TBD
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I N T H E P A L E M O O N L I G H T
| ◼ G M: Lord Wraith | ◼ G E N R E: Supernatural, Horror, Western, Fantasy, Slice of Life | ◼ T Y P E: Collaborative Sandbox with Linear Elements |
The heavy hooves slowed to a stop, a final stamp raising a light cloud of dust from the cold desert floor. Above the winding canyons and empty vastness, two moons shone their pale light over the normally sepia landscape. The night air swayed gently around the lone rider, lifting her flowing duster until it hovered parallel with her mount's hindquarters. The pair had been riding for the better part of a fortnight, tracking their quarry across the southern plateau.
Dust was caked onto her cheeks that felt like no length of hot bath could remove while her hair was held firmly in place beneath the wide-brimmed hat by a surplus of dried sweat. The town's folk had at least been generous with a payment upfront, but even so, her supplies were rapidly dwindling and there was still no sign of the bloodthirsty beast she'd been sent after.
When a HELLION attack against SAMAEL'S CHOSEN leaves only a lone survivor, the young girl seeks out ELLARA VAN ABRAMS, a newly activated JÄGER for protection from a rising threat. Inexperienced and brash, Ellara is the last person anyone would expect to become a hero, but she's the VENARI COUNCIL's only hope if they want to avert the coming war.
Seele - Soul
Seelen - Souls
Über - Over
Unter - Under
The Überseele, or oversoul is seated in the brain. It contains the thoughts, memories, and personality of an individual.
the Unterseele or undersoul is seated in the heart. It contains the appetites, emotions and fears of an individual.
Ghosts are thus bodiless überseelen, a spirit containing the thoughts, memories and personality of an individual who had passed on. In comparison, a poltergeist is an unterseele, that is to say, it's a bodiless spirit fueled entirely by appetite, emotion and fear. Not every variation of Seelen lacks a body. The shambling undead known as the zombie is a body lacking an überseele leaving a host completely devoid of thoughts and personality and only fueled by appetite and instinct.
A Jäger could live their entire life without ever becoming activated, in which case they would nearly indiscernible from the average human. However once activated, the Jäger comes into possession of a second überseele. This second überseele is what grants a Jäger their ancestral memories, talents and in more extreme cases, personalities.
Jager Brainstorming
Jager > Sparrows
Dragon, The First Beast, The Second Beast
Seven Heads, Ten Horns
"His tail swept down a third of the stars of heaven and cast them to the earth." Rev 12:4
"Then the dragon became furious with the woman and went off to make war on the rest of her offspring, on those who keep the commandments of God and hold to the testimony of Jesus. And he stood on the sand of the sea." Rev 12: 17
A Magni is born in possession of a second unterseele. This second unterseele can physically manifest from a Magni's body, acting as their familiar spirit or animal guide.
HELLION: Hellion is a term used by the Venari Council to refer to any being possessed by a demonic spirit. When a demon enters into the body of another living being, they begin to change and ultimately corrupt the host. Those recently possessed may only show limited signs of the spirit lurking within them, but those who have been possessed for a long time begin to display notable physical changes or deformities. More powerful demons have to jump from being to being due to the hosts not being able to sustain their presence for long and thus dying quickly while possessed.
DEMONIC OPPRESSION: Many troubled individuals are the victims of demonic oppression. Where demonic possession leads to the creation of a Hellion, demonic oppression doesn't create any physical changes in the host. Demonic oppression leads to a destabilized mental condition with most victims citing the occurrence of voices in their head. Demonic oppression can lead to suggestible individuals carrying out acts that would be considered out of character or worse, inhumane. Generally, extreme depravity can be traced back to demonic oppression as the various indulgences are encouraged by the demonic spirit haunting the victim.
- Possession, in which Satan or demons take full possession of a person's body without their consent. This possession usually comes as a result of a person's actions; actions that lead to an increased susceptibility to Satan's influence.
- Manifestation of superhuman strength.
- Speaking in tongues or languages that the victim cannot know.
