is an approximate sum of what they know. This stat mostly matters to those who can cast magick, it's use being strictly a tertiary benefit for those who lack the ability to cast spells.
Physical Competence: This stat represents the sum of a creature's physical ability. Whether this is indicative of a being's speed, their strength or their resilience this stat takes all these factors into account and lumps them into a sum which indicates which rank in this stat they reside in. Due to the broad nature of this topic as well as the variety of differently capable entities this stat is at best a rough approximation of something's physical capabilities.
Willpower: This stat indicates the strength of the character's will. As far as magick is concerned this stat represents the strength of the caster's determination to imprint his/her will upon reality. This stat also represents a character's ability to oppose attacks/influences on the mind.
Faith: Do you believe in magick? This stat is both the character's receptiveness to the supernatural world and his/her's trust in their magick. The higher one's faith stat is, the more confidence he/she has in their ability to cast magick.
Mana Capacity: The total amount of mana that can be stored in a character at once. When a person is exposed to mana they become a source of their own mana, generating a quantity of the essence from their own body. The longer a being remains exposed to mana the greater their capacity to store and generate it becomes. Some beings start with an in-born mana capacity while others need to be exposed to mana before they can develop a capacity for it.
Magickal Proficiency: In short this stat represents a character's sum of knowledge regarding magick as a whole. Whether specialised in a specific field or just knowledgeable across a broad spectrum of arcane arts their rank in magickal proficiency is an approximate sum of what they know. This stat mostly matters to those who can cast magick, it's use being strictly a tertiary benefit for those who lack the ability to cast spells.
Physical Competence: This stat represents the sum of a creature's physical ability. Whether this is indicative of a being's speed, their strength or their resilience this stat takes all these factors into account and lumps them into a sum which indicates which rank in this stat they reside in. Due to the broad nature of this topic as well as the variety of differently capable entities this stat is at best a rough approximation of something's physical capabilities.
Magick is a Mage's best friend and strongest tool. It's usable in thousands of ways and millions of situations, and the chance of the practitioner running out of Mana is almost impossible unless in dire circumstances.
'Magick' is used to refer to the art of manipulating, controlling and mastering the art of shaping reality to your will.
'Mana' is the term used to describe one's capability to contain Magickal Energies within one's body and use it to control reality.
'Faith' is the amount of certainty the Mage has in their ability to shape reality, and is therefore instrumental in the success of any and all spells. A Mage without faith in Magick, without faith in their ability to do Magick, will be absolutely powerless.
'WIllpower' is the amount of mental strength that a Mage possesses. In the same way that faith powers Magick, willpower is the determination to imprint their will on reality. A Mage with no willpower will find their spells weak and lacking even if they have faith.
'Desire' is the Mage's intense need to imprint their power upon reality, giving their Magick even further strength. While desire is not required, it makes spells much, much more powerful. Desire takes precedence over faith and willpower in the usage of Rituals which differ from 'Quick Magick'- the best type of 'desire' to use is actually sexual desire due to the raw, untamed nature of it. On top of that, it's easily one of the most powerful forms of desire a human has.
Magick requires many things to succeed. It requires a Mage to have faith that it will work and that they can do it. It requires a Mage to have the determination to make reality their own. It requires ample Mana and it requires knowledge. Having Mana isn't enough to suddenly become an adept Mage- you need practice. On top of this, if you have no desire to perform or learn Magick, Magick will not be available for you to learn.
'Magick' is used to refer to the art of manipulating, controlling and mastering the art of shaping reality to your will.
'Mana' is the term used to describe one's capability to contain Magickal Energies within one's body and use it to control reality.
'Faith' is the amount of certainty the Mage has in their ability to shape reality, and is therefore instrumental in the success of any and all spells. A Mage without faith in Magick, without faith in their ability to do Magick, will be absolutely powerless.
'WIllpower' is the amount of mental strength that a Mage possesses. In the same way that faith powers Magick, willpower is the determination to imprint their will on reality. A Mage with no willpower will find their spells weak and lacking even if they have faith.
'Desire' is the Mage's intense need to imprint their power upon reality, giving their Magick even further strength. While desire is not required, it makes spells much, much more powerful. Desire takes precedence over faith and willpower in the usage of Rituals which differ from 'Quick Magick'- the best type of 'desire' to use is actually sexual desire due to the raw, untamed nature of it. On top of that, it's easily one of the most powerful forms of desire a human has.
Magick requires many things to succeed. It requires a Mage to have faith that it will work and that they can do it. It requires a Mage to have the determination to make reality their own. It requires ample Mana and it requires knowledge. Having Mana isn't enough to suddenly become an adept Mage- you need practice. On top of this, if you have no desire to perform or learn Magick, Magick will not be available for you to learn.
Mana is described as 'the measurement of the Mage's capacity to absorb Magickal energies and utilize them'.
When a Mage awakens their Magehood, their body begins siphoning energy from the world around them and storing said energy in the body. A Mage absorbs Mana from the world around them, but when they have a sufficient store of their own they can generate their own Mana inside their body. Essentially, a Mage eventually becomes a Magickal Being in a way while still maintaining their humanity- for all intents and purposes, however, a Mage is now a Magickal Energy wellspring.
When activating their Magick, the Mage enters a state known as 'Magick Mode' in which their eyes begin to glow brightly and their vision becomes slightly distorted. The world becomes black and white but a little brighter to compensate, and a single colour sticks out to them depending on the shade of their aura. If a person has a red aura for example, the world will be black and white except for red things. On top of that, their spells, sigils and the results of said spells will also be in perfect colour- this allows them to distinguish between spells and non-spells, and also not fall into their own illusions by accident.
When a Mage awakens their Magehood, their body begins siphoning energy from the world around them and storing said energy in the body. A Mage absorbs Mana from the world around them, but when they have a sufficient store of their own they can generate their own Mana inside their body. Essentially, a Mage eventually becomes a Magickal Being in a way while still maintaining their humanity- for all intents and purposes, however, a Mage is now a Magickal Energy wellspring.
When activating their Magick, the Mage enters a state known as 'Magick Mode' in which their eyes begin to glow brightly and their vision becomes slightly distorted. The world becomes black and white but a little brighter to compensate, and a single colour sticks out to them depending on the shade of their aura. If a person has a red aura for example, the world will be black and white except for red things. On top of that, their spells, sigils and the results of said spells will also be in perfect colour- this allows them to distinguish between spells and non-spells, and also not fall into their own illusions by accident.
