At the first introduction of humans to Earth, and more importantly Athoria, the Fae gifted an extraordinary group of women with magical children by procreating in humanoid male forms. To the public, they are merely humans with gifts. They look exactly like a human would except being able to manipulate certain aspects of the world around them with magic. All forms of magic developed over the years range greatly, but in this newer state of our game, they are incredibly attuned to the Earth and its balance of power within the elements.
Athoria is a hub of witches and spectacular integration with humanity without a lot of conflicts. Their numbers are one of the greatest and most understood and accepted among the humans.
The Dark Arts have only been discovered in the last hundred years in this era by the general public, and Demonic Magic is the youngest branch of magic having only been used since the Athor's took over the East.
Being humans, they are created by traditional ways. Magic becomes passed on through family ties mapped to the original Fae gifting them with magic. It is possible for some family members not to be born with these gifts, and many generations of families can go without knowing they contain the ability to harness it. Often it takes the right person for it to be rediscovered. Most witches tend to breed with other magical people to better the chances of their children having magic.
The lifespan of these witches is on average from 90 to 120 years before one dies of old age. This can be shortened by injuries or illnesses as not all things can be cured with healing magic.
The Magic Guild was established by a group of families who wanted to focus on archiving all of the countries magical histories. Over time, classes were formed by loyal witches who wanted to offer others a chance to learn their skills in a secure and safe environment. These teachers rotate and change very often. Sometimes the Guild presents news that certain highly respected witches are going to be in town, creating a natural buzz of excitement and a boom of numbers in Miervaldis. Classes are not structured and tend to fall into seasons of schooling, which encourages travel from all over. There is no age limit to someone wanting to learn, and tuition can be paid in many ways.
The Shrine they operate out of is found in the center gulf of Miervaldis located on the outskirts of the Countryside Region. It is a proud standing building and heavily protected by warding to keep its secrets safe from those who have not passed a basic entrance test, proving the purity of their magic as being good. The best way to reach the Magic Guild is by a broom or boat.
Please see the MAGIC TAB on this species page to grasp an understanding to what branches of magic we offer in the game. It is not necessary for every witch to learn at the Guild but it would be good to establish the core for their magical learning under the direction of a master.
Magic is the ability to manipulate and influence the world around them with a command of internal energy. There are five main classes of magic in our roleplay and one made from circumstance. All gifted humans tend to specialize in a few, and can not possibly master them all. Most stack and utilize groups in a way that benefit each other to extend abilities to far greater spectrum.
Elemental: Fire, Water, Wind, Earth, Soul
Illusion: Mind Influence, Mental Shields, Glamours
Alteration: Physical Manipulation, Conjuration, Shadow Harnessing
White: Healing, Emotional Aid, Sun/Light Harnessing
Dark: Blood, Death, Demonic
Chaos: An unpredictable magic birthed with tainted or stolen magic
The level of strength of their magic varies drastically. Two main factors determine this:
- Natural gifts granted from their families lineage and select breeding choices with other gifted humans.
- Dedication and understanding limitations of ones magic is vital to pushing limits. Practice might not make perfect but it might bring about discovery.
Many family lines can carry a certain magical potency to one particular magical classes. For example: The entire family are fire mages and have been for generations. This singular option opens up opportunities for these witches to excel to the highest abilities in this field. Magic is limitless in the grand scheme, so please take into consideration how much power and learning your character has in this moment and where they know they can be because of this.
Dark Magic/Tainting One’s Magic:
Typically, all spells are done for the good of others, or for protection. But doing harm against an innocent soul, or using magic in a way that fuels any of the seven deadly sins, starts to taint ones magical aura. There is no actual measurement to determine how much a witch’s magic is tainted. Though the Guild will force a test to attempt this determination for the protection of their secrets, maintaining balance and integrity is the only way to avoid this process.
Over time, witches who use dark magic may find they can only perform a twisted version of their birthed gift. Chaos magic can take hold when a power struggle of these two extremes takes place. This type of magic is extremely volatile and will act on its own without the mages knowing or consent. Dark magic wielders will find the simplest of spells difficult to cast, especially ones of Light Magic and Healing. But they will also feel power unlike no other if they practice to control it. The Dark Arts can be woven into the other classes to supercharge spells at the cost of draining themselves temporarily of magical strength and depending on it’s uses can be viewed as appropriate spell casting without tainting.
Wielding dark magic is a large scale taboo in the general magical community. Witches found burned at the stake or hunted down have been often proven too dangerous and require cleansing in death. Many now believe ones soul will be judged to go to Hell and has proven to sway the younger from testing this area of study, especially with the emergence of DEMONIC MAGIC and the summoning of LESSER DEMONS. (please see powers & abilities tab)
Leeds is the safest place to practice the Dark Arts.
Please note: Doing harm with spells against the soulless reap no repercussions to ones magic.
Familiars are animal friends who share a magical bond with the gifted human. They are magical spirits, having shape-shifted to appear as an animal for their witch. There isn’t usually more than one familiar at any given time, but in some cases they have been known to have up to three depending on the strength of the gifted. Familiars can aid in spell casting by allowing the gifted to harness their energies and take part in shape shifting if necessary. Shape shifting a Familiar is only changing the hands of spiritual energy and is ill advised as the energy required can be used up in the transformation and the animal will perish after.
Please note: Those witches who have taken on studying the DARK ARTS, specifically in the branch of DEMONIC MAGIC can find themselves summoning a lesser demon that becomes bound to the mage permanently as their familiar. They still take on the form of an animal, visually seen as a deformed animal. (ie: a four eyed raven, or a two headed rabbit) This usually requires the death of their previous bound one and can be viewed as a sign of the corruption with their magic.
» Spell Casting
Gifted humans use their magic mostly through spell casting. This is typically done with a special object called a wand that is created to be a conduit between their internal magic and the outside world. Some gifted humans do not always need a wand, and simple spells can be acted silently if needed. For complicated spells words are spoken from learned text for utilizing such difficult energies. Spells can be cast in an array of colors and can be activated in many ways. It all depends on the witch and which classification of magic they are trained in.
Spells are extremely difficult to create from scratch and we would expect you to explain how they learned any powerful wielding spells.
» Potion Making
Potion making is an in-depth science that pushes the limits of traditional alchemy. Found in a requirement to a few spells or stand alone items, potion making comes in a variety of levels necessary with the right experience. These concoctions vary but are not limited to creation of weapons, healing aids, spell assistance, warding, and poisons.
Enchantment capabilities vary per witch’s experience and knowledge of such spells. Runes are the most commonly used, even among humans. Others vary to the extent of wards to protect one’s self or homes from certain harm. Depending on the caster determines such enchantment’s strength and longevity. Weapons and other objects can be enchanted as well, but these objects usually require a level of sacrifice or a soul gem to even activate. Their rarity is known throughout the community, and many refuse to use enchanted items knowing what must have taken place to create them.
Brooms can lose their enchantment if not used for a long time, but most are tethered to the witch in a way that they can call upon it at will without the need to charge it.
Gifted humans have the ability to remove each others power through spells, but this is extremely dangerous. Magic stolen from another is chaotic and unpredictable, being that it was not gifted to them in the first place. Many perish from horrific events such as self-combustion, or are hunted down for the safety of others.
» Soul Capturing
In the game, there are very special objects called Soul Gems. They are the energy of captured souls either through the life of an animal or a species with a soul. This practice is not frowned upon so long as it’s not used to cause an innocent death. There are witches in-game who solely control the market for these valuable objects to keep the practice from shifting into darker uses, but those who are familiar with the Dark Arts understand this process the best.
Soul Gems are used and required to charge enchanted items after they are used.
Teleportation is possible for our witches and takes a level of mastery to not cause injury or death. There are three in-game ways to travel using magic.
Personal Teleportation- the witch can disappear and appear elsewhere. They must have been to this location before or have left a talisman to focus on at this location for ease of travel. Many magical locations in our game have areas where teleporting is recommended to not cause any accidents upon arrivals.
Portals- temporary magical artifacts or scrolls that a witch and other non-gifted can walk through together after activation so they can appear in another location. These are not freely made and require to be purchased at market by an expert as to avoid any issues. Portals can be unpredictable, and if used without heading the warnings-- can send the user to undesirable places.
Brooms- witches enchant brooms to fly short distances. This is the most common and wildly used method of travel magically. Children can ride brooms after their magic presents as a teenager.
Witches can summon a variety of objects, creatures and magical artifacts in game if they have mastered the alteration branch of magic. Examples are as followed but are up for interpretation in relation to their magical type.
Weapon summoning- activation from runes on skin or written spells
Creature summoning- calling upon an animal/lesser demon to aid them
Telekinesis summoning- actual physical movement of an object
Demonic magic is the newest discovered branch of Magic in our roleplay and with the coming of the Church of Athoria, many dark spell welders began practicing summoning from their preached realm called Hell. Little is known of what these Lesser Demons are. Though speculation from the Church fear they were once human souls that were tormented in the realm into those atrocities. The gifted humans who are dabbling in the demonic arts are finding newer ways to explore that realm but with it comes a price seen easily with their magic.
These lesser demons are summoned from the pits of Hell and appear in a form that can vary in style and shape depending on which Circle is it pulled from. It is highly encouraged to read over the HELL REALM settings page to grasp an understanding of what these monsters could look like in detail. An example would be:
Second Circle - Wind, could summon a flying wyrm.
Fifth Circle - Earth/Rock, could summon a rock golem.
Details- Once summoned, these lesser demons can be used in combat for a limited amount of time which varies greatly on the skill of the gifted human summoning them. Depending on where they are being dragged from can dictate what extra abilities they have as some of the circles of Hell breed elemental lesser demons.
These Lesser Demons are bound souls to their realm and will be dragged back to it without warning as they are not entirely allowed to be on Earth. Witches who practice summoning these lesser demons tend to instinctively pull them from the circle with which their own magic is connected too. If the witch is an Earth primary caster than their summoned lesser demons typically holds the same powers.
