Gringore Academy has only been around for about 90 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 run like a university, though their are no degrees to be gained. Gringore Academy is the first school that is all inclusive to all the different types of supernaturals. Before Gingore became a school it was once a fully operational state hospital, but it was condemned and auctioned off about 100 years ago.
The old hospital was bought by Alfred Gringore, and he began work on creating a Academy. Due to protective barrier and spells only supernaturals and those with magic-sight can see what is really there. A beautiful building, with gardens, and fountains.
The interior of Gringore is enormous, with several corridors and hallways adorned with stone arches, and columns. Classically decorated, it is reminiscent of the art nouveau period. It does not look anything like a normal school, with its stained glass windows, marble staircases, hand carved mahogany doors, and grand crystal chandeliers.
The dormitory is located behind the school across the grand courtyard. It is a seperate building from the academy. The dorm rooms are more modern in appearance. The layout has a nice flow, and the walls are soundproof. The first floor houses the dinning hall and cafeteria in the west wing. The east wing has a large state of the art gym where combat, and guardian physical training classes are held. The Basement is where all the professor and staff offices are located.
It is not mandatory to live in the dorms. Many people live in the mundane town of Erehwon, in houses and apartments. The dorm is available to all supernatural though, even those who are not official students at the Academy.
This is the grand courtyard located between the academy building and the dormatory.
The place has only become more rundown looking over the decades, and mundane townsfolk tend to keep away, since everyone thinks it hunted, and cursed.
Gringore is covered by a powerful glamour, so humans only see the old abandoned state hospital, and surrounding spooky forest. In addition to the glamour to ward off humans, there is also an unbreakable protection spell cast over the building and surrounding grounds. The spell makes mundanes who wonder to close feel sick, and the closer they get the worse they feel. There is also a gate keeper named Rocko, who uses illusion of ghosts, and rabid dogs to scare off the more braver souls.
(WORK IN PROGRESS) These are just some of the clubs and activities offered at Gringore. Please feel free to create your own clubs.
Witch coven for like minded witches.
These are the Fraternities with houses on Gringore Campus. Only Demi-Gods can join these frats, and even then they can only join the house that is their godly parent's Pantheon. All Demi students and non-students can stay in their designated house and are considered automatic members whether they participate in the frats events or not. Children of a Demi-God who are Maagia can pledge, and are typically allowed into the frat. Also even though it is called a fraternity, both male and females can join. Many of the Houses don't even hold events, and really just a safe haven, and free place to live for the Demi students. Many of these houses are empty, or only have one occupant, as there aren't any Demi-Gods of that particular pantheon around.
Egyptian House Nordic House Greek House Celtic House Hindu House Aztec House Arabian House Incan House Chinese House Rigvedic House African House Buddhist House Slavic House Armenian House Germanic House Maya House Roman House Sumerian House Shinto House
This is an organization of students who are training and working towards becoming official Guardians. They work alongside the local Guardians, part-time as guardians-trainees. This includes participating and aiding in emergency services, providing security for Academy events, and shadowing other Guardians. It is similar to JROTC and other cadet programs. Joining the Gringore Auxiliaries is not mandatory or necessary to become a Guardian.
Known Current Members - Tony Kideyoshi - Kayley Sherwood - Penny Faye - Rickard Weber - President and Captain - Liam Templeton
Club for castors to meet, practice, and share their knowledge.
Basically Gardening club, but with magical plants, and Mundane plants used in potion making. They share the greenhouse with the Conservation Society.
This is a club for students who want to advocate, publicize, and work on both international and domestic projects that focus on, Magical wildlife protection, creature conservation, and protecting endangered Fae species such as Unicorns. They share the greenhouse with the Herbalist club.
Traveling together and learning about different realms and supernaturals towns and places.
This is the potion and brewing club.
This is the largest Shifter pack at Gringore. Most of them live together in the abandoned mansion in the forest. They like to throw parties. They also like to fight with other packs...Typically smaller packs devolve once Drake Fitzroy the Alpha kicks their Alpha's ass and makes them join his pack.
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.
More to be added as they are mentioned in the IC.
The Pizzeria is owned by the Accardi family. They are humans, but little do they know that they have the cursed Lycanthrope gene.
On the corner of First street, and Granite Ave, is everyone favorite pizza place. They don't deliver, but their pizza is good enough for a drive through Vermont's heavy winter weather. It's also the main hang out for the high school soccer team.
This is the local high school. It serves grade 9 through 12.
The school mascot is a Black Bear, townies call Bruno. The school colors are Black and Gold.
The high school soccer team is a town favorite, and everyone loves to go to the game.
The Ski team has gone to states three times in a row, the past few years now. Everyone is hoping for first place this winter.
Nice size apartments for a fair price. No pets allowed.
The owners are Martha and Jimmy Harrison. An older human couple, who pride themselves on friendliness, and clean rooms.
The interior has not been renovated since the late 60's, so be prepared for funky wall paper, and lots of shag carpet. Other then that the main color scheme of the rooms are orange and barf green.
The twenty room motel includes free wi-fi; continental breakfast; and a half-off coupon for a large popcorn at the Fantasia Theater across the street, when you stay for two nights or more.
This is the first building other then barns, and farmhouses that you see driving into town. Across the street from the diner is a two pump gas station. It's family place, and serves good old milkshakes, and juicy burgers. The older folks in town play bingo here on Saturday nights, and Sunday mornings church goers come for hot coffee and flapjacks. The Kids love the pinball machine, and the old Pac-Man arcade game in the back corner.
Lennon and Arlo aka the Chandler brothers inherited the shop a few years ago, and now run the place together with their wives Darla, and Jane. They have been slowly updating the place.
This is the only place a girl can buy a prom dress in town. Usually people make a trip to the city for a fancy frock, but Darling's has quite a few pretty things. The Owner is happy to special order anything for you, and makes all the jewelry she sells herself.
Located on the left side of main street, between Sugar Bakeshop, and Salon Verve.
Nadia Sherwood works here.
Located right in town square, next door to the town hall. The library has books on everything, and even a computer lab. It's only 5 cents per page if you want to use the printers, and there is a annual ghost story festival every fall, with a hunted barn and costume contest. There is also a cute children section, decorated in a Beatrix Potter theme, and children's story-time is every morning from 9:00 to 11:00.
The basement hold all of the town archives, and has a copy of every newspaper since 1773.
If you enter through the backdoor of the library, you enter the supernatural library. It has the second biggest supernatural book collection in north america. This is also where the official town portal door is located. The portal door opens to the different the realms depending on which key is used.
Located right in town square, next door to the library. It houses the town council, its associated departments, and their employees. This is also where the Mayors office is located.
The grand ball room on the first floor, is a place for receptions, banquets, balls and public entertainment. It also serves as the public space for voting, and is where the monthly town meeting takes place.
The local boy scout troupe meets here ever Saturday night. And the first Sunday of every month is the town potluck.
The park is very big and rather pretty. A huge grassy field is center stage, and it is perfect for picnics, and playing Frisbee. There is a nice wide walking path surrounding the whole park, and clean restrooms with drinking fountains and vending machines. There are two swing sets and a small playground for the kids near the back, with benches and tables nearby for the parents to relax while keeping watch, or grill up some hotdogs. To the right of the big grassy field is a gated tennis court, and two full size soccer fields. On the left is the parking lot, and entrance to the forest hiking path, that leads to a small creek.
There is only one screen in this small theater, so typically there is only two movies to pick from, the early showing, and the late showings. But the movie choices change every week. Since Erehwon is in the middle of nowhere, new movies typically don't get here till they are out on DVD. Mondays are the only break in the movie schedule as the theater has a public poll box, and the top three movies with the most votes plays on Monday.