The staple of any good Mage, the Magick Shield is an invisible second skin sitting just above the Mage's own actual skin. It acts as a durable shield that depends on their Mana stat, and taking damage on the shield will prevent damage to the Mage's actual body until their Mana runs out. This is a very, very dangerous situation to be in.
A Mage's Mana level is tied to their level of stamina, so running out of Mana will also most likely cause the Mage to pass out; and if not, there are two alternate outcomes.
The first outcome is that the Mage retains consciousness but becomes vulnerable and weak like your average everyday human until they can regain their Mana. However, it takes approximately five minutes for a Rank C Mage to regain even a single bit of Mana. Luckily, that one little bit of Mana instigates the speedier regeneration of further Mana inside the Mage, allowing them to recover. Furthermore, recovery is even faster if the Mage is calm, meditating or resting their body. Physical exertion will prevent the Mage from recovering properly and may also damage their ability to retain Mana. It's not uncommon to see retired Mages 'leaking' Mana from their bodies. This effectively spells an end for a Mage's career as it becomes incredibly hard to keep their Mana level in check and may lead to lasting health issues.
The second possibility is the Mage's Mana intake suddenly skyrocketing, allowing them to rip Mana from the surrounding area and absorb it faster than their usual intake rate allows. While doing this the Mage is a truly terrifying threat to behold as their Magick Shield will constantly regenerate even massive blows. Their Mana capacity may even expand to encompass the new massive power surge. This allows them to wield Magick with near impunity. They don't suddenly get stronger or more adept in the Magickal Arts, but their almost-infinite supply of Mana makes them a force to be reckoned with.
However, this comes at a dire cost- the Mage may overload with Mana and turn into a human Mana Crystal, or if they don't absorb too much Mana for their body to handle, they may be left in horrible condition. Below is a list of things that can occur;
+ The Mage may enter a coma- awakening is not guaranteed.
+ The Mage may destroy their Mana reserves and weaken or outright destroy their capacity to use Magick.
+ As Mana is tied to the Mage's physical and mental stamina, the Mage may simply die on the spot from the immense strain put on their body. It's guaranteed the Mage will pop at least one blood vessel while using this 'Emergency Attack Mode'.
+ On top of this, the Mage may seriously damage their body in any number of ways, ranging from torn muscles in their entire arm to their brain suffering severe damage and impairing their motor functions.
The immense strain put on the Mage's body in this 'Emergency Attack Mode' allows the Mage to operate for approximately ten minutes before the side-effects kick in. However, Mages are urged to run and recover instead of using this 'technique' as the chance of dying from use is incredibly high and the reasons to use it are practically nonexistent.
However, proper usage of the Magick Shield provides the Mage a way to stay relatively safe in combat as long as they're cautious. The Magick Shield does, however, have some weaknesses. Stilettos are quite capable of piercing Magick Shields and puncturing the Mage's body due to the small area of the force of impact allowing it to neatly crush that area of the shield and push through- think of the Magick Shield as wearing a form-fitting invisible piece of metal armour.
On top of that, the Magick Shield can't save you from being crushed by massive things and will also not protect you from hard falls of excessive height- the landing will still snap your bones, but the Shield will provide some protection against falls.
Just don't toss yourself off a cliff.
A Mage's Mana level is tied to their level of stamina, so running out of Mana will also most likely cause the Mage to pass out; and if not, there are two alternate outcomes.
The first outcome is that the Mage retains consciousness but becomes vulnerable and weak like your average everyday human until they can regain their Mana. However, it takes approximately five minutes for a Rank C Mage to regain even a single bit of Mana. Luckily, that one little bit of Mana instigates the speedier regeneration of further Mana inside the Mage, allowing them to recover. Furthermore, recovery is even faster if the Mage is calm, meditating or resting their body. Physical exertion will prevent the Mage from recovering properly and may also damage their ability to retain Mana. It's not uncommon to see retired Mages 'leaking' Mana from their bodies. This effectively spells an end for a Mage's career as it becomes incredibly hard to keep their Mana level in check and may lead to lasting health issues.
The second possibility is the Mage's Mana intake suddenly skyrocketing, allowing them to rip Mana from the surrounding area and absorb it faster than their usual intake rate allows. While doing this the Mage is a truly terrifying threat to behold as their Magick Shield will constantly regenerate even massive blows. Their Mana capacity may even expand to encompass the new massive power surge. This allows them to wield Magick with near impunity. They don't suddenly get stronger or more adept in the Magickal Arts, but their almost-infinite supply of Mana makes them a force to be reckoned with.
However, this comes at a dire cost- the Mage may overload with Mana and turn into a human Mana Crystal, or if they don't absorb too much Mana for their body to handle, they may be left in horrible condition. Below is a list of things that can occur;
+ The Mage may enter a coma- awakening is not guaranteed.
+ The Mage may destroy their Mana reserves and weaken or outright destroy their capacity to use Magick.
+ As Mana is tied to the Mage's physical and mental stamina, the Mage may simply die on the spot from the immense strain put on their body. It's guaranteed the Mage will pop at least one blood vessel while using this 'Emergency Attack Mode'.
+ On top of this, the Mage may seriously damage their body in any number of ways, ranging from torn muscles in their entire arm to their brain suffering severe damage and impairing their motor functions.
The immense strain put on the Mage's body in this 'Emergency Attack Mode' allows the Mage to operate for approximately ten minutes before the side-effects kick in. However, Mages are urged to run and recover instead of using this 'technique' as the chance of dying from use is incredibly high and the reasons to use it are practically nonexistent.
However, proper usage of the Magick Shield provides the Mage a way to stay relatively safe in combat as long as they're cautious. The Magick Shield does, however, have some weaknesses. Stilettos are quite capable of piercing Magick Shields and puncturing the Mage's body due to the small area of the force of impact allowing it to neatly crush that area of the shield and push through- think of the Magick Shield as wearing a form-fitting invisible piece of metal armour.
On top of that, the Magick Shield can't save you from being crushed by massive things and will also not protect you from hard falls of excessive height- the landing will still snap your bones, but the Shield will provide some protection against falls.
Just don't toss yourself off a cliff.
+ Fire Magick
+ Ice/Water Magick
+ Wind Magick
+ Earth Magick
+ Storm Magick
+ Ice/Water Magick
+ Wind Magick
+ Earth Magick
+ Storm Magick
+ Light Magick
+ Exorcism Arts
+ Curse and Hex Removal
+ Bounding Fields
+ Exorcism Arts
+ Curse and Hex Removal
+ Bounding Fields
+ WIP
+ Curses are pure Magickal rituals that take many forms. They're primarily used to debilitate or inflict harm upon the targets, but aren't considered to be overtly 'evil'. Cursing someone to lose money, cursing someone with bad luck, cursing someone with impotence- those are all valid uses of a curse.
