HERE IS THE OFFICIAL OOC FOR EVERYONE
Thinking of starting this up again! Any Interest or questions?
Erehwon is a town located in Vermont USA, and has a population of about 7,000 people. Off the beaten path and not connected to any major highways or roads, the little town is not a place many people know of, or come across often. It is surrounded by forests and green pastures. Quaint, quite, and traditional would be three words to describe it. It is one of those towns where everyone knows everyone. It’s at least 40 minutes to the nearest Walmart. Erehwon has no chain stores or fast-food places, only the family owned just mom and pop stores, and a local diner.
Like many small towns, Erehwon has its secrets. Even some the local humans populace have no idea about... You would be wrong to assume that it is a tired little place, where nothing ever happen, for within the seemingly boring little town lays the world of the supernatuals.
Hidden with glamour, magic, and secrets is the other side of Erehwon. Underneath the surface hidden from mortal eyes is the magical side also known as Nowhere Vermont; A hidden world of Vampires, Werewolves, Fae, Witches, magic and more. Nowhere is a place where the supernatural types flock. And it is home of the prestigious Gringore Academy. Sleepy little Erehwon was built in 1788 upon a magic rift, so it has always been a place shrouded in an abundance of magic.
Gringore Academy - Has only been around for about 160 years now. It’s a place for all races with abilities to learn how to manage them, to be safe, and to also educate themselves. They can take regular classes as well, but the main focus is on their abilities and how to be live in human society. It’s more like a university, and there are even dorms if you want to live in them. Gringore Academy is the first school that is all inclusive to all the different types of supernaturals.
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PLOT -- Centers on the supernaturals, and humans in the town of Erehwon/Nowhere, and the Gringore Academy for supernaturals. It is an open sandbox like game. I just provided the setting, and there will be little mini plots throughout, that one can choose to follow or not. The plot will be moved by the players, and their ideas!
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!!NOTICE!!
If any one needs help finding a pic, or altering one in photoshop just PM me. I be happy to help! :)
Thinking of starting this up again! Any Interest or questions?
Erehwon is a town located in Vermont USA, and has a population of about 7,000 people. Off the beaten path and not connected to any major highways or roads, the little town is not a place many people know of, or come across often. It is surrounded by forests and green pastures. Quaint, quite, and traditional would be three words to describe it. It is one of those towns where everyone knows everyone. It’s at least 40 minutes to the nearest Walmart. Erehwon has no chain stores or fast-food places, only the family owned just mom and pop stores, and a local diner.
Like many small towns, Erehwon has its secrets. Even some the local humans populace have no idea about... You would be wrong to assume that it is a tired little place, where nothing ever happen, for within the seemingly boring little town lays the world of the supernatuals.
Hidden with glamour, magic, and secrets is the other side of Erehwon. Underneath the surface hidden from mortal eyes is the magical side also known as Nowhere Vermont; A hidden world of Vampires, Werewolves, Fae, Witches, magic and more. Nowhere is a place where the supernatural types flock. And it is home of the prestigious Gringore Academy. Sleepy little Erehwon was built in 1788 upon a magic rift, so it has always been a place shrouded in an abundance of magic.
Gringore Academy - Has only been around for about 160 years now. It’s a place for all races with abilities to learn how to manage them, to be safe, and to also educate themselves. They can take regular classes as well, but the main focus is on their abilities and how to be live in human society. It’s more like a university, and there are even dorms if you want to live in them. Gringore Academy is the first school that is all inclusive to all the different types of supernaturals.
Humans also known as mortals or mundanes have no magic. They have no idea about the supernatural world, and consider it all stories and myth. I'm assuming you understand what a normal human is.
Humans with natural born abilities are rare, and typically have a supernatural ancestor somewhere up the family tree. In most cases the ancestor was a witch, sorcerer, demi, or castor.
In most cases human born with heterochromia or albinism have inborn magic, and are considered to be mortal born witches.
In some cases human can be given a ability as a gift/curse from a god, witch, or other supernatural.
A Human with magical ability are called many things throughout the world, but Maagia, Dotato, or plainly called Gifted.
Mediumship - They can see and communicating with spirits, ghosts, and the dead. Some humans if brought back to life through CPR, or Defibrillator can gain this ability. Some are born with it, but it’s seen as more of a curse then a gift. The people you see on TV boasting and showing off their "powers" are just con artist. Spirits, and ghosts only stay in our world if they have unfinished business, don't know their dead, were violently killed, or have strong lingering emotions and attachments to someone or an object. There is no friendly Casper, and being able to see and talk to spirits is not very fun.
Aura reading - They can see energy fields surrounding people, places, and things. The meaning of the aura varies from Maagia to Maagia. Some see the Aura of emotions, lifespans, others see health, or some see relationships.
Lie Detection - They can detect when another is lying; though only catching untruths not lies of omission. Most humans with this ability have no idea they have it. The can tell when someone is lying, but they get this through a feeling. Like clairvoyance, it’s a kind of perception.
Telepathy - They can read another mortals thoughts, or to transfer thoughts/emotions into another's mind. Its rare to be truly gifted with this ability.
Pyrokinesis - Manipulation of fire, or creation of fire with one’s mind. This gift only present itself to someone in extreme distress or madness. (think of the movie 'Carrie'). More questions on this PM me.
Telekinesis - The ability to move solid objects with their mind. This ability takes quite a bit of practice to master. Heavy lifting is almost impossible, and one must train their mind like a muscle.
Magic Sight - This is the ability to see the supernatural, and they can see past glamours, and invisibility magic. Runs in families, and is a genetic ability. A lot of the time is skips every other generation. Many people with this ability can find through their lineage a connection with the one of the ancient hunter families.
---The ancient hunter families: Deveraux, Huo, Korikov, Wellesley, and Jager. (more info on Hunters in separate Tab.)
Precognition - Premonition and precognitive dreams. Perception of events before they happen. Many people have a very tiny bit of this. Have you ever had a strong since of deja vu? That would be it. But to be a true Precognition Maagia, your abilities are a lot more than that. In history many people with this ability were known as Oracles. Seeing future happenings through dreams, a lot of the time it’s just unimportant things. Some even have the ability to see the past by touching objects, or people.
-- Many Maagias can learn and dabble in alchemy and other magics.
In most cases human born with heterochromia or albinism have inborn magic, and are considered to be mortal born witches.
In some cases human can be given a ability as a gift/curse from a god, witch, or other supernatural.
A Human with magical ability are called many things throughout the world, but Maagia, Dotato, or plainly called Gifted.
Mediumship - They can see and communicating with spirits, ghosts, and the dead. Some humans if brought back to life through CPR, or Defibrillator can gain this ability. Some are born with it, but it’s seen as more of a curse then a gift. The people you see on TV boasting and showing off their "powers" are just con artist. Spirits, and ghosts only stay in our world if they have unfinished business, don't know their dead, were violently killed, or have strong lingering emotions and attachments to someone or an object. There is no friendly Casper, and being able to see and talk to spirits is not very fun.
Aura reading - They can see energy fields surrounding people, places, and things. The meaning of the aura varies from Maagia to Maagia. Some see the Aura of emotions, lifespans, others see health, or some see relationships.
Lie Detection - They can detect when another is lying; though only catching untruths not lies of omission. Most humans with this ability have no idea they have it. The can tell when someone is lying, but they get this through a feeling. Like clairvoyance, it’s a kind of perception.
Telepathy - They can read another mortals thoughts, or to transfer thoughts/emotions into another's mind. Its rare to be truly gifted with this ability.
Pyrokinesis - Manipulation of fire, or creation of fire with one’s mind. This gift only present itself to someone in extreme distress or madness. (think of the movie 'Carrie'). More questions on this PM me.
Telekinesis - The ability to move solid objects with their mind. This ability takes quite a bit of practice to master. Heavy lifting is almost impossible, and one must train their mind like a muscle.
Magic Sight - This is the ability to see the supernatural, and they can see past glamours, and invisibility magic. Runs in families, and is a genetic ability. A lot of the time is skips every other generation. Many people with this ability can find through their lineage a connection with the one of the ancient hunter families.
---The ancient hunter families: Deveraux, Huo, Korikov, Wellesley, and Jager. (more info on Hunters in separate Tab.)
Precognition - Premonition and precognitive dreams. Perception of events before they happen. Many people have a very tiny bit of this. Have you ever had a strong since of deja vu? That would be it. But to be a true Precognition Maagia, your abilities are a lot more than that. In history many people with this ability were known as Oracles. Seeing future happenings through dreams, a lot of the time it’s just unimportant things. Some even have the ability to see the past by touching objects, or people.
-- Many Maagias can learn and dabble in alchemy and other magics.
For centuries hunters have placed it upon themselves to police and hunt the supernatural population and to protect normal humans from the unknown threat around them.
Hunters train in hand-to-hand combat, firearms, shotguns, crossbows, melee weapons, tracking, tactics, and other things such as lock picking, computer hacking, and carjacking. Hunters typically pass their knowledge onto their children. Knowledge of the supernatural and mythology are also vital to their training.
They are naturally athletic, observant, and possessors of uncanny instinct for people and their personalities. Hunters have the ability of 'Magic sight', making them able to see supernaturals, past glamours, and invisibility magic. They also have a kind of "sixth sense" that alerts them to the presence of supernaturals.
Hunters have adrenaline induced powers of slightly superhuman strength, durability, agility, reflex, speed. Their natural aptitude for fighting, and keen instincts keep them alive when up against powerful strong supernaturals.
Hunters train in hand-to-hand combat, firearms, shotguns, crossbows, melee weapons, tracking, tactics, and other things such as lock picking, computer hacking, and carjacking. Hunters typically pass their knowledge onto their children. Knowledge of the supernatural and mythology are also vital to their training.
They are naturally athletic, observant, and possessors of uncanny instinct for people and their personalities. Hunters have the ability of 'Magic sight', making them able to see supernaturals, past glamours, and invisibility magic. They also have a kind of "sixth sense" that alerts them to the presence of supernaturals.
Hunters have adrenaline induced powers of slightly superhuman strength, durability, agility, reflex, speed. Their natural aptitude for fighting, and keen instincts keep them alive when up against powerful strong supernaturals.
The ancient families are the earliest known hunter families, active in the first century AD all around the world. They are also the most famous, and respected of the hunter families. There are hundreds of other families, and branches of hunters. These are just the most well-known and powerful.
The families place various agents throughout the world whom hunt and terminate supernaturals.
Huo - They originate from China. Some of the best fighters are from this family. As of the last 100 years they have branched outside of Asia. They like to consider themselves superior to all other hunters. Their training is the most thorough and brutal of all the families. They even own, and operate an academy in Japan, for all young hunters to come and train, in exchange for a five year contract to work for the Huo family after graduation. -- The Academy is called Mamorimasu Gakuen aka Protect Academy in English.
Korikov - They originate from Russia. They dislike the Deveraux family, and their rivalry has been going strong for longer than anyone can remember. Many consider Korikov as the worst type of hunter. They are ruthless, xenophobic and sadistic hunters, who savagely torture and murder supernaturals, as they believe all supernaturals are abominations. They kill baby nymphs for goodness sake.
Wellesley - They originate from Western Europe, but 230 years ago they came on the first ships to the newly founded Americas. Their base of operations is in New York City. The Salem witch trials were their doing, as they thought to use the Christian religion and the mass hysteria to their advantage. They had wanted only witches to burn but it got out of control, and they could do nothing to stop the crazy people burning humans at the stake. Of the 20 people burned at the stake only two were actually witches. This is something the family deeply regrets. They still tend to work in and alongside the catholic church.
Jager - They originate from Germany. They mainly only go after vampires, lycanthropes, and witches, But if they come across a threatening supernatural they will go after it. An small disowned branch of the family that refers to their self as the brotherhood (act like a cult), were a big part of the Nazi regime in the 40s, they are the shame of the Jager family.
Deveraux - They originate from France, and only hunt supernaturals that are doing harm to the humans. They don't have prejudice like most hunters, and have a handful of peace treaties with the different supernaturals. Basically they only go after murders and law breakers of the supernatural world. They even like to work with Supernaturals to track the 'bad ones'. They are well versed in witches’ laws and hunt down the rule breakers to bring back to the witches counsel for judgment.
The families place various agents throughout the world whom hunt and terminate supernaturals.
Huo - They originate from China. Some of the best fighters are from this family. As of the last 100 years they have branched outside of Asia. They like to consider themselves superior to all other hunters. Their training is the most thorough and brutal of all the families. They even own, and operate an academy in Japan, for all young hunters to come and train, in exchange for a five year contract to work for the Huo family after graduation. -- The Academy is called Mamorimasu Gakuen aka Protect Academy in English.
Korikov - They originate from Russia. They dislike the Deveraux family, and their rivalry has been going strong for longer than anyone can remember. Many consider Korikov as the worst type of hunter. They are ruthless, xenophobic and sadistic hunters, who savagely torture and murder supernaturals, as they believe all supernaturals are abominations. They kill baby nymphs for goodness sake.
Wellesley - They originate from Western Europe, but 230 years ago they came on the first ships to the newly founded Americas. Their base of operations is in New York City. The Salem witch trials were their doing, as they thought to use the Christian religion and the mass hysteria to their advantage. They had wanted only witches to burn but it got out of control, and they could do nothing to stop the crazy people burning humans at the stake. Of the 20 people burned at the stake only two were actually witches. This is something the family deeply regrets. They still tend to work in and alongside the catholic church.
Jager - They originate from Germany. They mainly only go after vampires, lycanthropes, and witches, But if they come across a threatening supernatural they will go after it. An small disowned branch of the family that refers to their self as the brotherhood (act like a cult), were a big part of the Nazi regime in the 40s, they are the shame of the Jager family.
Deveraux - They originate from France, and only hunt supernaturals that are doing harm to the humans. They don't have prejudice like most hunters, and have a handful of peace treaties with the different supernaturals. Basically they only go after murders and law breakers of the supernatural world. They even like to work with Supernaturals to track the 'bad ones'. They are well versed in witches’ laws and hunt down the rule breakers to bring back to the witches counsel for judgment.
Like vampires Incubus/Succubus feed off others, but instead of blood they feed off life forces or what some call chi.
There are also two ways of being an Incubus/Succubus. First is to be born one, which is extremely rare as many Incubus/Succubus have infertility issues. The second way is to be bitten by an Incubus/Succubus. Many older Incubus/Succubus and married couple who want children adopt, and bite human children turning them into Incubus/Succubus.
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Incubus/Succubus age at the same rate as a humans, until they enter their twenties in which the aging process slows almost to a complete stop around age 30. They can live indefinitely as long as they feed on chi regularly (at least once a week). Though they can die via magic, wounds and injury. Sickness and old age are not a worry.
After reaching puberty a Incubus/Succubus comes into their powers, though the need to feed only actives after loosing their virginity. They have to begin feeding on a regular basis or they become weak and sickly until they finally wither and die.