At the Moment It and The King's Speech are the movies of the week.
:The Monday Movie Poll Choices: Matilda Fantastic Mr. Fox The Princess Bride Jaws Inception Winter Tale
The estate has been in the Terrence family since the town was founded in 1769. The Terrence family are witches, and have the largest coven in Erehwon. They do not live in the B&B house, but instead a few yards down the road.
This is the only B&B in town. It is the place to be during the holiday seasons, and quite a picturesque place to hold a wedding. Each of the nine available bedroom are decorated like a magazine photo.
There is also a large horse stable out back, that is used for boarding. During the summer months, they give free riding lessons kids with straight A report cards.
Some amenities include, Luxury chocolate truffles on your pillow. Free high speed internet. Fresh linen sheets, and soft towels. Gorgeous handpicked flowers in every room. Midnight chocolate chip cookies and milk in the kitchen. A three course breakfast, with in-house tea blends, and artisanal espressos. Dinner is always five stars, served with champagne, exquisite wines, and afterwords there is sorbet for dessert in the garden. Lastly there is horseback riding, and everyone leaves with a gift basket loaded with local goods, such a soap, maple syrup, honey, jams, cheeses, wine, tea, and fruits. Little do the guests know that the basket has a safe travels spell on it, ensuring they get home safe.
This is the town cemetery. Pretty and peaceful during the day. Creepy and hunted during the night. It is sorrounded by a decrotive fence, made from meteoric iron.
Oryana's is the local full-line grocery store. Along with regular groceries they have a variety of specialty cheeses, salads, and various deli meats, home-made soups and sandwiches. Its a family run and independently owned grocery store. The try to carry a little bit of everything, and if they don't have it, kindly ask and they will do what they can to locate what you are looking for. Every month and every year, they are always introducing more organic, natural, and local products, and are motivated to elevate the quality of the products and service.
Of the two book stores in town, this one is the place to go for brand new books. Ethel & Simone Snodgrass are the owners. They are twin sisters, and are both witches. The basement of this store is for supernaturals only, and houses a selection of books, and is the best place to get the required books for Gringore classes.
This book store is located at the end of main street.
This is the local elementary school. It serves grade K through 5.
The school mascot is a woodpecker, townies call Chip. The school colors are Red and White.
The school is relatively new, as it was built five years ago. Before that all the young kids in town had to take the school bus to the elementary school in the town over.
Thea Calazans is a Teacher here.
This is a beauty salon. Reasonably priced hair cuts, and a wonderful place to catch up on the local gossip.
Ashley Duffy is the owner, head stylist, and a human. Little does she know her husband is an Maagia who works as a professor at Gringore.
Located on the left side of main street, between Darling Boutique, and the post office.
This is the local pharmacy. And also the place to buy magical ingredients, potions, and more.
It has been owned by the Lowell family since 1870.
This is the local Tavern.
It is frequented by Gringore students, and is the one of the more trendy places for young adults in town.
It is newly owned and operated by the Ngo sisters, Anya and Amari. The old owners sold it to the sisters in the last year or so.
There is a karaoke night on Fridays.
If you are looking for a DB hook up this is the place to find it.
The one and only coffee shop in town. They also have a selection of tea, and cookies.
This is the fancy restaurant in town. The place you take someone for an anniversary dinner or expensive date. It's menu has a selection of Italian cuisine, and wines.
Best place to get your car fixed.
Bartholomew Whitlock is an auto mechanic here.
This is a non denominational christian church. A big portion of the town attends church on sundays, if not for the religion, then for the socialization.
This is an antique shop.
Alice Keller owns it, and lives upstairs.
This is a two room museum that has exhibits pertaining to the towns history, and founding families.
This is the local fire department.
NPC Carl Renard is the fire chief. James Alexander Reese is a firefighter here.
This is a pub frequented by the older crowd.
John Greely owns the place, and is usually found tending the bar.
This is a renovated barn, turned club. It's about ten miles outside of town, but also the closest thing to nightlife you can find near Erehwon.
The upstairs is the VIP section, and only supernaturals are allowed up their.
Alan Delamere owns the place.
Ivan Weston works Security, and Bartender here.
This is a small gym. They have boxing nights during the weekends.
This is a flower and gift shop.
This is a small steak and seafood restaurant.
This is the town newspaper and printing house. The second floor is where the local radio station 45.1 broadcasts.
This is a comedy club, but it also has live poetry nights, and live music.
It is your basic small town police department.
Terrence Archeletta is Chief of Detectives.
This is the one and only tattoo shop. The owners also dabble in supernatural ink, and tats.
Jadis Delamere works as tattooist here once in a while. She likes to work with magic Ink and mainly takes supernatural clients.
This place is only one step up from a motel. The bight blue painted building has about 40 rooms all decked out in cabin themes.
This is the local middle school. It serves grade 6 through 8.
The school mascot is a elk, townies call Elmer. The school colors are Blue and Green.
(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.
The Guardians are an ancient organization of protectors, for the supernatural world. Called Guardians, they are similar the police/CIA of the Supernatural world. Though I use the term police loosely. ------------ In order to become a Guardian one must pass the initiation exam, also known as the Qualifiers. The exam is held every three years, in Rome Italy. 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 when you pass you are a Guardian for life. You take the oath to protect the supernaturals, keep the peace, and mainly keep the humans from finding out about the supernaturals. Killing hunters is a bonus. Guardians are obliged to intervene in a criminal incident, and are effectively always on-duty. A Guardian who is Pelagus rank or above, can ether ask higher ups for assignments, or to be stationed. Though a guardian can also choose to roam as a bounty hunter, PI, or other kind of self employed persons.
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 Academy is the only place outside the Guardian institutes that you can take official classes in preparation for the Qualifiers.
Once you pass the qualifiers, and you become an official guardian you are given a magic tattoo on the back of your neck that indicates you are a true and official Guardian. This tattoo is called a 'Tiljaw Mark' and is a magic rune. It grants a Guardian the ability to communicate telepathically with other Guardians within a ten mile radius. It also enhances stamina, strength, and adds the ability of Danger Intuition to the Guardian. A real Tiljaw mark works due ti the ancient black magical ink used in the tattoo. Tiljaw ink is protected by the Elder Guardians at the headquarters in Rome. --------- There are twenty-four Supernatural prisons located throughout the would on all seven continents. The prisons are built atop negative Ley Lines which strip any supernatural powers and abilities from the inmates. The only way to block the effects of these lines is to wear a Jade Stone around ones neck, which the Guards do. The prisons are also built from meteoric iron, and spelled steel. They are impossible to escape from, even more so then a Human super-max. Though unlike the american prison system, the supernatural have good food, and programs meant to rehabilitate, teach, and reform. Not a happy or lux place to end up, but it is thankfully nothing like shitty Mundane prison.
There are six stages of the test. The stages take place over a period of six days. If you fail a stage you are automatically out, and cannot proceed with the rest of the examination. You can retake the exam once every three years. First Stage - This is the initial interview with one of the Elder Guardians. This interview is to determine the applicant's intentions in becoming a guardian are questioned. This is also to assess their character and dedication.
Second Stage - This is the practical part of the exam. A written test pertaining to knowledge in supernatural laws, the different types of magic, cultures, races, and such. It is not multiple choice, you actually have to think of and write in the answers. The second part of this stage is the oral exam. You are given two different situations/scenarios and have to explain the best course of action as a Guardian. More then a quarter of applicants fail at this point.
Third Stage - This is the weapon proficiency part of the test. This is also where those with magic abilities prove their skill.
Fourth Stage - This is the physical ability part of the test. Proving you can disarm, out-think, and battle the biggest and baddest. There is also a huge grueling obstacle course full of deadly creatures and magical traps.