+ Hexes are different to curses in their usage. A Hex is a much, much more malicious Magick that can be used to inflict even death upon the target. A common spell amongst Necromancers is the 'Hex of Death' which, depending on the Necromancer's strength and different factors influencing the target, may outright kill the target instantly if the Hex is strong enough. People with no Magick resistance or specific protection will almost always be killed regardless of their proficiency as a Mage. This is what makes practitioners of Dark Magick so scary. However, to take life requires a sacrifice which usually takes the form of a Hex user paying with years of their own life being stolen from them. This starts a vicious cycle of the rogue Mage finding ways to keep away from death while maintaining their power.
+ Voodoo is different in that it requires a physical object to represent the target.
+ Necromancy (Zombie and Thrall Summoning)
+ Blood Magick
+ Hexes are different to curses in their usage. A Hex is a much, much more malicious Magick that can be used to inflict even death upon the target. A common spell amongst Necromancers is the 'Hex of Death' which, depending on the Necromancer's strength and different factors influencing the target, may outright kill the target instantly if the Hex is strong enough. People with no Magick resistance or specific protection will almost always be killed regardless of their proficiency as a Mage. This is what makes practitioners of Dark Magick so scary. However, to take life requires a sacrifice which usually takes the form of a Hex user paying with years of their own life being stolen from them. This starts a vicious cycle of the rogue Mage finding ways to keep away from death while maintaining their power.
+ Voodoo is different in that it requires a physical object to represent the target.
+ Necromancy (Zombie and Thrall Summoning)
+ Blood Magick
+ Magick that is something above mere elemental Magick, considered the most powerful of all offensive Magicks barring the Hex of Death- this kind of Magick is capable of leveling entire cities with ease in the hands of an adept Mage. A Mage sporting Destruction Magick is a terrifying sight indeed, and according to the Mirage Orchestra's 'Guidelines on Acceptable Magick Use in the Magickal Community' a Mage who is able to use Destruction Magick and is skilled in the Art is, by Magus Law, required to wear a Magick Seal at all times.
+ Lust Magick
+ Sin Magick
+ Pain Magick
+ Demonic Pacts
+ Sin Magick
+ Pain Magick
+ Demonic Pacts
+ Physical Enhancement
+ Burst Movement
+ Weapon Enhancements
+ Barriers
+ Burst Movement
+ Weapon Enhancements
+ Barriers
+ Illusions
+ Emotion Reading
+ Emotion Instigation
+ Emotion Absorption
+ Sound-based Magick
+ Memory Manipulation
+ Perception Manipulation
+ Mind Control
+ Psychic Duels and the Mindscape
+ Emotion Reading
+ Emotion Instigation
+ Emotion Absorption
+ Sound-based Magick
+ Memory Manipulation
+ Perception Manipulation
+ Mind Control
+ Psychic Duels and the Mindscape
+ Regeneration
+ Overhealing
+ Mental Healing
+ Necromancy (Life Energy Manipulation)
+ Overhealing
+ Mental Healing
+ Necromancy (Life Energy Manipulation)
Wards, A mage's answer to when the magick shield simply isn't enough protection.
Like ice cream there is a ward for anything. If a branch of magic exists there's a ward against it. Wards are shields that cover the area the ward is placed in a bubble which keeps something specific out. For example a ward vs fire will prevent any fire from entering the area covered by the ward's bubble.
But like everything in life, wards are not perfect. The maximum area a ward can cover is determined by a mage's willpower. The more willpower a mage has, the bigger a ward they can create. Another limit of wards is that a ward cannot protect against more than one type of magic. A single mage can create many wards but a single ward cannot protect against many things. Additionally a ward does not provide unlimited protection. If the magic or force the ward is protecting against is too great the ward will short out, becoming useless. A mage can create another ward but no magic is truly free.
_
Wards require mana. The more mana a mage puts in a ward, the more magic the ward can repel before shorting out. A mage can always put more mana into a ward after it is cast. As with all things in life however the strength of a ward will wane slowly over time and there is no
ward vs time, Time magick being one of those few domains that lack any known wards opposing it.
Mages are recommended to only maintain a few wards regularly due to the gradual loss of mana all wards sustain. The more wards a mage has, the higher the upkeep. Another thing to note is that wards are mono-directional. They will let magic and other such forces they protect against come out but they will not let that same magic or forces of the sort back in.
Another important detail is that wards CAN be moved if placed on something mobile, like a mage's robes or a scroll. If the ward pushes against the magic or force it is supposed to protect against the mass and force of the object warded will push against the magic or force it opposes. So while a mage with a ward vs fire on him can push over the flame of a campfire fairly easily if a mage creates a ward vs earth and he's standing on dirt he won't be able to move his ward any direction except up as all wards are fully spherical by default. Mages who are highly trained in the field of Ward Magick are able to shape wards, the more skilled the mage the higher complexity of shapes they can use.
In addition pushing against a magic or force, especially if said force is abundant, is a great way to quickly short out a ward. In the example of the mage with the ward vs earth if he had attempted to push his ward in any direction except upwards he'd find his ward losing strength fast. Lastly if the sigil, the glowing arcane symbol which appears upon an object when it is warded, is broken or disrupted in a sufficient capacity the ward will break and the spell will end.
In summary while a ward is capable of guarding far more than a magick shield and lacks some of the weaknesses of said shield they are designed to protect against a single type of magic or force only and require upkeep to maintain effectiveness. With all that said they still usually find their place among a mage's repertoire with even the most reckless mages picking up at least one ward so they don't accidentally blow themselves up with the back-blast from their own magical results.
Like ice cream there is a ward for anything. If a branch of magic exists there's a ward against it. Wards are shields that cover the area the ward is placed in a bubble which keeps something specific out. For example a ward vs fire will prevent any fire from entering the area covered by the ward's bubble.
But like everything in life, wards are not perfect. The maximum area a ward can cover is determined by a mage's willpower. The more willpower a mage has, the bigger a ward they can create. Another limit of wards is that a ward cannot protect against more than one type of magic. A single mage can create many wards but a single ward cannot protect against many things. Additionally a ward does not provide unlimited protection. If the magic or force the ward is protecting against is too great the ward will short out, becoming useless. A mage can create another ward but no magic is truly free.