At the end of puberty the Incubus/Succubus outward appears begins to reflect differently to every person, they appear as the most beautiful version of a person that an individuals mind can unknowingly create. The saying beauty is in the eye of the beholder is credited to the Incubus/Succubus. It is a form of illusion magic, that the Incubus/Succubus have no control over. Only people that saw and knew them before puberty can see there true appearance. Many Incubus/Succubus hate this part of their magic and remedy it by obtaining sealing charms from witches.
These sealing charms are typically spelled pieces of jewelry, or a daily drinkable potion. It makes it so the Incubus/Succubus can be seen as their true appearance.
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An Incubus/Succubus feeds and heals themselves by drawing life force through the mouths of their lovers, friends, volunteers, or victims; and from the chi created from engaging in sexual intercourse.
The Incubus/Succubus can kill someone by draining their victim of her or his life force. Although Fae can tolerate having their chi taken more than mundanes can, they are not immune from being injured or killed because of it.
When an Incubus/Succubus is injured or wounded, feeding on energy allows them to heal at an accelerated rate if sufficient energy is taken.
When they have fed, an Incubus/Succubus is stronger and faster than humans and many Fae and has a greater resistance to harm.
When Incubus/Succubus feeds off energy and uses their powers, their eyes glow blue.
Seduction and manipulation is also an ability. They can seduce and manipulate with the touch of their skin to skin, like their hand or leg on another's. This contact is very pleasurable and eliminates her victim's resistance so they can feed from him or her, engage in sex, or control the person to her advantage (such as acquiring information from a target). The enthrallment is effective on all recipients regardless of their gender and sexual orientation. The victim can be left confused about what had come over him or her, or without a memory of what had happened. Incubus/Succubus touch can also be used to calm someone down. When an Incubus/Succubus chooses to seduces or manipulates someone, their hands glow red.
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There are also two ways of being an Incubus/Succubus. First is to be born one, which is extremely rare as many Incubus/Succubus have infertility issues. The second way is to be bitten by an Incubus/Succubus. Many older Incubus/Succubus and married couple who want children adopt, and bite human children turning them into Incubus/Succubus.
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Incubus/Succubus age at the same rate as a humans, until they enter their twenties in which the aging process slows almost to a complete stop around age 30. They can live indefinitely as long as they feed on chi regularly (at least once a week). Though they can die via magic, wounds and injury. Sickness and old age are not a worry.
After reaching puberty a Incubus/Succubus comes into their powers, though the need to feed only actives after loosing their virginity. They have to begin feeding on a regular basis or they become weak and sickly until they finally wither and die.
At the end of puberty the Incubus/Succubus outward appears begins to reflect differently to every person, they appear as the most beautiful version of a person that an individuals mind can unknowingly create. The saying beauty is in the eye of the beholder is credited to the Incubus/Succubus. It is a form of illusion magic, that the Incubus/Succubus have no control over. Only people that saw and knew them before puberty can see there true appearance. Many Incubus/Succubus hate this part of their magic and remedy it by obtaining sealing charms from witches.
These sealing charms are typically spelled pieces of jewelry, or a daily drinkable potion. It makes it so the Incubus/Succubus can be seen as their true appearance.
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An Incubus/Succubus feeds and heals themselves by drawing life force through the mouths of their lovers, friends, volunteers, or victims; and from the chi created from engaging in sexual intercourse.
The Incubus/Succubus can kill someone by draining their victim of her or his life force. Although Fae can tolerate having their chi taken more than mundanes can, they are not immune from being injured or killed because of it.
When an Incubus/Succubus is injured or wounded, feeding on energy allows them to heal at an accelerated rate if sufficient energy is taken.
When they have fed, an Incubus/Succubus is stronger and faster than humans and many Fae and has a greater resistance to harm.
When Incubus/Succubus feeds off energy and uses their powers, their eyes glow blue.
Seduction and manipulation is also an ability. They can seduce and manipulate with the touch of their skin to skin, like their hand or leg on another's. This contact is very pleasurable and eliminates her victim's resistance so they can feed from him or her, engage in sex, or control the person to her advantage (such as acquiring information from a target). The enthrallment is effective on all recipients regardless of their gender and sexual orientation. The victim can be left confused about what had come over him or her, or without a memory of what had happened. Incubus/Succubus touch can also be used to calm someone down. When an Incubus/Succubus chooses to seduces or manipulates someone, their hands glow red.
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There are two ways to being a vampire: --
Born - You can be born a vampire if both of your parents are vampires. After being born, a baby vamp ages rapidly (physically, and mentally) until they appear the age of thirteen, then they age normally until around 25-35 years old, when aging stops. Female vampires can only have 1-2 vampire births in their entire lifetime. A vampire is born with a faint heartbeat, which beats once every five minutes; once they stop aging their heart also stops beating. Many born vampires like to think, and call themselves pureblood. Many consider blooded vampires as lesser. Rapid ageing is 3 month to 1 human year. Example: 12 months after birth, a vampire would appear around four years old. --- If you need help with aging just PM me.
Blooded - The other way is to become a vampire by being turned or what most vampires call blooded. This requires the vampire to drain a person of their blood until they are near death, and then to feed or inject their own vampire blood into the victim. It is a 50/50 chance that the victim survives the change and becomes a vampire. Once someone becomes a vampire, their heart no longer beats and their ageing stops. It is against vampire and supernatural law to blood someone under the age of eighteen.
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Diet: A diet of fresh blood is necessary for a vampire to survive. The type of blood the vampire drinks depends on the vampire. Human blood will make them the strongest, and is the only thing that can satisfy the hunger. After biting and feeding from a human, a vampire typically manipulates the human’s memory into forgetting, and the fang marks heal in less than five minutes. To manipulate someone’s memory requires vampire venom, so mind manipulation only works after being bitten, and has to be done with the venom in their systems...so with-in about 4-8 hours. The use of blood bags is becoming more common as of the last decade.
Vampires can live off animal blood too, but it’s the equivalent of a human living of vitamins, and protein powder. Animal blood taste like cardboard, chalk, or bitter medications like NyQuil.
The only way to determine whether or not someone is a vampire is when they are feeding - their eyes turn sort of red/violet color, and their fangs come out.
Although blood is required to survive, vampires can eat and drink normal foods as long as they have a healthy diet of blood.
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Vampires have heightened strength, speed, sight, smell, taste, and hearing. Vampires are not bothered by garlic, holy water, or silver. They are mostly immortal, as in they can live forever, as long as they aren’t killed. They do not have to sleep as much as humans do, in fact vampires only really need to sleep about thirty hours a month.
To kill a vampire you must decapitate them, burn them to ash, or stake/inject them through the heart with Hemlock poison.
Sunlight can hurt vampires, causing their skin to burn. Direct exposure for too long (about two hours) will result in death, the body burning away and turning to ash. - Witches can charm things like jewelry to combat this vamp weakness.
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Daylight Charms: With the help of witches’ magic, vampires can go out in the sun through the use of a charmed object. This item it typically a piece of jewelry. No matter the item, it has to be worn by the vampire at all times to be immune to the sun. Some more tricky witches charm things like lotions, so a vampire has to keep coming back and pay for more. It is more common in Asia for tattoo ink to be charmed and then the vampire tattooed, though tattoo wear off every three years or so.
They cannot enter someone’s home without an invitation. It is physically impossible.
Born - You can be born a vampire if both of your parents are vampires. After being born, a baby vamp ages rapidly (physically, and mentally) until they appear the age of thirteen, then they age normally until around 25-35 years old, when aging stops. Female vampires can only have 1-2 vampire births in their entire lifetime. A vampire is born with a faint heartbeat, which beats once every five minutes; once they stop aging their heart also stops beating. Many born vampires like to think, and call themselves pureblood. Many consider blooded vampires as lesser. Rapid ageing is 3 month to 1 human year. Example: 12 months after birth, a vampire would appear around four years old. --- If you need help with aging just PM me.
Blooded - The other way is to become a vampire by being turned or what most vampires call blooded. This requires the vampire to drain a person of their blood until they are near death, and then to feed or inject their own vampire blood into the victim. It is a 50/50 chance that the victim survives the change and becomes a vampire. Once someone becomes a vampire, their heart no longer beats and their ageing stops. It is against vampire and supernatural law to blood someone under the age of eighteen.
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Diet: A diet of fresh blood is necessary for a vampire to survive. The type of blood the vampire drinks depends on the vampire. Human blood will make them the strongest, and is the only thing that can satisfy the hunger. After biting and feeding from a human, a vampire typically manipulates the human’s memory into forgetting, and the fang marks heal in less than five minutes. To manipulate someone’s memory requires vampire venom, so mind manipulation only works after being bitten, and has to be done with the venom in their systems...so with-in about 4-8 hours. The use of blood bags is becoming more common as of the last decade.
Vampires can live off animal blood too, but it’s the equivalent of a human living of vitamins, and protein powder. Animal blood taste like cardboard, chalk, or bitter medications like NyQuil.
The only way to determine whether or not someone is a vampire is when they are feeding - their eyes turn sort of red/violet color, and their fangs come out.
Although blood is required to survive, vampires can eat and drink normal foods as long as they have a healthy diet of blood.
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Vampires have heightened strength, speed, sight, smell, taste, and hearing. Vampires are not bothered by garlic, holy water, or silver. They are mostly immortal, as in they can live forever, as long as they aren’t killed. They do not have to sleep as much as humans do, in fact vampires only really need to sleep about thirty hours a month.
To kill a vampire you must decapitate them, burn them to ash, or stake/inject them through the heart with Hemlock poison.
Sunlight can hurt vampires, causing their skin to burn. Direct exposure for too long (about two hours) will result in death, the body burning away and turning to ash. - Witches can charm things like jewelry to combat this vamp weakness.
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Daylight Charms: With the help of witches’ magic, vampires can go out in the sun through the use of a charmed object. This item it typically a piece of jewelry. No matter the item, it has to be worn by the vampire at all times to be immune to the sun. Some more tricky witches charm things like lotions, so a vampire has to keep coming back and pay for more. It is more common in Asia for tattoo ink to be charmed and then the vampire tattooed, though tattoo wear off every three years or so.
They cannot enter someone’s home without an invitation. It is physically impossible.
This is a demonic race that start out as seemingly regular humans, though they have a greater tolerance to pain and the ability of mesmerization. Using there power, however, puts a visible strain on their bodies, as they bleed each time they use it.
For a Mezmer to unlock their full range of abilities, it requires dying through suicide. After death by suicide, they become a full-Mezmer, biologically immortal race with greatly enhanced strength, accelerated healing capabilities, as well as unnatural jaw flexibility, iron-strong teeth, toxic saliva, and a nearly insatiable, rabid appetite for blood and raw tissue.
Once a half-Mezmer has transformed via suicide into the immortal full-Mezmer, they spend months or even years adapting to and controlling their thirst for blood and raw tissue. The new Mezmer has almost no self-control over their hunger and is prone to dangerously aggressive behavior. Even as they age and learn to exercise some self-control they will revert to instinct during dangerous or violent situations.
Mezmer are prone to violent, barbaric, and sometimes murderous behavior whenever they do not have emotional control, a side effect of their more predatorial and aggressive nature. This can make them act brutal and even feral. They often act cruel or inhumane towards others. There are instances in which their emotions can overwhelm and debilitate them, such as cases of extreme sadness, but it lasts for a very short time.
Poor feeding habits can cause extremely heightened, raw, intense, negative, and aggressive feelings, to the point of the Mezmer becoming dangerously short tempered and even homicidal. They will instinctively react with violence and kill if pushed to their limits. They can continue living or be killed by extreme mutilation dismemberment of the heart, chest, or head. To make certain an Mezmer does not heal from mortal injury, the heart or head is usually removed. They can also be killed by cremation.
Mezmers are considered a type of demon, though they live int the human realm rather then in the demon realm. Contrary to popular belief they are in fact capable of love, and empathy but its hard won.
Some believe that the first vampires were the offspring of Mezmers and the first Mortifero witch Lilith coupling.
Mezmers can breed with the mundane and supernatural races. Their offspring is more often then not, also Mezmers. There are quite a few half-Mezmer that have no idea they are a supernatural race, and think they are normal humans. If a half-Mezmer never commits suicide they age just like humans and eventually die of old age.
For a Mezmer to unlock their full range of abilities, it requires dying through suicide. After death by suicide, they become a full-Mezmer, biologically immortal race with greatly enhanced strength, accelerated healing capabilities, as well as unnatural jaw flexibility, iron-strong teeth, toxic saliva, and a nearly insatiable, rabid appetite for blood and raw tissue.
Once a half-Mezmer has transformed via suicide into the immortal full-Mezmer, they spend months or even years adapting to and controlling their thirst for blood and raw tissue. The new Mezmer has almost no self-control over their hunger and is prone to dangerously aggressive behavior. Even as they age and learn to exercise some self-control they will revert to instinct during dangerous or violent situations.
Mezmer are prone to violent, barbaric, and sometimes murderous behavior whenever they do not have emotional control, a side effect of their more predatorial and aggressive nature. This can make them act brutal and even feral. They often act cruel or inhumane towards others. There are instances in which their emotions can overwhelm and debilitate them, such as cases of extreme sadness, but it lasts for a very short time.
Poor feeding habits can cause extremely heightened, raw, intense, negative, and aggressive feelings, to the point of the Mezmer becoming dangerously short tempered and even homicidal. They will instinctively react with violence and kill if pushed to their limits. They can continue living or be killed by extreme mutilation dismemberment of the heart, chest, or head. To make certain an Mezmer does not heal from mortal injury, the heart or head is usually removed. They can also be killed by cremation.
Mezmers are considered a type of demon, though they live int the human realm rather then in the demon realm. Contrary to popular belief they are in fact capable of love, and empathy but its hard won.
Some believe that the first vampires were the offspring of Mezmers and the first Mortifero witch Lilith coupling.
Mezmers can breed with the mundane and supernatural races. Their offspring is more often then not, also Mezmers. There are quite a few half-Mezmer that have no idea they are a supernatural race, and think they are normal humans. If a half-Mezmer never commits suicide they age just like humans and eventually die of old age.
AKA werewolves these are people with the ability to shapeshift into a wolf. There are two types of werewolves. The Shifters, and the Lycanthropes.
Shifter – A shifter is born to at least one shifter parent. They can shift into their wolf form at will, and are blessed with advanced healing, a very heightened sense of smell, and higher strength, hearing, and speed then a human. Their first shift happens around puberty, but the other abilities are apparent before that. They normally live in packs, and are protective of their own. Shifters are known to hate the Lycanthrope, and consider it their duty to hunt them down. They run bit warmer than the average person, and have a heightened metabolism, so they can put away large amounts of food without gaining weight.
---It is commonly knowns among the supernatural world that Shifters mate for life. In reality what happens is a form of imprinting. It is an involuntary mechanism by which shifters find their soulmates. It is a profound, intimate phenomenon. In most cases imprinting happens between to shifters, but there have been times when a shifter imprints on a mortal or witch. Many shifters never experience imprinting unless they go searching through all the shifter packs in the world for their soulmate. Because imprinting has become rarer in the last century many shifters have chosen to marry and live as if the concept of imprinting is a myth. Interestingly enough, even without the imprinting, when a shifter loves they love hard, and are extremely loyal to those they considered friends. Pack bonds are hard to brake.