Fifth Stage - Those left after stage four are less then half. This stage the applicant is tasked with guarding a feeble and fragile fae creature. Throughout they day they will be periodically "attacked" by test leaders trying to take the fae from them.
Sixth Stage - This is the final Stage. This part of the test is a specially guarded secret, so applicants have no idea whats coming. The applicant is forced to live out all of their fears alone in a simulation made from extremely detailed illusion magic. Elders observe how the initiate reacts and copes with the situations.
Promotions in rank are often inspired by many aspects. Mainly age, experience, accomplishing task, finishing assignments, and closing cases. One who does heroic acts which saves lives can often find promotion, one who risks their lives in a risky assignment can find promotion. Basically deeds or acts of heroism or self-sacrifice can also lead to promotion.
Going up in the Ranks brings more opportunities, and opens up the ability to apply for different jobs/positions. It also gives them seniority authority. The descriptions for the following ranks below are just to get and basic idea of Guardians possible duties. Ranks
Dominus - This is the highest rank achievable. Those with is rank are given the honorary title of Elder Guardian.
Maior - They have the option of being elected as Chief of a HQ. Most of the specialized branches are overseen by Maiors.
Aurum - Aurum ranked guardians can hold the commander position of a city boundary, or regional division.
Argenti - They are now able to take on any level assignment they wish. This is the rank when many Guardians choose to join a specialized branch within a division, take the Judex exam, or become free agents.
Ferrum - Guardians with Ferrum rank can take command on level 1-5 assignments. Mentors for the Novus are usually Ferrum ranked or above. They are also able to become instructors at the Guardian Institutes. Many Many Argenti who are part of a Division perform administrative and technical work of a difficult nature including planning, organizing, supervising, and managing all aspects of work. who are part of a Division perform administrative and technical work of a difficult nature including planning, organizing, supervising, and managing the Pelagus Guardians under them.
Pelagus - After a year as a Novus you receive the rank of Pelagus. This is when you can begin working alone on level 1-2 assignments. You are now expected to be able to respond to a variety of situations that may arise without the guidance or direction of a superior. Those with Pelagus rank can only be assigned command over level 1 and 2 assignments. Though if they so choose, they can be assigned to work in pairs or in a group on upper level assignments, under the lead of a higher-up. Pelagus can also asked to be stationed to a city or regional area to began working within a division.
Novus - After passing the Qualifiers, taking the oath, and obtaining your Tiljaw Mark, you become an official Guardian. Rookies are assigned to a Senior Guardian to began their year long training and induction, also known as a probationary period. They are under direct or sometimes general supervision from their mentor, the assigned Senior Guardian. A Novus can performs a variety law enforcement duties under the direction of their mentor. Mainly they assist their mentor in his/hers work. Assignments - Assignments are official cases, and tasks received by supernaturals. These can range from simple tasks such as filing paperwork, to something like bringing down a rouge necromancer and his legion of zombies. This is why assignments are all given a level. Levels are warranted by taking many factors into account: risk, difficulty, degree of emergency, severity of exposure, use of black magic and so on. Levels range from 1-10.
--- Examples of levels: Level one would be something like patrolling the woods for drunk giggling nymphs, or filing paperwork on civilian complaints. Level three would be something like finding and containing cursed supernatural artifacts, or investigating a murder case. Level five might be something like going undercover in a black-magic coven, or saving fae from black market slavery and poaching. Level Ten is more or less a state of emergency, for example something similar to a mass breakout of demons escaping the underworld via a undocumented/uncontained magic rift, and major bloody chaos and exposure being caused by it. Divisions, Specialized Branches, and Jobs.
Stationed - Guardians can choose to be stationed. Meaning they are assigned to a Division, and work assignments for them and the area. A Guardian can also be stationed as a prison guard at one of the supernatural prisons. They can also be stationed in a Mundane career, such as social work or something in Social Security Administration. They would then be tasked with finding unaware Maagia, placing supernatural children in supernatural foster homes, or issuing mundane IDs to supernatural peoples.
Rover - This is a free agent Guardian. Many wonder from place to place because they choose not to be stationed. As they are not under command or obligation other then their oath, they can work as bounty hunters, Private Investigators, for hire Bodyguards, and so on. They can choose to obtain official assignments at HQ or from Division commanders, but availability of official cases depends on rank. They can also work for hire, and investigate on their own terms. basically can take on cases as they please. Rover can also rise in rank through their work efforts. -------------------- HQ Chief - The job of HQ Chief is an elected position. Every HQ has five Cheifs making up a council. HQ chiefs are in Commands off all operations that fall within their geographical area, they also oversee all the Divisions in their area. They are commanded by a council of five elected Guardians of Maior rank and above. Elections are held every five years, and all Guardians are allowed to vote.
Guardian HQ Locations - Rome Italy, Tokyo Japan, London England, New York City USA, Shanghai China, Ecatepec Mexico, Melbourne Australia, Bangkok Thailand, Istanbul Turkey, Cairo Egypt, Santiago Chile, Johannesburg South Africa, Mumbai India, Rio de Janeiro Brazil, and Stockholm Sweden.
Divisions and Branches - Division are regional areas, and large city boundaries overseen by a commander. There are many positions and jobs within a Division. Some of the branches within a Division include narcotics, crime, parole, administration, justice, intelligence, emergency services, magical law enforcement, creature containment, mundane safety and concealment, claim investigation, curse brakers, and so on. To become the director of a specific branch it requires being Maior rank or above.
City/Division Commander - Their role is similar to that of a Mundane police captain. They are the commanding officer of their assigned regional division, or city boundary. They can assign cases to their subordinates, and any Rover Guardians who ask for assignments. They also can promote Guardians ranks. Councils and Court of Law?
Judex - To obtain the authority and additional rank of Judex, you have to be ranked Argenti or higher and then pass the Judex Exam. Judex have the power of judging and sentencing supernaturals accused of braking laws. They interpret the law, assess the evidence presented, and pass equitable punishment. Judex are also in charge of running the guardian qualifiers every three years along side the Elders Council. ------ The Judex exam is held once a year. The exam is issued at the five Guardian institutes, as well as at the fifteen Guardian HQs, including the main one in Rome. It is comparable to a lawyers bar exam, though more in depth, and contains both mundane and supernatural law.
High Court - The high court is the judge and jury for the Rome HQ. It is made up fifty-one members. The process for selecting members is a lottery. Forty Names are pulled from all living Iudex and Elder Guardians, and their role on the counsel lasts a year, where they serve as jury member at all trials. Eleven names are pulled from among the supernatural citizen registered to the area, and they serve for one official trial along side the forty chosen guardians. The accused is magically bound to a chair in the center of the room. A jury sits on the right of the Guardian who states the case against the accused and eventually asks for a verdict. The majority vote decides the outcome. The types of crimes heard in High Court are the big ones like: Treason, genocide, multiple unnecessary murders of mundane, First-degree murder of a supernatural, enslavement and trafficking of supernaturals, purposefully instigating mass exposure to the mundane world. Typically there is only two or three trials in a given year.
Witches follow supernatural law, and a second set of law which are policed, and enforced by the witches themselves. Guardians and those with Judex power sometimes turn criminal witches over to their community for trial and punishment. Working with the community typically is beneficial to both the witches and guardians.
Fae by law have to abide by supernatural laws when in the human realm. But the fae realm is ruled over by royals of the Seelie and unseelie courts and have completely different system of laws/rules. In some cases guardians can hand over Fae for judgement in their own realm.
Work in Progress.
The Rome HQ is the oldest and biggest of all the Guardian HQs in the world. It was established during the roman empire. It is also the Supreme headquarters for all guardians.