_
Wards require mana. The more mana a mage puts in a ward, the more magic the ward can repel before shorting out. A mage can always put more mana into a ward after it is cast. As with all things in life however the strength of a ward will wane slowly over time and there is no
ward vs time, Time magick being one of those few domains that lack any known wards opposing it.
Mages are recommended to only maintain a few wards regularly due to the gradual loss of mana all wards sustain. The more wards a mage has, the higher the upkeep. Another thing to note is that wards are mono-directional. They will let magic and other such forces they protect against come out but they will not let that same magic or forces of the sort back in.
Another important detail is that wards CAN be moved if placed on something mobile, like a mage's robes or a scroll. If the ward pushes against the magic or force it is supposed to protect against the mass and force of the object warded will push against the magic or force it opposes. So while a mage with a ward vs fire on him can push over the flame of a campfire fairly easily if a mage creates a ward vs earth and he's standing on dirt he won't be able to move his ward any direction except up as all wards are fully spherical by default. Mages who are highly trained in the field of Ward Magick are able to shape wards, the more skilled the mage the higher complexity of shapes they can use.
In addition pushing against a magic or force, especially if said force is abundant, is a great way to quickly short out a ward. In the example of the mage with the ward vs earth if he had attempted to push his ward in any direction except upwards he'd find his ward losing strength fast. Lastly if the sigil, the glowing arcane symbol which appears upon an object when it is warded, is broken or disrupted in a sufficient capacity the ward will break and the spell will end.
In summary while a ward is capable of guarding far more than a magick shield and lacks some of the weaknesses of said shield they are designed to protect against a single type of magic or force only and require upkeep to maintain effectiveness. With all that said they still usually find their place among a mage's repertoire with even the most reckless mages picking up at least one ward so they don't accidentally blow themselves up with the back-blast from their own magical results.
+ Demon Summoning
+ Servant or Familiar Summoning
+ Object Summoning
+ Channeling
+ Servant or Familiar Summoning
+ Object Summoning
+ Channeling
These are essentially the most powerful of abilities available to any one entity. In the demon hierarchy only A RANK demons and higher are even able to access these powers. Due to the strength of Special Abilities any and all beings only ever get one Special Ability. Special Abilities are not limited to demons but are available to any race capable of reaching a strength equivalent to an A RANK demon or higher.
Children of the Devil do not get access to Special Abilities until specific qualifiers are met.
Children of the Devil do not get access to Special Abilities until specific qualifiers are met.
Boundaries are a forbidden type of Magick used only by Mages who possess incredible willpower and determination to imprint their vision on reality. Requiring an immense amount of Mana and Magickal skills, a Boundary is essentially a Mage's very own pocket dimension that takes over a portion of the dimension we call 'the Human World' and splits off from it.
The world inside the Boundary is completely at the whims of the creator of the Boundary. They can reverse gravity, change the environment to their liking, change day to night and night to day, generate anything their mind can think up. Inside a Boundary, a Mage is absolutely infallible aside from still being able to die. A Boundary does not affect those inside it- it's merely a Mage creating a battlefield much more advantageous to themselves. For example, a Mage using a Boundary can turn gravity on its side and allow themselves to run up the side of a building, but they cannot immediately kill another Mage just because they're inside the Boundary.
The Boundary is, essentially, a Mage's perfect Killing Grounds. However, the upkeep for a Boundary is immense, meaning only the strongest and most skilled Mages can even attempt to create a Boundary. On top of this, the Boundary has a defined size, meaning that any Mage caught inside the Boundary only has to flee a certain area before finding themselves back in the normal world. However, escape would be difficult as the Boundary will be actively going against the Mage/s caught inside. When escaping a Boundary, one will exit from the same place they were dragged inside.
Another weakness that Boundary has is that a Mage inside a Boundary can create their own Boundary, thus creating a stalemate between the two Boundaries. It's only been done in practice, but it is possible to either cancel out a Boundary or create a rare 'Boundary-Combat' scenario.
The world inside the Boundary is completely at the whims of the creator of the Boundary. They can reverse gravity, change the environment to their liking, change day to night and night to day, generate anything their mind can think up. Inside a Boundary, a Mage is absolutely infallible aside from still being able to die. A Boundary does not affect those inside it- it's merely a Mage creating a battlefield much more advantageous to themselves. For example, a Mage using a Boundary can turn gravity on its side and allow themselves to run up the side of a building, but they cannot immediately kill another Mage just because they're inside the Boundary.
The Boundary is, essentially, a Mage's perfect Killing Grounds. However, the upkeep for a Boundary is immense, meaning only the strongest and most skilled Mages can even attempt to create a Boundary. On top of this, the Boundary has a defined size, meaning that any Mage caught inside the Boundary only has to flee a certain area before finding themselves back in the normal world. However, escape would be difficult as the Boundary will be actively going against the Mage/s caught inside. When escaping a Boundary, one will exit from the same place they were dragged inside.
Another weakness that Boundary has is that a Mage inside a Boundary can create their own Boundary, thus creating a stalemate between the two Boundaries. It's only been done in practice, but it is possible to either cancel out a Boundary or create a rare 'Boundary-Combat' scenario.
Runes have existed since before recorded history and their ability to influence, strength and change Magick can never be underestimated. Runes and the words that accompany them give a Mage extra focus points to further boost their Magick's power.
Focus Points boost a Mage's concentration and the willpower factor in their spellcasting, thus strengthening their spells and allowing them to be cast much easier. However, Runes aren't applicable to each and every type of spell.
Difficult Magicks such as Healing Magick or Summoning Magicks require mantras to be repeated to maintain focus and facilitate the success of said Magicks. Runes are mainly used for quickly firing off spells, mainly elemental, and also giving 'sound to thought'- throwing your willpower and your faith out through your words makes it easier to imprint on reality than keeping them inside your head, and thus a more powerful Magick will be cast. Quick and easy is the name of the game with Runes. The majority of Mages use the Elder Futhark Runes- however the type is irrelevant as it's less the Rune itself and what it represents that matters.
With that in mind, it's not uncommon to find a powerful Demon with their very own brand of Runes.
On top of that, some long-lived and well-read Mages will be somewhat versed in the Old Runes, a type of Rune from a time beyond human recording. However, the texts with these Runes have recently vanished and haven't been found yet.
These Runes boost the power of Magick immensely, beyond the limits of human capability. No wonder they're kept far away from prying eyes.
Other focus points include a hand motion, an incantation, mentally visualizing the outcome of your Magick and the use of a catalyst.
Focus Points boost a Mage's concentration and the willpower factor in their spellcasting, thus strengthening their spells and allowing them to be cast much easier. However, Runes aren't applicable to each and every type of spell.