Lycanthropes – They are a cursed race of humans. They are a near-extinct species of individuals who unwillingly transform into large, fearsome and extremely hostile wolfbeast on the night of the full moon. A human with the Lycanthrope gene, has to kill a human in order to trigger their werewolf gene. It does not matter if the kill was accidental or intentional. If a Lycanthrope causes the death of a Mortal, the cursed gene will be activated. Most people have no idea they are of the Lycanthrope bloodline, and can live there whole life without triggering the transformation. Lycanthrope's are typically more aggressive and quick to anger than your average human, they also are naturally athletic and strong. On nights of the new moon (no moon) they become weak, and lethargic. If a human/fae/demi/witch survives a Lycanthrope bite then they become a Shifter-Lyconthrope hybrid, so basically they became a shifter, but on the full moon they become wild beast.
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It is believed that Werewolves have been around since ancient Greece. Their origin story is that of the Lycaon and Zeus myth. The Lyconthropes bloodlines coming from 'Lycaon the cursed', and Shifters coming from 'Nyctimus the spared son'.
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Werewolves are not immortal, which means they can be injured or die from mortal wounds They age only few months slower than regular mortals. Wolfsbane is a plant that inhibits the ability to heal, as does silver. Silver is poisonous and causes severe pain/burns when touched. Hunters have used them as arrowheads and bullets for centuries when hunting werewolves. As werewolves are mortals they can be killed with any severe blow to their body. However, silver directly to the heart can kill them instantly.
Shifter – A shifter is born to at least one shifter parent. They can shift into their wolf form at will, and are blessed with advanced healing, a very heightened sense of smell, and higher strength, hearing, and speed then a human. Their first shift happens around puberty, but the other abilities are apparent before that. They normally live in packs, and are protective of their own. Shifters are known to hate the Lycanthrope, and consider it their duty to hunt them down. They run bit warmer than the average person, and have a heightened metabolism, so they can put away large amounts of food without gaining weight.
---It is commonly knowns among the supernatural world that Shifters mate for life. In reality what happens is a form of imprinting. It is an involuntary mechanism by which shifters find their soulmates. It is a profound, intimate phenomenon. In most cases imprinting happens between to shifters, but there have been times when a shifter imprints on a mortal or witch. Many shifters never experience imprinting unless they go searching through all the shifter packs in the world for their soulmate. Because imprinting has become rarer in the last century many shifters have chosen to marry and live as if the concept of imprinting is a myth. Interestingly enough, even without the imprinting, when a shifter loves they love hard, and are extremely loyal to those they considered friends. Pack bonds are hard to brake.
Lycanthropes – They are a cursed race of humans. They are a near-extinct species of individuals who unwillingly transform into large, fearsome and extremely hostile wolfbeast on the night of the full moon. A human with the Lycanthrope gene, has to kill a human in order to trigger their werewolf gene. It does not matter if the kill was accidental or intentional. If a Lycanthrope causes the death of a Mortal, the cursed gene will be activated. Most people have no idea they are of the Lycanthrope bloodline, and can live there whole life without triggering the transformation. Lycanthrope's are typically more aggressive and quick to anger than your average human, they also are naturally athletic and strong. On nights of the new moon (no moon) they become weak, and lethargic. If a human/fae/demi/witch survives a Lycanthrope bite then they become a Shifter-Lyconthrope hybrid, so basically they became a shifter, but on the full moon they become wild beast.
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It is believed that Werewolves have been around since ancient Greece. Their origin story is that of the Lycaon and Zeus myth. The Lyconthropes bloodlines coming from 'Lycaon the cursed', and Shifters coming from 'Nyctimus the spared son'.
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Werewolves are not immortal, which means they can be injured or die from mortal wounds They age only few months slower than regular mortals. Wolfsbane is a plant that inhibits the ability to heal, as does silver. Silver is poisonous and causes severe pain/burns when touched. Hunters have used them as arrowheads and bullets for centuries when hunting werewolves. As werewolves are mortals they can be killed with any severe blow to their body. However, silver directly to the heart can kill them instantly.
Witches are their own race, not humans with magic. Called witches, or magic-bloods, these terms are used for both males and females.
Their appearance is like every average human, though some ancient bloodlines have eye colors like purple, pink, orange, grey, etc.
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Witches are mortal and their lifespan is exactly that of a humans. The can die like any human. (e.g. age, decapitation, disease, heart-failure, blood-loss, suffocation, etc.)
The excessive over use of magic can lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
It is against witch law for a witch to kill another witch. It is punishable by death. (Burning at the stake)
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Many are a part of, a coven (also called a circle). Typically these covens are made up of family members, and relatives. There are also quite a few covens made up of friends, or like-minded witches. Covens are necessary for teaching the next generation, for passing down their knowledge and skills. They also come together for ceremonies, and rituals, such as celebrating 'all hallows eve'. While a witches individual magic is strong and strengthens with training and practice, a coven has collective magic and is extremely more powerful.
The head of the coven is usually the eldest, or the one with the strongest magic. She or he is titled Master.
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Witch magic comes in the form of - Spells, potions, tarot cards, rituals, scrying, hexes, palm reading, runes, and charms.
Witches keep their personal spells and potions recipes in their own spell book (also called a Grimoire, book of shadows, or Incantus). Every spell book is different, as they vary greatly. Many books are typically passed down through parent to children, and edited and added to over many generations.
The success of a spell will depend on if it is cast properly, and the power of the witch. When a witch doesn’t give full attention to their spells it can hinder them from effectively pulling off the magic. A distressing emotion aroused by impending danger, evil, pain, etc., whether the threat is real or imagined; the condition or feeling of being afraid could sometimes cause a witch to involuntarily block their own powers for a short time. Therefor emotional control is a big part of casting.
Their appearance is like every average human, though some ancient bloodlines have eye colors like purple, pink, orange, grey, etc.
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Witches are mortal and their lifespan is exactly that of a humans. The can die like any human. (e.g. age, decapitation, disease, heart-failure, blood-loss, suffocation, etc.)
The excessive over use of magic can lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
It is against witch law for a witch to kill another witch. It is punishable by death. (Burning at the stake)
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Many are a part of, a coven (also called a circle). Typically these covens are made up of family members, and relatives. There are also quite a few covens made up of friends, or like-minded witches. Covens are necessary for teaching the next generation, for passing down their knowledge and skills. They also come together for ceremonies, and rituals, such as celebrating 'all hallows eve'. While a witches individual magic is strong and strengthens with training and practice, a coven has collective magic and is extremely more powerful.
The head of the coven is usually the eldest, or the one with the strongest magic. She or he is titled Master.
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Witch magic comes in the form of - Spells, potions, tarot cards, rituals, scrying, hexes, palm reading, runes, and charms.
Witches keep their personal spells and potions recipes in their own spell book (also called a Grimoire, book of shadows, or Incantus). Every spell book is different, as they vary greatly. Many books are typically passed down through parent to children, and edited and added to over many generations.
The success of a spell will depend on if it is cast properly, and the power of the witch. When a witch doesn’t give full attention to their spells it can hinder them from effectively pulling off the magic. A distressing emotion aroused by impending danger, evil, pain, etc., whether the threat is real or imagined; the condition or feeling of being afraid could sometimes cause a witch to involuntarily block their own powers for a short time. Therefor emotional control is a big part of casting.
On a witches 13th birthday under moonlight they perform the claiming ritual. It is a witches coming of age ceremony. Sitting in the center of a circle of charged crystals they wait for their true magic to claim them. Moonlight causes one or more of the thirteen crystals to glow, and then the young witch can choose from the glowing crystals which magic they wish to specialize in. Each of the thirteen crystals represents one of the thirteen specializations. The ones that glow are showing which magic the young witch has a natural affinity with. It is advised to pick the specialization glowing the brightest.
Sanabit - Able to heal injuries, and wounds. This is done by assuming the injury into their own body and then healing themselves. They can also take an injury or pain, and give it to another person. Knowledge of anatomy and the systems of the body are necessary. Through skin to skin contact a Sanabit can find exactly what Ills someone. They can't cure disease or illness, but they can repair the internal damage the disease causes. Opal Crystal.
Adaquare - Can control and manipulate water in all its forms (vapor, ice, liquid). They can also change water from one state to another easily. They can breathe under water. Do to the amount of water in living things such as humans and plants, there is a branch of dark blood magic that Adaquares are capable of using, but it is taboo, and in most cases illegal. Aquamarine Crystal.
Mortifero - Able to communicate/control spirits and ghosts. They can conjure them back to the world of the living into fresh corpses. They can put someone in a stasis death like coma. They can see how someone will die via touching that person’s forehead. Mortiferos are rare. Most Necromancers were once Mortiferos. Onyx Crystal.
Naturalis - Specialization in witchcraft basics such as spells and potions. They study in the history and creation of spells, potions, and all witch magics. This is the most well rounded and common specialization. Citrine Crystal.
Ignis - Ability to create and manipulate fire/heat to ones will, and some can even generate and direct lightning. Amber Crystal.
Quaestum - Able to reveal the truth hidden inside of people or secret intentions just by looking at the person's face. They can also unlock forgotten memories, and find hidden/missing things. Emerald Crystal
Terreni - The power to control plant-life and earth. One can cause plants to grow, and revive withered plants. They can shape and manipulate plants, including wood, vines, plants, grass, and parts of the plants, such as leaves, seeds, and flowers. They can also channel energy from the earth for spell casting. They have the ability to manipulate earth and rock in all their various forms, including lava, though solid rock is much easier to manipulate then mud and magma. Sand is practically impossible to manipulate as they must focus on each individual grain of sand. Morganite Crystal.
Intelligere - Ability of omnilligualism. Capable of instantly speaking and understanding any language fluently. Code braking, and understanding meanings behind someone’s words. Amethyst Crystal.
Propheta - The ability to see the past, present, and future. Specialization in the different magics of divination. Beryl crystal.
Monemur - They control and manipulate air. They can purify air, and take the breath from someone lungs. Quartz crystal.
Fingumas - Able to create illusions, making things look like others, without it being real. They also can control others dreams while they are sleeping. They also can put people to sleep, and cause drowsiness by closely blowing into someone’s face. Topaz crystal.
Tempestas - able to influence the weather. They can modify the temperature of the environment; control all forms of precipitation, humidity and moisture. They can generate lightning. They can also dissipate such weather to form clear skies. The extremely gifted few can incite tornadoes, thunderstorms, blizzards, and hurricanes. Carnelian Crystal.
Vicorelian - They can make mortals and weaker witches do, feel or say anything they want. They can put people under a spell-like trance which makes them beyond attracted to them to where they almost worship them. They can also move people like puppets, without clouding their heads with infatuation. Using this, a Vicorelian can get information and have a person do their deeds and dirty work or anything they wish and command to do, no matter what the task may be. Magical persuasion as well as seduction is their forte. Their power of persuasion works better on the opposite sex. This is the rarest witch ability. Kunzite Crystal. (For this RP being a Vicorelian witch is unavailable. Unless you plan to play a Vicorelian whose magic has been bound and sealed…aka no magic abilities.)
Sanabit - Able to heal injuries, and wounds. This is done by assuming the injury into their own body and then healing themselves. They can also take an injury or pain, and give it to another person. Knowledge of anatomy and the systems of the body are necessary. Through skin to skin contact a Sanabit can find exactly what Ills someone. They can't cure disease or illness, but they can repair the internal damage the disease causes. Opal Crystal.
Adaquare - Can control and manipulate water in all its forms (vapor, ice, liquid). They can also change water from one state to another easily. They can breathe under water. Do to the amount of water in living things such as humans and plants, there is a branch of dark blood magic that Adaquares are capable of using, but it is taboo, and in most cases illegal. Aquamarine Crystal.
Mortifero - Able to communicate/control spirits and ghosts. They can conjure them back to the world of the living into fresh corpses. They can put someone in a stasis death like coma. They can see how someone will die via touching that person’s forehead. Mortiferos are rare. Most Necromancers were once Mortiferos. Onyx Crystal.
Naturalis - Specialization in witchcraft basics such as spells and potions. They study in the history and creation of spells, potions, and all witch magics. This is the most well rounded and common specialization. Citrine Crystal.
Ignis - Ability to create and manipulate fire/heat to ones will, and some can even generate and direct lightning. Amber Crystal.
Quaestum - Able to reveal the truth hidden inside of people or secret intentions just by looking at the person's face. They can also unlock forgotten memories, and find hidden/missing things. Emerald Crystal
Terreni - The power to control plant-life and earth. One can cause plants to grow, and revive withered plants. They can shape and manipulate plants, including wood, vines, plants, grass, and parts of the plants, such as leaves, seeds, and flowers. They can also channel energy from the earth for spell casting. They have the ability to manipulate earth and rock in all their various forms, including lava, though solid rock is much easier to manipulate then mud and magma. Sand is practically impossible to manipulate as they must focus on each individual grain of sand. Morganite Crystal.
Intelligere - Ability of omnilligualism. Capable of instantly speaking and understanding any language fluently. Code braking, and understanding meanings behind someone’s words. Amethyst Crystal.
Propheta - The ability to see the past, present, and future. Specialization in the different magics of divination. Beryl crystal.
Monemur - They control and manipulate air. They can purify air, and take the breath from someone lungs. Quartz crystal.
Fingumas - Able to create illusions, making things look like others, without it being real. They also can control others dreams while they are sleeping. They also can put people to sleep, and cause drowsiness by closely blowing into someone’s face. Topaz crystal.
Tempestas - able to influence the weather. They can modify the temperature of the environment; control all forms of precipitation, humidity and moisture. They can generate lightning. They can also dissipate such weather to form clear skies. The extremely gifted few can incite tornadoes, thunderstorms, blizzards, and hurricanes. Carnelian Crystal.
Vicorelian - They can make mortals and weaker witches do, feel or say anything they want. They can put people under a spell-like trance which makes them beyond attracted to them to where they almost worship them. They can also move people like puppets, without clouding their heads with infatuation. Using this, a Vicorelian can get information and have a person do their deeds and dirty work or anything they wish and command to do, no matter what the task may be. Magical persuasion as well as seduction is their forte. Their power of persuasion works better on the opposite sex. This is the rarest witch ability. Kunzite Crystal. (For this RP being a Vicorelian witch is unavailable. Unless you plan to play a Vicorelian whose magic has been bound and sealed…aka no magic abilities.)
Castors are similar to witches, in fact many consider them the same thing. Like witches, Castors are their own race, not mortals. Called castors, Incanters, or mages, these terms are used for both males and females. A derogatory term to refer to a Castor is Moonie (similar to calling someone a loser or a geek).
Their appearance is like every average human. Though many tend to have tattoo or scarification glyphs on their bodies.
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they are completely mortal and their lifespan is akin to humans. The can die like any human. Old age, decapitation, disease, heart-failure, blood-loss, suffocation, and so on.
