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PisanieTemat: Gatunki   Gatunki Icon_minitimePią Cze 28, 2019 2:26 am




witches




Witchcraft, witchery, or spellcraft - whatever you'd like to call it, has been around since the beginning of time, though called many different things over the ages. Witches can be both male or female and in some areas the men are spoken of as warlocks, but they're primarily addressed as witches. They harness powers and are able to perform magic. These spells and powers can be used to do horrible things but ideally they are supposed to be used for doing good. the witches strive for balance in nature and humanity. There is a give and take for every alteration they bestow. Witches are responsible for the creation of the Vampires and even somewhat answerable for the creation of the spirit realm that long ago contained the souls of ghosts before the Divine Haze.








During the first century bc (88bc), the witches were caught in the middle against the harsh wars across these newly developing empires. A very powerful greek coven came up against a Royal Roman army trying to move them. The Coven refused and when the Romans began to use force, the coven fought back with the magic. Over a hundred men were cursed, turning them into vampires. However, what the Coven didn't know was that among these unsuspecting so-called royals there were five brothers who belong to their opposing Roman Coven. The very same day they created the vampire curse, they unintentionally made the very first hybrids. While the brothers thought their royal family and their coven would fight to protect them, they blamed them for everything. Their greed had gotten the best of them in pursuit of new lands to build on and now their curse was too much for their family and coven to endure.



Realizing how nature had found a balance in the darkness they had bestowed upon this unintentional species, the greek witches and their decedents vowed to make things right. While this originally began as a promise to kill every last one of them, they quickly realized that the curse had gone too far too fast. The vendetta between the greek coven decedents and the vampires remain intact, but modern times have helped to make the conditions more tolerable. There are still some witches out there who are a little more ardent about these vendetta than others, but for the most part they can at least look at each other without screaming hexes.



Aside from their part in the creation of the Vampires, the witches (and druids) found a way to set the faeries off with a nonchalant punishment of their own. The druid and witches both possess magic that is capable of resurrecting the dead (with the power of a strong coven) and this was practices in the very early days of time when it was needed, but the faeries didn't like it. They saw the act as an abomination to the sanctity of humanity. When someone died, the faeries believed that the soul should rest eternally. The faeries conditioned the spirit realm and there after any supernatural being that a witch or druid tried to raise from the grave, their soul would become bound to the spirit realm to linger amongst the demons. After the Divine Haze, the spirit realm became accessible and the ghosts began to walk the earth.








Like many of the powerful magic clad species, witches believe in the balance of nature. It is a belief system based around the observance of the earth and reverence of nature and the spirits. The goal of many witches is to honor the design of nature and to maintain balance within the natural world. Magic is a practice of witchcraft that encompasses many different types of activities including astrology, divination, spell casting, and spirit communication.



Hybrids are the only witches that can generate magic outside of a coven. Even at that, it's not as strong as coven magic. Hybrids are unable to join a coven or start a coven because they are considered an abomination. There are two practicing covens in the Mt. Haven area, both with very opposing views on magic.




sedna coven


This residing Coven came to Mt. Haven around the same time the human started settling in. They are one of the few long standing decedents of the original Greek Coven that started the notorious vampire curse. They are a very powerful coven who are completely submerged in their beliefs and rituals. They have some of the oldest spell books and power binding relics in the world. Today, they tolerate the vampires but even the thought of the hybrids are an abomination. There is always an extremist lurking in a coven who feels as if these abominations should be slain and actively pursue ridding the world of them and around the areas that they encompass. In some of the more extreme cases, if any of their decedents have been turned, they would take their own life before completing the transformation to vampire. While they practice a couple forms of magic, the most common energy they use for their magic is ancestral. Similar to spirit magic, this form of sorcery draws its energy from the power of the witches of their ancestry. They have also been known to practice dark magic and traditional magic.



tanaraq coven


This coven has been roaming the northern lands long before any settlers came into Alaska. They have native american an eskimo roots that they hold with honor. They were keeping the balance in the thick forests of Mt. Haven before it ever even had a name. While they are not near as powerful as the Sedna coven, they are much more in tune with using their magic to bring peace to all species since the Divine Haze. Most commonly they practice traditional magic. It is one of the oldest and purest forms of sorcery inherent to the mortal realm and the forces of nature. Traditional magic is also the most exhausting forms of magic. Whenever a witch uses this power they must exert their own energy, which can sometimes drain an entire coven if the spell is powerful enough. Their peace amongst the realms has allowed them to practice spiritual magic, drawing energy from the other realms, this type of magic cannot be abused or else they risk being closed off from harnessing.








The witches walk the earth as mortals and suffer the same weaknesses as humans and other mortal species. They are susceptible to becoming hybrids if attacked by a vampire, which ultimately leads to being banished from their coven, no matter how peaceful the coven - the sprits will not allow it.