Difficult Magicks such as Healing Magick or Summoning Magicks require mantras to be repeated to maintain focus and facilitate the success of said Magicks. Runes are mainly used for quickly firing off spells, mainly elemental, and also giving 'sound to thought'- throwing your willpower and your faith out through your words makes it easier to imprint on reality than keeping them inside your head, and thus a more powerful Magick will be cast. Quick and easy is the name of the game with Runes. The majority of Mages use the Elder Futhark Runes- however the type is irrelevant as it's less the Rune itself and what it represents that matters.
With that in mind, it's not uncommon to find a powerful Demon with their very own brand of Runes.
On top of that, some long-lived and well-read Mages will be somewhat versed in the Old Runes, a type of Rune from a time beyond human recording. However, the texts with these Runes have recently vanished and haven't been found yet.
These Runes boost the power of Magick immensely, beyond the limits of human capability. No wonder they're kept far away from prying eyes.
Other focus points include a hand motion, an incantation, mentally visualizing the outcome of your Magick and the use of a catalyst.
Magick Catalysts are items which through exposure to mana have adapted to better conduct magick. Mages use catalysts to aid their casting, perhaps even using them to enhance their spell's effects depending on the quality of the catalyst used. Such examples of magick catalysts include wands, staves, books and enriched gems. Other items can become catalysts if certain qualifiers are met but such objects aren't common.
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Mist is the result of potent mana condensing in areas or around objects of powerful Magick. While the air is normally clear when infused with strong quantities of mana it will form a type of mist that can be breathed.
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Magick Seals are special marks which when applied prevents the recipient from being able to use magick.
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Mana Potions are potions created to help restore the Mana of those who ingest them. They come in a light blue colour with golden sparkles like stars in the night sky speckled throughout. Consumption will give the Mage a set amount of Mana back depending on two factors; the amount ingested and the potency of the potion.
Mana potions are created by having condensed Mana in physical form mixed with water. However, as Mana is also found inside the bodies of Magickal beings, there are some nefarious groups who'll bleed a Mage until they've run out of Mana and then heal them, allow their supply to recover, and then bleed them again to create Mageblood Potions.
Hemomancers are sought after for their ability to extract the Mana from the blood with ease. These potions are blood red.
Demonblood Tablets are a different story. Created mostly by the Mirage Orchestra with the consent of willing Demons, the tablets are given to the majority of anti-Supernatural agencies to provide a boost to their soldiers. The WDL are, in an ironic twist, quite a fan.
Demonblood Tablets are once again based on the potency of the Demon's blood being used. They give temporary boosts to the Magickal Proficiency and Physical Competence stats that grow smaller with more the more pills one ingests. A maximum of 5 pills is provided per week.
The pills take effect for half an hour, although the duration can be reset by taking another pill. For example if an Exorcist takes one pill and then another when the first has 5 minutes left, the duration will be pushed up to 35 minutes.
However, Demonblood Tablets come at a severe cost. If one is using a Demon Weapon or is bound to a Demon, the usage of Demonblood Tablets is strictly forbidden. Usage weakens the user's resistance to the influence of the Demon and therefore makes it much easier for said Demons to possess the person permanently.
On top of that, those without the above risk are still in danger. The fifth pill in a set is considered a 'last ditch' pill, used only when the person is absolutely out of options and utterly desperate. They must also be willing to lay down their lives.
Consuming 5 pills within 24 hours will turn the user into a Demon completely, regardless of their Willpower stat.
Mana potions are created by having condensed Mana in physical form mixed with water. However, as Mana is also found inside the bodies of Magickal beings, there are some nefarious groups who'll bleed a Mage until they've run out of Mana and then heal them, allow their supply to recover, and then bleed them again to create Mageblood Potions.
Hemomancers are sought after for their ability to extract the Mana from the blood with ease. These potions are blood red.
Demonblood Tablets are a different story. Created mostly by the Mirage Orchestra with the consent of willing Demons, the tablets are given to the majority of anti-Supernatural agencies to provide a boost to their soldiers. The WDL are, in an ironic twist, quite a fan.
Demonblood Tablets are once again based on the potency of the Demon's blood being used. They give temporary boosts to the Magickal Proficiency and Physical Competence stats that grow smaller with more the more pills one ingests. A maximum of 5 pills is provided per week.
The pills take effect for half an hour, although the duration can be reset by taking another pill. For example if an Exorcist takes one pill and then another when the first has 5 minutes left, the duration will be pushed up to 35 minutes.
However, Demonblood Tablets come at a severe cost. If one is using a Demon Weapon or is bound to a Demon, the usage of Demonblood Tablets is strictly forbidden. Usage weakens the user's resistance to the influence of the Demon and therefore makes it much easier for said Demons to possess the person permanently.
On top of that, those without the above risk are still in danger. The fifth pill in a set is considered a 'last ditch' pill, used only when the person is absolutely out of options and utterly desperate. They must also be willing to lay down their lives.
Consuming 5 pills within 24 hours will turn the user into a Demon completely, regardless of their Willpower stat.
There are three races in this universe- Humans, Non-Humans and Demons.
Humans are, well, Humans.
Non-Humans is the umbrella term for different types of Supernatural Beings- these can range from almost anything you'd want them to be.
Demons are the souls of beings that were killed and went to Hell, thus being tied to the realm for eternity. They're able to be any race- Human or Non-Human- and have their own types independent of those categories.
Humans are, well, Humans.
Non-Humans is the umbrella term for different types of Supernatural Beings- these can range from almost anything you'd want them to be.
Demons are the souls of beings that were killed and went to Hell, thus being tied to the realm for eternity. They're able to be any race- Human or Non-Human- and have their own types independent of those categories.
There are many elements in both this plane of existence, and the next. As such, there are many Elementals, entities who have abilities linked with, or that are able to embody the elements- both natural and man made. These beings are weak to a corresponding element, and so those who have become familiar with them have usually been smart enough to acquire weapons that have an elemental affinity that can repel, or even destroy their opponents with few hits.
Not all of these demons are capable of rational thought or emotion, so should you come across one, a test to check if they're capable of thought or speech is usually in order. If it immediately acts aggressively or attacks outright, feel free to blast it into the next generation!
+ Creation Elementals
+ Crystal Elementals
+ Darkness Elementals
+ Earth Elementals
+ Lightning Elementals
+ Fire Elementals
+ Ice Elementals
+ Light Elementals
+ Magma Elementals
+ Water Elementals
+ Wind Elementals
+ Zephyr Elementals (Storm Elementals)
Not all of these demons are capable of rational thought or emotion, so should you come across one, a test to check if they're capable of thought or speech is usually in order. If it immediately acts aggressively or attacks outright, feel free to blast it into the next generation!