Because Gifted Humans are more or less Human, their physical bodies can be fragile along those regards. Their biggest weakness is that they are prone to disease and other illnesses, just like any other Human. The upside to their weaknesses though is that they have magic to heal. Of course, not everything health related can be cured and many perish regardless of magical remedies.
Certain magic can leave irreversible scarring to the body, depending on the severity of the spell and the reason it happened.
When does magic present itself in a gifted human?
- Most magic will show around the age of fifteen for the general public. Those who are far more gifted (they are rare) can experience their magic as early as nine. There are cases where someone doesn’t present in this time frame and lives their life thinking they do not have magic. Sometimes it takes an extreme event for their magic to be suddenly activated. This can be an overwhelming process if this does happen.
Do all gifted humans need a wand or staff to perform magic?
- It is highly encouraged to use a wand or staff because of the control it gives to the caster. But they are not necessary. Even more so if they simply don’t know they can have one! Either way, it depends on the gifted human and their skills/age with their craft. Many older gifted beings do not require such objects, yet still, utilize them.
Can someone be born without magic even though their family has magical ties? Or can someone lose their magic?
- Yes! Many generations can pass before magic shows itself. There are also very powerful spells that other gifted humans can cast to steal the magic out of another even if it is dormant. This is extremely rare and volatile in nature and sometimes used as a last resort against a wicked foe. But it is possible for someone to lose their magic and never get it back in this way.
How large is the Magical Community in Athoria?
- It is safe to assume that their numbers are the second greatest in Athoria. They are the most integrated species with the humans and are tasked with protecting the country as a whole.
Coven of The Mighty Oak: This Coven is a group of Druid witches who are deeply connected with the Earth and highly misunderstood group of people. Dressed with various animal bones on their persons and cloaked in green to camouflage. They have taken to worshiping the Green Man who is an ancient deity found deep within the Hallowed Oak who they give offerings to fuel all their powers.
MAGIC WIELDING SPECIES
WARRIORS OF HEAVEN
When an Angel comes to Earth they are allowed to choose their form, although any vessel that an Angel inhabits is exceptionally alluring. Angels are free of blemishes, scars, and very rarely have piercings or tattoos. The body does not age and will remain between the physical age of 16-25 until the Angel leaves its host. However, this is not what makes an Angel beautiful. It is the divine air around them that draws people in. Even though they look relatively human/mortal, they feel other-worldy.
Their angelic form is not commonly seen unless they are forced from their hosts. All that can be seen by the human eye is a bright blur of moving light. A supernatural’s keen senses will be able to make bits and pieces out of the blur of light, such as faces and actions, but it will still seem vague and unclear.
If an Angel plans to stay on Earth they must find a vessel to occupy or they will slowly begin to deteriorate. Otherwise, they will have to return to Heaven. To claim a vessel, permission from the human host must be granted. If it isn’t, the Angel can still chose to take the body at risk of losing their divinity and forever being forced to walk the world as a mortal.
An Angel will never die, only its mortal body can suffer damage. If the vessel is damaged beyond healing, the Angel must find a new body to posses. When an Angel possesses a human, regardless of the body’s age, they will maintain an appearance of 18-25 years of age. Should an Angel possess a child, the adolescent will stop aging after maturation.
Please see Heaven -- in the settings page for more information on where these angels reside.
- Seraphim: Called “The Burning Ones”, are closest to God and are beings composed of pure celestial light. These Angels constantly sing God’s praise and their duty is to regulate the heavens. As proof of their rank, Seraphim possess six wings and are gifted with their Creator’s omniscience.
- Ophanim: Also called “Thrones”, these many-eyed beings once guarded the gates of Eden. They are carriers of God’s seat, hence their nicknames. Their duty is to carry out messages of God’s decisions to the Second Sphere.
- Powers: Also called the “Authorities” belong in the First Order of angels, despite their residence in the Second Sphere. They preside over Birth and Death and supervise the movements of heavenly bodies to ensure balance in the Cosmos.
- Archangels: While they may live in the Third Sphere, Archangels are of the highest Order. These high-ranking Angels are known to carry God’s most important messages to humans. They are the commanders of their Creator’s armies and lead with the Powers in battle. The most known of the Archangels are Michael and Gabriel. Lucifer was once Chief of Archangels before rising to Seraphim and falling.
- Dominions: The Dominions regulate the duties of lower Angels. These angelic lords rarely make themselves known to humans, though they preside over earthly nations. While they only have two wings, their rank may be distinguished from other groups by wielding orbs of light fastened to the heads of their scepters or on the pommel of their swords.
- Virtues: Known as the “Shining Ones”, these Angels of Grace bring God’s blessings to Earth, usually in the form of miracles. They are associated with acts of heroism and bring courage when needed.
- Principalities: Also called “Rulers”, this tier of angels act as the link between the Second and Third Spheres. They communicate closely with the Powers and Dominions, often carrying out their orders and act as guards against evil invasions. These Rulers are the guardians of civilizations, often administering blessings pertaining to education. Also belonging to the second order, their rank is shown by their crowns and scepters.
- Guardians: Guardian Angels act as intermediaries between the Almighty and humanity. They are the lowest order of angelic beings and are most concerned with living things. Their primary duties involve delivering messages, guiding, and protecting human beings.
Like His human creations, God also gave Angels free will. They are free to make their own choices and live as they please, but deviation from His laws have dire consequences. Despite all their power and glory, Angels are very sensitive creatures. Interactions with any of the Deadly Sins taint their purity, it is a slow process, but if the Angel is not careful, they will eventually become corrupt, lose their Grace, and fall.
Depending on the severity of their sins, an Angel will be sentenced to live a mortal life on Earth. When they die, they are judged again and may be restored to their former glory if they find redemption, but this is rare. Higher treasons are dealt with harshly. When cast out, an Angel’s wings will usually dissolve from the loss of Grace. Instead, they are torn from their backs before being cast into Hell.
Dark Angels are more susceptible to falling since they were created to represent unfavorable aspects of existence(Death, Night, Silence, Destruction, ect). If they allow malevolence into their hearts, it will overpower the balance of light and dark within them. Many of their kind have already succumbed to sinful temptations, causing the remaining few to be rendered as outcasts due to the paranoia of the angelic community.
Most bonds between Angels are platonic, but they are allowed to take one another as Mates should they fall in love. Mating between Angels is a lot similar to a human marriage and is seen as a joining of their souls. If the bond is broken due to one of them falling, the remaining mate cannot take another.
Sexual intercourse isn’t forbidden, but it isn’t traditionally accepted either, some step over line of love to lust, and lust can consume.
In the past, Angels were sent to Earth as the protectors of humanity. With the threat of Lucifer’s forces at bay, they now act as observers. They know it is only a matter of time before the threat of Hell returns. Until then, they are to keep a close eye on mankind and learn all they can about other Supernaturals.
Inhabiting a vessel can be somewhat limiting for an angel in regards to their abilities. They are significantly less powerful than in their natural states, but their abilities on Earth correlate to their angelic rank. Angels of the First Order, namely Archangels, are the most powerful. Those of the Second and Third Orders tend be less so.
An Angel can heal any wound of another being regardless of species by touch of the hand. There is no recharging period for this healing and an Angel can heal at any time, even at the brink of death. An Angel’s mortal form will also heal from any superficial injury such as a flesh or stab wound.
An Angel can teleport itself to different locations. The only catch is that the Angel will have to have been to the location before. If the Angel has telepathic abilities (which is not standard for Angels to have) and has read someone’s mind who has been to a certain location, they will be able to teleport there.
» Protection Sphere
Angels can render a protection Sphere at any time. This will appear as a light blue, transparent-colored forcefield that can be seen only by Supernatural beings. The shield will protect an Angel from curses, mental invasion, magical, and physical attacks. Any magical curse performed by another Supernatural being, especially a demon, will become potent to the Angel if it does not protect itself. The rank of the Angel determines how strong the shield is and if it can protect other beings.
o Spheres According To Rank
- § Third Order = A standard strength sphere that protects itself well. An Angel can attempt to shield one other being but the chances of the shield breaking are high.
- § Second Order = A strong sphere that can accommodate two other beings. If the Angel is injured it will not be able to perform the sphere.
- § First Order = A superior sphere that can only be matched by an opposing force that is as strong as the Angel performing the sphere. Can protect whatever is necessary.
It is a rare gift among Angels of the First Order. Some, but not all possess the ability to transmit and receive thoughts. Unlike Vampires, they cannot mentally manipulate another being.
Those of the First and Second order are able to materialize their wings in the earthly realm.
» Enhanced Strength
Within their vessels, an Angel retains a portion of their inhuman prowess. Those of the First Order possesses strength on par with a Vampire. Angels of the Second Order are considerably weaker, while those of the Third are only a little stronger than the average male.
An Angel is extremely vulnerable to curses and magic, especially black magic. Killing the mortal body of an Angel will not kill the Angel, but it is a weakness because the Angel must then seek out another or return to Heaven. Angels must adhere to a specific code of conduct; if they violate any of those rules they will be forced to return to the Maker. Angels must follow five major laws; if these rules are violated the Angel will become a fallen angel, losing all of their powers being forced to live out a mortal life; to age like one, and to die like one.
- Angels shall not stand against God
- Angels shall not slay their own kin
- Angels shall not take a vessel without permission
- Angels shall not take innocent lives
- Angels shall not have romantic relations with the Damned.
Can Angels travel from Heaven to Earth at will?
- An Angel is able to travel freely between the realms. Although, they must leave their vessel to do so.
Would an Angel possessing a pregnant vessel give birth to a Nephilim?
- If an Angel takes a pregnant host, the baby will not be affected. Although, the child may be born much healthier than most children. Afterward, the vessel’s body will become sterile until the Angel leaves its host.