They draw their magic from natural energy created by the earth, and what they call the 8 Incanta deities.
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The Incanta Deities, are not gods, but energies with a Consciousness. They represent multiple things, but mainly the 8 major moon cycles. When a Castor turns ten they learn who their patron deity is, and this helps them know where to draw energy from to use their magic. Castors are more powerful during their patrons moon cycle.
- Noua: new moon
- Stihie: waxing crescent moon
- Epuizarea: first quarter moon
- Huiduiala: waxing gibbous moon
- Deplin: full moon
- Vrajitoare: waning gibbous moon
- Semiluna: last quarter moon
- Disparut: waning crescent
(If you wish to know more, just PM me.)
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A Castors magic is used in the form of a complex magic language called Incanta also known as Castor tongue. Castors also require a wand or catalyst to use and direct their magic. The wand has to be made by the castor who uses it, or it will not work. Typical materials used for catalyst making include stone, wood, bone, clay, and metal.
(Similar to how harry potter magic works, their is a specific word or phrase for a spell, and a wand is required to cast it.)
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Castors have their legal birth name, which is the ones their parents gave them. But they also have their true name, which they obtain during their coming of age ceremony at age ten.
During the ceremony they drink an elixir and find their true name through a vision quest of sorts. Within the vision they meet their patron deity, who grants them their true name. After they awake from the vision, they are gifted with the materials to create their first wand, thus enabling them to use their castor magic.
There true name is not to be shared, and is typically only used in magic rites. If someone where to know a castors true name, they would be able to hold power over them, enslave them and so on. True names are normally ancient Incanta names, and sometimes just a word.
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Glyphs, are Incanta symbols that grant castors various supernatural abilities, with both light and dark glyphs known to exist, but most are neutral. Glyphs are usually marked into a castors skin via scarification, burning, or tattooing. Glyphs are part of the written Incanta spell language, and some spells require the castors to write glyphs in the air with their wand rather then just reciting the Incanta words and pointing the wand.
The first glyph a castor receives, is the glyph of their patron deity during the coming of age ceremony. It is placed on top of the dominate hand of the castor. This Glyph harnesses their magical power, and helps direct magic energy. It is the only Glyph necessary for a castor to have. But other Glyphs grant different abilities and protection, so many castor choose to have multiple glyphs marked onto their skin.
Their appearance is like every average human. Though many tend to have tattoo or scarification glyphs on their bodies.
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they are completely mortal and their lifespan is akin to humans. The can die like any human. Old age, decapitation, disease, heart-failure, blood-loss, suffocation, and so on.
They draw their magic from natural energy created by the earth, and what they call the 8 Incanta deities.
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The Incanta Deities, are not gods, but energies with a Consciousness. They represent multiple things, but mainly the 8 major moon cycles. When a Castor turns ten they learn who their patron deity is, and this helps them know where to draw energy from to use their magic. Castors are more powerful during their patrons moon cycle.
- Noua: new moon
- Stihie: waxing crescent moon
- Epuizarea: first quarter moon
- Huiduiala: waxing gibbous moon
- Deplin: full moon
- Vrajitoare: waning gibbous moon
- Semiluna: last quarter moon
- Disparut: waning crescent
(If you wish to know more, just PM me.)
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A Castors magic is used in the form of a complex magic language called Incanta also known as Castor tongue. Castors also require a wand or catalyst to use and direct their magic. The wand has to be made by the castor who uses it, or it will not work. Typical materials used for catalyst making include stone, wood, bone, clay, and metal.
(Similar to how harry potter magic works, their is a specific word or phrase for a spell, and a wand is required to cast it.)
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Castors have their legal birth name, which is the ones their parents gave them. But they also have their true name, which they obtain during their coming of age ceremony at age ten.
During the ceremony they drink an elixir and find their true name through a vision quest of sorts. Within the vision they meet their patron deity, who grants them their true name. After they awake from the vision, they are gifted with the materials to create their first wand, thus enabling them to use their castor magic.
There true name is not to be shared, and is typically only used in magic rites. If someone where to know a castors true name, they would be able to hold power over them, enslave them and so on. True names are normally ancient Incanta names, and sometimes just a word.
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Glyphs, are Incanta symbols that grant castors various supernatural abilities, with both light and dark glyphs known to exist, but most are neutral. Glyphs are usually marked into a castors skin via scarification, burning, or tattooing. Glyphs are part of the written Incanta spell language, and some spells require the castors to write glyphs in the air with their wand rather then just reciting the Incanta words and pointing the wand.
The first glyph a castor receives, is the glyph of their patron deity during the coming of age ceremony. It is placed on top of the dominate hand of the castor. This Glyph harnesses their magical power, and helps direct magic energy. It is the only Glyph necessary for a castor to have. But other Glyphs grant different abilities and protection, so many castor choose to have multiple glyphs marked onto their skin.
Fae is a really vague collective term, that encompasses about a six dozen species that fall into the other category. This includes fairies, pixies, Goblins, unicorns, nymphs, and so on. Some Fae species are categorized as demons. (More fae races to be added at a later date)
Fae are born not created like vampires.
When two different kinds of fae have a baby together, that child will only take after one parent. So if a nymph woman and a pixie man have a child, that child would be ether a nymph or a pixie, not both, not a mix of the two. If the fae parents are the same type of fae then of course their child will be the same type as them. There are no hybrids or halfling Fae; offspring will ether take after one parent or the other, no mix (unless otherwise stated). Some fae species are more dominate then others. Offspring of a fae and human are rare but typically the child ends up as a powerful Maagia.
All Fae are allergic to Meteoric iron. It is like poison/kryptonite to them, and they will not go near it.
The Fae normally live in a parallel realm to our own called Elphyne, The inbetween, or simply the Fae Realm. Fae can come and go from Elphyne as they please, flittering in and out wherever they wish. Whereas mortals and supernaturals who are not fae can only enter and exit Elphyne on "border regions" through magical gates. Border regions are things like twilight (border between day and night), or the night between April 30th and May 1st and between October 31th and November 1st (border of seasons). The gates to the Fae realm were erected by ancient witches from a forgotten time, and are portals that open to Elphyne during border regions. The most famous gate being Stonehenge, though it has been sealed close for over fifty years now.
All fae are able to glamour themselves into a mundane form, weather that be a human gise or an animal.
Elphyne is ruled over by the two fae courts, Seelie and Unseelie. The courts are known by many other names but the jest of it is: Seelie equal light, and Unseelie equal dark. When a fae comes of age, they chose with court to bind themselves to. Adult fae who are unbound to a court, seldom survive in the fae realm very long, and typically chose to live among humans. The Queen of the Unseelie Courts name is Morzena she is a ancient winter Fae. The King of the Seelie Court is Uriel he is a Nymph Fae.
Fae are born not created like vampires.
When two different kinds of fae have a baby together, that child will only take after one parent. So if a nymph woman and a pixie man have a child, that child would be ether a nymph or a pixie, not both, not a mix of the two. If the fae parents are the same type of fae then of course their child will be the same type as them. There are no hybrids or halfling Fae; offspring will ether take after one parent or the other, no mix (unless otherwise stated). Some fae species are more dominate then others. Offspring of a fae and human are rare but typically the child ends up as a powerful Maagia.
All Fae are allergic to Meteoric iron. It is like poison/kryptonite to them, and they will not go near it.
The Fae normally live in a parallel realm to our own called Elphyne, The inbetween, or simply the Fae Realm. Fae can come and go from Elphyne as they please, flittering in and out wherever they wish. Whereas mortals and supernaturals who are not fae can only enter and exit Elphyne on "border regions" through magical gates. Border regions are things like twilight (border between day and night), or the night between April 30th and May 1st and between October 31th and November 1st (border of seasons). The gates to the Fae realm were erected by ancient witches from a forgotten time, and are portals that open to Elphyne during border regions. The most famous gate being Stonehenge, though it has been sealed close for over fifty years now.
All fae are able to glamour themselves into a mundane form, weather that be a human gise or an animal.
Elphyne is ruled over by the two fae courts, Seelie and Unseelie. The courts are known by many other names but the jest of it is: Seelie equal light, and Unseelie equal dark. When a fae comes of age, they chose with court to bind themselves to. Adult fae who are unbound to a court, seldom survive in the fae realm very long, and typically chose to live among humans. The Queen of the Unseelie Courts name is Morzena she is a ancient winter Fae. The King of the Seelie Court is Uriel he is a Nymph Fae.
This is a type of house cat fae.
Familiars have nine lives, and live only as cats until they find, and willing submit to being the familiar of a witch. This contract of sorts grants the familiar the ability to change between human and cat form at will. the familiar and witch partnership/contract lasts until the witch dies. Many Familiars contract with witches when they are young, and this typically forages a loyal lasting bond between the pair. It is the familiar choice to contract, once the witch names them, they can accept it or not.
The main purpose of a contracted familiars is to serve the witch as an assistant, providing protection for them as they come into their magic. They are also advisers and friends. Usually familiars only contract once during their many lives, but they can choose to contract as many times as they wish (though contracts only work one at a time.)
Their nine lives are not like the dragons, nor do they reincarnate. If a familiar is hit by a car and dies, they heal and wake up about thirty minutes later. Even if they are blasted to bits, they reform and keep on living.
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Familiars possess the natural abilities inherent in all felines, though their partial humanlike nature make them physically superior to any mundane or feline. Their abilities include quite a few things. They possess raw physical strength, equivalent to that of a strong lion. They have natural Cat-Like Agility, that allows them to always land on their feet without harm after falling from great distances. Familiars also have Heightened Senses, Night Vision, and Retractable Claws.
Once they contract with a witch they gain the ability to change into human and cat form at will. Even after the contract ends they retain this ability.
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Traditionally Familiars have their own form of naming. They add a syllable to their name every time they die. For instance, someone named Ka would be in their first life, where as someone called Katarinalynowyn would be in their seventh. This is an old practice, and many new Familiars choose to go by the same nickname no matter what life they are in. This nickname is typically whatever their first witch master named them.
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Familiars and humans are physically incompatible and any intimate physical contact between the two, even something as small as a kiss, can cause paralysis and even death to the human. Familiars can mate and have children with mundane cats though, and the offspring are always familiars.
Familiars have nine lives, and live only as cats until they find, and willing submit to being the familiar of a witch. This contract of sorts grants the familiar the ability to change between human and cat form at will. the familiar and witch partnership/contract lasts until the witch dies. Many Familiars contract with witches when they are young, and this typically forages a loyal lasting bond between the pair. It is the familiar choice to contract, once the witch names them, they can accept it or not.
The main purpose of a contracted familiars is to serve the witch as an assistant, providing protection for them as they come into their magic. They are also advisers and friends. Usually familiars only contract once during their many lives, but they can choose to contract as many times as they wish (though contracts only work one at a time.)
Their nine lives are not like the dragons, nor do they reincarnate. If a familiar is hit by a car and dies, they heal and wake up about thirty minutes later. Even if they are blasted to bits, they reform and keep on living.
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Familiars possess the natural abilities inherent in all felines, though their partial humanlike nature make them physically superior to any mundane or feline. Their abilities include quite a few things. They possess raw physical strength, equivalent to that of a strong lion. They have natural Cat-Like Agility, that allows them to always land on their feet without harm after falling from great distances. Familiars also have Heightened Senses, Night Vision, and Retractable Claws.
Once they contract with a witch they gain the ability to change into human and cat form at will. Even after the contract ends they retain this ability.
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Traditionally Familiars have their own form of naming. They add a syllable to their name every time they die. For instance, someone named Ka would be in their first life, where as someone called Katarinalynowyn would be in their seventh. This is an old practice, and many new Familiars choose to go by the same nickname no matter what life they are in. This nickname is typically whatever their first witch master named them.
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Familiars and humans are physically incompatible and any intimate physical contact between the two, even something as small as a kiss, can cause paralysis and even death to the human. Familiars can mate and have children with mundane cats though, and the offspring are always familiars.
They can belong to ether off the courts, but elves typically choose Seelie.
They mature mentally at a much faster rate than humans, but while physically maturing much slower. Puberty is almost complete by age 50, though they are not considered full grown until 100. Once fully grown, they will no longer show any signs of physical aging. With that said, they will not die through natural causes, such as old age, illness, or disease. However, they can die in battle, from sustaining terrible injuries, or from certain magical curses, and poisons. Their typical life span is about 500 years.
Their facial features are a tad more angular then the typical human. They have pointed ears, and unblemished skin. Many are fair haired. The majority of adult elves are tall and slim. The average height for both male and females being six foot.
Elves possess superhuman speed, stamina, durability, agility, and reflexes. They are gifted in magic, and typically very intelligent. They can sense when someone has magic and can differentiate what kind of magic it is. An Elf can also tell when someone has been possessed by an evil spirit or is being controlled by magic. They heal faster than humans. Where it would take a human months for a broken bone to heal, it would only take an elf two weeks. They have the power to manipulate light; to bend and shift light particles. By bending light they can make objects seem invisible.
There is no such thing a half elf. For an Elf to be born both parents must also be elves. If one parent is not an elf, then their offspring is typically whatever they are. Or in some cases the baby is a changeling, which is a sickly baby that is unfortunately cursed with bad luck, and a bringer of misfortune to the family. If the Changeling lives (as they usually die before they are five years old) they tend to grow up into malice filled psychopaths, without any conscience, or ability to understand right from wrong. There lifespan, appearance and aging is that of a typical human.
Elves discovered the magic workings of alchemy.
They are great friends to the fairy and Nymph races.
They older generations tend to live traditionally in forests and underground places, like caves. The newer generation, are branching out into the world.
They mature mentally at a much faster rate than humans, but while physically maturing much slower. Puberty is almost complete by age 50, though they are not considered full grown until 100. Once fully grown, they will no longer show any signs of physical aging. With that said, they will not die through natural causes, such as old age, illness, or disease. However, they can die in battle, from sustaining terrible injuries, or from certain magical curses, and poisons. Their typical life span is about 500 years.
Their facial features are a tad more angular then the typical human. They have pointed ears, and unblemished skin. Many are fair haired. The majority of adult elves are tall and slim. The average height for both male and females being six foot.
Elves possess superhuman speed, stamina, durability, agility, and reflexes. They are gifted in magic, and typically very intelligent. They can sense when someone has magic and can differentiate what kind of magic it is. An Elf can also tell when someone has been possessed by an evil spirit or is being controlled by magic. They heal faster than humans. Where it would take a human months for a broken bone to heal, it would only take an elf two weeks. They have the power to manipulate light; to bend and shift light particles. By bending light they can make objects seem invisible.
There is no such thing a half elf. For an Elf to be born both parents must also be elves. If one parent is not an elf, then their offspring is typically whatever they are. Or in some cases the baby is a changeling, which is a sickly baby that is unfortunately cursed with bad luck, and a bringer of misfortune to the family. If the Changeling lives (as they usually die before they are five years old) they tend to grow up into malice filled psychopaths, without any conscience, or ability to understand right from wrong. There lifespan, appearance and aging is that of a typical human.