+ Creation Elementals
+ Crystal Elementals
+ Darkness Elementals
+ Earth Elementals
+ Lightning Elementals
+ Fire Elementals
+ Ice Elementals
+ Light Elementals
+ Magma Elementals
+ Water Elementals
+ Wind Elementals
+ Zephyr Elementals (Storm Elementals)
These are the Non-Humans that are commonly featured in Asian mythos, such as the incredibly fleet of wing Tengu, or the inhumanely powerful Oni. From the Kappa to the unknown Youkai, they shall be listed here as the WDL gains reports of them. Currently reported 'EFC' are listed here. Also to note, those based in Japan are also called 'Youkai'.
+ Baku
+ Hakutaku (Half-Beasts)
+ Jiang-Shi
+ Kappa
+ Nekomata
+ Night Sparrows
+ Oni
+ Kirin
+ Satori
+ Tengu
+ Tsuchigumo
+ Tsukumogami
+ Yuki-Onna
+ Zarashiki Warashi (House Spirits)
+ Baku
+ Hakutaku (Half-Beasts)
+ Jiang-Shi
+ Kappa
+ Nekomata
+ Night Sparrows
+ Oni
+ Kirin
+ Satori
+ Tengu
+ Tsuchigumo
+ Tsukumogami
+ Yuki-Onna
+ Zarashiki Warashi (House Spirits)
These are the monsters that commonly appear in stories that are created or read by the denizens of the western parts of the Earth. Examples of these include the charismatic and bloodsucking vampires, although not all of them share this trait, all the way to the cheeky little Fairies that have the ability to control a specific element, or more. The 'WFC' that are listed here are ones that the WDL is aware of existing, and they have been reported in to them.
+ 'Men'
+ Dryads
+ Fairies and Fae
+ Harpies
+ Sirens
+ Type A Vampires
+ Type B Vampires
+ Werewolves
+ Witches and Warlocks (Rogue Mages)
+ Zombies
+ 'Men'
+ Dryads
+ Fairies and Fae
+ Harpies
+ Sirens
+ Type A Vampires
+ Type B Vampires
+ Werewolves
+ Witches and Warlocks (Rogue Mages)
+ Zombies
These beings are rarely ever affiliated with any type or form of group, but if they are, they are usually a very powerful asset or ally. But be warned, they are extremely unpredictable and will not hesitate to kill or scare things that cross their path. Nue, for example are prone to, and extremely fond of, frightening people to death, but that doesn't mean that they aren't without their own physical abilities. These Rogue Class beings are usually unable to be separated into a single category- however the other condition of being a 'Rogue Class' is that the being is incredibly rare. While one can encounter many Oni during their lifetime it's almost unheard of for someone to have found more than one of any Rogue Class- that doesn't mean they're not out there, however.
All 'RC' beings are incredibly powerful, not a single one sitting under S Rank on the Supernatural Ranking System implemented by the WDL.
+ Direwolves
+ Dragonkin and Dragons
+ Hellhounds
+ Kasha
+ Kitsune
+ Kraken
+ Lunar Rabbits and Earth Rabbits
+ Nue
+ Phoenikoi (Phoenix)
+ Reapers (Shinigami)
+ Restless Spirits
+ Salamanders
+ Yatagarasu (Hell Raven)
All 'RC' beings are incredibly powerful, not a single one sitting under S Rank on the Supernatural Ranking System implemented by the WDL.
+ Direwolves
+ Dragonkin and Dragons
+ Hellhounds
+ Kasha
+ Kitsune
+ Kraken
+ Lunar Rabbits and Earth Rabbits
+ Nue
+ Phoenikoi (Phoenix)
+ Reapers (Shinigami)
+ Restless Spirits
+ Salamanders
+ Yatagarasu (Hell Raven)
This category was created to house the.. unnatural beings that litter the planet. Well, more unnatural than the normal ones. These beings are, ah.. I think the name 'Gigglepuss' makes it pretty obvious what these are.
Consider this a dumping ground for beings that don't really fit in any other classes.
+ Buffalo Butlers
+ The Butchers
+ Demon Marionettes/Puppets
+ Gigglepuss
+ Goat Man and Bunny Boy
+ Shikigami (Familiars)
+ Yukkuri Heads
Consider this a dumping ground for beings that don't really fit in any other classes.
+ Buffalo Butlers
+ The Butchers
+ Demon Marionettes/Puppets
+ Gigglepuss
+ Goat Man and Bunny Boy
+ Shikigami (Familiars)
+ Yukkuri Heads
The Hell Class consists of only Demons- whereas every other being on this list can be both Non-Human or Demon, these are exclusively Demonkind. These are quite a wide variety, all damned souls condemned to Hell.
+ Coniungo
+ Emotion Demons
+ Incubi and Succubi
+ The Bound
+ The Sightless
+ The Warborn
+ Zodiac Demons
+ Coniungo
+ Emotion Demons
+ Incubi and Succubi
+ The Bound
+ The Sightless
+ The Warborn
+ Zodiac Demons
The differences between Demons and Non-Humans are a little difficult to see, however, there is one major difference.
Demons are based in Hell, whereas Non-Humans are based, well, anywhere except Hell.
Demons, upon death, return to Hell to recover. The only exception to this is when killed by another Demon, killed in Hell, or killed by a holy weapon. Demons are incredibly versatile creatures that can come in all shapes and sizes. Their souls are in Hell, regardless of where their body goes. They can be considered different to Non-Humans due to this unbreakable linkage to Hell and other Demons.
Non-Humans on the other hand have no link to Hell. They die if killed in any way, and their souls stay in their bodies wherever they go just like humans do. Human 'Demons', like Witches, are in this category due to being on the edge of both Humans and Demons due to the likelihood of them using Demon blood as a catalyst, along with their magical powers elevating them above normal humans.
The major difference is the link to Hell. A Kasha that has died and come back from Hell is a Demon; a Kasha that is alive and well, and has no link to Hell, is considered a Non-Human.
Demons are based in Hell, whereas Non-Humans are based, well, anywhere except Hell.
Demons, upon death, return to Hell to recover. The only exception to this is when killed by another Demon, killed in Hell, or killed by a holy weapon. Demons are incredibly versatile creatures that can come in all shapes and sizes. Their souls are in Hell, regardless of where their body goes. They can be considered different to Non-Humans due to this unbreakable linkage to Hell and other Demons.