This was written and created by Takida Inigo
The Training courtyard is a large expanse in the center of the Rome Facility, it can best be described as a multi functional battleground that simulates most real battle conditions. There are different sections that correlate to different area's of combat. The courtyard itself is heavily enchanted by magic which depending on the scenario can be changed by form of weather anomalies and or night and day. Each section in the courtyard is divided from others by a barrier, thus entering each section must be done by a specified entry point outside of the courtyard.
The training courtyard is enchanted heavily by magic, this being because of the need to train Guardians in different forms of combat in all forms of nature. At any given moment the courtyard can simulate different forms of weather if it be a snow storm or a wind storm or even a torrential rainfall. Extreme weather conditions are however restricted i.e. anything of a massive destructive nature such as a tornado or hurricane class anomalies. While each specific area has a specified weather pattern, it can be changed at any moment if desired.
The forest portion of the courtyard simulates a real life forest, it is super composed of beaten paths, clearings, even a small lake. The only difference from a real forest is the animals, there are no animals within the forest itself but often these animals can be produced in the form of illusions to simulate certain scenario's if required. This area is the largest of all the area's and is used in various scenario's of tracking, mapping, stealth practice and open combat involving natural elements.
This is the most commonly used area for pupils taking their first steps as guardians.
The Tundra is a smaller expanse of the training courtyard, it is in essence an area that is covered by thick snow and ice. This area is riddled with frozen water that can be treacherous if walked on, crevices that can be fallen into, various ice caves and large hills that can cause small avalanches. This area is used in various manners involving but not contained to tracking in zero visibility conditions, surviving extreme cold and or winter elements, heightening ones own perception to dangerous terrains.
This area is most commonly the second area for most advanced pupils.
The Desert is a medium sized expanse comprised of nothing but sand dunes littered by cacti and other desert fauna spread out over the area. This is the hottest area within the courtyard and has no viable water sources, no natural protection and is the most open area of all the area's contained in the courtyard. This area is used in various manners, the most common of these being survival in areas of an inhospitable nature and endurance training.
This area is commonly for experienced pupils.
The Town is the second largest expanse in the training courtyard from the forest, it is perhaps also one of the most dangerous area's. Comprised of old buildings, streets, and house depicting and urban area, this is where training gets serious and where weather anomalies can become the most extreme to test the metal of would be Guardians. With unlimited places to conceal one's self, man made traps of dangerous natures, and natural anomalies, this place is a veritable war zone. Illusions are often used in this area, the entire section is used as a scenario where a small town has been taken over by an evil supernatural force. This area uses all methods of training, essentially putting the pupil to the test in Tracking, stealth, Hostile environments, dangerous natural phenomena, traps and enemy opposition.
This area is commonly used by pupils who are close to finishing their training.
This area is the last portion of the training courtyard it is in fact in the center of all the area's and can only be accessed by a special access tunnel that runs underneath the other area's. This is a specialized training area. The room in itself is completely blank with four walls, however it takes the appearance of a horrible memory from the one who enters it. This room is specifically off limits unless given permission from rank Elder Guardian and is essentially a test of ones mental prowess. The only danger this room poses is from the one who enters it, the images seen in this room are so strong that one can lose themselves in it, it can even become real for them as if they are there at that very moment and they forget reality. This area is solely meant to test ones resolve when faced with the past and to see what they will do when confronted with their worst nightmares.
Concerning this room, its use is secret.
--- Need more info on this just PM your questions.
Feel free to spruce the CS up and decorate as you see fit.
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: (I consider this part of the CS a writing sample just FYI. I would also prefer this writen in the third person.)
Family/Relationships:
Other/Extra: (anything I missed to put in, anything you wish to add)
Adoptebles - These are abandoned characters that are available for you to claim and play as your own. The NPC characters are also available for adoption. ------------------ Wanted Ads - These are NPC characters other players want in game, such as friends, family, and rivals of already accepted characters.
If you would like to place a Wanted Ad please PM a basic CS to me.
None
None
These are any and all NPC characters mentioned in the IC. They are available to make into your own character. Just PM Emma. More will be added as they are mentioned in the IC.
Name: Bradley A. Thompson Race: Maagia (Telepathy) Age: 51
Name: Duncan M. Sanders Race: Human Age: 42
Name: Reginald Zennon Allred Age: 31 Race: Human Info: Officer at the Erehwon police department. He typically is at the front desk. Knows about the supernatural world because his mother is a Demon. His father is an unknown human. He moved to Erehwon back when he was in high school. Not very fond of the supernatural in general, because his mother was nuts.
Name: William R. Quinn Race: Shifter Age: 28 Info: He is the Beta of the Quinn family pack.
Name: Timothy Vernon Deych Age: 27 Race: Demi (Honos) Info: He works at the Erehwon Police Department.
Name: Daniel Jacob Sharpes Age: 39 Race: Boggart Info: He was adopted from the Philippines when he was two year old. His parents are Mundane, and he grew up in New Jersey completely clueless about the supernatural world, and who he truly was. He could see past the glamours and spells to keep humans away. He was pretty sure he was crazy, until he met a Eiskolt girl named Yuki, and she explained it all to him. They later fell in love and got married. They moved to Erehwon to go to Gringore together. He and Yuki had two children. Jeremy 12, and Regina 9. Yuki died four years ago from a overdose of DB. His kids are both Eiskolt Demons like their mother.
Name: Virginia Anne Renshaw Age: 48 Race: Human Info: She knows nothing about the supernatural world. She grew up in Ruxbury, and came to Erehwon to take care of her ailing mother. Her mother died last year, and she has thrown herself into her work at the police department since. She got divorce ten years ago. Her daughter Molly use to spend the summers with her in Erehwon, but now she is in college at Dartmouth. Her ex-husband is a lawyer in California named Raymond Braxton.
Name: Willard R. Douglas Age: 30 Race: Human Info: He is newly employed as a deputy to the police station. Mundy, Tall, lanky, redheaded and reminding most that see him of a scarecrow when he stands at a distance. Its hard to buy him as a cop when he isn't in uniform. Despite his mundane heritage, he is fully aware of Nowhere's peculiarities and was always the first to volunteer to help out his fellow man whatever the race.
Name: Carl Gregory Renard Race: Human Age: 40 Info: He is the fire chief of Erehwon fire department. He loves his job. He is a friendly guy. Though a normal human, he is aware of the otherworldly nature that comprises a number of the town's citizens, such as his wife Nina. He is friends with James Alexander Reese.
Name: Nina Malia Renard nee Olsen Age: 36 (4th Cycle) Race: Dragon Info: She works at Treasures of Times Antique shop. She has a loud old blue truck, that spends more time at the repair shop then being driven. She is friends with Alice Keller. She is married to Carl Renard. They have three adopted sons together. First is Aaron a Dragon in his 2nd cycle who is eleven. Second is Garret who is a seven year old Nymph. And Third is Stanley a five year old Human.
Name: Phillip Heilig
Nickname: Calvin, Cal
Age: 50
Gender: Male
Birthday: December 1st 1968
Birthplace: Spittal, Austria
Species: Human
Profession: Ex-Hunter
Family Status: Disowned
Other: he has a history with Valon.
Name: Rickard Jared Weber Age: 25 Race: Demi (Zeus) Info: He is the President and Commander of Gringore Guardian Auxilaires. One of the strongest Demi-Gods in Nowhere, and widely regarded as the second coming of Hercules. Attends Gringore.
Name: Penelope L. Faye Age: 20 Race: Demi (Hades) Info: 5'5. Member of the Gringore Guardian Auxilaires. Her uncles are Maagia, and Guardians. Attends Gringore. Friends with Tony.