Elves discovered the magic workings of alchemy.
They are great friends to the fairy and Nymph races.
They older generations tend to live traditionally in forests and underground places, like caves. The newer generation, are branching out into the world.
Goblins enjoy inflicting pain and starting chaos. They tend to stick to the fae realm. Much of a goblins personality is naturally malevolent, but goblin culture and how their raised adds to the evilness.
A Goblin has no regard for Fae or human rules. They are the hitmen of the fae world. Once they accept a mark, they do not stop until they kill the target. Besides brute strength and an innate mapping ability, they have no magic of their own. Typically they flock to and serve under the strongest unseelie fae or demon around.
The most basic way to explain the mapping ability is that a Goblin is unable to get lost, they can find their way no matter what, no matter where. This comes to them as naturally as breathing, they can also find their way around magical barriers and wards.
Goblins have greenish skin, and the older they are the more wrinkly and cracked it appears. They also have large pointed noses and ears. Most goblins (male and female) are bald, but a few grow long chin hair. They have horizontal slit pupils similar to a goats. They have two rows of pointed razor sharp teeth like a shark. The average height of an adult Goblin is about 4 feet. When under a glamour, they tend to look like very ugly humans.
Goblin live to be about 300 years old.
A Goblin has no regard for Fae or human rules. They are the hitmen of the fae world. Once they accept a mark, they do not stop until they kill the target. Besides brute strength and an innate mapping ability, they have no magic of their own. Typically they flock to and serve under the strongest unseelie fae or demon around.
The most basic way to explain the mapping ability is that a Goblin is unable to get lost, they can find their way no matter what, no matter where. This comes to them as naturally as breathing, they can also find their way around magical barriers and wards.
Goblins have greenish skin, and the older they are the more wrinkly and cracked it appears. They also have large pointed noses and ears. Most goblins (male and female) are bald, but a few grow long chin hair. They have horizontal slit pupils similar to a goats. They have two rows of pointed razor sharp teeth like a shark. The average height of an adult Goblin is about 4 feet. When under a glamour, they tend to look like very ugly humans.
Goblin live to be about 300 years old.
Unicorn's are extremely rare, as they have basically been hunted to the brink of extinction for their magical body parts and blood.
They can shapeshift between their horse and human forms at will. Though many prefer their natural horse-like form.
Their diet consists of vegetables, and grass. Basically they are Raw Vegans, that enjoy the occasional spoonful of sugar, or lick of salt.
60% of unicorns have albinism or Melanism when in human form. The other 40% look like your average human, except for the diamond shaped mark on their foreheads.
They are commonly known to be extremely wild woodland creature, a symbol of purity and grace, and it is incorrectly believed that they can only be captured/tamed by a pure hearted virgin.
A unicorn's horn can neutralize poison, and purify water. The horn holds magical and medicinal properties. A Unicorn can remove the darkness or evil from a person or object, often including demons possessing it or any mind control affecting it. Their blood is toxic to vampires. Unicorns are immune to all supernatural powers and effects, except for potions.
Their typical life span is about 300 years.
They can shapeshift between their horse and human forms at will. Though many prefer their natural horse-like form.
Their diet consists of vegetables, and grass. Basically they are Raw Vegans, that enjoy the occasional spoonful of sugar, or lick of salt.
60% of unicorns have albinism or Melanism when in human form. The other 40% look like your average human, except for the diamond shaped mark on their foreheads.
They are commonly known to be extremely wild woodland creature, a symbol of purity and grace, and it is incorrectly believed that they can only be captured/tamed by a pure hearted virgin.
A unicorn's horn can neutralize poison, and purify water. The horn holds magical and medicinal properties. A Unicorn can remove the darkness or evil from a person or object, often including demons possessing it or any mind control affecting it. Their blood is toxic to vampires. Unicorns are immune to all supernatural powers and effects, except for potions.
Their typical life span is about 300 years.
Pegasuses are very rare, as they are born from the death of a pregnant Gorgon. Of course when both parents are Pegasuses themselves their offspring would also be.
They age much like humans, though a little more gracefully when it comes to wrinkles and grey hair. An average lifespan is around 100 years.
They can shapeshift between their Pegasus and human forms at will. Though many prefer to stay in their natural Pegasus form, as it is more comfortable, and free. When in their horse form, they can communicate telepathically with whomever they choose. Pegasus are typically a very creative, and artistic race.
In Pegasus form they can fly with their strong wings. They are extremely fast flyers, and have enhanced strength in their legs. They retain angel like wings when in human form, but the wings are invisible to regular mortals.
A feather from a Pegasus wing is considered a very rare magical ingredient for potions.
They age much like humans, though a little more gracefully when it comes to wrinkles and grey hair. An average lifespan is around 100 years.
They can shapeshift between their Pegasus and human forms at will. Though many prefer to stay in their natural Pegasus form, as it is more comfortable, and free. When in their horse form, they can communicate telepathically with whomever they choose. Pegasus are typically a very creative, and artistic race.
In Pegasus form they can fly with their strong wings. They are extremely fast flyers, and have enhanced strength in their legs. They retain angel like wings when in human form, but the wings are invisible to regular mortals.
A feather from a Pegasus wing is considered a very rare magical ingredient for potions.
Contrary to popular belief Fauns also known as Satyrs are not just half-goat people from greek/roman myth. Faun or Satyr refers to any horned or antlered animal-shifter including, goats, deer, markhor, sheep, antelope, reindeer, and moose.
In human form they always retain one or two of their animal physical traits. Typically this is their horns, and tails. Many find it most comfortable to keep their lower half closer to their animal form, and their top half human.
They are great friends to the nymphs.
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They can detect Maagia and Supernatuals by scent. They can talk to animals and some mythical beast. They have animal-level hearing and smell. They can run at superhuman speeds, along with climbing, as a result of animal legs. They can practice nature based magic.
When they die, their body turns into flowers and trees. On average they live to be about 300 year old.
In human form they always retain one or two of their animal physical traits. Typically this is their horns, and tails. Many find it most comfortable to keep their lower half closer to their animal form, and their top half human.
They are great friends to the nymphs.
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They can detect Maagia and Supernatuals by scent. They can talk to animals and some mythical beast. They have animal-level hearing and smell. They can run at superhuman speeds, along with climbing, as a result of animal legs. They can practice nature based magic.
When they die, their body turns into flowers and trees. On average they live to be about 300 year old.
These are a type of fox fae. Kitsune are also called werefoxes, Fox-Shifters, or fox spirits.
They are an intelligent fae, and possess abilities and wisdom that increase with their age. Kitsune have the ability to shapeshift into human form. They are also naturally cunning, and tend to be faithful guardians, friends, and lovers.
Physically, kitsune can have as many as nine tails. A greater number of tails indicates an older and more powerful fox. They only grow additional tails after they've lived for 100 years, one additional tail for every 100 years. When a kitsune gains its ninth tail, its fur becomes silver or golden. They then gain the abilities to see and hear anything happening anywhere in the world. After reaching 1,000 years of age they obtain the ability to change supernaturals into Mundanes, this is a very feared power, and for a Kitsune to reach 1,000 years of age without dying is a feat in its self, and rare.
A kitsune may take on human form, an ability learned when it reaches a certain age usually 50 years. Not only can they use glamour magic like all fae, but they can assume multiple human forms, such as beautiful women, young girls, or elderly men. These shapes are not limited by the fox's age or gender, and a kitsune can duplicate the appearance of a specific person. Foxes are particularly renowned for impersonating beautiful people. Though even in human form their shadow appears as a fox.
Other abilities common to the kitsunes include possession, generating fire or light, willful manifestation in the dreams of others, flight, invisibility, and the creation of illusions so elaborate as to be almost indistinguishable from reality.
Kitsunes hate dogs, and fear them. A bite from a dog can cause them to become sick with an incurable disease similar to rabies. Its called Inarikosem Disease, and it slowly makes the affected Kitsune go mad. First symptoms are fever, headache, and blood turning black. But it soon turns into slight or partial paralysis, anxiety, insomnia, confusion, agitation, abnormal behavior, paranoia, terror, and hallucinations, progressing to delirium, coma, and death. Once symptoms appear, the result is always death, though Merrow blood has been said to cure it. The time period between contracting the disease and the start of symptoms is usually one to two weeks. The decent into madness and death can take as long as a year.
Wolf Shifters and Kitsune don't really get along...
They are an intelligent fae, and possess abilities and wisdom that increase with their age. Kitsune have the ability to shapeshift into human form. They are also naturally cunning, and tend to be faithful guardians, friends, and lovers.
Physically, kitsune can have as many as nine tails. A greater number of tails indicates an older and more powerful fox. They only grow additional tails after they've lived for 100 years, one additional tail for every 100 years. When a kitsune gains its ninth tail, its fur becomes silver or golden. They then gain the abilities to see and hear anything happening anywhere in the world. After reaching 1,000 years of age they obtain the ability to change supernaturals into Mundanes, this is a very feared power, and for a Kitsune to reach 1,000 years of age without dying is a feat in its self, and rare.
A kitsune may take on human form, an ability learned when it reaches a certain age usually 50 years. Not only can they use glamour magic like all fae, but they can assume multiple human forms, such as beautiful women, young girls, or elderly men. These shapes are not limited by the fox's age or gender, and a kitsune can duplicate the appearance of a specific person. Foxes are particularly renowned for impersonating beautiful people. Though even in human form their shadow appears as a fox.
Other abilities common to the kitsunes include possession, generating fire or light, willful manifestation in the dreams of others, flight, invisibility, and the creation of illusions so elaborate as to be almost indistinguishable from reality.
Kitsunes hate dogs, and fear them. A bite from a dog can cause them to become sick with an incurable disease similar to rabies. Its called Inarikosem Disease, and it slowly makes the affected Kitsune go mad. First symptoms are fever, headache, and blood turning black. But it soon turns into slight or partial paralysis, anxiety, insomnia, confusion, agitation, abnormal behavior, paranoia, terror, and hallucinations, progressing to delirium, coma, and death. Once symptoms appear, the result is always death, though Merrow blood has been said to cure it. The time period between contracting the disease and the start of symptoms is usually one to two weeks. The decent into madness and death can take as long as a year.
Wolf Shifters and Kitsune don't really get along...
Fairies look like very beautiful humans, but with pointed ears and shimmery skin.
They possess longevity but are not outright immortal; they typically live to be about 400 years old. They never appear elderly, but they do keep aging as time goes on, become more wise/mature looking, and their hair begins to gray around the age of 300. Their skin instead of wrinkling becomes more fragile and papery looking.
When a fairy dies a corpse is not left, just a sparkling powder (aka fairy dust); the body just disintegrates.
Fairies love attention and admiration. They also enjoy frolicking and dancing. They like sparkly things and sweets.
They can generate and control light with their minds/hands. The light varies in color, from blue to golden. They also have the power to leech physical energy from an object, creature, or other energy source, which they can use for themselves or transfer to another. When using their powers, their hands will glow, or during more intense use, their entire body will glow. They can generate a translucent force-field out of energy. The force-field, like an actual solid, can be used as a protective barrier/shield from all magic.
Fairy Blood is like a drug to supernaturals. Drinking just a drop or two causes euphoria, hallucination, and hyperactivity. It also taste like honey.
If a human baby between the ages of 0-3 months old is touched by a fairy, that baby turns into a fairy.
They possess longevity but are not outright immortal; they typically live to be about 400 years old. They never appear elderly, but they do keep aging as time goes on, become more wise/mature looking, and their hair begins to gray around the age of 300. Their skin instead of wrinkling becomes more fragile and papery looking.
When a fairy dies a corpse is not left, just a sparkling powder (aka fairy dust); the body just disintegrates.
Fairies love attention and admiration. They also enjoy frolicking and dancing. They like sparkly things and sweets.
They can generate and control light with their minds/hands. The light varies in color, from blue to golden. They also have the power to leech physical energy from an object, creature, or other energy source, which they can use for themselves or transfer to another. When using their powers, their hands will glow, or during more intense use, their entire body will glow. They can generate a translucent force-field out of energy. The force-field, like an actual solid, can be used as a protective barrier/shield from all magic.
Fairy Blood is like a drug to supernaturals. Drinking just a drop or two causes euphoria, hallucination, and hyperactivity. It also taste like honey.
If a human baby between the ages of 0-3 months old is touched by a fairy, that baby turns into a fairy.
They are winged, humanoid, people. Their wings are very thin and look fragile, but are not as they seem. Their wings resemble that of a insects (pic/pic), and are very soft like silk. Wings are used for flying and a way to show ones age, for the more worn looking wings the older the pixie. Pixies always look like they are between the ages of 17-25 years old.
Pixies are naturally mischievous and full of malice. Many like to spend time pulling pranks on humans. They are very fond of the witch race. They hate being mistaken as fairies.
When angered they are extremely dangerous, they can cut you with their razor sharp fingers, their bodies can heat up to about 500 degrees, and their spit is like acid on skin. A bite from a Pixie is lethal to all supernaturals except witches.
They can change the size of their self while preserving correct body proportion. The can become as small as 1 inch tall, and as large as 6 feet tall.
They live to be about 250 years old, and are otherwise very mortal.
Pixies are naturally mischievous and full of malice. Many like to spend time pulling pranks on humans. They are very fond of the witch race. They hate being mistaken as fairies.
When angered they are extremely dangerous, they can cut you with their razor sharp fingers, their bodies can heat up to about 500 degrees, and their spit is like acid on skin. A bite from a Pixie is lethal to all supernaturals except witches.
They can change the size of their self while preserving correct body proportion. The can become as small as 1 inch tall, and as large as 6 feet tall.
They live to be about 250 years old, and are otherwise very mortal.
Nymphs can create, grow and cause all kinds of special properties to plant life. They can speak to animals.
They are considered minor nature deity, and are typically bounded with a particular location or landform, such as a forest or lake. They are immortal as their life is solely based on their environment.
-- A Nymph living in forest (among abundant nature) will live endlessly, right alongside it. A Nymph living in a concrete jungle will age and die at the same rate a human might, albeit a little slower.
They are completely attuned to nature, and if the land they are bound to is sick, then they thus become sick.
Angelic-like Human appearances. They have noticeably angelic features, and are generally slim, Graceful, and elegant.
They are vegetarians, believing that all forms of life should be respected. Though eating and drinking are not necessary to sustain life.
They normally never leave the place their born, and stay living happily among the other nymphs.
The other races consider them air-headed, naive, and bubbly. Nymphs emotions are less complex then all the other races. They can only feel one or two emotions at a time. There are some matters which are usually beyond their comprehension. Complex Emotions and tact, in particular, are difficult for them to grasp, so often a Nymphs will state out loud something which would normally be politely avoided by other races.
They are considered minor nature deity, and are typically bounded with a particular location or landform, such as a forest or lake. They are immortal as their life is solely based on their environment.
-- A Nymph living in forest (among abundant nature) will live endlessly, right alongside it. A Nymph living in a concrete jungle will age and die at the same rate a human might, albeit a little slower.