- Revelation of knowledge, distant or hidden, that the victim cannot know.
- Blasphemous rage, obscene hand gestures, using profanity and an aversion to holy symbols and names, relics or places.
- Obsession, which includes sudden attacks of irrationally obsessive thoughts, usually culminating in suicidal ideation, and which typically influences dreams.
- Oppression, in which there is no loss of consciousness or involuntary action, such as in the biblical Book of Job in which Job was tormented by Satan through a series of misfortunes in business, material possessions, family, and health.
- External physical pain caused by Satan or demons.
- Infestation, which affects houses, objects/things, or animals; and
- Subjection, in which a person voluntarily submits to Satan or demons.
- Spectra, being the haunting and troubling of certain houses or solitary places.
- Obsession, the following and outwardly torment of an individual at diverse hours to either weaken or cast diseases upon the body, as in the book of Job.
- Possession, the entrance inwardly into an individual to beget uncontrollable fits, induce blasphemies,
- Faerie, being the influence those who voluntarily submit to consort, prophesy, or servitude.
JÄGER: VENARI COUNCIL: The Venari Council is a sect comprised of humans dedicated to chronicling and documenting the history of the Jäger along with their exploits and the various demons they've fought and eradicated from our realm. It is the Council who interferes on the Jäger's behalf, especially in legal matters to keep them free from imprisonment or otherwise punishment for the various crimes they perform in the line of duty. As such, Council members tend to be those with wealth and influence who are capable of paying the fees required to not only influence local authorities but also have the space to store documents, tomes and the various weapons and tools discarded by previous Jäger.
SAMAEL'S CHOSEN: Giants
Dwarves
ElvesDraoi
Hexenbrut
Goblins
-Nomadic, semi-sentient creatures. Tribal in nature and lead by an elected HobgoblinThe Church of the One Above All
-Shepherds
The Brothers of Enlightenment
-Pro-Human
-Constantine's Guard
-Inquisitors
- Anti-Church, Magic, Wonder
The Venari Council
-The governing body for the hunters, Venari are mostly retired from fieldwork and instead work with procuring contracts and cataloging information regarding active Jäger, Hellions and Samael's Chosen.
The Jäger
-Individuals part of the Jäger cycle are gifted with abilities beyond those of the average mortal.
Samael's Chosen
-A sect of women dedicated to celibacy in order to remain pure so that their blood may be used by the Jäger in their battle against Hellions.
Hellions
-Unnatural monsters who prey upon mortals and destroy the land. They are the natural enemies of all but especially the Jäger.
Regions of the World
The Old World:
-A plague-stricken continent left behind for the New World.
The New World:
-A vast wilderness located an entire lesser lunar cycle across the ocean, the New World has been rapidly expanding for several generations with the colonizers of the Old World driving the indigenous races further West.
The Frontier:
-The untamed West of the New World, the Frontier is the next major expansion and currently is a lawless land up for grabs for the richest and strongest.
Greater Lunar Cycle
-One Season. (Three Lesser Lunar Cycles or Ninety Solar Cycles)
Lesser Lunar Cycle
-Thirty Solar Cycles,
Known by many names across numerous cultures, magic is an invisible arcane force which flows through all living creatures and things across the entire globe. Magic first occurred on Earth after the event known as 'The Joining' when a convergence of domains brought beings and creatures of an unknown origin into the same plane of existence. This brought the beings known as 'Witches' to Earth and along with them the source of their powers; magic.
All magic requires either a conduit or a familiar to be cast and a price to be paid. A spell must be cast through a conduit or familiar the same way either must be used to imbue a potion with its magical essence. Despite the use of a conduit or familiar, there are still further requirements for casting magic. Potion based spells require ingredients and careful preparation methods, other spells may require incantations or rituals before being performed. Some may require specific movements during the casting of the spell making the caster dance or move their hands in a particular manner. Others still may require all of the above in some capacity. Any of the above may also simply be a focusing method by the caster and may not be universally applicable
The price of magic varies from individual to individual and act to act. It's most easily seen in the Draoi where their pursuit of arcane knowledge causes their bodies to rapidly deteriorate. However, the price is not always paid by the individual directly and instead may be paid in the loss of a loved one. Payment will always be taken in full, but may also be pre-paid in the form of sacrifice or ritual.
