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Recent Statuses

16 days ago
Current When you manage to snag post 69 in the IC. Nice.
7 likes
1 mo ago
When a group of players click and the posts keep roling in, that's what GM dreams are made of.
9 likes
2 mos ago
We're roleplayers, of course we're going to make a third option the GM didn't present.
2 likes
2 mos ago
I aim to misbehave.
1 like
2 mos ago
The GM should know exactly why each character was or wasn't accepted and be willing to state such. But the reality is that sometimes other characters/players just synergize better
2 likes

Bio

L O R D W R A I T H
L O R D W R A I T H

"TBD"
U S E R P O R T R A I T
U S E R P O R T R A I T
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U S E R S U M M A R Y
U S E R S U M M A R Y
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Lord Wraith
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February 21st | 31 | Caucasian
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Married | | Heterosexual
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Ontario | Canada

P R E F E R E N C E S
P R E F E R E N C E S
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C U R R E N T R O L E P L A Y S
C U R R E N T R O L E P L A Y S
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A B O U T M E
A B O U T M E
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All systems go. Back to writing.

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Most Recent Posts

@JunkMail Perfect! Feel free to drop her in the character tab.
Well my dude I've sent you my sheet so just lmk if anything needs changing.



The only thing I'd be careful with is having too much established knowledge of the supernatural going into the RP. Ideally, the class will be learning together. Other than that, it's a good sheet and I'm happy to bring Kayla on board.
This looks like fake news.

Luckily for you, that's all I read.


Wait...

I know you better than that!

You don't read!
OOC is now live for those interested! Some information is lacking at the moment but everything you need to make a CS should be available to you.
@Junkmail, @Hillan, @GhostMami, @TootsiePop, @FallenReaper, @The Elvenqueen, @Tackytaff, @Lionhearted, @sassy1085 & @CleanBreeze

The OOC is still under some work but there should be enough of the essential information here for everyone to get to work on their characters. Let me know if you guys have any questions about the game and I will happily answer them.
N O R T H O F C R E S T W O O D H O L L O W:

Three Nights Ago

The sound of metal slicing through the damp soil broke the silence of the dark, quiet night. A thick fog hung low over the dark horizon, hovering just above the cool, wet grass. The stillness of the dark was suddenly broken as a dull thud echoed through the forest. Freshly overturned soil fell from a raised shovel before hitting against the dense moss-covered forest floor.

The faint call of an owl in the distance only helped to enhance the eerie atmosphere as the shovel dug into the freshly exposed dirt again. A muffled sob came from behind the hooded figure holding the shovel, interrupting the steady toil of soil against the grass. Behind the figure sat a teenage girl, her mouth gagged and her hands bound. She sat on her knees, frozen in fear as her bloodstained face was forced to watch the hole grew larger with each additional strike of the spade while her captor continued to dig.

“Down in the valley,” The deep gravelly voice sung as he dug, “Valley so low.” More soil fell from the shovel as the girl began to sob harder, tears mixing with blood from a gash above her eye, staining the rag that muffled her dread.

“Hang your head over, hear the wind blow.” The hooded man continued to sing, the hole becoming deep enough that he could stand in it now, prompting the man to climb into the opening. As he stood in the hole, he lifted the shovel to widen the walls, all the while continuing to sing his lullaby.

“Hear the wind blow, dear, hear the wind blow,” His voice grew louder as the man climbed back out of the hole, his head turning towards the girl as the pale light of the moon illuminating a smile on his stubble covered chin. “Hang your head over, hear the wind blow.”

Taking a step towards the girl, a long thin blade slid down the hooded man’s sleeve and into his hand as he neared her. A gloved hand took hold of the girl’s chin, lifting her eyes to meet his before he leaned down, whispering in her ear.

“Roses love sunshine, violets love dew. Angels in heaven know I love you,” The knife tapped lightly against the girl’s throat as her sobs became heavier. As he continued to sing, the man lowered the knife, its blade slowly moving down her sternum, opening her shirt and exposing her chest.

“Know I love you, dear, know I love you. Angels in heaven, know I love you.” Suddenly, the man’s leather-clad hand moved from the girl’s chin to her neck, tightening around her throat as the blade dug into her skin. Her screams were inaudible as the gag staying firmly in place while the man carved into her chest.

“Writing this letter, containing three lines,” He continued to sing gently as the girl’s body struggled against her bindings. “Answer my question, ‘Will you be mine?’” Smiling as he pulled the bloodied blade back from the woman, the assailant stood, lifting the girl by her throat before turning towards the hole he had dug. Releasing the girl, the hooded figure tossed her inside. His haunting voice continued to echo in her ears as he resumed his song.