Name: Liam Archibald Templeton Age: 20 Race: Sorcerer Info: He is a member of the Gringore Guardian Auxiliaries and a squad leader. His father is Richard Templeton the professor of sorcery at Gringore. His older brother is Owen Templeton. His mother left when he was five years old. She became a Warlock, losing herself to the demonic power.
Name: Owen Roderick Templeton Age: 25 Race: Sorcerer Info: His father is Richard Templeton the professor of sorcery at Gringore. His little brother is Liam Templeton. He is a student at Gringore. Contemplating becoming a Warlock like his mother... Has been pursing darker magic as of late.
Name: Kimbra Lee Taipan Age: 21 Race: Gorgon Info: She is Jadis Delamere's roommate in the Gringore dorms. She is an utter selfish bitch. Her Gorgon sisters are Tamzin and Courtney Taipan.
Name: Ethel Rose Snodgrass Race: Witch Age: 59 Info: She and her younger sister Simone own the E.S. book store.
Name: Simone Violet Snodgrass Race: Witch Age: 54 Info: She and her older sister Ethel own the E.S. book store.
Name: Martha Katrina Harrison nee Lowell Age: 66 Race: Human Info: Married to Jimmy Harrison. They have 3 kids that are all grown and moved away, with their own families. She is very neat and tidy. She and her husband own and run the Vertigo Motel. She was born and raised in Erehwon. Her cousins are the Snodgrass sisters. Her younger sister Janine lives in Ruxbury. Her ex-brother-in-law is Victor Accardi. She has six nieces and nephews that live in town. Her Mother was a witch, and her father was Human. She is in the know about Nowhere, and all its inhabitants.
Name: James Miguel Harrison Age: 64 Race: Human Info: Married to Martha Harrison. They have 3 kids that are all grown and moved away, with their own families. He is good friends with John Greely, and a regular at his pub. He and his wife own and run the Vertigo Motel. Refuses to be called anything but Jimmy. Doesn't know anything about the supernatural world.
Name: Ashley Grace Duffy Race: Human Age: 47 Info: She is the owner, and head stylist of Salon Verve. She does not know her husband is an Maagia who works as a professor at Gringore.
Name: Drake Amos Fitzroy Race: Shifter Age: 24 Info: He is the Alpha of the Gringore Fitzroy pack.
Name: Victor Daniel Accardi Age: 57 Race: Human (unactivated Lycanthrope) Info: He own Wicked Pizzeria, and can usually be found cooking pizza. He and his ex-wife Janine Lowell, have 6 kids together. He is newly divorced, and Janine moved to Ruxbury. Of his six kids, he had three daughters and three sons. Darla Chandler is the second oldest.
Name: Margo Rachel Accardi Age: 36 Race: Human (inactive Lycoanthrope) Info: Margo is the oldest of Victor Accardi's kids. She was a troubled teen, and drug abuser for a number of years living in Miami. She has two kids; twins Jasmine & Russell age 9. She doesn’t know who her kids father is, after having multiple one night stands, and affairs for over a decade she finally settled down and stopped her drug problems after Russell was born. After moving back to Erehwon, she has been clean and sober for 5 years, and thankfully finished her degree. She had a run in with an Incubus back in her twenties before she had kids, and has been interested in reading books about witchcraft, and demons since. Believes there is more out there in the world then anyone knows.
Name: Victor Wayne Accardi Jr. Age: 28 Race: Human (inactive Lycanthrope) Info: Wayne is the third oldest of Victor Accardi’s kids. He is a vet, and works at a clinic in Ruxbury. He lives in Erehwon, mainly to stay close to family, even though it makes him have to commute 40 minutes two and from for work. His longtime girlfriend Hilary Dawson is was found murdered two weeks ago, adding to the unsolved murders piling up in Ruxbury. He has a fraternal twin brother named Kenneth Accardi. Knows nothing about the supernatural world, but swears he saw a girl turn into a bird once, back when he was a kid.
Name: Kenneth Elijah Accardi Age: 28 Race: Human (inactive Lycanthrope) Info: He is the fourth oldest of Victor Accardi’s kids. He works as a lawyer in Erehwon. He has a fraternal twin brother named Wayne Accardi. He loves classic cars, and spends his spare time restoring them. He is good friends with the people at Fireball Auto. He grew up in Erehwon. In middle school he saw his best friend William Quinn shift into a wolf. William told him all about Nowhere.
Name: Leonard Scott Accardi Age: 23 Race: Lycanthrope Info: He is the second youngest of Victor Accardi’s kids. When he was 17 when he killed a girl on accident. He was driving with her on his motorcycle when he started showing off by popping wheelies. They crashed and she died being crushed under the bike. Two weeks after the girl’s funeral, he ran away from home because of the guilt and shame he felt. A week later the night of the full moon he was hitchhiking through Pennsylvania when he turned into a beast for the first time. He woke up naked, covered in blood. Later that morning a joggers body was found ripped up and in pieces. He knew he did it.
He was basically homeless and slightly suicidal for the next three years. A group of Castors in Massachusetts found him just as he was changing one full moon. They were able to cast some spells and bind him in silver chains. When he woke up the next morning they explained it all to him. He lived with them for about two years. He finally came back home to Erehwon a year ago, and is attending Gringore. He has said nothing to his family about his condition. He delivers Pizza for his dad most nights. During the full moon he chugs a bottle of wolfbane tea, and chains himself in the basement of the abandon mansion in the forest a few miles outside of town.
Name: Roxanne Janine Accardi Age: 18 Race: Human (inactive Lycanthrope) Info: She is the youngest of Victor Accardi’s kids. She just started her senior year of high school. She is on the girl varsity volleyball team as a setter. She wants to go to college to become a nurse. She is extremely upset about the resent murders in Ruxbury.
Name: Etienne Pierre Vasseur-Keller Race: Witch (Intelligere) Age: 42 Info: Born in France. His family was killed by Jager Hunters when he was very young. Alice adopted him, and they moved around Europe for a time. He went to Brown University. He married Phillipa Terrence, and they have two children together. Stephan 10, and Esmeralda 8. ------ See Alice Keller’s CS for more information . ------ Relationships to IC Characters & mentioned NPC:
Grandmother - Esme Vasseur - Witch, dead Mother - Colette Vasseur nee Pelletier - witch, dead Father - Darvell Vasseur - Witch, dead
Adoptive Mother - Alice Keller - Vampire - Played by Emma
Wife - Phillipa Vasseur - Witch age 39 Son - Stephan Vasseur - Witch age 10 Daughter - Esmeralda Vesseur - Witch age 8
Name: Philippa Heather Vasseur nee Terrence Race: Witch Age: 39 Info: Her family owns the Marigold Inn. She married Etienne Vasseur, and they have two children together. Stephan 10, and Esmeralda 8. ------ See Alice Keller’s CS for more information . ------ Relationships to IC Characters & mentioned NPC:
Mother In law - Alice Keller - Vampire - Played by Emma
Husband - Etienne Vasseur-Keller - Witch age 42 Son - Stephan Vasseur - Witch age 10 Daughter - Esmeralda Vesseur - Witch age 8
!Unavailable for adoption!
Name: Tara ____ Kideyoshi Race: Human Age: 27
See Tony Kideyoshi’s CS for more information . Info: She is well aware of the supernatural world. She works as a waitress. ----------- Relationships to IC Characters & mentioned NPC:
Father - Andrew Kideyoshi - Demi-god, Guardian, 47 Mother - Kim Kideyoshi - Maagias, Guardian, 52 Brother – Tony Kideyoshi - 21 – Played by vietmyke
See Terry Archeletta’s CS for more information . ----------- Relationships to IC Characters & mentioned NPC: Husband - Terrence Archeletta – Witch- Police Detective (44) Played by The Whacko Son - James Archelleta – Witch (15?) Son - Santino Archeletta – Witch (13?)