They are completely attuned to nature, and if the land they are bound to is sick, then they thus become sick.
Angelic-like Human appearances. They have noticeably angelic features, and are generally slim, Graceful, and elegant.
They are vegetarians, believing that all forms of life should be respected. Though eating and drinking are not necessary to sustain life.
They normally never leave the place their born, and stay living happily among the other nymphs.
The other races consider them air-headed, naive, and bubbly. Nymphs emotions are less complex then all the other races. They can only feel one or two emotions at a time. There are some matters which are usually beyond their comprehension. Complex Emotions and tact, in particular, are difficult for them to grasp, so often a Nymphs will state out loud something which would normally be politely avoided by other races.
AKA Grimm, Death, or Shinigami.
A reaper looks human, the only difference being the hair color varieties. A Reapers hair can be black, white, or gray/silver.
Reapers are an independent solitary kind of people. They favor wearing the color black. They consider Vampires to be abominations.
They have the power to take life and give life to anyone they choose. However, when a life is resurrected, a life must end. Reapers can alter human perception to make themselves appear any way they want. They can fly, and can teleport anywhere they have been before. Invisibility and changing into a non-tangible ghost form is also something they can do.
They can go to and from the underworld to the land of the living whenever they please. They live by feeding off the essence of dead souls. When finished feeding they help guide the soul to the underworld.
Souls of suicide victims are like a poisonous sickness to a reaper, and if eaten can kill them. When around them it causes weakness.
They are immortal-like and can live up to 5,000 years old.
A reaper looks human, the only difference being the hair color varieties. A Reapers hair can be black, white, or gray/silver.
Reapers are an independent solitary kind of people. They favor wearing the color black. They consider Vampires to be abominations.
They have the power to take life and give life to anyone they choose. However, when a life is resurrected, a life must end. Reapers can alter human perception to make themselves appear any way they want. They can fly, and can teleport anywhere they have been before. Invisibility and changing into a non-tangible ghost form is also something they can do.
They can go to and from the underworld to the land of the living whenever they please. They live by feeding off the essence of dead souls. When finished feeding they help guide the soul to the underworld.
Souls of suicide victims are like a poisonous sickness to a reaper, and if eaten can kill them. When around them it causes weakness.
They are immortal-like and can live up to 5,000 years old.
These are a human like type of fae that reside in the human world, and live among humans. Their whole race was cast out of Elphyne 1000 years ago as punishment for starting a war, and cursing quite a few different fae species. Their invulnerability, and most of their abundant magic was also bound and sealed away. They are physically unable to enter the Elphyne. Thus a sorcerer or sorceress is now a mortal person, with magic abilities similar to witches and castors. Over the 1000 years of exile much of their magical knowlage has been lost, as has their unique culture.
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Unlike witches and castors magic, a Sorcerer uses their fingers, arms, and hands to cast magic. It looks similar to finger tutting. Example 1 2 3 4 5 6
Every spell has a different/specific movement or series of movements to make magic work. Memorizing and practicing Sorcerer magic is something that takes a very long time to become adept at.
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There are four magical disciplines when it comes to Sorcerer magic. A Sorcerer use magic from all the disciplines, but they are normally only exceptionally talented in one of the disciplines and subsequent categories. Outside the disciplines there are also practical magics, used for things such as unlocking doors, and cleaning up messes.
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Unlike witches and castors magic, a Sorcerer uses their fingers, arms, and hands to cast magic. It looks similar to finger tutting. Example 1 2 3 4 5 6
Every spell has a different/specific movement or series of movements to make magic work. Memorizing and practicing Sorcerer magic is something that takes a very long time to become adept at.
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There are four magical disciplines when it comes to Sorcerer magic. A Sorcerer use magic from all the disciplines, but they are normally only exceptionally talented in one of the disciplines and subsequent categories. Outside the disciplines there are also practical magics, used for things such as unlocking doors, and cleaning up messes.
Physical: Magical ability to manipulate matter.
- Phosphoromancy - The art of manipulating light. It's said to be a very clean and technical magic. This form of magic can be used to refract light to render an area invisible, redirect and focus it to burn objects and to freeze single photons in mid-air. They can also create rainbows for funzies.
- Mending - An innate skill to repair objects.
- Temperature Manipulation - Fire and ice related magical proficiency.
- Flight - The ability to levitate, hover, and fly unsupported while having full control over trajectory and velocity.
- Portal Creation - A highly technical magic, this focuses on creating doorways in space-time between locations as a form of transportation. Its execution can be botched, leaving travelers with a chilling aftereffect when the doorway is incorrectly constructed.
- Combat Magic - A fighting type magic. They can create explosive blasts, and push and pull with magic. Its all attack based.
Natural : Aptitude for manipulation of natural elements.
- Herbalism - This discipline involves the magical study of botany and its medical uses.
- Weather Manipulation - They can create and shape the meteorological patterns, such as creating rain, invoking changes in the wind, or even calling upon thunderstorms.
- Periodicism - Extremely hard to master. This is the ability to create anything as long as its on the periodic table of element. You can also mix and match these elements to make other things. It requires a complete knowledge of chemistry and the different natural elements. Before sorcerers were kicked out of Elphyne they once could use magical elements not known to humans, but with their powers bound they can only create what naturally occurs in the human realm.
Illusion: Magical ability to create and manipulate vivid illusions.
- Mirror Magic - The manipulation of mirror images, and ability to use mirrors as a portal or means of spying. They are also able to trap living thing inside mirrors. Mirror world is a timeless place, and not for the faint of heart to enter.
- Cloaking - This involves taking elements of your environment (grass, leaves, stones) and glamoring them to mask your image. It works best from a distance...
- Projections - An illusion executed around an area to make it look like another place.
- Sensory Manipulation - The five senses can be manipulated via illusions, and magical suggestion.
Psychic: Magical abilities concerning psychic energies.
- Telepathy - Telepathy is the magical ability to navigate through the many layers of a mind to discern thoughts and emotions. It's possible to use this ability to communicate as well, but rare used for that.
- Mind Control - Controlling the behavior of animals and creature of lesser intelligence through mental command. Mind control can be limited by psychic wards, charms, and other shielding magic.
- Memory Magic - A specific strain of psychic magic that deals with accessing memories and manipulating them. They are also capable of detecting traces of memory alterations, probing the mind of others to discern between genuine and false memories, as well as remove them. They can also revert memory-wiping spells.
- Dream Manipulation - The ability to enter and change the dreams of others and communicate with them.
- Phosphoromancy - The art of manipulating light. It's said to be a very clean and technical magic. This form of magic can be used to refract light to render an area invisible, redirect and focus it to burn objects and to freeze single photons in mid-air. They can also create rainbows for funzies.
- Mending - An innate skill to repair objects.
- Temperature Manipulation - Fire and ice related magical proficiency.
- Flight - The ability to levitate, hover, and fly unsupported while having full control over trajectory and velocity.
- Portal Creation - A highly technical magic, this focuses on creating doorways in space-time between locations as a form of transportation. Its execution can be botched, leaving travelers with a chilling aftereffect when the doorway is incorrectly constructed.
- Combat Magic - A fighting type magic. They can create explosive blasts, and push and pull with magic. Its all attack based.
Natural : Aptitude for manipulation of natural elements.
- Herbalism - This discipline involves the magical study of botany and its medical uses.
- Weather Manipulation - They can create and shape the meteorological patterns, such as creating rain, invoking changes in the wind, or even calling upon thunderstorms.
- Periodicism - Extremely hard to master. This is the ability to create anything as long as its on the periodic table of element. You can also mix and match these elements to make other things. It requires a complete knowledge of chemistry and the different natural elements. Before sorcerers were kicked out of Elphyne they once could use magical elements not known to humans, but with their powers bound they can only create what naturally occurs in the human realm.
Illusion: Magical ability to create and manipulate vivid illusions.
- Mirror Magic - The manipulation of mirror images, and ability to use mirrors as a portal or means of spying. They are also able to trap living thing inside mirrors. Mirror world is a timeless place, and not for the faint of heart to enter.
- Cloaking - This involves taking elements of your environment (grass, leaves, stones) and glamoring them to mask your image. It works best from a distance...
- Projections - An illusion executed around an area to make it look like another place.
- Sensory Manipulation - The five senses can be manipulated via illusions, and magical suggestion.
Psychic: Magical abilities concerning psychic energies.
- Telepathy - Telepathy is the magical ability to navigate through the many layers of a mind to discern thoughts and emotions. It's possible to use this ability to communicate as well, but rare used for that.
- Mind Control - Controlling the behavior of animals and creature of lesser intelligence through mental command. Mind control can be limited by psychic wards, charms, and other shielding magic.
- Memory Magic - A specific strain of psychic magic that deals with accessing memories and manipulating them. They are also capable of detecting traces of memory alterations, probing the mind of others to discern between genuine and false memories, as well as remove them. They can also revert memory-wiping spells.
- Dream Manipulation - The ability to enter and change the dreams of others and communicate with them.
They look like humans, except for their hair which is made of snakes. Normally they keep their snake hair wrapped up in scarfs, and fancy fabrics. They have a split tongue.
Looking into the eyes of the hair snakes causes the looker to turn into stone. They can morph the bottom half of the body into that of a snakes.
They are carnivores, and their jaw is like that of a snakes. They can swallow a watermelon whole if they wanted.
Gorgons are very vain and prideful race, they dislike anyone more attractive than them, and are the mean girls of the supernatural world.
There are no male Gorgons, only female. A gorgon can only give birth twice in their lifetime. Gorgons always breed gorgons. Births are typically of multiples (i.e. twins, triplets, etc). If gorgon is killed while pregnant this results in the birth of a Pegasus.
They live to be about 300 years old.
Looking into the eyes of the hair snakes causes the looker to turn into stone. They can morph the bottom half of the body into that of a snakes.
They are carnivores, and their jaw is like that of a snakes. They can swallow a watermelon whole if they wanted.
Gorgons are very vain and prideful race, they dislike anyone more attractive than them, and are the mean girls of the supernatural world.
There are no male Gorgons, only female. A gorgon can only give birth twice in their lifetime. Gorgons always breed gorgons. Births are typically of multiples (i.e. twins, triplets, etc). If gorgon is killed while pregnant this results in the birth of a Pegasus.
They live to be about 300 years old.
Avians are bird shifting fae. They also have been called Tengu, or Harpies. Their are many different species of Avians. But they are all birds of prey. The most common are ravens, falcons, crows, and hawks. Of the different animal shifter fae, Avians are the most like their animal counterparts, and have a difficult time understanding and behaving like humans.
They have eidetic memory, which gives them the ability to memorize almost anything they read. Though most don't know how to read, as they prefer living as birds. They enjoy keeping secrets, and horde shinny things.
Other abilities include flight of course. They also possess deadly talons and claws. Avians are stronger than a human, able to throw a grown man across a clearing and lift two grown men into the air, albeit with difficulty. They can heal quickly as long as their body is not burned. They are capable of quickly recovering from injuries, and can grow back lost limbs. With their large wings they can create gust of wind that can knock people off their feet.
They live to be about 100 years old. Most are carnivores.
They have eidetic memory, which gives them the ability to memorize almost anything they read. Though most don't know how to read, as they prefer living as birds. They enjoy keeping secrets, and horde shinny things.
Other abilities include flight of course. They also possess deadly talons and claws. Avians are stronger than a human, able to throw a grown man across a clearing and lift two grown men into the air, albeit with difficulty. They can heal quickly as long as their body is not burned. They are capable of quickly recovering from injuries, and can grow back lost limbs. With their large wings they can create gust of wind that can knock people off their feet.
They live to be about 100 years old. Most are carnivores.
Banshees are corps like pale and ghostly looking, with red rimmed eyes and dark under eye circles. They appear to be sickeningly thin, but are perfectly healthy. They can sense death and are the unwilling messengers of prophecies and omens involving death. They begin to wail if someone is about to die. Though they don't scream for just anyone, typically only for friends and loved ones. Or if they are from one of the ancient banshee bloodlines they are magically bound to wail when someone from their connected bloodlines will die.
The Banshee wail is a reflex they cannot control. Who the banshee wailed for rests in their subconscious mind and to reveal the name they must willingly enter into a trance. It's not pleasant. During this trance phase, the banshee's eyes turn completely white and their voice turns raspy. They reveal the name of the person who will die and at what time. After exiting the trance they typically vomit.
They can fly to some degree. Floating and gliding like a ghost, but no more then three feet off the ground, or faster then someone gliding on skates.
Their scream is their power and can be used as an offensive weapon. The scream is a strong sound wave capable of throwing people and objects short distances. In some cases a Banshee can shatter a human skull with their voice. But bursting peoples ear drums, and braking glass is the go to defense, as causing death of others is taboo for the Banshee kind.
Some Banshee bloodlines are connected to a particular ancient witch, fae, or castor family. In this case they only scream for those connected to these bloodline who will soon die.
The Banshee wail is a reflex they cannot control. Who the banshee wailed for rests in their subconscious mind and to reveal the name they must willingly enter into a trance. It's not pleasant. During this trance phase, the banshee's eyes turn completely white and their voice turns raspy. They reveal the name of the person who will die and at what time. After exiting the trance they typically vomit.
They can fly to some degree. Floating and gliding like a ghost, but no more then three feet off the ground, or faster then someone gliding on skates.
Their scream is their power and can be used as an offensive weapon. The scream is a strong sound wave capable of throwing people and objects short distances. In some cases a Banshee can shatter a human skull with their voice. But bursting peoples ear drums, and braking glass is the go to defense, as causing death of others is taboo for the Banshee kind.
Some Banshee bloodlines are connected to a particular ancient witch, fae, or castor family. In this case they only scream for those connected to these bloodline who will soon die.
Also known as Leprechauns. They can live to be about 150 years old.
A Weevil Has gold-dusted skin, and bird like eyes. But they can us glamours to appear human.
They are a kind of trickster fae, and love to make deals; they twist the deals to their advantage (Think Rumpelstiltskin).
They also feed off a human's luck, thus causing the victim to become unlucky. This feeding is not a necessary thing, as they can sustain themselves on regular food, but is done for fun, and accumulating luck to use for themselves. They also can bestow individuals with luck.
They are extremely cunning, greedy, and enjoy partaking in mischief. They horde gold, gems, and other valuables, but what they really like most of all is rare magic items. Crossing them is a thing to avoid as they have refined a grudge to a fine art.
Weevil's are bound via an old witches spell. This spell works to summon and trap a Weevil. They cannot get free from the spelltrap until the person who summoned them is granted three wishes. However, Weevils are cunning tricksters, they often twist the wishes around so they turn out poorly. It is a very rare spell though, and not many people can get their hands on it, as many Weevil's have done what they can to find the written versions of the spell and destroy them.
A Weevil Has gold-dusted skin, and bird like eyes. But they can us glamours to appear human.
They are a kind of trickster fae, and love to make deals; they twist the deals to their advantage (Think Rumpelstiltskin).