Due to its nature, magic has a wide variety of applications. They've been categorized into the following:
A L C H E M Y:▔▔▔▔▔▔▔▔▔▔▔Alchemy is primarily concerned with the transformation of one material into another. Through this process, Magni are able to create potions, elixirs and other concoctions. Though almost all Magni use alchemy, Draoi are often considered to hold a mastery above other users. This is because alchemy is often a non-Magni's first foray into the world of the arcane. Basic alchemy can be performed by combining magical ingredients that react without the use of a conduit or familiar.
C H A R M S:▔▔▔▔▔▔▔▔▔▔Charms are spells that alter perception or allow for influence over others.
C U R E S:▔▔▔▔▔▔▔▔▔Cures are restorative spells meant to heal and soothe wounds.
C U R S E S:▔▔▔▔▔▔▔▔▔▔Curses are dehabilitating spells and are often lethal.
E N C H A N T M E N T S:▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔An enchantment is the act of applying magical properties to an item or object. This can be accomplished using several different techniques but most commonly through the inscription of runes.
H E X E S:▔▔▔▔▔▔▔▔▔Hexes are the most common type of spell and the first almost all Magni learn. They range in complexity, some requirely little more than a flick of the wrist to cast while others require complex incantations and specific gestures to prepare. Hexes are generally offensive in nature, although they don't always need to be used in that manner. For example, a basic fireball hex may also be used to light a campfire or a blast of light could instead be sustained to illuminate a dark corridor.
R U N E S:▔▔▔▔▔▔▔▔▔A rune is an inscribed magical symbol. They can be used for a variety of purposes.
S U M M O N S:▔▔▔▔▔▔▔▔▔▔▔▔A Summons is a type of spell that conjures an object or being to the caster.
W A R D S:▔▔▔▔▔▔▔▔▔Wards are protective spells.
Magic always comes with a price.
The price must be paid in full.
The price will vary from person to person or act to act.
The ultimate price is your life.
Magic must be cast through a conduit or familiar.
Magic can not be cast using another's conduit or familiar.
All conduits must be comprised of precious metal.
All conduits must hold sentimental value.
A familiar can take any form, but its default state should be an extension of its master.
A familiar must remain loyal to its master unless its master deems it free.
A familiar shall not take the form of a human.
A D D I T I O N A L I N F O R M A T I O N:
C O N D U I T S:▔▔▔▔▔▔▔▔▔▔▔▔▔A conduit is the name given to any object a Magni chooses to wield in order to cast magic. Conduits have two requirements, firstly they must be made of a precious metal. Extensive research has found that the more conductive the metal, the better it channels magic making silver and gold some of the highest sought after materials for conduits. The second rule is that the wielder must have an attachment or sentimental value towards the conduit. Often they are heirlooms passed along by parents although this isn't a fast and hard rule.
The most common conduits tend to be objects that are either worn or easily directed. Rings and wands are among the preferred objects for conduits. A Magni doesn't need to use the same conduit their entire life and can perform a bonding ritual with a new conduit to replace a destroyed or lost one. Likewise, conduits can be re-cast into new objects. A ring could be melted and forged into a necklace or knife. Some Magni bond with multiple conduits, the greatest advantage to this technique is the avoidance of being disarmed in a duel however it does nothing to increase spell potency.
D O P P E L G Ä N G E R:▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔A doppelgänger or fetch, is the unnatural duplication of another human being. These doppelgängers are created when a Familiar breaks their most sacred rule and transforms into human form. By doing this, the Familiar, either intentionally or unintentionally, creates a 'life link' between that human and their self. This life link causes the former Familiar to siphon the human's life force into themselves until eventually they die and the doppelgänger replaces them entirely.