See Terrence Archeletta’s CS for more information . ----------- Relationships to IC Characters & mentioned NPC: Father - Terrence Archeletta – Witch- Police Detective (44) Played by The Whacko Mother- Cheyanne Archeletta – Witch (40?) Brother - James Archelleta – Witch (15?)
!Unavailable for adoption!
Name: James _____ Archeletta Race: Witch Age: 15?
See Terrence Archeletta’s CS for more information . ----------- Relationships to IC Characters & mentioned NPC: Father - Terrence Archeletta – Witch- Police Detective (44) Played by The Whacko Mother- Cheyanne Archeletta – Witch (40?) Brother - Santino Archelleta – Witch (13?)
!Unavailable for adoption!
Name: Amari Ngo Race: Dragon Age: 29 (1st cycle)
See Anya Ngo CS for more information . Info: Co-owner of the tipsy dragon. Amari is using the bar as a front for her drug business. ----------- Relationships to IC Characters & mentioned NPC: Father -Vuong Ngo - 55 (10th Cycle) Mother - Vi Ngo - 50 (10th Cycle) Sister - Anya Ngo - 22 (1st cycle) – Played by Sazama
!Unavailable for adoption!
Name: John ____Greely Race: Human Age: 63
See Jack Greely’s CS for more information . Info: Owns Greely’s bar. John Greely and his wife, Helena could not have a child of their own. They were very happy to adopt little Jack. However, soon after, Helena suddenly died. He has not be the same since. Unaware of the supernatural world. ----------- Relationships to IC Characters & mentioned NPC: Adopted Son – Jack Greely - 36 – Played by InfernoBlaze
Name: Thea _____ Calazans Race: Human Age: 41 See Dimitri Calazans CS for more information . Info: Teacher at Cherry Crest Elementary School. She has no idea about the supernatural world. ----------- Relationships to IC Characters & mentioned NPC:
Husband - Tadros Calazans – Arachne Demon - Guardian. Current whereabouts unknown. Daughter - Abigail Calazans - Human –Student at Erehwon High school. (15)
Step-son - Dimitri Calazans – Arachne Demon - Played by Arachnid0 (25) Step-daughter – Circe Calazans - Currently looking for her missing father. (25)
Name: Abigail ____ Calazans Race: Human Age: 15 See Dimitri Calazans CS for more information . Info: Student as Erehwon High School. She has no idea about the supernatural world. ----------- Relationships to IC Characters & mentioned NPC:
Step-Father - Tadros Calazans – Arachne Demon - Guardian. Current whereabouts unknown. Mother - Thea Calazans - Human -Teacher at Cherry Crest Elementary School. (41)
Step-Brother - Dimitri Calazans – Arachne Demon - Played by Arachnid0 (25) Step-Sister – Circe Calazans - Currently looking for her missing father. (25)
!Unavailable for Adoption!
Name: Circe Calazans Race: Arachne Age: 25
Info: She is a very confident, go getting, hero type. Former member of Gringore's Guardian Auxiliaries. Currently on a personal quest to find her missing father. See Dimitri Calazans CS for more information .
----------- Relationships to IC Characters & mentioned NPC:
Mother – Arete – Arachne Demon -Lives in isolation in the woods of Pennsylvania.
Father - Tadros Calazans – Arachne Demon - Guardian. Current whereabouts unknown. Step Mother - Thea Calazans - Human -Teacher at Cherry Crest Elementary School. (41) Step Sister - Abigail Calazans - Human - Student at Erehwon High School. (15)
Brother - Dimitri Calazans – Arachne Demon - Played by Arachnid0 (25) Sister – Vesta - Current whereabouts unknown. (25) Sister –Mara - Current whereabouts unknown. (25)
Info: She is a student at Erehwon High School. She was born in Ireland. Her parents were killed by a warlock when she was two years old. She and her older sister Jadis were adopted by their mother's sister and her husband who lived in Erehwon. Her birth surname is Ó'Nualláin. See Jadis Delamere CS for more information.
Personality: Loyal, Insecure, Overachiever, Spoiled and Frivolous. ----------- Relationships to IC Characters & mentioned NPC:
Older Sister - Jadis Delamere - Student at Gringore and a tattoo artist (23) Played by Emma
Aunt - Salvie Delamere nee Racoviță - Dentist (54) Uncle - Claude Delamere - Head Chef at Corky's Bistro (52) Cousin - Alan Delamere - Owner of The Shack (26) Cousin - Dexter Delamere - Wedding Photographer (24)
Name: Claude _____ Delamere Nickname: Dad, or Chief. Race: Castor Age: 52
Info: He is the head chef at Corky's Bistro. He is married to Salvie, and they have two sons. They also adopted his nieces 15 years ago, after the girls parents were murdered by a Warlock. He finds his mother-in-law to be very irritating. See Jadis Delamere CS for more information. ----------- Relationships to IC Characters & mentioned NPC:
Son - Alan Delamere - Owner of The Shack (26) Son - Dexter Delamere - Wedding Photographer (24)
Adopted Daughter/Niece - Jadis Delamere - Student at Gringore and a tattoo artist (23) Played by Emma Adopted Daughter/Niece - Adelitha Delamere - Student at Erehwon High School (17)
Mother in Law - Ecaterina Racoviță nee Drăgoi - Retired Nurse (74)
Info: She is a dentist, and commutes to her office in the next town that is 40 minutes away. She is married to Claude, and they have two sons. Her sister was killed by a Warlock 15 years ago, so she and her husband adopted her orphaned nieces. She was born in Romania, and speak the language fluently. See Jadis Delamere CS for more information.
----------- Relationships to IC Characters & mentioned NPC:
Husband - Claude Delamere - Chef (52)
Son - Alan Delamere - Owner of The Shack (26) Son - Dexter Delamere - Wedding Photographer (24)
Adopted Daughter/Niece - Jadis Delamere - Student at Gringore and a tattoo artist (23) Played by Emma Adopted Daughter/Niece - Adelitha Delamere - Student at Erehwon High School (17)
Info: He is very protective of his cousins who are also his adopted sisters. He grew up in Erehwon. Jadis is one of his best friends too. They backpacked through Europe together a few years ago. He attends/attended Gringore. About three years ago he bought and renovated a barn just outside of town, and dubbed it The Shack. It is now a popular nightclub for the young people of Erehwon, and Supernaturals. See Jadis Delamere CS for more information.
Personality: Cocky, Playful, Sarcastic, Cunning, and Charismatic. ----------- Relationships to IC Characters & mentioned NPC:
Mother - Salvie Delamere nee Racoviță - Dentist (54) Father - Claude Delamere - Chef (52)
Name: Lennon ___ Chandler Age: 35 Race: Maagia (Lie Detection) Info: He and his brother inherited the Phoenicia dinner a few years ago. He now runs the place together with his wife Darla. Arlo and his wife Jane also help run the dinner. Does not know his is Maagia.
Name: Arlo ___ Chandler Age: 33 Race: Human Info: He and his brother inherited the Phoenicia dinner a few years ago. He now runs the place together with his wife Jane. Lennon and his wife Darla also help run the dinner.
Name: Darla Melaine Chandler nee Accardi Age: 31 Race: Human (unactivated Lycan) Info: She helps run the Phoenicia dinner with her husband Lennon, and his brother Arlo. Her father Victor Accardi owns Wicked Pizzaria, and she has three brothers and two sisters. Her parents are newly divorced. Her mother is Janine Lowell, younger sister of Martha Harrison, and cousin to the Snodgrass Witches. She is on bad terms with her mother, due to the divorce.