“‘Will you be mine, dear, will you be mine?’ Answer my question, ‘Will you be mine?’” The sound of his singing was interrupted by the sound of metal sliding through the dirt. A shovelful of soil suddenly landed on the girl as she quickly realized what was happening. Shovelful after shovelful began to rain down on the girl as she desperately fought against her bonds, but it was to no avail. Her eyelids began to grow heavy as the taste of dirt saturated her mouth.

“Down in the valley, valley so low. Hang your head over, hear the wind blow.” The man smiled, resuming his song while continuing to bury the still-living girl. Her head quickly disappeared as the dirt rose over her. The surface layer shaking as the last of the girl’s fighting spirit continued to struggle for air. More and more soil was piled on top until the man stopped, resting on the shovel as he watched the earth cease to move, a satisfied smile crossing his face.

“Hear the wind blow, dear, hear the wind blow.” He whispered before turning away and walking into the thick forest. His voice echoing between the trees as he vanished into the darkness of the night.

“Hang your head over, hear the wind blow.”

A P P L I C A T I O N:

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R E L A T I O N S H I P S H E E T:

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A D D I T I O N A L N O N - P L A Y E R C H A R A C T E R S:

S A M P L E N P C:
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N P C C O D E:
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R U L E S:

As the GM, I reserve the right to deny, veto or otherwise reject any character application based on any number of factors that I find make the character unfit for this roleplay. This can include player history, perceived literacy, lack of understanding of the game's concept, unruly behavior in the iCheck/OOC/Discord or towards the GM, other players or simply a generally poor attitude. Other reasons for application denial will be listed in the following rules.

All Character Sheets must be submitted to the GMs using the provided skeleton. Character Sheets that do not use the provided skeleton will be rejected and asked to comply with the set standard. Any applications must be posted in the OOC for review before being reposted in the Character Tab. No review or feedback will be provided on incomplete sheets although the GM will be happy to answer any questions about the game, its world or lore.

All characters sheets submitted will be 'Hexenbrut' and should be written to reflect such. That said, all characters will be starting off either aware or only suspicious of their true nature and/or abilities. Keep weaknesses, flaws, and limitations in mind while writing your sheet. Give them reasons that make them need a team or allies to support them. Most importantly, give your character room to grow and develop. A large part of the RP will be based on the growth and development of your characters and their abilities so keep that in mind.

Failure to adhere to any of the character creation rules will lead to rejection of the application with a citation of the broken rule(s). Critique will be given on Character Sheets which don't break any rules but aren't quite up to an acceptable standard. Please be willing to work with the GM in the event of this.

A Discord will only be created for this RP if all players are willing and able to participate within it. In the event that this is not the case, the OOC will remain the primary medium for discussion and game announcements. Any player is welcome to reach out to me through my Discord found in my signature in the event that this is easier for than using the OOC or PMs.

Absolutely no 'OOC' chatter will be tolerated in the In Character Thread. If you have a question or anything to explain there is an Out Of Character Thread provided. You have no excuse to make an 'OOC' comment in the IC and if done it will be heavily frowned upon.

Writing expectations for this roleplay are at least two (2) well-developed paragraphs as a minimum per post. Three (3) to five (5) paragraph posts, however, would be awesome so long as you're not simply chewing the scenery. Proper spelling and grammar are also expected but small mistakes here and there are understandable. Blatant offences will be called out.

This is a Character-Driven RP, and as such you are encouraged and expected to take charge of your character's subplots and storylines. This is a favourite rule of mine, and that said, there will be a heavy emphasis on collaborative activities and team building as well. The GMs will be leading the RP in the traditional sense with a driving plot and will ensure the RP keeps moving however we do want to see you develop your characters and produce your own plots. However, we don't want to see you lock your character out of interaction and focus solely on your character and their 'world'. No one enjoys watching you play with yourself, it's always better to let someone else join in on the fun.

In this RP, I realize that relationships are a part of this. While I have no problem with this, I do want it kept a specific way to avoid breaking any rules. As part of RPG's rule, mature content is forbidden on the forums. You may, however, use the standard fade-to-black technique if you desire and that will be fine, just keep it PG-13/14A (May contain: violence, coarse language and/or sexually suggestive scenes.) both leading and following up. Please use your common sense if you're going to seek a relationship within the RP. You have been warned of my expectations on this matter and should you fail to follow through you will be asked to leave the roleplay and reported for breaking site rules.

F . A . Q .:

0 0 1 || I S T H I S A N O R I G I N A L U N I V E R S E ?

Yes, it is a hard reboot and adaption of my previous original universe RPs.