Can an Angel have a romantic relationship with someone outside of the human or angelic species?
- As long as the specie isn’t a Vampire or other creature with demonic ties, the relationship isn’t forbidden.
Vampires are the largest growing supernatural population in the roleplay. It is becoming common to have vampire havens in or around nearly every city, large or small.
Approximately two hundred years ago, it is said that dark witches began to dabble in demonic magic for the first time. Somehow, four original demons from the pits of hell were raised to the earthen plane. The mystery behind this phenomena has still yet to be explained or confirmed to even be true. However, what is known is that the four creatures dispersed themselves along the earth. One original demon stayed in the country now known as Athoria. As the years passed, this demon grew to have a thirst for blood, an allergy of sorts to light, and began to fall to a sleeping coma during the daytime hours. This was seen as total weakness to opposing species that were growing in power, knowledge, and numbers. The original demon of Athoria fled for the caves inside of the far west mountains of the Countryside region. It was there that they stayed, away from the dangers of the land. Eventually, the demon turned others to be like them, creating an entirely new species. And so began the vampyric race in Athoria.
For many years, vampires were extremely low in number and stayed hidden inside the caves of the mountain away from society, loyal to their original maker. But now, as the new Kingdom begins to expand, vampires have started to find their place in the country. Finally emerging from their darkness, vampires have begun to infiltrate the government and use their special skills of glamour and charm to outwit their enemies. Their numbers are growing by the night, and it is no doubt that these creatures have become one of the largest threats in the country.
A vampire’s skin is limpid, pale and chilling to the touch; it is also thick and marble-like. It is recommended that a vampire feed, at minimum, once per night as soon as waking. When well fed, their cheeks flush pink with color and they appear more mortal-like, even with warmer skin. If a vampire does not feed, they will slowly start to decay back into their visibly dead state. Feeding replenishes their body; if a vampire does not feed for a extended period of time, they will decay and become immobile. Younger vampires will die.
The lips of a vampire are permanently stained red, with a pair of retractable fangs being at their disposal and replacing their canine teeth. When fully extended the fangs are one inch long on each side, though their color is not necessarily white as the teeth of a vampire are still subject to staining if not properly cared for. A vampire’s hair does not grow and remains the length it was when they were mortal; if it is cut, the hair will not return and it will be as it was cut for all of eternity. A vampire does not age after being turned, and as such their hair does not gray nor does it fall out. Their fingernails, toenails and teeth are as hard as diamonds. A vampire does not sweat or salivate and they do not necessarily have to breathe; the older a vampire is the less likely they will exercise their dead lungs, unless of course attempting to appear human.
Their hearts do not beat and most of their organs do not function — they can not reproduce; this also leaves them immune to all human illnesses. If exposed to the sun long enough to scar, a vampire’s skin will turn burnt and crispy, permanently disfiguring them.
A vampire is made with a human and only this species. No other species retains the blood like a vampire does. Each species reacts differently to the attempt of turning but most will reject the blood or promptly die afterwards. A human may be created at any age. It only takes one vampire to turn a human, but split-way turnings are not unheard of. The maximum amount of vampires allowed to be involved in a turning is unlimited, but a human will typically bleed dry before the ceremony is over. Most vampires prefer to be the only sire of a fledgling that they are turning, and they may have several fledglings of their own.
Steps To Turning:
1) A vampire must drink the humans blood that they wish to turn.
2) The vampire must offer their blood to the human in return.
3) The human will go through a two day process called the ‘half-fledging’ stage. In this state, humans are typically much more stronger than they were, their thirst for blood is more potent, and they may still walk in the sunlight. They can also still breathe. Their body may reject the blood, which may cause death to those of not sound or strong mind. This process is extremely important. While the vampyric blood is in their system, it is basically killing their body and turning it into the new species. The transition usually requires a full two days to do so, but it is not unheard of it happening in less time. The human may also be “asleep” or “knocked out” for this process to occur, resulting in them “waking up” as a vampire.
4) The half-fledging must consume their first meal to complete the transition. Once they have fed, the transition is complete and they are a vampire.
There are many different scenarios and situations for the in-general turning of a vampire, but all of these steps are pertinent no matter what.
» Vampire Lust
It is the ability to increase lust in an individual, it is also sometimes named ‘Glamour’. It is a voluntary function and efforts can be made to sharpen and strengthen this lust to the vampire’s advantage. Vampire’s lust can sometimes secede orientation and cause a human or other species to become attracted to the vampire when they otherwise might not be because of gender preferences.
» Mind Reading / Memory Sharing
Mind reading is the ability to communicate telepathically within someone else’s mind without speaking out loud. A vampire has the ability to send a message to anyone — even humans who do not have the gift of telepathy. They are also able to read the mind of individuals and hear any thoughts that are going on about their head, but keep in mind that other vampires are capable of having shields to block this reading. Mind reading also extends the other way, they are able to more easily receive the messages of others. Through mind reading, one is able to speak, but also share thoughts, feelings and memories of the past. Memory sharing can be processed within seconds of receiving it, no matter the length of the actual event that is being revisited. A memory can be in first person or third person and just simply depends on the receiver.
The ability to pick up on the feelings of others, which usually have ‘a smell’ to them. Empathy also allows vampires to smell lies. They are less likely and able to pick up on the feelings and lies of other species of supernatural but it all depends on the strength and amount of empathy. A rare amount of vampires are able to ‘see’ feelings rather than smell them; they will typically appear in shapes and specific colors of light. Intense emotions tend to be more vivid and in-your-face with the colors and shape, while sulky or downer feelings are more slow and less colorful. Magick objects exist to block out a vampire’s ability of empathy.
» Mental Shields
All vampires have the capability of developing a mental shield, but if they are not taught by another capable vampire they will never develop this gift. Mental shields are acquired through training and practice, and strengthened by age. A mental shield can protect a vampire from all Vampire powers. It is possible to weaken as well as entirely destroy a mental shield of another if one is strong enough. The breaking of a mental shield is painful and can cause the vampire whose shield is being broken down to go into a half state of consciousness; a mental shield protects all memories, thoughts, and feelings from being able to be discovered and felt. Once a shield is broken a vampire becomes reduced to the state of mind as a regular human and must retrain in order to regain the shield as it once was.
This power is basic in all vampires and stays the same all throughout a vampire’s existence, but it can be increased by talents such as Vampire’s Lust. When a vampire bites a donor they are capable of numbing the sensation of pain that a feeding might bring about, and provides sexual pleasure in replacement. Sometimes a vampire will only half roll a donor to allow the paining sensation to become numbed but no lust to be inspired from it. Other more sadistic vampires enjoy not rolling a donor, or in this circumstance ‘victim’, because they prefer to see them writhe in pain. Feedings are, without rolling, not pleasant.
» Increased abilities, strength, speed and healing
Vampires are much more durable than the humans they used to be. Strength tends to increase with age but all vampires are roughly a thousand times more than whatever strengths an ability a human has. At top speed their motion would appear a blur to non-supernatural beings. They do not suffer from illnesses and are immune to all diseases because of their undead status. The healing rate of a vampire depends on the age of a vampire, but even a newborn vampire will have the ability to heal a papercut instantly.
→ Half-Fledgling; creation until 48 hours old (please see Creation process)
→ Fledgling; 3 days until 5ish years
A fledgling starts out being extremely vulnerable and usually completely dependent on their original Sire -- though other qualified vampires might be just as efficient. If a fledging is abandoned during this critical point in their life, it is possible for them to lose control and act upon bloodlust or over-confidence, which usually results in their death by a hunter or another supernatural. However, some fledglings have been known to survive without a Sire. These fledgings usually develop abilities slower and are not as strong-willed, nor are they aware of their full potential. Their skills are extremely basic and need to be worked on consistently. Their healing abilities also take fairly long, but help from their Sire’s blood will aid in speeding up the process.
→ Naif; 5ish years until 50ish years
Naif’s have fully developed empathy. If they were trained, their abilities are almost fully functional but usually need generalized guidance and focus in order to use them at their full potential. Naif’s are extremely motivated and eager to learn or train. They have high energy and begin to start analyzing their abilities in efficient ways in order to become stronger.
→ Equidistant; 51ish years until 150ish years
Equidistant vampires have fully developed mental communication and telepathy and rarely need any guidance to do so fully. Their vampyric lust is significantly strong and with completed training from their Sire’s, they are able to push this influence onto other supernatural species, including other vampires.
→ Adult; 150 years +
Adult vampires are the most powerful vampires in game so far. Since vampires were only created approximately two-hundred years ago, these special species are said to have lived and trained under the original demon themselves. Adult vampires have an undeniable vampyric lust that almost all species cannot resist. They are also starting to dabble in more efficient ways to use their mental manipulation by controlling others in ways that younger vampires are unable to do. This ability comes very naturally to Adults. Their memory sharing is fluent and they are able to heal within seconds of acquiring a wound.
A vampire will enter a coma once the sun begins to rise. This state is not like a sleep and more described as a death. During this time the vampire is not animated; it has no thoughts, no dreams, and cannot move no matter what. It is lifeless. This is why stereotypically a vampire will have a safe location: a coffin at the base of a windowless cellar with a heavy lock that cannot be opened by anyone but themselves, etc. If a vampire falls inanimate outside where the sun will shine, it will die. If a vampire is moving during this coma into the sunlight it will not wake and again, will die. A coma is the vampire’s most vulnerable state and the best state for someone wanting to harm it.
By far the vampire’s worst enemy. If a vampire steps to or is placed in the sunlight, they will burn. Exposure to the sun will cause the vampire’s skin to burn ghastly before turning entirely into a pile of guts or ash on the ground. A vampire who has been exposed to sunlight for a matter of seconds and then covered will be disfigured and gruesome to look at on any area of skin that was exposed to the sun during the encounter.