Name: Jane ___ Chandler nee Lucky Age: 34 Race: Weevil Info: She helps run the Phoenicia dinner with her husband Arlo, and his brother Lennon. She and Arlo have two sons Harvey 4, and David 2.
Name: Alfred Gringore Age: 2518 Race: Born Vampire
Name: Mortimer Eliot Honeycutt Age: 54 Race: Cervian (Badger Daemon named Dharma) Info: Married to Naomi Honeycutt, a professor at Gringore.
Name: Elvis Haakin Basara Age: 29 Race: Demi (Thoth)
Name: Naomi Odette Honeycutt nee Holt Age: 46 Race: Cervian (Raccoon Daemon named Sullivan) Info: Sister is Alexis Holt. Naomi is married to Principle Honeycutt.
Name: Alexis Odile Holt Age: 40 Race: Cervian (Jaguar Daemon named Marius) Info: Sister is Naomi Honeycutt.
Info: She has two adopted daughters, Kallista/Kayley (Played by BlueAjah), and Naida/Nadia (Played by Knight of Doom). She lives in an apartment in town.
The main plot centers on the supernaturals and humans in the town of Erehwon/Nowhere. Gringore Academy for supernaturals is also a major setting. It is an open sandbox RPG. There will be little mini plots throughout, that one can choose to follow or not. But the goal is for the plot to be created and moved by the players, and your ideas!
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 in the IC 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. If you would like to play more once the IC is going, then PM me. It will see to it case by case.
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.
Magic Immunity -Ability to render others magic ability or spells useless. This is the most rare of the Maagia types. Some can completely negate (for an undetermined amount of time) the powers of any supernatural in close proximity. Others require skin to skin contact to turn magic off. Initially, this ability is involuntary and only appears during cases of extreme danger, or adrenaline. But gradually one can learn how to properly control it, like a natural shield. In most cases Maagia with this ability are completely unaware they have it, usually living their whole life as a regular mundane.
-- Many Maagia 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.
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.
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. ------------ 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. ------------ 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. ------------ 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. -------------- Vampires have the capacity to be extremely feral, predatory creatures, and can be more beast-like and savage than their human appearance suggests. They growl, hiss, snarl, and curl their lips back when provoked, baring their fangs as a sign of aggression when faced by a threat.
Despite their nature, vampires are also capable of human emotions, such as compassion, love, and self-control. However, it's in a vampire's nature to be violent, and no matter what their morality or kindness, they will almost always resort to such acts if it's necessary for their survival.
Blooded Vampires naturally are more human-like in their behaviors and actions. Vampires experience sensations and feelings much more intensely than humans, and as a result, Blooded Vamps have a much more difficult time controlling their emotions.
Vampires have a coping mechanism, the process is similar to "flicking a switch," which essentially numbs their emotions and disables their ability to be empathetic, allowing them to shut out painful feelings such as guilt, grief, shame, and sadness and turning off the part of them that makes them ashamed of their actions. This ability is basically considered turning ones humanity and morals off. It is ill advised, and both Born and Blooded vampires do not use this ability, as once the switch is flicked, it is extremely hard to change it back. --------------- Many vampires are nomads of sorts who periodically move around from place to place to make sure their immortality and lack of aging do not lead to their exposure as vampires to the general public. Some attempt to take on identities within the human world and exist alongside humans, while others enjoy living among humans anonymously without making human attachments and instead choosing to travel to new places for a change in scenery whenever the urge strikes them.
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 a 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 when a shifter falls in love they fall hard. They are also 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. ------------- 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'. ------------- 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. ------------- 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) ------------- 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. ------------- 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 - They are able to communicate, and be aided by spirits and ghosts. They can conjure them back to the world of the living, for answers and help. They can put someone in a stasis death like coma. They can see how someone will die via touching that person’s forehead. Their type of magic is similar to necromancy, but it is neutral not evil. So "controlling" a spirit requires the spirits permission. 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. ------------- 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. ------------- 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.) ------------- 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.) ------------ 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. ------------ 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.
Glyphs are typically never bigger then a quarter. Glyph that are cut or burned on (scarification) end up looking similar to this when fully healed.
Fae is a really vague collective term, that encompasses about a six dozen species that fall into the other category. This includes fairies, pixies, unicorns, nymphs, and so on. Some Fae species can also be 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.
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. -------- 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. -------- 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. ------- 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.
Unicorn's are extremely rare, as they have basically been hunted to the brink of extinction for their magical body parts and blood.
Most unicorns took it upon themselves to stay protected by keeping to the fae realm, as it is the safest place for them.
It is widly known to be illegal for any race to kill a unicorn, but that does not necessarily stop demons, and black magic users from trying. Guardians as a rule have to protect a unicorn if they are seen to be in harms way, or knowingly being hunted down. But this usually requires a unicorn to ask for help.
They can shapeshift between their horse and human forms at will. Though many prefer their natural horse form.
Because they are a type of shifter fae, they don't necessarily need to use glamour magic.
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.
Their diet consists of vegetables, and grass. Basically they are Raw Vegans, that enjoy the occasional spoonful of sugar, or lick of salt.
They are commonly known to be wild woodland creatures, a symbol of purity and grace, and it is incorrectly believed that they can only be captured, or tamed by a pure hearted virgin.
A unicorn's horn can neutralize poison, and purify water. The horn holds magical and medicinal properties, and is one of the main reasons they have been poached.
A Unicorn fae can remove the darkness or evil from a person or object, often including demons possessions, and mind control effects.
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.
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. --------- 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...
Fairies look like very beautiful humans, but with pointed ears and shimmery skin. Some fairies have purple/blue undertones to their skin. They can also have glittery strands of hair, and extremely beautiful eye colors that resemble sparkles or rainbows.
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.
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.
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. ------ Unlike witches and castors magic, a Sorcerer uses their fingers, arms, and hands to cast magic. It looks similar to finger tutting. Example 123456
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. ------ 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.
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.
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, owls, 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.
Avians are adept at shifting and can shift into their complete bird or fully human form easily. They can also shift themselves anywhere inbetween the two forms. Such as have a bird body with a human head, like how traditional harpies are depicted. Most Avians prefer to keep their large wings when in human form, so they can retain their flight abilities. When I say adept I mean extremely good at it. For instance, they can turn their fingernails into talons effortlessly; Shift just their eyes to use their excellent bird vision at will, and so on.
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.
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.
Demon is a really vague collective term, that encompasses about a ten dozen species that fall into the other category. This includes Incubus, Goblins, Hags, and so on. Some Demon species are mistakingly categorized as fae. (More Demon races to be added at a later date)
When two different kinds of demon have a baby together, that child will only take after one parent. So if a Weevil woman and a Mezmer man have a child, that child would be ether a Weevil or a Mezmer, not both, not a mix of the two. If the demon parents are the same type then of course their child will be the same type as them. There are no hybrids or half demons; offspring will ether take after one parent or the other, no mix (unless otherwise stated). Some demon species are more dominate then others. Offspring of a demon and human are rare but typically the child ends up as a powerful Maagia.
All demon are allergic to divinity magic, such as consecrated ground, holy water, and purification rituals. Stronger and older demons have no problem with it though.
The demons normally live in a parallel realm to our own called the underworld, hell, or simply the demon Realm. Demons cannot leave the underworld wherever they wish. Unless they are summoned to a different realm via magic, or they escape through a rare magic rift, they are stuck in the demon realm. There are a select few Demon types that are present in the mundane world, such as incubi and Mezmers, but the majority of Demon stay in the underworld.
Contrary to popular belief the underworld is not where human souls go after they die. It is also not full of fire and brimstone. Though the skies are dark, and everything is more sinister looking.
Not all demon kind are able to glamour themselves into a mundane form, but those listed as playable all can.