0 0 2 || D O R E A L W O R L D L O C A T I O N S E X I S T ?

Simply yes, while Crestwood Hollow itself is a fictitious city, it is still set inside the very real state of New Hampshire and country known as the United States of America. Real world cities such as New York, San Francisco, all exist with no changes outside of the technological advancements made in the lore.

0 0 3 || C A N I M A K E A N O R I G I N A L C H A R A C T E R ?

Yes, in fact, that would be preferable to adapting a character originally conceived for another RP. However, there is no penalty for re-using a character and it won't slow or affect your acceptance. I just prefer fresh ideas, especially with the Hyperhuman concept.

0 0 4 || H O W M A N Y P L A Y E R S W I L L T H E R E B E ?

The aim is to gather four to six reliable players who will make up the group.

0 0 5 || W H A T K I N D O F P O W E R S C A N I U S E ?

Powers will initially be undefined. Your character will have a latent talent related to their ancestry that they may or may not be aware of. As the IC progresses and your character grows, they may begin to further develop their abilities and have a more substantial powerset based on the rules of magic in this world.

0 0 6 || C A N I U S E M A G I C ?

Initially no, however, the ultimate goal is for your character to learn to use magic. You will begin the RP either unaware or vaguely aware that there is something different about you. This will become more clear through the IC and the 'Study Group' sessions. Eventually, you will learn to control this talent and develop your magical abilities.

0 0 7 || C A N I U S E M O R E T H A N O N E C H A R A C T E R ?

No. However, in the event that your character died in the IC, you may create a replacement player provided you weren't removed from the RP.

0 0 8 || C A N M Y C H A R A C T E R B E A N A N T A G O N I S T ?

Your character should struggle with morality, after all suddenly being gifted with powers above those of mere mortals could lead to some overwhelming temptation whether to get revenge or use them for self-gain. But that said, your character should not spiral out of control, or at least the group should step in before then. The overall idea is that our characters do become heroes in the end.

0 0 9 || W H A T W I L L T H E P L O T B E L I K E ?

The plot will follow a group of students who are being taught to embrace their Hyperhuman nature and learn to use their abilities. The group will ideally bond and grow together eventually leaving the classroom behind to protect their home from both others like them and forces no one has ever seen before.
M A G I C:

Known by many names across numerous cultures, magic is an invisible arcane force which flows through all living creatures and things across the entire globe. Magic first occurred on Earth after the event known as 'The Joining' when a convergence of domains brought beings and creatures of an unknown origin into the same plane of existence. This brought the beings known as 'Witches' to Earth and along with them the source of their powers; magic.

All magic requires either a conduit or a familiar to be cast and a price to be paid. A spell must be cast through a conduit or familiar the same way either must be used to imbue a potion with its magical essence. Despite the use of a conduit or familiar, there are still further requirements for casting magic. Potion based spells require ingredients and careful preparation methods, other spells may require incantations or rituals before being performed. Some may require specific movements during the casting of the spell making the caster dance or move their hands in a particular manner. Others still may require all of the above in some capacity. Any of the above may also simply be a focusing method by the caster and may not be universally applicable

The price of magic varies from individual to individual and act to act. It's most easily seen in the Draoi where their pursuit of arcane knowledge causes their bodies to rapidly deteriorate. However, the price is not always paid by the individual directly and instead may be paid in the loss of a loved one. Payment will always be taken in full, but may also be pre-paid in the form of sacrifice or ritual.

Due to its nature, magic has a wide variety of applications. They've been categorized into the following:

A L C H E M Y:
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Alchemy is primarily concerned with the transformation of one material into another. Through this process, Magni are able to create potions, elixirs and other concoctions. Though almost all Magni use alchemy, Draoi are often considered to hold a mastery above other users. This is because alchemy is often a non-Magni's first foray into the world of the arcane. Basic alchemy can be performed by combining magical ingredients that react without the use of a conduit or familiar.

C H A R M S:
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Charms are spells that alter perception or allow for influence over others.

C U R E S:
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Cures are restorative spells meant to heal and soothe wounds.

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Curses are dehabilitating spells and are often lethal.

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An enchantment is the act of applying magical properties to an item or object. This can be accomplished using several different techniques but most commonly through the inscription of runes.

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Hexes are the most common type of spell and the first almost all Magni learn. They range in complexity, some requirely little more than a flick of the wrist to cast while others require complex incantations and specific gestures to prepare. Hexes are generally offensive in nature, although they don't always need to be used in that manner. For example, a basic fireball hex may also be used to light a campfire or a blast of light could instead be sustained to illuminate a dark corridor.