Non-Humans on the other hand have no link to Hell. They die if killed in any way, and their souls stay in their bodies wherever they go just like humans do. Human 'Demons', like Witches, are in this category due to being on the edge of both Humans and Demons due to the likelihood of them using Demon blood as a catalyst, along with their magical powers elevating them above normal humans.
The major difference is the link to Hell. A Kasha that has died and come back from Hell is a Demon; a Kasha that is alive and well, and has no link to Hell, is considered a Non-Human.
E Rank: The weakest and are usually just pawns for higher up monsters. These are the lackeys, btw.
D Rank: Fairly powerful, and usually capable of independent thought, but they're usually still forced to serve a higher power.
C Rank: Demons that are almost able to be Demon Lords, but they either have a major weakness, or they're just not strong enough. Still kinda lackeys.
B Rank: These would be the weaker Demon Lords and the Children, until they unlock their full potential, of course, then they'd probably go up to A Rank or such, maybe even S Rank.
A Rank: These are the majority of the Demon Lords. Mostly fairly powerful, but can still be killed with a fair amount of difficulty.
S Rank: Stronger Demon Lords that the WDL, and the world, knows are a massive threat. The Council are still a ton stronger than an S Rank, so they're still able to order the rest of Hell around.
SS Rank: Yep, the Council, such as Illusion. Also, the Horsemen are here too, except they're disguising themselves as weaker for now. Consider the Council the most powerful and prominent Demon Lords.
EX Rank: The strongest of the members of the Demonic Council. Plain and simple, some of the strongest Demons in Hell.
Z Rank: Above even the Council, these Demons are revered for their power, ingenuity, and the terror their mere presence brings, and are often even worshipped by those of.. less power. Far above the Council, but not quite at the level of the Devil itself, the most common title for Z Rank Demons is 'Demon Gods'. Only spoken of in hushed whispers, feared that speaking their names will summon them from the depths they vanished to, even most Demon Lords hesitate whenever these beings are concerned. Z Rank Demons are feared, and are so powerful that even the Devil may get a tad worried of their involvement.
X Rank: Demons that the WDL know are the most dangerous beings ever to grace the mortal realm, and we all know who this is. There's only usually ever one X Demon, just like the Archknight, and it's obviously the Devil this time around.
D Rank: Fairly powerful, and usually capable of independent thought, but they're usually still forced to serve a higher power.
C Rank: Demons that are almost able to be Demon Lords, but they either have a major weakness, or they're just not strong enough. Still kinda lackeys.
B Rank: These would be the weaker Demon Lords and the Children, until they unlock their full potential, of course, then they'd probably go up to A Rank or such, maybe even S Rank.
A Rank: These are the majority of the Demon Lords. Mostly fairly powerful, but can still be killed with a fair amount of difficulty.
S Rank: Stronger Demon Lords that the WDL, and the world, knows are a massive threat. The Council are still a ton stronger than an S Rank, so they're still able to order the rest of Hell around.
SS Rank: Yep, the Council, such as Illusion. Also, the Horsemen are here too, except they're disguising themselves as weaker for now. Consider the Council the most powerful and prominent Demon Lords.
EX Rank: The strongest of the members of the Demonic Council. Plain and simple, some of the strongest Demons in Hell.
Z Rank: Above even the Council, these Demons are revered for their power, ingenuity, and the terror their mere presence brings, and are often even worshipped by those of.. less power. Far above the Council, but not quite at the level of the Devil itself, the most common title for Z Rank Demons is 'Demon Gods'. Only spoken of in hushed whispers, feared that speaking their names will summon them from the depths they vanished to, even most Demon Lords hesitate whenever these beings are concerned. Z Rank Demons are feared, and are so powerful that even the Devil may get a tad worried of their involvement.
X Rank: Demons that the WDL know are the most dangerous beings ever to grace the mortal realm, and we all know who this is. There's only usually ever one X Demon, just like the Archknight, and it's obviously the Devil this time around.
Lusy says hi~!
The Warriors of Divine Light (WDL): A militarised holy group that exists internationally, with their main base of operations being in a newly renovated military base just outside of Vatican City in Rome. The WDL is comprised almost exclusively of humans. Their soldiers are known as 'Exorcists'- Priests and warriors specialised in the purification of evil and the combating of Demonic entities.
Desperado: The second organisation, and, for now, a mystery, Desperado is a private military contractor that specialises in Supernatural threats. According to certain reports, they employ both Humans and Non-Humans- in some cases they even employ non-malicious Demons.
The Mirage Orchestra: The 'morally good Mage association'. They're primarily involved with keeping the Human and Supernatural worlds separate, the storage of information that pertains to certain events, cleaning up after Magickal accidents and outbreaks and generally making sure the regular populace doesn't ever interact with the Magickal World. Unrelated to exorcism-centered mages.
The Horrendum Sanctaris: The polar opposite to the MO- a haven for morally skewed Mages that are in constant pursuit of power and knowledge far beyond the moral event horizon, these Mages are considered the 'evil mages' by the majority of the Magickal World and are thus persecuted greatly. However, it's also a haven for those who're shoehorned into the 'evil' side because of their standing- people born with innate skills with the darker aspects of Magecraft are often forced to join the Horrendum Sanctaris or be killed. Unrelated to exorcism-centered mages.
Desperado: The second organisation, and, for now, a mystery, Desperado is a private military contractor that specialises in Supernatural threats. According to certain reports, they employ both Humans and Non-Humans- in some cases they even employ non-malicious Demons.
The Mirage Orchestra: The 'morally good Mage association'. They're primarily involved with keeping the Human and Supernatural worlds separate, the storage of information that pertains to certain events, cleaning up after Magickal accidents and outbreaks and generally making sure the regular populace doesn't ever interact with the Magickal World. Unrelated to exorcism-centered mages.
The Horrendum Sanctaris: The polar opposite to the MO- a haven for morally skewed Mages that are in constant pursuit of power and knowledge far beyond the moral event horizon, these Mages are considered the 'evil mages' by the majority of the Magickal World and are thus persecuted greatly. However, it's also a haven for those who're shoehorned into the 'evil' side because of their standing- people born with innate skills with the darker aspects of Magecraft are often forced to join the Horrendum Sanctaris or be killed. Unrelated to exorcism-centered mages.
Special weapons borne from special circumstances, divided into four categories.
Demon Weapons are those created by Demons or filled with the souls of Demons, and are always sentient beings.