The underworld is ruled over by the King of the demons, an ancient Mezmer named Beelzebub.
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They are a spider demon. They are extremely agile and fast. They can climb vertically with ease. Females are strong, stronger than both male Arachne and humans. They can secrete venom from their chelicerae, that can permanently paralyze their victims. They also have the ability to spinning strong webs. They can regrow limbs in a matter of days.
They feed by liquefying the organs of their prey, sucking them out, and mummifying the remains. They only need to feed about once year, and as long as they feed, they can live indefinitely. They can only be killed by decapitation or cremation.
They have an attraction to shiny objects, such as watches, and dislike water.
Arachne silk is poisonous to mundane, and can cause paralysis and stinging burns to them.
Arachne are rare in the human realm, but they are out there.
They are not inherently good or bad, but many consider humans to be only food.
Arachne have a sort of exoskeleton, that mainly covers their limbs, hands, and back, but not the face or chest. Their exoskeleton is covered in tiny hairs, that are the same color as their natural head hair color. They also have chelicerae, that can be retracted into their soft palette, for extended outside their mouth. Chelicerae come in different sizes, some as small as an inch, and some that are big enough to extend just past the chin. As they are a human-bodied Demon, they do not have any extra legs or appendages such palps or a spider-like abdomen.
Boggarts have also been known to be called a boogeymen, Alp, Baku, or Mare.
A Boggart looks like a human, except the fact that they have pure, milky-white eyes with no iris. Many also appear to be physically unremarkable and consequently can pass unnoticed by most, which also enables them to disguise themselves with little trouble. Boggarts will often take jobs in the normal world, wearing colored contact lenses so that their unusual eyes do not arouse suspicion.
They feed and thrive on fear. Boggarts mainly turn their unsuspecting victim’s pleasant dreams into paralyzing nightmares to feed off the resulting fear. Some Boggarts chose to find those already plagued with nightmares to feed off of.
They have the ability to create and manipulate dreams into nightmare and vice versa. They also can induce paranoia, and hallucinations in individuals who are emotionally weak, or exhausted. In some cases prior victims (usually children) have ended up plagued with nightmares for the rest of their lives.
They have an intuition and power of insight on personal fears, enabling them to determine what any individual person fears. Many use this ability to play mind games or break one's spirits.
Boggarts can traverse great distances through shadows and darkness; by literally becoming a shadow. When they morph and blend into shadows around they can basically teleport to any place they have physically been before. The only shadows they cannot enter are those of living beings, such a people and animals. But hiding in the shadows under beds, and dark alleys are a favorite. Shinning a flashlight into a shadow occupied by a Boggart can hurt and wound them. It is painful to be ripped out of a shadow. Abruptly turning a light on when a Boggart is hidden in a shadow can possibly kill them, but Boggarts are typically very aware of where/how light sources in a room can affect them if turned on, so they hide under beds, behind doors and in naturally dark places.
You can magically summon a Boggart from the underworld to prevent or end a nightmare, but it is ill advised as they tend to take good memories, hopes, and dreams as payment.
Also called crones, or hedge witches.
Though not truly immortal, hags are known to live many centuries, passing down their knowledge and skills through generations of family blood lines. Their true form is haggerd, hairless, and decrepit looking with horrible saggy skin. They tend to wear ugly fur hats, and wigs made from yarn to hide their baldness.
They have similar magic to witches, though much less powerful. They can brew potions, and perform ritualistic magic. They are able to divine information by casting a set of runes made from human bones, or by observing animal entrails. Though its hardly exact and not as powerful as other divination magics. Hags can smell and identify magic using their noses. They can put someone into a comatose state with a foul gas that they breathe out. Their magic works better when used in a group.
Oddly they are an extremely loyal race, but they are only loyal to whomever they choose to serve, as to others they are treacherous and manipulative, even to their own kind.
Erinyes can also be called Furies, or Dirae, and are a type of vengeance demon.
They have bat-like wings, and black Scleras. Their fingers are longer then average, and most Erinyes sharpen their fingernails and teeth to sharp points. Their blood is a milky white color.
They can fly. They ability to create insanity in others by staring into their eyes, and they can also inflict torturous pain the same way. The insanity caused by a Erinys intensifies until the victim dies. They requires prolonged eye contact in order to use their powers, but once a they have "inflicted" their victim with insanity there is no known way of stopping it. This applies also to themselves, as even the reflection of their own gaze can drive them mad if they have no control of their powers. When a Erinys activates their power, their eyes glow a bright demonic red.
They have the power to grant wishes to humans seeking revenge against those who have wronged them. They also have the ability to detect emotional pain, and broken oaths/vows. They enjoy hexing and causing chaos with this power.
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.
Incubus/Succubus are one of the few types of demon that can go to and from the underworld as it pleases. ------------- 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. ------------- 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. ------------
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 a Incubus.
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.
Mezmers can also be referred to as Wendigos, or Upyr.
This is a type of Ice Demon.
They are a tall, beautiful race with black hair and blue lips. They are inhumanly pale, and sometimes even have transparent skin that makes them blend into the snowy landscape. Despite their inhuman beauty, their eyes can strike terror into mortals. They can float across snow, leaving no footprints, and they can transform into a cloud of mist or snow if threatened. Their skin is cold to the touch, like ice.
Like many types of Demon, they use glamour to appear human. They originate from the underworld, but many Eiskolt have integrated into the fae realm, and consider themselves winter fae.
They have to feed on at least three or four humans a year, during the winter months they suck the body heat out of humans, leaving them in a state of severe frostbite. They can also freeze things, and people with their touch, if they so choose.
They are weak to fire and high temperatures. They are more powerful and strong in cold places, and during the winter.
Goblins enjoy inflicting pain and starting chaos. They tend to stick to the demon 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 demon or human rules. They are the hitmen of the underworld. 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 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.
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. And are weak to Full-Mezmers.
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 afterlife.
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.
Also known as Leprechauns. They can live to be about 200 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 demon, and love to make deals; they twist the deals to their advantage (Think Rumpelstiltskin).
They also feed off 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.
There are hundreds of Weevil families in the human world. A horde of them escaped the underworld about 700 years ago.
Weevils like to consider themselves as fae rather then demon, but since they originate from the underworld they are technically demon.
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.
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.
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. ---------------------- Blood - Dragon Blood is blue in color and is also the most deadly poison in the world.
Dragons over the last century have learned to turn their poisonous blood into an illicit drug called Zauberblut. The street name for it is DB, and it can be addictive to some races, mainly humans, witches, vampires, demi, and castors. It is created by mixing a infusion of Dragon blood, and a few other ingredients. The liquid drug typically comes in gel capsules, or dried on bits of paper like acid. DB effects both human and supernaturals alike. Taking the drug causes an extremely intense high, and releases a powerful adrenaline rush that can make even a plain human exhibit strength similar to a Dragon. The after effect from taking the drug are impaired memory, blurred vision, uneven heartbeats, feeling very hot, and in some cases coughing up a bloody black sludge. Excessive overuse and taking more then 4 ml in 10 hour period typically results in death. ----------------------
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. ---------------------------------------- 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.
!!NOTICE!! If any one needs help finding a pic, or altering one in photoshop just PM me. I be happy to help! :)
It is good to see interest. Feel free to begin working on your characters. I will for sure be making an OOC for this RP, but I'm waiting on a few more people.
I'm in so many roleplays, but this seems so much fun... @_@
May I ask something about the Djinn race? Since they are knowledgeable about multiple kinds of magic, can they cast said magic?
They cannot cast the different races Magics. But the do have their own magic, and abilities. They also usually know about all the different kinds and how they work. I’ll be adding more about different magic types soon. There are a few magic types that can be used by multiple races, such as alchemy.