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A rune is an inscribed magical symbol. They can be used for a variety of purposes.

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A Summons is a type of spell that conjures an object or being to the caster.

W A R D S:
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Wards are protective spells.

R U L E S O F M A G I C:

Magic always comes with a price.
The price must be paid in full.
The price will vary from person to person or act to act.
The ultimate price is your life.
Magic must be cast through a conduit or familiar.
Magic can not be cast using another's conduit or familiar.
All conduits must be comprised of precious metal.
All conduits must hold sentimental value.
A familiar can take any form, but its default state should be an extension of its master.
A familiar must remain loyal to its master unless its master deems it free.
A familiar shall not take the form of a human.

A D D I T I O N A L I N F O R M A T I O N:

C O N D U I T S:
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A conduit is the name given to any object a Magni chooses to wield in order to cast magic. Conduits have two requirements, firstly they must be made of a precious metal. Extensive research has found that the more conductive the metal, the better it channels magic making silver and gold some of the highest sought after materials for conduits. The second rule is that the wielder must have an attachment or sentimental value towards the conduit. Often they are heirlooms passed along by parents although this isn't a fast and hard rule.

The most common conduits tend to be objects that are either worn or easily directed. Rings and wands are among the preferred objects for conduits. A Magni doesn't need to use the same conduit their entire life and can perform a bonding ritual with a new conduit to replace a destroyed or lost one. Likewise, conduits can be re-cast into new objects. A ring could be melted and forged into a necklace or knife. Some Magni bond with multiple conduits, the greatest advantage to this technique is the avoidance of being disarmed in a duel however it does nothing to increase spell potency.

D O P P E L G Ä N G E R:
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A doppelgänger or fetch, is the unnatural duplication of another human being. These doppelgängers are created when a Familiar breaks their most sacred rule and transforms into human form. By doing this, the Familiar, either intentionally or unintentionally, creates a 'life link' between that human and their self. This life link causes the former Familiar to siphon the human's life force into themselves until eventually they die and the doppelgänger replaces them entirely.

This process, however, strips the Familiar of their natural attributes, turning them human in the process and while it grants them the ability to self-sustain, it also comes at the cost of becoming mortal. It should be noted, that no matter the human's original abilities, the doppelgänger does not inherit them. A Familiar turning into a Jager won't gain the Jäger's abilities nor will it gain a Hexenbrut's magical capabilities.

D R A O I:
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Draoi are Magni who were born human and through a life long study of magic achieved a mastery of the arcane arts. This often has a severe toll on their body, ageing them rapidly and forcing them to find ways to lengthen their own lifespan in the pursuit of knowledge. This pursuit of mystic knowledge awakens an insatiable thirst within the individual often making them dangerously unpredictable. It's not uncommon for Draoi to find themselves in competition with one another. This competition is dangerous for all those involved as Draoi will ultimately murder one another in an effort to absorb their essence, knowledge and power.

There are Draoi who allow themselves to become completely absorbed in their pursuit of power, becoming nothing more than hungry, hollow husks. These Draoi are considered to be lost causes and the destroying of one is considered a public service.

F A M I L I A R S:
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Sometimes known as 'Guardian Angels' or 'Animal Guides', familiars are ancient arcane spirits which bond with some forms of Magni upon their birth. They watch over their newfound 'Master' from the first moment they draw breath, until the last. Familiars tend to favour Hexenbrut above all other forms of Magni, though it's not uncommon to find one that has been drawn to a Draoi or Venari upon either reaching their potential. Like Witches, Familiars came from another realm before the occurrence of 'The Joining'. Their true numbers are unknown but no Hexenbrut has ever been without a familiar.

When a Familiar bonds to a Magni, it absorbs part of that individual's soul. This is what allows a Magni to use a Familiar to cast magic but it comes at a great cost as well. If the Magni's familiar were to die, the pain would be near immeasurable and very few Magni survive the experience. A Magni, especially a Hexenbrut, without a Familiar is often nothing more than a shell of their former self, one barely holding on to its remaining humanity.

On the opposite side of the spectrum, due to the shared soul between Familiar and Magni, were the Magni to die it could have a devastating effect on the familiar. When a Magni passes away peacefully, their soul is content and it leaves their body to re-merge with the piece inside their Familiar. With the soul whole again, the Familiar is free to wander the Earth until it bonds with a new Master. But when a Magni dies in a manner which puts their soul in a state of turmoil, such as a violent death, their Familiar too suffers. Unable to reconstruct the soul, they are reduced to a feral state and act no different than a mindless hellion. A feral Familiar is considered very dangerous and is one of the few times Draoi, Hexenbrut and Jäger see eye to eye.