» Sensitive to light (general)
A vampire prefers a dark and shadowy room. Extreme lights irritate their eyes but it does no damage other than annoyance.
» Stakes to the heart
It will kill upon impact, no matter what the stake is made of. However a strong metal is usually advised because it is nearly impossible to break through tough vampire skin. The stake must entirely pierce the vampire’s heart and once it does, it is dead.
It is something that a vampire cannot withstand. Light a vampire on fire, it will be dead within seconds. If only a certain part of the vampire is put on fire and it does not spread, such as a hand, that part of the vampire will turn to dust and it will not repair itself.
A sure fire way to kill a vampire. It doesn’t matter what a vampire is beheaded with; if the head is completely detached from the rest of the body, it is dead and cannot return to an animated state. It is wise that if one is trying to kill a vampire to be sure the head is completely severed, for even vampires of young age are able to survive a half beheading. While recovery time may take months upon months and will leave an oddly formed scar, if the head is not entirely from the body the head will rejoin itself in time.
» Wounds, etc
Vampires are NOT immune to wounds. However, most wounds do not last long. A hail of arrows may make a Vampire look like Swiss cheese, but not for long.
Vampires can only be drugged with potions that contain magical properties to them. For it to take any strong or lasting effect it must be administered often. Excessive quantities would be required because the vampire’s body would continue to reject the foreign fluid until enough had accumulated in the bloodstream. Anything else, be that its injected - consumed - or inhaled will not provide any effects to the vampire. (please see below)
» Food and Drinks
A vampire can only consume blood. They are able to consume blood other than human blood — a vampire may feed from anything that has blood and each vampire has their own preferences of whom they prefer to be their donors, as well as which blood tastes the best. However, a vampire cannot survive on anything other than human blood for long periods of time. If a vampire attempts to eat anything or drink anything they will eventually vomit it up. This includes even basic things such as alcohol or water. They cannot consume anything other than blood.
What is the connection between Maker and Progeny?
- When a human is turned into a vampire, they become subconsciously sired to the one that turned them. There is a strong pull there, like a rope, that each vampire carries with them no matter where they go. A maker can feel things that their progeny feels, like pain or emotion. They will always be able to find one another due to a connected instinct. Maker and Progeny can come in many forms; brother and sister, lovers, etc. It is important for the maker to be there for the progeny as they grow, teaching them the ways of the vampire lifestyle. The progeny is usually very reliant on their maker, and when a maker is not present in their young lives, it can be detrimental.
Does a vampire need to feed every night?
- This depends on the vampires age, but for the most part yes they do. Young vampires might need to feed several times in one night in order to fulfill any cravings of bloodlust. However, a vampire can go several days without a human feed, but the wear and tear will start to show on their body; they will becoming weaker, their body will start to decay, and the thirst for blood will only grow stronger and stronger.
What are some other characteristics of vampires that are important in this roleplay?
- Due to the vampyric history, there are a couple different vampire personalities that you will see in game. Since Franco Athor’s successful rebellion 30 years prior, vampires have only started to emerge from the caves of the mountain and have started training new vampires to take over the cities. Older vampires might be more privy to their way of life inside of the caves; biased, weary of others, and not very sociable. Whereas newer vampires (particularly Naif’s) will have a “millennial” mindset when it comes to overthrowing the government and their lifestyles. Make sure to refer to each individual biography to see their goals and views on the growing world around them.
Midnight Congregation: The vampires of The Midnight Congregation are a new wave of royal elitist that claim to be one hundred percent loyal to the rule of the Athor’s. Midnight vampires are prime and prestigious. They are wealthy and frowned on by others with a lower character or places in living society.
UNDEAD CHILDREN OF THE MOON
Mother Gaia, a spiritual deity who is now worshiped for being the mother of all animal life on earth, developed fifteen hundred years the Garou. At that early time, these wolves were gifted with a human shape-shifting ability and stronger conscious between their kin. The First Tongue was the established language of these early wolves. Over the countless centuries, immortality gave the original Garou a chance to evolve. Within the last millennia, their kind is now able to transform at will. Much in reflection to the moon and her many phases, their beast and human illusions are fluid and one within a limitless visual creation. However, they are still bound to the full moon and must change to their wolven form entirely.
Bitten humans were discovered much later in years, and in the beginning they were viewed as being cursed rather than being born with the gift. Many wolves separated and isolated these creatures not viewing them as being a true wolf because of their human birth. Additionally, a rift grew in some places where Hybrids were formed from mating with humans. Natural wolves can contain a prejudice, however, the Alpha leads the pack where it is safe no matter their background or bloodline. It is their leadership that influences these views.
Werewolves in Athoria vary in temperament and classic attitude with their stubbornness. They can be extremely territorial and do not conform well to society when it is imposed on them. They are in a pack and are very loyal with rich proud histories and a specific hierarchy of leadership. Strayed wolves are left to die and most flee to the Eastern side of the country in search of a new beginning with the humans.
Lupus werewolves are born a wolf by wolves. Also known as natural werewolves, these Garou do not visually age past certain ages, which essentially depends on the individual. Many are bred from original bloodlines and can have varying personalities, which depends on if they are raised with a pack. Their first change typically happens as a teenager, but even as a child they are affected by the full moon with wolfish tendencies, even if they are in human looking skins.
There is still a chance these born wolves won’t make it through their first transformation. It is a violent and painful experience regardless who their parents are or how potent their bloodline is from the original Garou. They are born with wolf souls which can, however, make it more likely to succeed.
A werewolf can be created by being bitten or scratched by a fully phased werewolf. This infliction needs to have entered the blood stream and runs a high risk of death for this very reason. Turned wolves will stop physically aging the moment they go through their first transformation under the next full moon.
Many do not make it through this stage, as their bodies are physically changing from human to Garou down to a soul level. Until then, they are in a transition stage and will experience a fevered state as their body begins to undergo species change.
» Increased Strength
Werewolves can easily lift 200 or more pounds and depending on the training involved, this strength can also be used in battle when attacking with a weapon. It can also be used to plow through walls or break restraints. Their strength also dictates the speed of their wolf which depends on the size of the fully phased form. Gender or size of homid phase do not dictate strength– it is inherent. Wolves are at a maximum strength advantage in the Garou form.
It is rumored that consuming a human heart can provide a Garou with added strength temporarily. This can be frowned upon if the death isn’t necessary.
» Super Senses
Senses are this species best weapon against all supernaturals and humans which are all enhanced beyond others. A wolf can use this to its advantage while in combat or hunting. Their sense of smell is their most prominent used weapon and has a powerful range of about a 150 mile radius and can detect scents long passed expiration. Most Garou will half-phase to aid in heightening other senses even further, like eye-sight or hearing if needed. However, it is more effective in their Urshul or Urhan wolf forms.
» Healing/Damage Intake
They have the ability to heal their wounds over time and depending on the severity, it can vary on actual timing. There is a level of energy required for this and some wolves, mostly warriors, are trained to redirect their healing on more vital organs if necessary to survive a fight. However, ‘fatal’ blows can cause permanent death or major deformity. Simple cuts and burns will find themselves sealed in mere minutes, whereas a broken bone might need to be reset and take days or weeks to heal over correctly. A loss of a limb or appendage doesn't necessarily 'grow back' but can heal closed or be united with the severed piece in attempt to save it.
The only way to scar flesh is with silver or in a tattoo webbed with magic, and even then it may need to remain on the skin for an extended period of time to actually mark the skin.
The Garou have the ability to phase at will, although they must transform on a full moon. Many are able to transform partial ways, giving them the added advantage of strength, plus teeth and claws. This is all based on training and control over these transformations. Guidance is suggested in order to master the actual limitless ability as it can be an unexpected painful and tormented process if done wrong. Most young wolves can only shift from one extreme to the other.
Each form carries its own strengths and weaknesses that can be effectively wielded with time and practice. Although, a werewolf spends most of their life in either the Homid or Urhan form, and are the phases that even the youngest Uratha can access. All wolves, whether blessed by blood or by bite, can learn to control their transformations with time and discipline and take full advantage of all their many shapes. It will vary depending on the control of the individual werewolf.
Forms by given name:
In homid form, the werewolf can blend in with normal mortal humans with relative ease. There are some telltale signs to identify an Uratha (werewolf) that appears to be human, but they mostly stem from superstition and are rarely accurate, sometimes leading to average men being falsely accused. The best way to tell is by temperature. All Garou run at a fevered state to humans, and to a vampire can seem scorching hot. An actual werewolf can still use their gifts of speed, strength, and sense of smell in this form, but must do so with an awareness of their surroundings in mortal environments. A werewolf that falls unconscious or dies either falls to this or their Urhan form depending on the phase.
A near-homid form of the Uratha. Claws and fangs are prominent and difficult to hide. The werewolf’s body puts on more mass mainly in the shape of well-defined muscles and abnormal height. Its body can mask in random places with a patchy thick coat of hair. Standard speech is still possible in this form as well as more enhanced speed and strength than in the homid form.
One of the most recognizable and terrifying forms. It is by far the strongest and most dangerous phase a werewolf can take on; even the smallest and youngest wolves who are triggered can stand upwards of six feet. Some warriors and alphas push the limits to well over eight feet tall, but it's also the most unstable. Their minds can become conflicted with the hunt or fight. Often enough, without training, some fall prey to a blood lust and full unstoppable rage. Weapon wielding is possible and can be a deadly combination if paired with certain armors as well. Communication is possible through wolven instincts and gestures, and to some gifted with the ability to speak the First Tongue (please see tab above) can talk the ancient language.
Near-wolf form, the closest to what some refer to as a giant wolf. It is the size of a small horse as they stand 3-5 feet high at the shoulder and is the fastest of all the forms. Many choose to fight in this shape, as it can be the most deadly when fighting with their pack. They can lift up on two legs if necessary, though the joints are backward and force a lycan appearance to their stance. Wielding weapons isn’t entirely possible, as their hands are more wolven in shape and they lose the use of thumbs. They can speak the First Tongue in this form if it is known.