This process, however, strips the Familiar of their natural attributes, turning them human in the process and while it grants them the ability to self-sustain, it also comes at the cost of becoming mortal. It should be noted, that no matter the human's original abilities, the doppelgänger does not inherit them. A Familiar turning into a Jager won't gain the Jäger's abilities nor will it gain a Hexenbrut's magical capabilities.
D R A O I:▔▔▔▔▔▔▔▔▔Draoi are Magni who were born human and through a life long study of magic achieved a mastery of the arcane arts. This often has a severe toll on their body, ageing them rapidly and forcing them to find ways to lengthen their own lifespan in the pursuit of knowledge. This pursuit of mystic knowledge awakens an insatiable thirst within the individual often making them dangerously unpredictable. It's not uncommon for Draoi to find themselves in competition with one another. This competition is dangerous for all those involved as Draoi will ultimately murder one another in an effort to absorb their essence, knowledge and power.
There are Draoi who allow themselves to become completely absorbed in their pursuit of power, becoming nothing more than hungry, hollow husks. These Draoi are considered to be lost causes and the destroying of one is considered a public service.
F A M I L I A R S:▔▔▔▔▔▔▔▔▔▔▔▔▔▔Sometimes known as 'Guardian Angels' or 'Animal Guides', familiars are ancient arcane spirits which bond with some forms of Magni upon their birth. They watch over their newfound 'Master' from the first moment they draw breath, until the last. Familiars tend to favour Hexenbrut above all other forms of Magni, though it's not uncommon to find one that has been drawn to a Draoi or Venari upon either reaching their potential. Like Witches, Familiars came from another realm before the occurrence of 'The Joining'. Their true numbers are unknown but no Hexenbrut has ever been without a familiar.
When a Familiar bonds to a Magni, it absorbs part of that individual's soul. This is what allows a Magni to use a Familiar to cast magic but it comes at a great cost as well. If the Magni's familiar were to die, the pain would be near immeasurable and very few Magni survive the experience. A Magni, especially a Hexenbrut, without a Familiar is often nothing more than a shell of their former self, one barely holding on to its remaining humanity.
On the opposite side of the spectrum, due to the shared soul between Familiar and Magni, were the Magni to die it could have a devastating effect on the familiar. When a Magni passes away peacefully, their soul is content and it leaves their body to re-merge with the piece inside their Familiar. With the soul whole again, the Familiar is free to wander the Earth until it bonds with a new Master. But when a Magni dies in a manner which puts their soul in a state of turmoil, such as a violent death, their Familiar too suffers. Unable to reconstruct the soul, they are reduced to a feral state and act no different than a mindless hellion. A feral Familiar is considered very dangerous and is one of the few times Draoi, Hexenbrut and Jäger see eye to eye.
H E L L I O N:▔▔▔▔▔▔▔▔▔▔▔Also known as 'Fiends' or 'Hellspawn', Hellion is an umbrella term used to describe all manner of creatures and beings. Traditionally Hellions have been seen as threats to humans and therefore persecuted or hunted by the likes of the Jäger or Venari. Throughout time Hellions have included everything from mindless beasts to semi-sentient creatures like dragons or trolls to even cursed humans in the form of lycanthropes and vampyres. Unlike Magni who require a conduit to cast magic, most forms of Hellion have natural magic which manifests in the form of abilities such as a dragon's fire breath.
H E X E N B R U T:▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔Roughly translated, Hexenbrut means 'Witch's Brood' and refers to the idea that the Hexenbrut are the children of witches. During the height of their history, the Hexenbrut outnumber the other members of the Magni community at a ratio of nearly three to one. Said to have originally been created due to the union between the hexemalefik Lilith and the human, Adam, the Hexenbrut have an innate, natural talent towards magic.
Magic calls to 'Children of Lilith' like fleeting whispers in the dark recesses of their minds. A Hexenbrut can feel the magic in the world around them the same one might feel the wind or a light rain upon their skin. But in order to use their abilities, they require a conduit. Unleashing magic from one's fingertips, while possible would be extremely harmful to the Hexenbrut, and repeated instances would almost certainly result in death.