They also feed off a human's luck, thus causing the victim to become unlucky. This feeding is not a necessary thing, as they can sustain themselves on regular food, but is done for fun, and accumulating luck to use for themselves. They also can bestow individuals with luck.
They are extremely cunning, greedy, and enjoy partaking in mischief. They horde gold, gems, and other valuables, but what they really like most of all is rare magic items. Crossing them is a thing to avoid as they have refined a grudge to a fine art.
Weevil's are bound via an old witches spell. This spell works to summon and trap a Weevil. They cannot get free from the spelltrap until the person who summoned them is granted three wishes. However, Weevils are cunning tricksters, they often twist the wishes around so they turn out poorly. It is a very rare spell though, and not many people can get their hands on it, as many Weevil's have done what they can to find the written versions of the spell and destroy them.
AKA Cervi or Cree
They have the same lifespan as a human.
Cervi look like any other human, but have unique birthmark on their bodies or faces. Typically they appear more prominent as the person gets older. Many of these marks come as pretty symmetrical patterns.
Cervian people have a physical manifestation of their soul, called a Daemon. A Cervian and their Daemon are one being, the death of one results in that of the other. It is physically and emotionally painful for them to separate too far from each other. Death usually follows such separation due to the severe trauma.
During the childhood of a Cervian, their Daemon can shapeshift into any kind of animal. These childhood changes are due to emotion, need for a protection, or simply the Daemon's whim. When a Cervian reaches puberty, their Daemon settles into a permanent animal form. This form represented the personality of the Cervian.
Touching someones Daemon is taboo.
Daemon are invisible to mortals.
Cervian people have the abilities of night vision, and Pain Immunity.
They have the same lifespan as a human.
Cervi look like any other human, but have unique birthmark on their bodies or faces. Typically they appear more prominent as the person gets older. Many of these marks come as pretty symmetrical patterns.
Cervian people have a physical manifestation of their soul, called a Daemon. A Cervian and their Daemon are one being, the death of one results in that of the other. It is physically and emotionally painful for them to separate too far from each other. Death usually follows such separation due to the severe trauma.
During the childhood of a Cervian, their Daemon can shapeshift into any kind of animal. These childhood changes are due to emotion, need for a protection, or simply the Daemon's whim. When a Cervian reaches puberty, their Daemon settles into a permanent animal form. This form represented the personality of the Cervian.
Touching someones Daemon is taboo.
Daemon are invisible to mortals.
Cervian people have the abilities of night vision, and Pain Immunity.
They reside in unknown places in the deep ocean. They live in beautiful underwater cities. They have been seen by humans before.
They Have a Human head, arms, and torso, but the tail of a fish. Enchantingly beautiful, there skin looks silver underwater and sometimes has hues of blue and grays to them. Their eyes come in every color imaginable, but the most common is blue, grey, green, brown, black, or violet. Their hair comes in red, white, silver, blonde, browns, and blacks.
Their lifespan is the same as a human.
They swim fast, breath underwater, Can communicate with aquatic creatures, their bodies can endure extreme cold and water pressure, they have enchanting beautiful voices that can, if they want, bewitch, and enchant the mind of humans, normally the opposite sex. Ultimately leading the person to drown.
Merrow tears turn into priceless gemstone called Orpyru, as Merpeople live underwater, these tear-gems only occur when they are outside the water when crying.
- Orpyru - Is the rarest gem in the world. It is a color-changing gemstone: its hue shifts from clear to different colors depending on the light it's exposed to, and the temperature.
Merpeople can also weave an extremely valuable material called Gloss, it translucent and beautiful, normally used for wedding veils, gowns, and can be burned in fire to make it hotter and the flames become white.
Their blood is silver and is said to taste similar to coconut oil. Merblood is known to cure all poison,
Their typical age of death is unknown to everyone outside their race. It ranges between 90-110 years old.
They stay hidden from humans and supernaturals as over centuries they have been hunted/captured for their blood, and abilities to create gloss and Orpyru.
They can leave water, and walk on land with legs if they stay dry. Only salt water can change them back into their mermaid form.
Most Merrow never leave the ocean, and their knowledge of the human, and land world is very basic.
They Have a Human head, arms, and torso, but the tail of a fish. Enchantingly beautiful, there skin looks silver underwater and sometimes has hues of blue and grays to them. Their eyes come in every color imaginable, but the most common is blue, grey, green, brown, black, or violet. Their hair comes in red, white, silver, blonde, browns, and blacks.
Their lifespan is the same as a human.
They swim fast, breath underwater, Can communicate with aquatic creatures, their bodies can endure extreme cold and water pressure, they have enchanting beautiful voices that can, if they want, bewitch, and enchant the mind of humans, normally the opposite sex. Ultimately leading the person to drown.
Merrow tears turn into priceless gemstone called Orpyru, as Merpeople live underwater, these tear-gems only occur when they are outside the water when crying.
- Orpyru - Is the rarest gem in the world. It is a color-changing gemstone: its hue shifts from clear to different colors depending on the light it's exposed to, and the temperature.
Merpeople can also weave an extremely valuable material called Gloss, it translucent and beautiful, normally used for wedding veils, gowns, and can be burned in fire to make it hotter and the flames become white.
Their blood is silver and is said to taste similar to coconut oil. Merblood is known to cure all poison,
Their typical age of death is unknown to everyone outside their race. It ranges between 90-110 years old.
They stay hidden from humans and supernaturals as over centuries they have been hunted/captured for their blood, and abilities to create gloss and Orpyru.
They can leave water, and walk on land with legs if they stay dry. Only salt water can change them back into their mermaid form.
Most Merrow never leave the ocean, and their knowledge of the human, and land world is very basic.
Demi or demi-gods are people born from one human parent and one parent that is a god. These gods can vary depending on their mythology origin. Norse, Egyptian, Greek, Roman, are just a few to choose from.
Since one parent must be a human, these demi-gods cannot be born from another type of supernatural race. Their non-god parent must be human, though they could be a Maagia.
It is strictly forbidden for the child to see their parent who is a god. They must live with their human parent, or be given to someone else on earth. If the parent that is a god is a female, upon birth, she must give the child up to the human parent or to someone on earth who will raise the child.
Powers, weaknesses, strengths, and other qualities vary depending on the god the Demi originates from. Any powers the Demi has will come directly from the parent that is a god, and should be relevant to those god domain/powers.
Demi-gods are all mortal. And their lifespan is the same as a human. And because demi-gods are mortal, they can basically die the way a human could.
Since one parent must be a human, these demi-gods cannot be born from another type of supernatural race. Their non-god parent must be human, though they could be a Maagia.
It is strictly forbidden for the child to see their parent who is a god. They must live with their human parent, or be given to someone else on earth. If the parent that is a god is a female, upon birth, she must give the child up to the human parent or to someone on earth who will raise the child.
Powers, weaknesses, strengths, and other qualities vary depending on the god the Demi originates from. Any powers the Demi has will come directly from the parent that is a god, and should be relevant to those god domain/powers.
Demi-gods are all mortal. And their lifespan is the same as a human. And because demi-gods are mortal, they can basically die the way a human could.
Other than the following, Dragons are Human in appearance.
Eyes - Come in all colors of the rainbow. Many have vertical slit pupils, or no pupils at all. Heterochromia is not very rare to see in the Dragon race.
Skin - Under moonlight Dragon people have a slight glow to their skin. On nights of the new moon (no Moon in sky) Dragoth skin glows silvery, and a pattern of scales appears, until the sun breaks the horizon.
They can shift themselves into their dragon form. Which is a Humanoid appearance, with sharp teeth, horns, claws, scales on limbs and back. In this form they have bat like dragon wing that can be used to fly. Only in Dragon form can they breathe fire and fly. -- Not like the dragons you see in picture books.
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Blood - Dragon Blood is blue in color and is also the most deadly poison in the world.
Dragons are not affected by any poisons.
They are semi-immortal. They have a typical life span of around 90 years. When they die, they are regenerated or reborn again. There dead body slowly turns to ash over a period of five days, and then among the ashes they regenerate into a newborn baby. This is not reincarnation, they are still the same exact person, but they regress back into a newborn. Around the age of five they start regaining memory of their past. Dragons have ten lives, and after the tenth they die for good and are not reborn again. They are only able to have children during their tenth life cycle. It is also during their tenth life cycle when they can fully change into a complete dragon.
They are cold blooded in the same way as reptiles.
They are known for being fast, agile, very flexible, with quick reflexes and can Camouflage like a Chameleon. They are flexible as in Elasticity to the max, meaning they can stretch, deform, expand, or contract their body into any form imaginable (like a rubber-band).
Eyes - Come in all colors of the rainbow. Many have vertical slit pupils, or no pupils at all. Heterochromia is not very rare to see in the Dragon race.
Skin - Under moonlight Dragon people have a slight glow to their skin. On nights of the new moon (no Moon in sky) Dragoth skin glows silvery, and a pattern of scales appears, until the sun breaks the horizon.
They can shift themselves into their dragon form. Which is a Humanoid appearance, with sharp teeth, horns, claws, scales on limbs and back. In this form they have bat like dragon wing that can be used to fly. Only in Dragon form can they breathe fire and fly. -- Not like the dragons you see in picture books.
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Blood - Dragon Blood is blue in color and is also the most deadly poison in the world.
Dragons are not affected by any poisons.
They are semi-immortal. They have a typical life span of around 90 years. When they die, they are regenerated or reborn again. There dead body slowly turns to ash over a period of five days, and then among the ashes they regenerate into a newborn baby. This is not reincarnation, they are still the same exact person, but they regress back into a newborn. Around the age of five they start regaining memory of their past. Dragons have ten lives, and after the tenth they die for good and are not reborn again. They are only able to have children during their tenth life cycle. It is also during their tenth life cycle when they can fully change into a complete dragon.
They are cold blooded in the same way as reptiles.
They are known for being fast, agile, very flexible, with quick reflexes and can Camouflage like a Chameleon. They are flexible as in Elasticity to the max, meaning they can stretch, deform, expand, or contract their body into any form imaginable (like a rubber-band).
AKA Genies, Dust Devils, Jinns, or Wishmasters
Djinn are like human beings; they are both free-willed and can also be good, evil, or neutral.
They are extremely magical beings able to grant wishes.
Guardian Djinn's are like priestess/priest, and they are guardians of the fountain of youth, the well of wonders, and magic mirrors. (Messing with guardian Djinn is a very bad idea; they will curse you to become a Sealed Djinn)
They typically take things very literally.
There are only 6 unbreakable djinn laws/rules. Breaking these rules causes a Djinn to become Sealed.
1. You Cannot kill another Djinn
2. You cannot grant more than three official wishes a person.
3. You cannot make people fall in love, or take away their free will.
4. You cannot grant a wish of raising the dead.
5. You cannot use your wish granting magic for yourself (this one has quite a bit of loop holes)
6. You cannot grant a wish to make someone die.
Djinn's should never ever drink Alcohol. It causes their magic to go wacky. They become rather wild, as their personally becomes unmanageable, and chaotic. There emotions are intensified a 100% and self-control flies out the window. Crazy, until the alcohol wears off. A manic Djinn is not something you want to witness. Pompeii was caused by a drunk Djinn, and so was the Helike Tsunami and Earthquake.
Djinn's can bare children with any humanoid species/creature. You can only be born a Djinn if your mother is one. So if a Djinn woman and a witch man have a child, that child would be a Djinn, the same species as the mother. If a Djinn man and a Fairy woman have a child, the child would be a fairy.
Djinn's are extremely knowledgeable about all the different magics in the world.
They are made of smoke, but typically like to stay in their solid human looking form.
Djinn's age slower them humans. Five years in a human lifespan is equal to one Djinn year. Djinns are mortal. There first five years of life are accelerated as the grow up just as fast as a human, but once they reach five years old there aging slows. So an eleven year old Djinn is the equivalent of a seven year old human. A thirty-five year old Djinn is a equivalent to a twelve year old human. ---PM me if you need help with the ageing.
POWERS - They can fly/float, turn invisible, grant wishes, teleport, change their size, control smoke, eidetic memory, shape shift, and can speak/read/write all languages.
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Bound, Unbound, Free, Cursed, and Sealed
Bound - Djinn's become bound to a receptacle (usually a genie lamp/bottle), when a Dijinn's powers fully manifest, between the ages of 20-35 years old. The receptacle becomes a personal portal between all other realms. Though the receptacle can only reside in the human realm, so they are hidden/kept in a different parts of our world.
Free - A free Djinn is one that has yet to become bound and gain their full power. These are the young Djinn.
Sealed - Guardian Djinn's can curse any humanoid species to become a sealed Djinn. For regular Bound Djinn If their receptacle is found and rubbed by a human, the receptacle becomes a prison of sorts to the Djinn, which they cannot leave without the certain events happening (rubbing the lamp, command from their master, etc). They are sealed, the portal ability does not work any longer, and the Dijinn becomes a servant/slave to the person who obtains the receptacle. The Dijinn stops ageing, and gains semi-immortality when sealed. They grant there master three wishes and they are stuck in the receptacle until another new master comes along, and this goes on and on for centuries. If a Djinn brakes one of the Djinn laws, they automatically become sealed. There are only three ways out of being sealed.
1 - The master wishes you free - Doing this turns the Djinn back to bound.
2 - The Master wishes to be a Genie - The master takes the place of the Djinn. The Djinn becomes Unbound. The Master becomes a sealed Djinn.
3 - The receptacle is destroyed. - To destroy a receptacle is almost impossible. The Djinn becomes Unbound.
Cursed - Are not originally of the Djinn species. They have been cursed by Guardian Djinn. Turning them into a Sealed Djinn. If one of the three ways out of being sealed happens they return to whatever they once were (Human, werewolf, Fae, witch, etc.) and are transported back to wherever they came from.
Unbound - Djinn's that have become unbound from their receptacle loose a great amount of their power, and become mortal again.
Djinn are like human beings; they are both free-willed and can also be good, evil, or neutral.
They are extremely magical beings able to grant wishes.
Guardian Djinn's are like priestess/priest, and they are guardians of the fountain of youth, the well of wonders, and magic mirrors. (Messing with guardian Djinn is a very bad idea; they will curse you to become a Sealed Djinn)
They typically take things very literally.
There are only 6 unbreakable djinn laws/rules. Breaking these rules causes a Djinn to become Sealed.
1. You Cannot kill another Djinn
2. You cannot grant more than three official wishes a person.
3. You cannot make people fall in love, or take away their free will.
4. You cannot grant a wish of raising the dead.
5. You cannot use your wish granting magic for yourself (this one has quite a bit of loop holes)
6. You cannot grant a wish to make someone die.
Djinn's should never ever drink Alcohol. It causes their magic to go wacky. They become rather wild, as their personally becomes unmanageable, and chaotic. There emotions are intensified a 100% and self-control flies out the window. Crazy, until the alcohol wears off. A manic Djinn is not something you want to witness. Pompeii was caused by a drunk Djinn, and so was the Helike Tsunami and Earthquake.