The last transformation is the physical representation of the wolf that resides in every Uratha. They are indistinguishable from the wild wolves throughout the country to all but others of their kind and those who have been trained to hunt them. An Uratha’s wolf phase can come in many sizes and colors. Though, many inherent their coat from their parents and lineage. When a wolf dies, they can fall into this phase in rest.
The Wolf Ranking System (please see clan page for additional information)
They are the leader and hold final say over the entire direction of the pack. Orders must be approved by them before acted upon. There is a natural need to follow this wolf within the pack. Loyalty is almost unbreakable. Those who challenge their leadership will have to issue a fight. This typically results in a death of either party.
Second in command. They oversee all warrior training and offer council to their Alpha. They contain immense trust to issue their own commands if the Alpha is not present and carries almost the same responsibilities aside from the most important of duties. They are highly respected by the other wolves.
Extremely skilled wolves that are hand selected to undergo vigorous training to prepare them to fight any supernatural species. They are often the fastest and strongest of the pack, besides their Alpha and Beta, and can be feared easily. They are still responsible for helping the Young Subordinates in maintaining their home.
» Young Subordinates
The bulk of the pack filled primarily with wolves. They work together to take care of living essentials. Jobs range greatly with trades like carpentry, blacksmith, or basket weaving. These wolves are also the main hunters and gatherers for the pack and carry a role given by Alastair.
» Juveniles & Pups
Also the bulk of the pack. This name is a term to label those who hold mortality (humans/hybrids) as being 'young' and those wolves who are not ready to carry important tasks for the Pack. Most start out being scouts and run patrol along the borders. Gathering basics like firewood or fishing are likely jobs for these wolves but so are essential living to keep the city thriving. 'Pups' is a slang term of endearment for the children under 13 years of age.
The elders of the pack are those wolves who have been under the direction of the Alpha the longest. They can be summoned to council and typically have secretive roles for the Alpha that the bulk of the pack does not know about.
» Omega Wolf
The omega wolf is the packs scapegoat. This wolf bears the brunt of the packs frustration. Often times, the omega is signaled out as a form of punishment and used to make an example out of.
Isn't a part of any pack, they are a true disgrace and found with banishment scars on their bodies. They rarely survive alone.
Werewolves are a hardy species able to withstand much more than a human. They are, however, prone to some things. The number one thing being silver. It can be fatal to a werewolf; burning their skin and preventing their strength and healing depending on the amount in their system. No amount of training can stop the effects of the metal. However, all werewolves have a different threshold for the amount necessary to slow them down in battle. Silver injected into the heart through a stake, or in poison, can cause instant death.
Most brands come from a silver stamp for this permanent reason.
Is a very rare magical herb found in the Wasteland and is mostly used by gifted humans to trap a werewolf or to keep them from entering a dwelling. It is said to have a different effect on every Uratha varying from delusions to a weakened state, or only a necessary repellent.
Werewolves can take a lot of damage before death, yet that depends on the training involved and their pain tolerance. An Uratha's system will begin to fight the toxins or poisons as soon as they enter their bodies. More may be needed to have a profound effect on them or multiple doses following added damage to keep them contained. This applies to drinking alcohol and recreational drug use.
The First Tongue is an ancient language of the werewolf species. Although not used in daily conversations in its entirety, it is of great honor if one knows some of it— considered a blessing to have learned from their Alpha. Below is a list of the common words/phrases sometimes spoken with homid tongues as the years have passed, even by the humans in the pack. Though this list doesn’t capture the scope of a full known language, if you need assistance with writing your wolf using the First Tongue, please message an Admin.
- Afhal: Warlock
- Aharnuz: The Mother
- Alath: Helpful spirits
- Alathru: Gift or Gifts
- Amahan Iduth: Mother Moon
- Amdulim: Death, Harvesters
- Anshega: The Pure Tribes (Natural Wolven packs)
- Aziha: Cursed
- Ba’musum: Steel, Iron
- Beshilu: Rat
- Cahalith: The gibbous moon
- Dagukurum: River, Swift Waters
- duguthim: Possessed
- Duhalaim: Two-Faced / Twin-Faced
- Elodoth: The half moon
- Elolunim: The song of the half moon
- Endi Matha: Playgrounds (Young packs)
- Endim: Toys, Playthings (Regards to slaves)
- Engum: Guardians
- Fa-ninna: Owl, Omen Birds
- far’huf: Stepping Sideways (caution)
- Farsil Luhal: Iron Masters (forgers)
- Fenris-Ur: Destroyer Wolf (warriors)
- Galer Za Da Har: “I banish you from this world”
- Gifala: The spirit of the Wild
- gishar: A Wound
- gurihal: The physical world
- Gurim-Ur: Rabid Wolf
- Guzenthima: Money / Currency
- Hafal: War, Warmongers
- Hanzerih: Flame, Consuming Fires
- Hesath Thaf: Pain
- Hespar Nimhir: Electricity, Trapped Lightning (rumored to have been used in their packs)
- Hikaon-Ur: Black Wolf
- Hirafahra Hissu: Shadows
- Hiribanu: Knife, Blades
- Hiri Hufesi: Oak Beings (creatures of the Forest, Faeries)
- Hisil: The Shadow Realm
- Hithim: Hostile Spirits
- Idigathim: Lupus
- Iduth Zana: Moon Puppets (lunatics)
- Iminir: Storm Lords (Elves)
- Imkul: Breezes / Wind
- Inimshi: Desire, Lust
- Imria Hithim: The Ancestor Spirits
- Irraka: New moon
- Irralunim: The song of the new moon
- Ithaeur: The crescent moon
- Ithalunim: The song of the crescent moon
- Iurhir: Dog, Mongrels
- Izidakh: Fire-Touched (burned)
- k’ruuk: ‘Scarred One’, an honourific given to the members of Old Packs.
- lama: helpul spirit
- lil: spirit of a place
- Lum: Apathy
- Lushar Iduthag: The Tribes of the Moon
- Meninna: Hunter in Darkness
- Mirhira: Storm, Angry Skies
- muth luzuk: Blood Thief (Vampire)
- naestu: ‘Where one cannot smell or taste’ (bound by a spell)
- nayeli: I love you
- Nihhilim: Rat, Vermin
- Ninna Farakh: Predator Kings (mortal men)
- Nuigim: The Unseen (Phantoms)
- Numilim: Silence, Voiceless (bound by a spell, or mute)
- nuzusul: A werewolf before the First Change (before puberty)
- Rahu: The full moon
- Rahulunim: The song of the full moon
- Rih Lahafa: Gluttony, Gorgers
- Sahfala Usum: Rattlesnake, Disagreeable Serpents
- Sahthaf Usah: Nightmares, Incubi (Demon)
- Sar Umfisah: Book, Scrollborn
- shurilam: Twilight
- Suhahdu: The Flesh
- Suthar Anzuth: Blood Talons (Fangs)
- Thif Hisir: Cat
- Thimma Hih: Dementia, Ailing Thoughts
- Thumuthafa: Ant, Workers (regards to slaves / servants)
- Tzuumfin: Ivory Claws
- ulal: Essence
- umma: witch or warlock
- Unamatha Azim: Bear
- ungin: A meeting on neutral Territory
- unihar: A Ghost Child (Phantom)
- uragarum: Wolf-blooded (Natural Wolves)
- Uratha: Term for Werewolves
- Urdaga: Forsaken
- Uremehir: The First Tongue
- Urfarah: Father Wolf (Pack Master)
- Urfidum: Granite
- Uthsu: Grief
- Viruhk: Soulless (Reapers)
- Zela Uhur: Lightning
Wolves over the years have developed their own slang words that typically is used within their own cultures and not utilized or understood by other species unless explained. This is especially prominent in the City of Hala.
- Athro: Teacher, Mentor.
- Moon-Calf: Idiot, simpleton.
- Breed: The ancestry of a werewolf, be it natural wolf, mixed, or bitten.
- Caern: A sacred place among werewolves. Gardens for prayer and mediations.
- Feral: Slang term for wild wolves.
- Gaia: The Earth, in both a physical and a spiritual sense; the Mother Goddess.
- Garou: The term werewolves use for themselves.
- Homid: A werewolf of human ancestry. Occasionally used disdainfully by overly proud Lupus (e.g., “That boy fights like a homid.”). Is also the label used to explain their 'human appearing' form.
- Kenning: The empathetic calling some Garou perform when howling.
- Kinfolk: Those humans and wolves who are related to the Garou who are not actual werewolves.
- Litany: The code of laws kept by the Garou.
- Pack: A group of Garou bound to each other by ties of friendship and mission as opposed to culture. Lead by an Alpha.
- Ronin: A Garou who has chosen or been forced to leave Garou society. It is a harsh fate to become a “lone wolf.”
- Cadaver & Leech: A derogatory term for a vampire.
- Sheep: A derogatory word used for humans who are outside the pack. Usually only used among the wolves in private.
- Run: A ritual hunt that takes place at the conclusion of a moot.
- Moot: A celebration, party, or event that marks an important time of a pack mates life. This includes things like marriage, first changes, new roles.
- Adren: A pupil or a student who learns from a Athro.
- Anamae: A “soul-friend” or "soul-mate" who feels connected to another without any explanation other than pure instinct they should be together.
- Cliath: A young Garou, not yet of any significant rank. (Juvenile or pup)
- Fostern: Pack mates; those who are family by choice.
- Lupus: A garou of wolf origin.
- Pup: Term of endearment for wolves who are under 13 years old.