J Ä G E R:▔▔▔▔▔▔▔▔▔▔Born from the union between mortal and angel, Jäger are enhanced humans containing supernatural abilities. Unlike other types of 'Magni', Jäger aren't actually born with all of their abilities and instead inherit them upon the passing of their predecessor. As such, much of the Jäger society is built upon lineage and family is very important. While Jägers lack the ability to cast spells, they more than make up for it in sheer durability. Infamously hard to kill, Jäger are much faster, stronger and more durable than the average human and possess abilities and talents meant to counter other forms of Magni and Hellions alike. Despite this, the Jäger has an exploitable weakness in the form of Hexenbrut blood. Ingesting the blood of a Hexenbrut removes a Jäger's abilities and renders them Mundane.
T H E J O I N I N G:▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔The Joining was a union of realms that brought magic into the same plane that Earth exists on. However, the records and origins of the event are long lost to the sands of time. What is agreed upon is that the Joining nearly wiped out all life on Earth. But Earth was spared compared to the other realms that were completely destroyed when magic conjoined them into the same plane of existence.
M A G N I:▔▔▔▔▔▔▔▔▔A collective term used by the magical community, the name Magni is a grouping that can refer to Draoi, Jäger, Hexenbrut or Venari. Variations are commonly heard include 'Maj' or 'mage. Some terms however such as sorcerer/sorceress or wizard are seen as more derogatory or demeaning. The term 'witch' is revered by the Hexenbrut, at least those educated in their culture and referring to oneself as a witch is seen as a major faux pas.
M U N D A N E:▔▔▔▔▔▔▔▔▔▔▔▔A collective term used by the magical community for humans. The term 'mundane' is seen as derogatory in most uses. Derivative terms such as 'mundies' are also commonplace. The human phrase 'a case of the Mondays' is actually a misnomer of a Magni expression 'case of the Mundies' referring to a Magni having a hard time producing magic. Other terms such as 'Norms', 'Normies' have been used to refer to a human. Given the popularity of some fiction, the term 'muggle' has also been adopted by the Magni community.
V E N A R I:▔▔▔▔▔▔▔▔▔▔The Venari are the offspring of Hexenbrut and Draoi who possess limited magical potential. This potential on its own is not enough to manifest any abilities, but through the use of amplification runes, similar to those used in enchanting, a Venari can boost their abilities and even embed specific spells onto their bodies.
Venari are considered to be a bit of a wildcard in the Magni community. Throughout history, they've aided everything from Draoi to humans to the Jäger and the Hexenbrut. Due to their dual nature, they feel no true allegiance and more often than not act in a way that is for self-gain. Once considered a rarity, Venari now make up the majority of the Magni community leading to a major loss in history and society.
W I T C H:▔▔▔▔▔▔▔▔▔The 'Mothers of Magic' or 'Sisters of Lilith', witches or 'Hexemalefik' were transported to Earth during an event known only as 'The Joining'. Originally from another domain of existence, witches are powerful higher beings and considered the originators of all magic on Earth. While descriptions vary from source to source, witches are exclusively referred to as being female, however, in actuality, a witch may take any shape she chooses.
Thought to be near ageless, most of them were hunted down and killed by the Jäger though, the witches' bloodline survives on through the 'Hexenbrut'. The 'Hexenbrut' or Witch's Brood are descendants of the original witches and contain within them magical potential inherited from the ancient beings. The first Hexenbrut was said to occur when the most powerful of the Hexemalefik, Lilith, laid with the human 'Adam' and bore his children.
United States:
-California is an island, separated from mainland.
-New York/New Jersey/Most of Florida are underwater,
-The Great Lakes are now the Great Lake
-Northern Canada is flooded
-Europe is mostly underwater
-Africa is mostly desert
-Antarctica has expanded, freezing large portions of the Southern hemisphere including New Zealand and Australia
-Numerous Asian and South American countries are essentially gone due to earthquakes, storms and flooding.
Zombie flesh eating a myth, zombies only mangle, mutilate and occasionally skin and wear human flesh.