H E L L I O N:
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Also known as 'Fiends' or 'Hellspawn', Hellion is an umbrella term used to describe all manner of creatures and beings. Traditionally Hellions have been seen as threats to humans and therefore persecuted or hunted by the likes of the Jäger or Venari. Throughout time Hellions have included everything from mindless beasts to semi-sentient creatures like dragons or trolls to even cursed humans in the form of lycanthropes and vampyres. Unlike Magni who require a conduit to cast magic, most forms of Hellion have natural magic which manifests in the form of abilities such as a dragon's fire breath.

H E X E N B R U T:
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Roughly translated, Hexenbrut means 'Witch's Brood' and refers to the idea that the Hexenbrut are the children of witches. During the height of their history, the Hexenbrut outnumber the other members of the Magni community at a ratio of nearly three to one. Said to have originally been created due to the union between the hexemalefik Lilith and the human, Adam, the Hexenbrut have an innate, natural talent towards magic.

Magic calls to 'Children of Lilith' like fleeting whispers in the dark recesses of their minds. A Hexenbrut can feel the magic in the world around them the same one might feel the wind or a light rain upon their skin. But in order to use their abilities, they require a conduit. Unleashing magic from one's fingertips, while possible would be extremely harmful to the Hexenbrut, and repeated instances would almost certainly result in death.

J Ä G E R:
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Born from the union between mortal and angel, Jäger are enhanced humans containing supernatural abilities. Unlike other types of 'Magni', Jäger aren't actually born with all of their abilities and instead inherit them upon the passing of their predecessor. As such, much of the Jäger society is built upon lineage and family is very important. While Jägers lack the ability to cast spells, they more than make up for it in sheer durability. Infamously hard to kill, Jäger are much faster, stronger and more durable than the average human and possess abilities and talents meant to counter other forms of Magni and Hellions alike. Despite this, the Jäger has an exploitable weakness in the form of Hexenbrut blood. Ingesting the blood of a Hexenbrut removes a Jäger's abilities and renders them Mundane.

T H E J O I N I N G:
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The Joining was a union of realms that brought magic into the same plane that Earth exists on. However, the records and origins of the event are long lost to the sands of time. What is agreed upon is that the Joining nearly wiped out all life on Earth. But Earth was spared compared to the other realms that were completely destroyed when magic conjoined them into the same plane of existence.

M A G N I:
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A collective term used by the magical community, the name Magni is a grouping that can refer to Draoi, Jäger, Hexenbrut or Venari. Variations are commonly heard include 'Maj' or 'mage. Some terms however such as sorcerer/sorceress or wizard are seen as more derogatory or demeaning. The term 'witch' is revered by the Hexenbrut, at least those educated in their culture and referring to oneself as a witch is seen as a major faux pas.

M U N D A N E:
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A collective term used by the magical community for humans. The term 'mundane' is seen as derogatory in most uses. Derivative terms such as 'mundies' are also commonplace. The human phrase 'a case of the Mondays' is actually a misnomer of a Magni expression 'case of the Mundies' referring to a Magni having a hard time producing magic. Other terms such as 'Norms', 'Normies' have been used to refer to a human. Given the popularity of some fiction, the term 'muggle' has also been adopted by the Magni community.

V E N A R I:
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The Venari are the offspring of Hexenbrut and Draoi who possess limited magical potential. This potential on its own is not enough to manifest any abilities, but through the use of amplification runes, similar to those used in enchanting, a Venari can boost their abilities and even embed specific spells onto their bodies.

Venari are considered to be a bit of a wildcard in the Magni community. Throughout history, they've aided everything from Draoi to humans to the Jäger and the Hexenbrut. Due to their dual nature, they feel no true allegiance and more often than not act in a way that is for self-gain. Once considered a rarity, Venari now make up the majority of the Magni community leading to a major loss in history and society.

W I T C H:
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The 'Mothers of Magic' or 'Sisters of Lilith', witches or 'Hexemalefik' were transported to Earth during an event known only as 'The Joining'. Originally from another domain of existence, witches are powerful higher beings and considered the originators of all magic on Earth. While descriptions vary from source to source, witches are exclusively referred to as being female, however, in actuality, a witch may take any shape she chooses.

Thought to be near ageless, most of them were hunted down and killed by the Jäger though, the witches' bloodline survives on through the 'Hexenbrut'. The 'Hexenbrut' or Witch's Brood are descendants of the original witches and contain within them magical potential inherited from the ancient beings. The first Hexenbrut was said to occur when the most powerful of the Hexemalefik, Lilith, laid with the human 'Adam' and bore his children.
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