Anshega: Founded upon the rough terrain and plains of the southeast, Anshega were a small group of wolves birthed from Gaia’s love. The pack as a whole are a very spiritual group. They enjoy prayer to Gaia, and hunting together or finding any opportunity to celebrate. Anshega recently forged a treaty with the new King Athor to allow for the building of the Southwind Fortress, which is a glorious bridge that spans the dangerous bay at its smallest point.
With the mating of a werewolf and human, these hybrids are born mortal regardless who carries the baby. These wolven genes can be heavily ‘watered down’ through the countless generations as hybrids breed with other humans or wolves. This will vary between hybrids. It is possible for these children to not know they contain wolven DNA. From the starting point in-game, there have been roughly 500 years of documented opportunity to make hybrids. After four passing generations breeding with humans, these hybrids are recognized as human.
Pregnancy is a normal nine months regardless of species bearing.
Please Note the Following:
- Because of their wolven descent, they can be bitten and transformed into an immortal werewolf. This does not mean the transformation will be successful from this simple fact, as there is risk involved in all changes of species. Please refer to the Werewolf species under the creation tab to read on these risks.
- At this time: Those who have even the smallest amount of wolven DNA will perish if a vampire attempts to transform them. Vampire/Wolf hybrids will not exist in this season of the game and are not known by any species to be a possibility.
They run at a high temperature like their wolven kin, yet they cannot transform into a wolf or any of its transitional stages (ie: garou form). Some take up certain characteristics under the full moon that may include hostility or rage. Their sex drives can also peak at random times without their immediate understanding. Additionally, most hybrids can feel a desire for pack life. This draw is a natural instinct and can be more prominent in earlier generations of hybrids.
These hybrids can have a deep connection with Mother Gaia if they learn from an elder werewolf how to establish it they can even communicate with her.
They typically live within 100 years, the majority of them dying from old age. Disease and injury will quicken the mortality rate. They can age slower depending on the potency of their wolven genes, but eventually, their mortality will catch up with them.
Is the same for all mortals, though many hybrids can have a taste for raw meats near the full moon and can digest it without serious issue. Their appetites are large and it can take a lot to feel satisfied if they are early generations of hybrids.
» Powers And Abilities
Please note: As the generations pass, these powers will become weaker with each bred hybrid. It’s important to have an understanding of how many generations your human/wolf hybrid stems from before playing them.
» Super Sense of Smell: As with their wolfish ancestors, their sense of smell is their most prominent ability and has a powerful starting range of about a 50 mile radius. They can detect scents long passed expiration if they train hard enough to distinguish.
» Increased Strength: Able to lift well over their own body mass this also gives them the ability to run at decent speeds before exhaustion kicks in. They have their limits, and when they meet them their energy drops considerably which will require an uptake of nourishment or risk passing out.
» Silver: Can be irritating to anyone with wolven genes. If injected or wounded with a weapon forged with silver, the wound can be difficult to mend without proper medical attention. It is also guaranteed that the wound will leave a noticeable scar.
» Wolfsbane: Is a very rare herb found and mostly used by gifted humans to trap a werewolf or to keep them from entering a space. It is said to have a different effect on every wolf and their hybrid kin. These might vary from delusions to a detrimental weakened state or something far worse.
» Mortality: Hybrids can be a particularly weak species, susceptible to almost anything. Exposure, disease, famine, war and injury are common killers. Both the body and spirit are easily degraded and manipulated despite one’s willpower and immunity. Hybrid souls are judged by a reaper.
What does it mean by ‘original bloodlines’ and how does it effect the wolves?
- Many of the older lupus werewolves of Athoria came from the original wolves first transformed by Gaia. There is pride in their bloodlines being that they are direct descendants and contain no human influence. This pride can make them hesitant to procreate without a true Garou mate and can also stir a deep prejudice towards bitten wolves and hybrids in general.
Can wolves be disfigured or scarred?
- Yes, absolutely. Please see the weakness tab. Under extended torture or if caught in a situation where they are not allowed to heal properly, it will result in abnormalities to their body. Hunters are probably the most aware of how to cause these effects, but the most well-known one is when an Alpha marks a wolf as a ronin. This exit from the pack (if they aren’t outright killed) is a mark of shame and only their Alpha can cause such damage to their kin.
What do the wolves eat in Athoria?
- It can and will vary depending on the mun who plays their character. We have had people play wolves in a feast and famine type diet where the pack hunts and they eat and fast off that meal to not overkill their prey. There is also the consumption of human foods found in the cities, including fishing and various gathering foods. Wolves can consume any meat-- including humans, if they so desired a taste for it though wildly taboo in our world. It’s unlikely for them to consume a vampire, reaper, or specter.
What happens to a wolf’s soul when they die?
- A wolf’s soul becomes energy for the Earth and will not require judgment from a reaper. Mother Gaia has no realm to harbor their souls. There are many practices to worship their dead and is one of the many reasons why the wolves have such a deep connection with the Earth.
Reapers appear as they did when they were human and can usually be seen in the clothing that they died in; may it be pajamas or formal wear, or anything in-between. This species look like everyone else and can pass for human quite easily. When a reaper is reaping souls, they tend to mask their identity by wearing hooded robes or cloaks. All reapers have a “≠” symbol somewhere on their body that cannot be removed. The symbol's origins are unknown, but it is believed that the symbol was forged upon their skin from Azrael, the Angel of Death, and it stands for not being bound by Heaven nor Hell. Reapers also carry a weapon, usually a blade of sorts. This is known as their scythe, although the weapon can technically be anything that they prefer.
A Reaper’s creation is not completely known. The only connection that a reaper may know due to common lore and myths/legends circling around Athoria, is that the Angel of Death may have had something to do with it. No reaper has ever laid eyes on this holy being, and some may not even believe that he exists.This can cause for mixed personalities and attitudes in the reapers and their tasks.
Reapers have an urge, a calling, to reap the souls of the living. Some reapers also find it necessary to hunt the souls that escaped them and send them where they belong.
A vision is the Reaper’s ability to judge upon the deeds of someones past. This ability can only be executed upon the death of the living, or when a living being comes very close to crossing the threshold of death. To have a vision, a Reaper must injure the being in any way with his scythe. And during these visions, one of two choices may be made by the Reaper; send the being to the gates of Heaven, or damn them to the pits of Hell. All of this is based entirely upon the beings personal righteousness. In some cultures this is known as Karma.
Souls are able to “outrun” the reaper before it is able to complete the vision. This can base off of the reaper’s experience (or lack there of). Some souls may be more difficult to judge, leaving an inopportune moment for the soul to escape. When a soul escapes the reaper, it succumbs to Limbo, the realm of the in-between, and becomes a Specter. See the Specter page for more information on this specie.
» Increased Strength and Speed
Reapers are a thousand times stronger and faster than the average human.
» Immunity and Invulnerability
Reapers are immune to all poisons and illnesses that may normally effect all other beings (particularly humans). This is because Reapers are, in a sense, an entirely different being standing between the forces of Good and Bad. Invulnerability for a Reaper entails the ability to never feel pain, nor reach their body’s limit. Being that they are not bound by Heaven nor Hell, a Reaper cannot die.
A Reaper’s ability to reanimate their own body means that when a Reaper is injured or mortally wounded they may replace or mend their own body part over the course of time. When a body part such as an arm is lost, the Reaper has the option to utilize the body parts of a Reaped soul’s body as if it were their own.
A Reaper’s ability to Reap is based on how many souls they have actually Reaped. They are bound to cap at some point, and once they do they will no longer exist on any plane of existence. The Reaper’s ability not to feel pain can be a hindrance. Although a Reaper is unable to die, they find it hard to fight or do much of anything else while missing parts of their body or facing an otherwise fatal wound.
A Reaper is unable to reap angels because they are bound to their designated realm of existence. Nor is a Reaper able to reap a Vampire, due to the fact that Vampires souls have already been reaped. Reapers call Vampires as well as other soulless beings “Husks” - a term used to describe one without a soul. A Reaper’s inability to reap a Faerie stems from the fact that a Faerie is from their own dimension. Because Witches and other gifted beings are still mortal/human, they have souls and therefor can be Reaped.
How do I know when my reapers “time” is up? Can I write this as an actual occurrence in gameplay?
- A reaper does not know when their time is up, but you, the rper, can have a generalized idea and work towards that as a main part of your plot. Having your reaper reap their set amount of souls can absolutely be written in-game, however keep in mind that a plot request needs to be filled out for when you kill off your character.
Is my character able to meet Azrael, or use him as an NPC?
- Azrael will be a playable character in game, so yes your character is able to meet them. Just keep in mind the history behind the lore of Reapers and understand that most reapers may not even believe that Azrael is real, etc. Use this knowledge along with your reapers individually personality to make this plot accessible!
JUDGES OF THE SOULS
THE HOLY CHILDREN
When God sent His 200 Watchers to Earth to protect mankind, He gifted them with a blessing that gave them concrete form. In their idle time the Watchers would mingle with humans. Eventually, they began to lust for them. It was through their union that the Nephilim were born. Mortal and angelic women alike could carry their mate’s seed and give birth to healthy children. These offspring were a perfect combination of human and angel.
Part of the entire mythos surrounding Gods and Demigods is derived from the very history of the Nephilim. Under the angel’s tutelage, humanity thrived like never before. They taught mankind how to forge better weaponry, produce crops more efficiently, and assisted them with engineering advances. Mankind grew to worship them and looked to the Nephilim to lead them. Wars broke out and Nephilim lead armies against one another. The Watchers sided with their children instead of working to diffuse the chaos. The world descended into peril and humanity was on the verge of wiping themselves out.
The Archangel Uriel personally pleaded with God for divine intervention. He agreed to call the Watchers back to Heaven for a trial, but was told that if she wanted the Nephilim problem solved, then it would be her duty to fix it. He ordered the hunt for any and all humans containing Angelic blood, no matter how diluted. It took the Archangel years to complete her mission, but the Earth was purged of angelic hybrids and humanity went on to rebuild their societies.