Djinn's can bare children with any humanoid species/creature. You can only be born a Djinn if your mother is one. So if a Djinn woman and a witch man have a child, that child would be a Djinn, the same species as the mother. If a Djinn man and a Fairy woman have a child, the child would be a fairy.
Djinn's are extremely knowledgeable about all the different magics in the world.
They are made of smoke, but typically like to stay in their solid human looking form.
Djinn's age slower them humans. Five years in a human lifespan is equal to one Djinn year. Djinns are mortal. There first five years of life are accelerated as the grow up just as fast as a human, but once they reach five years old there aging slows. So an eleven year old Djinn is the equivalent of a seven year old human. A thirty-five year old Djinn is a equivalent to a twelve year old human. ---PM me if you need help with the ageing.
POWERS - They can fly/float, turn invisible, grant wishes, teleport, change their size, control smoke, eidetic memory, shape shift, and can speak/read/write all languages.
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Bound, Unbound, Free, Cursed, and Sealed
Bound - Djinn's become bound to a receptacle (usually a genie lamp/bottle), when a Dijinn's powers fully manifest, between the ages of 20-35 years old. The receptacle becomes a personal portal between all other realms. Though the receptacle can only reside in the human realm, so they are hidden/kept in a different parts of our world.
Free - A free Djinn is one that has yet to become bound and gain their full power. These are the young Djinn.
Sealed - Guardian Djinn's can curse any humanoid species to become a sealed Djinn. For regular Bound Djinn If their receptacle is found and rubbed by a human, the receptacle becomes a prison of sorts to the Djinn, which they cannot leave without the certain events happening (rubbing the lamp, command from their master, etc). They are sealed, the portal ability does not work any longer, and the Dijinn becomes a servant/slave to the person who obtains the receptacle. The Dijinn stops ageing, and gains semi-immortality when sealed. They grant there master three wishes and they are stuck in the receptacle until another new master comes along, and this goes on and on for centuries. If a Djinn brakes one of the Djinn laws, they automatically become sealed. There are only three ways out of being sealed.
1 - The master wishes you free - Doing this turns the Djinn back to bound.
2 - The Master wishes to be a Genie - The master takes the place of the Djinn. The Djinn becomes Unbound. The Master becomes a sealed Djinn.
3 - The receptacle is destroyed. - To destroy a receptacle is almost impossible. The Djinn becomes Unbound.
Cursed - Are not originally of the Djinn species. They have been cursed by Guardian Djinn. Turning them into a Sealed Djinn. If one of the three ways out of being sealed happens they return to whatever they once were (Human, werewolf, Fae, witch, etc.) and are transported back to wherever they came from.
Unbound - Djinn's that have become unbound from their receptacle loose a great amount of their power, and become mortal again.
(THIS IS A WORK IN PROGRESS)
Alchemy - This is a branch of magic and an ancient science concerned with the study of the composition, structure and magical properties of the four basic elements, as well as the transmutation of substances; it is thus intimately connected with Potion-making, chemistry and transformation magic. Any race with magical ability can practice alchemy.
Necromancy - This is a type of black magic, and considered taboo, if not usually illegal. The magical practice revolve around manipulating the dead for evil and selfish purposes. Users can also use communicate with the deceased, either by summoning their spirit as an apparition or raising them bodily. Many practitioners find a way to cheat death one way or another, whether by becoming some form of undead creature or by bypassing their own ability to die. Cheating death is more of a curse then anything. They can control and create Revenant, zombies, and ghouls.
Shaman - This is a form of Ancestral Magic, thus it only works for those native to the land and close to their ancestors remains. Practitioners of Ancestral Magic are completely subjected to the rule and wrath of their ancestors, despite the great power to which they have access. Disobedience, betrayal, or failure to comply with the Ancestors' orders usually results in the user being injured or sentenced to death. Shamanic powers may be inherited, but they can also be learned by anyone with magical ability. Shamanic training varies in length, but generally takes years to master. Ritualistic music, dancing, and chanted songs are a big part of Shamanism.
Warlock - They are magic users who have traded their soul for more power, and abilities. It depends on what/who the demonic contract is made with, but in most cases to become a Warlock it requires summoning a high level demon, or trapping a god. Some Warlocks were once Witches or Maagia who summoned an evil spirit or demon that they couldn't control and consequently became possessed. Though most Warlocks were magic users who willingly submitted to the control of demon in order to gain greater magical power, thus becoming a Warlock. Cannibalism and human sacrifice tend to be a part of this type of magic, but not always. Warlocks eyes turn completely black when using magic. Most Warlocks are power hungry, but their have been a few cases where someone choose to become a Warlock to gain the power to help or save others.
Alchemy - This is a branch of magic and an ancient science concerned with the study of the composition, structure and magical properties of the four basic elements, as well as the transmutation of substances; it is thus intimately connected with Potion-making, chemistry and transformation magic. Any race with magical ability can practice alchemy.
Necromancy - This is a type of black magic, and considered taboo, if not usually illegal. The magical practice revolve around manipulating the dead for evil and selfish purposes. Users can also use communicate with the deceased, either by summoning their spirit as an apparition or raising them bodily. Many practitioners find a way to cheat death one way or another, whether by becoming some form of undead creature or by bypassing their own ability to die. Cheating death is more of a curse then anything. They can control and create Revenant, zombies, and ghouls.
Shaman - This is a form of Ancestral Magic, thus it only works for those native to the land and close to their ancestors remains. Practitioners of Ancestral Magic are completely subjected to the rule and wrath of their ancestors, despite the great power to which they have access. Disobedience, betrayal, or failure to comply with the Ancestors' orders usually results in the user being injured or sentenced to death. Shamanic powers may be inherited, but they can also be learned by anyone with magical ability. Shamanic training varies in length, but generally takes years to master. Ritualistic music, dancing, and chanted songs are a big part of Shamanism.
Warlock - They are magic users who have traded their soul for more power, and abilities. It depends on what/who the demonic contract is made with, but in most cases to become a Warlock it requires summoning a high level demon, or trapping a god. Some Warlocks were once Witches or Maagia who summoned an evil spirit or demon that they couldn't control and consequently became possessed. Though most Warlocks were magic users who willingly submitted to the control of demon in order to gain greater magical power, thus becoming a Warlock. Cannibalism and human sacrifice tend to be a part of this type of magic, but not always. Warlocks eyes turn completely black when using magic. Most Warlocks are power hungry, but their have been a few cases where someone choose to become a Warlock to gain the power to help or save others.
They are an ancient organization of protectors, of the supernatural world. Called guardians, they are similar the police/CIA of the Supernatural world. I use the term police loosely.
In order to be a guardian one must pass a test, that is held every three years, in Rome. Training for the test includes classes in fighting techniques, strength training, tracking, weapons usage, Supernatural law, and history.
The test is grueling and some even lose their lives, but if you pass you are a guardian for life. And take the oath to protect the supernaturals, keep the peace, and keep the humans from finding out about the supernaturals. Killing hunters is a bonus.
Once you pass and become are guardian you are given a magic tattoo on the back of your neck that indicates you are a true guardian. This tattoo is called a 'Tiljaw Mark' and is a magic sigil. It grants a Guardian the ability to communicate telepathically with other guardian, when they choose. It also enhances stamina, strength, and adds the ability of Danger Intuition to the marked person. The Tiljaw mark only works when the guardian tattoos it onto the wearer in the ancient black magic ink, which is protected by the elder Guardians in Rome.
Training is typically done at one of the five Guardian institutes located in Rome Italy, London England, Timișoara Romania, Mosfellsbær Iceland, and Sydney Australia.
Gringore is the only place outside the guardian institutes that you can take official classes in preparation for the test.
--- Need more info on this just PM your questions.
In order to be a guardian one must pass a test, that is held every three years, in Rome. Training for the test includes classes in fighting techniques, strength training, tracking, weapons usage, Supernatural law, and history.
The test is grueling and some even lose their lives, but if you pass you are a guardian for life. And take the oath to protect the supernaturals, keep the peace, and keep the humans from finding out about the supernaturals. Killing hunters is a bonus.
Once you pass and become are guardian you are given a magic tattoo on the back of your neck that indicates you are a true guardian. This tattoo is called a 'Tiljaw Mark' and is a magic sigil. It grants a Guardian the ability to communicate telepathically with other guardian, when they choose. It also enhances stamina, strength, and adds the ability of Danger Intuition to the marked person. The Tiljaw mark only works when the guardian tattoos it onto the wearer in the ancient black magic ink, which is protected by the elder Guardians in Rome.
Training is typically done at one of the five Guardian institutes located in Rome Italy, London England, Timișoara Romania, Mosfellsbær Iceland, and Sydney Australia.
Gringore is the only place outside the guardian institutes that you can take official classes in preparation for the test.
--- Need more info on this just PM your questions.
Appearance: (Real pictures only, or a very detailed description. NO anime/drawings/art.)
Full Name:
Nicknames/Alias/AKA:
Age:
Gender:
DOB: (date of birth, or just birth year)
Occupation:
Race: (for witches include specialization here. Same goes for Maagia's ability, they only have one.)
Hair Color:
Eye Color:
Height and Build:
Other Appearance: (What their other/true form looks like. Scars, tattoos, etc. Quirks and habits. Sound of their voice. anything. if nothing just delete this part)
History/bio: (I consider this part of the CS a writing sample just FYI.)
Family/Relationships:
Other/Extra: (anything I missed to put in, anything you wish to add)
Full Name:
Nicknames/Alias/AKA:
Age:
Gender:
DOB: (date of birth, or just birth year)
Occupation:
Race: (for witches include specialization here. Same goes for Maagia's ability, they only have one.)
Hair Color:
Eye Color:
Height and Build:
Other Appearance: (What their other/true form looks like. Scars, tattoos, etc. Quirks and habits. Sound of their voice. anything. if nothing just delete this part)
History/bio: (I consider this part of the CS a writing sample just FYI.)
Family/Relationships:
Other/Extra: (anything I missed to put in, anything you wish to add)
1. No god-modding etc.
2. If there is a problem, or you have questions just PM me. I like to help!
3. Follow the site rules.
4. Make sure to read every post that is bold made by the GM, as these are IC updates/news/happenings in town. The Zeroth post with be periodically updated with this information.
5. Quality vs quantity.
6. No double posting please. If you have more than one character, use colors.
7. If you need to take a break/hiatus please inform me in ether a PM or in the OOC. Your character will saved and if you wish can be NPC while you’re away.
8. If you do not post in the IC for over 7 days your character will become an NPC, you have 7 more days after that to reclaim them, if you don't they become adoptable/NPC. Warnings will be sent via PM.
9. Wait to be accepted. When you are accepted post your CS in the Character tab
10. If you want to add or create your own race please PM me and we will work it into the RP.
11. You can play up to 2 characters. Have fun!
2. If there is a problem, or you have questions just PM me. I like to help!
3. Follow the site rules.
4. Make sure to read every post that is bold made by the GM, as these are IC updates/news/happenings in town. The Zeroth post with be periodically updated with this information.
5. Quality vs quantity.
6. No double posting please. If you have more than one character, use colors.
7. If you need to take a break/hiatus please inform me in ether a PM or in the OOC. Your character will saved and if you wish can be NPC while you’re away.
8. If you do not post in the IC for over 7 days your character will become an NPC, you have 7 more days after that to reclaim them, if you don't they become adoptable/NPC. Warnings will be sent via PM.
9. Wait to be accepted. When you are accepted post your CS in the Character tab
10. If you want to add or create your own race please PM me and we will work it into the RP.
11. You can play up to 2 characters. Have fun!
Adoptebles - are abandoned characters that are available for you to claim and play as your own.
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Wanted Ads - Are NPC characters other players want in game, such as friends/family/rivals of accepted characters.
If you would like to place an Ad please PM a basic CS to me.
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Wanted Ads - Are NPC characters other players want in game, such as friends/family/rivals of accepted characters.
If you would like to place an Ad please PM a basic CS to me.
See Alice Keller's CS by Emma. Then PM Emma if you’re interested or want more info.
Name: Paul Stuart
Age: 409
Gender: Male
Race: vampire
FYI: He is obsessed and fascinated with Alice Keller, even falling in love and hunting her down. He is a bit of a sociopath, and has major jealousy, and possessive issues. Not only is he attractive, but he’s also ridiculously charming when he wants to be.
Personality Inspiration - The men from 100% Perfect Girl manga. Klaus Mikaelson, Kilgrave, Damon Salvatore, Logan Echolls, Norman Bates, Eric Northman, Tate Langdon, JD from Heathers, David McCall, Kevin Khatchadourian, Chuck Bass, Peter Pan OUAT, and Spike from Buffy.
Related to:
-- Progeny/Obsession - Alice Keller - Vampire age 95
-- Half-Brother - George Stuart - deceased 1963 Vampire age 257 - Paul killed him
-- Mother - Gwendolyn _____ - Vampire age 873 - is an Elder Guardian for the judges’ counsel in Rome.
Face Claim Options: Carlos Peters, Justice Joslin, Luke Mitchell, Ryan Cooper, Bill Skarsgård, Ezra Miller, Torrance Coombs, Douglas Booth, Dave Franco, François Arnaud, Jake Abel, Sam Claflin, Chace Crawford, Max Irons, Ian Somerhalder, Freddie Stroma, Daniel Sharman, or Sebastian Stan.
Name: Paul Stuart
Age: 409
Gender: Male
Race: vampire
FYI: He is obsessed and fascinated with Alice Keller, even falling in love and hunting her down. He is a bit of a sociopath, and has major jealousy, and possessive issues. Not only is he attractive, but he’s also ridiculously charming when he wants to be.
Personality Inspiration - The men from 100% Perfect Girl manga. Klaus Mikaelson, Kilgrave, Damon Salvatore, Logan Echolls, Norman Bates, Eric Northman, Tate Langdon, JD from Heathers, David McCall, Kevin Khatchadourian, Chuck Bass, Peter Pan OUAT, and Spike from Buffy.
Related to:
-- Progeny/Obsession - Alice Keller - Vampire age 95
-- Half-Brother - George Stuart - deceased 1963 Vampire age 257 - Paul killed him
-- Mother - Gwendolyn _____ - Vampire age 873 - is an Elder Guardian for the judges’ counsel in Rome.
Face Claim Options: Carlos Peters, Justice Joslin, Luke Mitchell, Ryan Cooper, Bill Skarsgård, Ezra Miller, Torrance Coombs, Douglas Booth, Dave Franco, François Arnaud, Jake Abel, Sam Claflin, Chace Crawford, Max Irons, Ian Somerhalder, Freddie Stroma, Daniel Sharman, or Sebastian Stan.
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PLOT -- Centers on the supernaturals, and humans in the town of Erehwon/Nowhere, and the Gringore Academy for supernaturals. It is an open sandbox like game. I just provided the setting, and there will be little mini plots throughout, that one can choose to follow or not. The plot will be moved by the players, and their ideas!
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!!NOTICE!!
If any one needs help finding a pic, or altering one in photoshop just PM me. I be happy to help! :)