Divine Weapons are those blessed by the Heavens, although usually they're not sentient- an exception to this is the sentient blade Excalibur.
Cursed Weapons are those imbued with the soul of a regular human or a ghost- therefore allowing them to harm Ghosts and other beings that live in between dimensions.
Demon Weapons are those created by Demons or filled with the souls of Demons, and are always sentient beings.
Divine Weapons are those blessed by the Heavens, although usually they're not sentient- an exception to this is the sentient blade Excalibur.
Cursed Weapons are those imbued with the soul of a regular human or a ghost- therefore allowing them to harm Ghosts and other beings that live in between dimensions.
Excalibur is the only Magic Weapon that the Warriors of Divine Light is against destroying, since it belongs to the current Archknight. Excalibur is able to drain power from it's foes with such speed that even A Rank Demons and under won't be able to fight within less than a minute, but the one flaw that this blade has is when it is separated from it's master, the powers cease and the drainage reverses, giving back power to its opponents.
The Cursed Scythe has no known name, but rumor has it that the soul of an extremely powerful witch or other being had cursed the Scythe, trapping their soul into it and becoming one with it, shedding curse and dismay upon the weak willed who wielded it. Unfortunately, the Warriors of Divine Light weren't able to gain the Scythe or destroy it, as a prominent Phoenikoi was gathering special weapons for an unknown purpose- this Scythe being amongst those they gathered.
It is said that when one wields this Scythe, they become a puppet of madness itself, although this is supposed to be nothing but a rumor.
It is said that when one wields this Scythe, they become a puppet of madness itself, although this is supposed to be nothing but a rumor.
The first conflict that brought together all races.
Cause -
+ The Demon Lord of Despair developed the technique known as 'absolute devouring'- essentially allowing him to devour every aspect of a being as well as their soul. This caused him to rocket to an equal power level to that of other Demon Gods, becoming a massive threat- he then began to wage war on every race in existence.
Results -
+ Demon Lord/God of Despair Artaius Amalura was slain in the ensuing war. His remains were tossed into the deepest, darkest pits of Hell and there was an extensive hunt to remove his name (name only) from any and all records.
+ The Mirage Orchestra provided clean-up services, effectively containing knowledge of the war to the supernatural community alone.
+ The Demon God of Wrath, known as both Satan and Devi LeRouge, performed a coup d'etat against the other Demon Gods with the united races- resulting in their massacre and his current stature as the only X Rank Demon in the world. Leviathan was spared from this attack due to being sealed and effectively harmless in Devi's eyes.
+ Propaganda was spread that every Demon God had perished, however it's fairly well-known that some survived, such as Asmodeus.
+ Devi himself was sealed away against his will in a following betrayal that was orchestrated by the Angels and Reapers to force Hell into becoming a much weaker power- Humans and Non-Humans also assisted in his sealing. He swore that one day he'd escape and kill everyone who'd opposed him and sealed him.
+ The Demon Council was created to keep Hell from having another resurgence of Despair and to serve as a power balance with the sudden void from the mass-murder of the former Demon Gods.
+ A prominent Phoenix rose to power and formed an organisation devoted to stopping the art of 'absolute devouring' from appearing again- a safeguard against a war like this occurring ever again.
Prominent Figures -
+ Artaius Amalura, former Demon Lord/Demon God of Despair.
+ Devi LeRouge, otherwise known as Satan, the Demon God of Wrath and current Devil.
+ Walpurgis, senior member of the Mirage Orchestra who assisted with clean-ups and also provided combat assistance.
+ Asmodeus, former Demon God of Lust was the most prevalent of the Demon Gods bar Devi and Artaius.
+ Blackflame Kamui, leader of a coalition of humans and non-human forces alongside his personal unit.
+ Metatron, the Voice of God and leader of the Angel forces.
+ Luria Delaine, right hand to Devi LeRouge, whom after the war became the current Succubus Queen.
+ Mira Sanzu, leader of the Reaper forces.
+ Eine Minerva, commander of the Human forces in the Human-Non-Human coalition.
+ Rinne Lucalia, a member of Desperado and commander of their forces in Kamui's absence.
Cause -
+ The Demon Lord of Despair developed the technique known as 'absolute devouring'- essentially allowing him to devour every aspect of a being as well as their soul. This caused him to rocket to an equal power level to that of other Demon Gods, becoming a massive threat- he then began to wage war on every race in existence.
Results -
+ Demon Lord/God of Despair Artaius Amalura was slain in the ensuing war. His remains were tossed into the deepest, darkest pits of Hell and there was an extensive hunt to remove his name (name only) from any and all records.
+ The Mirage Orchestra provided clean-up services, effectively containing knowledge of the war to the supernatural community alone.
+ The Demon God of Wrath, known as both Satan and Devi LeRouge, performed a coup d'etat against the other Demon Gods with the united races- resulting in their massacre and his current stature as the only X Rank Demon in the world. Leviathan was spared from this attack due to being sealed and effectively harmless in Devi's eyes.
+ Propaganda was spread that every Demon God had perished, however it's fairly well-known that some survived, such as Asmodeus.
+ Devi himself was sealed away against his will in a following betrayal that was orchestrated by the Angels and Reapers to force Hell into becoming a much weaker power- Humans and Non-Humans also assisted in his sealing. He swore that one day he'd escape and kill everyone who'd opposed him and sealed him.
+ The Demon Council was created to keep Hell from having another resurgence of Despair and to serve as a power balance with the sudden void from the mass-murder of the former Demon Gods.
+ A prominent Phoenix rose to power and formed an organisation devoted to stopping the art of 'absolute devouring' from appearing again- a safeguard against a war like this occurring ever again.
Prominent Figures -
+ Artaius Amalura, former Demon Lord/Demon God of Despair.
+ Devi LeRouge, otherwise known as Satan, the Demon God of Wrath and current Devil.
+ Walpurgis, senior member of the Mirage Orchestra who assisted with clean-ups and also provided combat assistance.
+ Asmodeus, former Demon God of Lust was the most prevalent of the Demon Gods bar Devi and Artaius.
+ Blackflame Kamui, leader of a coalition of humans and non-human forces alongside his personal unit.
+ Metatron, the Voice of God and leader of the Angel forces.
+ Luria Delaine, right hand to Devi LeRouge, whom after the war became the current Succubus Queen.
+ Mira Sanzu, leader of the Reaper forces.
+ Eine Minerva, commander of the Human forces in the Human-Non-Human coalition.
+ Rinne Lucalia, a member of Desperado and commander of their forces in Kamui's absence.