Like their angelic parents, Nephilim were astoundingly beautiful. Their bodies were free of blemishes and abnormalities. They appeared completely humanoid in appearance. Though the primary difference between a Nephilim and human was their astounding height and the color of their eyes. Half-breeds were known to grow as large as 7 to 8 feet in height, which is why legends referred to them as Giants. Golden irises were the tell-tale sign of immortal blood, which would glow in times of extreme emotion.
First generation Nephilim appear to stop aging after the ages between 25 and 30. From that point forward the aging process is quite slow. It is unknown how long a Nephilim can actually live, but some legends say they could live well past 100 years of life. The more diluted the angelic blood is, the more average the aging process.
» Enhanced Genius Intellect:
Nephilim were gifted with a sliver of holy omniscience from their angelic parents. Their superior learning capacity allowed them to excel at anything they put their minds to. They were master strategists, manipulators, and natural warriors. They had the ability to master any weapon in their grasp, could learn any trade, and create groundbreaking inventions.
» Increased Strength:
Superhuman strength, speed, and durability were common qualities in these half angels. Some were said to be strong enough to lift boulders, run like the wind, and could take concussive blows that would fell normal men.
Similar to Angels when they take a vessel, they could heal themselves at an exponential rate. Though depending on the severity of the wound, the longer it may take. If they were near death, the Nephilim would enter a short hibernation period to heal themselves. Unlike their angelic parents, Nephilim could not heal others.
Like their immortal kin, they could also teleport to other locations. The only downside was they it had to be a place they’ve been or in their immediate line of sight.
» Energy Manipulation:
Nephilim were able to create, shape, and manipulate raw energy. The color of the energy varied from Nephilim to Nephilim, but they could project it in forms of blasts and force fields. Powerful half-breeds could absorb energy to enhance their abilities.
It was rumored that only one with angelic blood could kill a Nephilim, though this didn’t turn out to be the case. Nephilim were not immortal. While their life-span is unknown, it is safe to assume they would eventually die of old age. If their bodies were damaged enough, they could succumb to wounds before their healing factor could be of use. This is especially certain when they are stabbed in the heart or beheaded.
Who wiped out the Nephilim?
- God ordered Uriel to slay every mortal who contained any angelic blood. Uriel is not a playable character in game though may be added at a later time.
Are they really all gone?
- Yes. They are an extinct species in game and will not be playable. You can however write about them if you character was apart of that time period when they existed. Please consult an admin if you have questions.
So can the angels not mate anymore?
- No. There is no mating between Angels in our game as they are in human vessels making them sterile. Sex is apart of their lifestyle while on earth, but procreating is forbidden.
A humans appearance is varied. Humans come in an array of different size, build, shape, etc., and are generally classified by race and ethnicity, which is further determined by skin tone and body structure. Humans manipulate their image regularly. Many times their appearances are dominated and preserved by region, culture, time period, and individual values. There is no common template for how a human appears! Though looked at as the weakest of the species, their sheer numbers dominate the country in ways that differ from other, stronger and dangerous species.
Please Note: There are no other known 'countries' in our game less Vinsor. i.e.: Spain or Russia. So there is no ethnicity backgrounds we find in real life applied to our characters. They are all from this country and all beautifully diverse.
Humans do not have any powers or abilities. Because of their makeup, humans are slowly evolving and easily destroyed. Usually, humans pride themselves on their prowess in fighting, their cunning, their intellect, and their self-awareness. The main advantage humans have over their enemies is their capacity to perceive information radically and more advanced than others, and their ability to manufacture tools and weapons. In very rare instances a human can have special, supernatural powers such as foresight or superhuman strength, but it is not common or natural for the species.
Humans typically live within 75 years, the majority of them dying from old age. Disease and injury will quicken the mortality rate of humans. Because of Athoria’s setting, humans usually consider the eldest people the wisest and most grateful as they have survived to see old age (namely 40 years, plus) and war and disease tend to ravage populations in the past.
Humans are a particularly weak species, susceptible to almost anything. Exposure, disease, famine, war and injury are common killers. Both the body and spirit are easily degraded and manipulated despite one’s willpower and immunity.
Emerald Hand: The Emerald Hand was founded only a few generations ago by a family who encountered the Kitsune. The wealthy fur traders found themselves plagued by the illusive myth. Eventually, they had to resort to stealing as well. A raw emerald, which was carved into the shape of a hand, gifted the family with great fortune. Please note: There are other species than humans in this clan.
Do humans know about the supernaturals? What about the myths and legends?
- Yes, all humans in this roleplay are aware of supernaturals and myths/legends. However, your character might not have met specific supernaturals yet depending on where they live or their lifestyle. Humans that migrated here from Vinsor were not aware of supernaturals from their country, so this is an all new experience for them.
Can my human character be turned into a vampire or werewolf? Can they breed with another specie?
- Yes they can. Just make sure to fill out a plot request before doing so. These plots must be approved.
THE MOST ABUNDANT SPECIES
FROM A DISTANT REALM
Trillions of years ago there rested a glorious realm, roughly translated as The Realm Of Seven Islands. It is here that the Fae lived in orb forms, harnessing the power of the planet. However, the Fae experienced many difficulties in this realm. Monsters, unfathomable to the human eye, paraded their lands, destroying their sustenance. The Fae, though powerful, were unable to defeat their enemies. It seemed that their powers were drained with no way to restore their own energy. The planet slowly crumbled and the Fae faced near extinction.
A Fae by the name of Din discovered a new land in an entirely different realm, forged by the hand of God. It was called Earth. It was Din’s idea to travel to this realm in search for replenishment so that their home planet would not be destroyed. With their two siblings Fafore and Naryu, Din traveled to this realm and landed in what is today known as Athoria. (please see timeline for more information)
Appearance: In their true, unaltered form, Faeries are not able to be seen to the human or supernatural eye. Similar to some spirits, they appear as a blurred orb of light that is so bright it would blind a viewer if one were not to shield their eyes or look away. The lights can be of any color or shape, but even the color is too bright to recognize by the untrained eye and can appear white. Their voice is too high pitched and inaudible for humans, but Supernatural beings often hear their speech as a painful screech of noise.
» Glamour Appearance
When a Faerie uses glamor, they can magick themselves a human body. Unlike angels, they do not need to possess a body of a mortal, because of the nature of their being they can materialize one on a genetic level that looks, feels, smells and even tastes as real as a human body- though obviously is not. A faerie could take the form of whatever they wish to look as, and while some enjoy hopping from look to look most Faeries who live in the mortal realm have found that having a consistent body form helps keep them blended into society and maintain the order of secrecy. They are entirely human when in this state and have the same body composition of a person- for example. If they are struck hard in the head, they will bleed. Their magick, however, prevents them from dying in this state- if their mortal body is dying, by nature a Faerie’s body will be transported to the faerie realm until they can recover.
» Mind Reading
Is the ability to communicate telepathically with someone else’s mind without speaking out loud. It is similar to talking normally, but it would be done inside one’s head as if a person were thinking to themselves. A faerie can send a message to anyone- even humans who do not have any supernatural heritage. They are also able to read the mind of individuals and hear any thoughts that are going on in their head. Mind reading also extends the other way; they can more easily receive the messages of others. Through mind reading one can speak, but also share thoughts, feelings, and memories of the past at a lightning fast speed.
Mind reading can be detected by some supernaturals, and can be invasive or viewed as an attack on their person if the Fae isn’t entirely careful. Gifted humans can shield mind manipulation.
» Memory Sharing Details
The exchange of memories is not in real time. Most memories can be processed within seconds of receiving it, no matter the length of the actual event that is revisited. Memory is usually in the first person, but that is not always the case. If one were to read someone’s mind and pull out memory, they could in effect send the memory to someone else that is in the third person not from their perception but the person they ‘stole’ the memory from.
» Ability to travel between Realms
A faerie can travel between all realms, including hell, heaven, purgatory, and beyond. They are from a different dimension and called home to a place in a different realm entirely. Their traveling manifests as the way transporting might: a faerie simply thinks of a place in their mind they would like to go, and they appear. They do not need to have ever been there before, and if the site is recovered through a memory of an individual, they can go there without even the name, only the image and thought of it in their mind.
While rarely practiced for fear of their corrupted kin the Djinn, it has been said that Faerie can enter the dream realm. They can choose to reveal themselves or not and have the ability to directly influence the dreamer’s vision and the events which go about in a dream. Small witch-charms have been invented to prevent the invasion of a faerie to the dream realm, the most popular of which being a rabbit's foot but others do exist. Many who experience a dream invasion and realize it, mistake the invading faerie as a rumored demon called a succubus or incubus.
Magick is a complex power that all Faeries have from some degree or not and power that gifted humans have at a much more watered down quality. Magick can be used for only certain lengths or time before the user is worn out or must feed.
Please see WEAKNESSES for details on using magick to much and see the GIFTED HUMANS species tab for MAGIC for an idea of how our magic works in our game.
» Ability to Transform Brownies into Familiars
Within the Realm of the Seven Isles, the Fae have servants called Brownies. They were mainly bred to enslave to do all their master's bidding, but on Earth, such creatures have yet to survive in their form from the magical realm. Those Brownies who are still bound to their masters take on the forms of animals much like the Gifted Humans have as familiars. These creatures are sometimes still referred to as Brownies from their Fae masters and will attempt to take on special orders and roles to help, but to an outsider, they appear only as pets. The Fae can have only up to three.
» Soul Collecting
One of the primary sources of powers of a Faerie is a Soul. While they do not exactly feed on souls and gain energy in the same sense as a vampire might from a blood feeding; souls can permanently enhance the power of a Faerie, and many traditionally wear a globe shaped necklace or another trinket which they contain them. The more souls collected, the greater strength a Faerie’s magick will have and the longer they will be able to hold their magick in place without fainting or being forced to return to their realm.
While not all Faeries take part in the act outside the Circle of Light members who might be assigned the role to supply the Realm with new energy-- it is considered standard practice since their coming to Earth and the introduction of the human race. It is not viewed as an act towards tainting or corruption.
Of all the souls, an Elf Soul is the most precious to the Fae.
PLEASE NOTE: Elves are currently non-playable in our gameplay at the moment. Please consult an admin for advice on how to establish a canon for your character when involving these un-listed species.
» Faeries Cannot Lie
Faeries, under no circumstances, can ever tell a lie. They are innately unable to and everything that comes out of their mouth must be true. Over the centuries this has led Faeries having skills in being excessively vague when answering questions, if they bother to answer them at all. They are all very good at talking in circles and tend not to make agreements/promises unless they are absolutely necessary. If a Faerie makes a promise and backs down on it, it is life-binding, meaning that the lack of follow-through of the promise will kill the Faerie.
» Using up their Magick
Using magick causes a drain on a Fae. If a Faerie is around a gifted human or particularly powerful witch or wizard they are able to feed directly from that source, sapping the power of the said mortals in the process. In it’s worst form, if a Faerie saps the magick from a gifted human, or gifted human too much or for too long the human would end up dead. It is a very thin line that Faeries play around with and as a result many gifted humans are weary of being sapped from. They can feel it happening and it causes an individual to feel dizzy and faint the longer it is drawn out. If a Faerie out uses it’s own magick it will faint, but never die.
Fainting will revert a faerie to it’s true form and at that point they will be conscious, however, they will not be able to Glamour a normal humanoid body up again until they have recovered from the excessive use of magick. Magick has different limitations for each faerie, factors including age, number of Brownie servants and how man souls a Faerie has collected.
» Corruption and Being Tainted
Faeries can become dark and corrupted if they use their magic in the wrong ways. Just as the GIFTED HUMANS who have dabbled in the demonic arts, these Fae who unlock that chaotic part of their magick risk transformation into a monstrosity or being hunted down by the Circle of Light. There is no actual formula to determine if a Fae is on that path, but if you need examples, please visit our Myth's and Legends page. Many Fae who are tainted with dark magic is shunned from the Realm for fear of their home world once more being overwhelmed by death and destruction.
If you need help please seek an admin we will be glad to aid you with this!
Circle of Light: The Circle Of Light is a small group of Fae from The Realm Of Seven Islands that protect the portal in Athoria leading back to their homeland. Although there is not one specific location for this society, these Fae tend to stick together and move around Athoria hiding the portal.
Can I change the physical feature of my fae’s humanoid shape whenever I want?
- Yes and no. We prefer you to keep your humanoid body the way it is, with slight altercations to their features. For example, you may change their hair or eye color, make them more obese or less, taller or shorter, or change the color of their skin. This is to avoid any means of shapeshifting tendencies that might come with changing their physique entirely. In general, however, a fae may alter their appearance at any given time.
How do I write my fae not lying? It seems difficult to always have them tell the truth.
- We suggest having your character speak around conversations, never truly answering a question that would be profound or negative to their well-being. Another alternative is to speak in questions or to simply not answer at all. Challenge yourself with these interactions.
Do all Fae know about The Circle Of Light?
- Yes, it would be safe to assume that the fae in Athoria know of the society and are familiar with its ways. Remember that your fae can always join this group and aid in the return of human and elven souls back to The Realm Of Seven Islands. In general, the Fae want their realm to be replenished, and in order to do so they will need those souls. Keep that in mind when you are writing these interactions.
Otherwise known as the ‘ghosts’ or ‘spirits’ of the roleplay, Specters have been haunting the country since the creation of mankind. The first Reaper was Azrael, the Archangel of Death, who was charged with the task of reaping the first human souls and sending them to Heaven or Hell. Once mankind began to reproduce at an accelerated rate, Azrael was unable to keep up with the constant influx of perishing lives. As a result, these overlooked souls lingered and ended up trapped in Limbo longer than anticipated. In turn, these souls began to evolve into a more advanced species.
Today, Specters are more developed in a sense that they can escape the reaper’s touch if they so choose to do so. Unfortunately the endgame for Specters varies according to the person. Some are unsure of why they are the way they are, others regret running from the Reaper and spend eternity seeking another way to move on.
When a human dies, their soul is typically judged by a Reaper. Depending in their sins, the majority of the souls are sent to Heaven, Hell, or Purgatory. Sometimes, the soul is able to avoid a Reaper, deciding not to meet their fate. These souls then linger helplessly in a veil between the living and the dead. They are technically beings of the Earthen plane, however they are invisible to most.
Most Specters wander aimlessly through the world and do not travel outside of the country. They are somewhat tethered to the location of their death or a specific place of significance (their childhood home, marriage location, etc). Alternatively, Specters can be connected to inanimate objects which can cause them to travel unwillingly (a piece of jewelry or clothing, a book, etc).
They do not need to eat, sleep, or drink water to survive. Some Specters, once their ability to manifest becomes stronger, are able to do these things, but they cannot experience taste or nourishment. They do not suffer from physical wounds or illnesses (see weaknesses for more information).
Specters are only able to manifest physically in certain situations. They usually need to be “summoned” or taunted into appearing, as this creates a connection between the Specter and the summoner. Some people will place certain objects of importance or light candles and speak to the Specter, welcoming its presence. The ghost can communicate by moving objects or answer questions with taps. Their presence creates cold spots and a chilling atmosphere that raises goosepimples. Some supernaturals can sense them as an airy mass, although Specters are typically odorless.
Once a Specter becomes visible to someone for the first time, it is easier to see them moving forward. This allows the Specter to manifest easier as well. Most ghosts become attached to those that can see or sense them, which can cause unwanted hauntings. Some people choose to cast spells, draw runes, or carry specific items to ward off the spirits and prevent themselves from being haunted.
Specters are able to “move on” from their ghostly existence. Some people have committed their lives to helping these lost souls find their way to the next life, although not many individuals know exactly what this next life is. This usually requires the Specter to let go of their old life in some way. Sometimes destroying the object that they haunt will help this process. Additionally, the Spectre can still be judged by the original reaper meant to reap them in the first place. There is a “connection” between them that can be sensed or followed in order to find each other.
Energy for Spectre’s is gathered by important objects from their human lives or being in places that are significant. This causes the Spectre to feel more comfortable or grounded, allowing them to be vulnerable. Spectres also feed from simple emotions such as fear or happiness. Although they are unable to “consume” these emotions in any way, they are highly affected and enticed by other peoples expressions. This, in return, might cause for the Spectre to match their emotion in order to form the connection needed to manifest and be visible, move objects, etc.
Limbo is the ghostly plane behind the veil of existence. This is where the Specter’s soul is trapped. The veil cannot be seen by any other supernatural species, including gifted humans. Specters are able to “phase” from Limbo when they’re summoned and have the ability to see earthy plane as a living being would. However, this is usually temporary. Specters are tethered to Limbo and will usually “bounce back” into it after a certain period of time. (visit the Realms section on the location page for more information)
Please Note: When Specters are visible they are using their own gathered energy. While invisible, it is easier for the Specter to save their energy, but visibility causes them to drain this energy faster. Please keep this in mind when reading the descriptions below.
» Increased Speed
Specters are the fastest species in our game, and can even outrun an angel. They do not tire easily and will find themselves invisible when they move at top speeds. There is a cap to endurance and each specter can run at different lengths before tired.
» Invisibility / Levitation
Specters are able to “fly” by levitating at any given time and moving swiftly through the air.
Specters are able to pass through objects such as walls or doors. Additionally, they can phase through natural elements like earth, trees or water. Unless tethered to a witch (see below), these elements do not harm them (ex: throwing a bucket of water will not get them wet unless they are fully visible). There is no in-between with phasing; they are either invisible or visible.
Concentration and focus is a key element in telekinesis. Most Specters, when they want to be noticed, are able to harness this energy to move objects in the earthly plane. Remember that unless a Specter has been summoned previously by a specific person or witch (and has a connection with them), they remain in Limbo.
Witches and warlocks are able to perform seances to bind a Specter to them temporarily. When this occurs, the ghost is under the control of the gifted human and must do as commanded.
» Holy / Bewitched Artifacts
Items that have been blessed by a priest are known to repel these spirits. Artifacts enchanted by a gifted human will have the same affect. Repelled spirits will be in a weakened and can be sent away in many manners and forces. For example: they are blasted to an invisible state and they awake in another city.
When taunted too much or purposefully enraged, Specters can turn into a poltergeist. This is a type of spirit that is significantly strong and can only truly feel the emotion of anger or pain. There is no cure for poltergeists; they must be forced to move on or become tethered to a witch to prevent further harm.
Can a Specter be completely visible all the time?
- This is pretty circumstantial and depends on what the Specter is being tethered to. If your character has interacted with another character several times and has established that necessary connection between them, then the chances of the specter being visible without using as much energy is likely.
Do all Specter’s want to move on? Can a Specter be forced to move on against their will?
- Some Specters are quite content with their life as is and might not want to move on, where others might feel quite the opposite. Specters need to decide to move on on their own free will, though some people (hunters, reapers, etc) may not make their mystical lives pleasant while they are still lingering on the earthern plane. They cannot be forced to move on but they can be persuaded. All personalities differ so it’s best to read the bios to find out what their motives are!
Can Specters live normal lives? Have jobs, or responsibilities?
- It would not be surprising if some Specters have made or created new lives after death that are enjoyable. Considering Spectre’s cannot physically touch people (unless thoroughly connected to that person), it might be difficult for them to be in a “normal” relationships. Additionally, regarding their energy use and the ability to move objects/items, if they are not surrounded by the necessary connection to do so, then they might live in a home but unable to rearrange or decorate. These can be troubling for trying to live a normal life. It really depends on the individual biography as well and how you interpret your character!
LOST HUMAN SPIRITS