Because the werewolf curse harnesses powerful energy from the druid realm, if bitten the witch will endure a suffering death with no means of escape - not even becoming a werewolf.



They have great enemies in the demons and have the ability to become possessed - though it is rare. A weakened witch practicing outside of her coven could easily be taken control of. A witch will always know if they are being possessed because when a demon latches on, they must keep the witches conscience just slightly awake to use the powers. He or she will remember everything that's been done while being possessed but cannot stop or control any part of it.








How can a witch temporarily defect a luminosity crystal?
While it may seem like a simple incantation, it actually takes a lot of power to boast such a spell. Generally it can take anywhere between 3-4 witches with the proper incantation.


Can a demon read the mind of a witch?
Yes and no. Witches can sense a mental intrusion and can often times shield themselves with a simple charm. The charm itself is temporary and wears off fairly quickly, though most witches do not care enough to hide their thoughts.




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PisanieTemat: Re: Gatunki   Gatunki Icon_minitimePią Cze 28, 2019 2:26 am




werewolves




It just so happens the very first werewolves on the face of the Earth were ancient Druids. Prior to the Divine Haze, Druids were punished by their god for rocking the balance of nature and defying what they were supposed to stand for. As a form of punishment, they were banished to the human realm with the curse of the moon to endure, live and die as mortals.



The Druids split into two packs and this is considered the absolute beginning of the werewolf race. Since then, the groups have continued to expand and grow.



Werewolves were one of the first supernaturals to settle in Mt. Haven centuries ago. Some werewolves are pack wolves while others are lone wolves. As you'd imagine, the pack wolves stick together while the lone wolves do their own thing. These days, it's much safer for a werewolf to stick with a pack.








● If someone is born into a family of the werewolf gene, their abilities will begin to show on their 10th birthday. Even if the abilities appear, the werewolf will not have their full powers until they've gone through puberty.



● If a werewolf does not have their full powers yet, they still will feel anger and aggression during nights where there is a full moon.



● The actual process of the shapeshifting into there werewolf is a very painful process. Even with the added strength, it's unavoidably agonizing. The bones break through out the shift, but as a werewolf ages, the faster their transitions are possible - causing at least some sense of relief to look forward to.



● Bitten werewolves are usually caught off guard. What may have appeared as a dog bite or wolf attack will heal unusually fast. The transition period comes within 24-48 hours after the bite. They go through excruciating pain, hallucinations, fever and this lasts until the their first full moon. During that full moon they'll go through their first transformation as a werewolf.



● Werewolves have a variety of abilities. The most notable of their abilities is their strength. Werewolves are much stronger than a human ever could be.



● Another significant ability is their power to heal. If a werewolf is injured, their body will repair itself quickly. Of course there are tragic exceptions to this. They won't heal from broken necks, or any mortally wounding injury.



● Another obvious ability is being able to turn into a wolf during the full moon. Visually, they are seen as oversized wild wolves. They come in different colors and sizes, an Alpha always being the biggest. The status alone pushes growth into the curse with the first full moon causing the alpha to undergo even more pain than usual that night. .



● They also possess extreme agility, speed, and durability. Not only do werewolves have the ability to heal themselves quickly, but they can also tolerate much more pain and distress than a human.



● Lastly, werewolves have heightened senses which come in handy often. When they are in wolf form, they have the instinctive ability to find other werewolves, even ones that are not in their pack.








pack wolf


Pack wolves have been around from the very beginning. Once the Druids were banished to the Earth, they split into two packs. Over the years, the number of packs across the entire world has grown significantly. It's much safer for a werewolf to be in a pack- as of course strength comes with numbers. In Mt. Haven, there are currently three dominant packs. At times, the packs can be skeptical of one another and are not very trusting. Wolves would much rather trust their own pack members than the members of another pack. The bond and trust between packs helps them to harness and control the curse as best as they can, they help each other minimize the wild that takes over their body each month. Pack wolves can shift outside of a full moon, but it is quiet painful to endure. The pain can only be eased by the numbers of the pack shifting together. Their emotions work together, so it takes the edge off of a shift in numbers.



lone wolf


Lone wolves are those that do not belong in a pack. It's considered a risky move to be a lone wolf, but most don't care enough. They believe they can handle things alone and don't need to rely on anyone else. These wolves are very confident with their strengths and abilities. A lone wolf can also be one that was banished from a pack but spared their life. Without a pack, lone wolves are considered the most dangerous, unable to control anything. They are unable to shift outside of a full moon, but it is quiet painful.They are most commonly responsible and blamed for those who become bitten wolves.








Werewolves have many weaknesses. One of the biggest weaknesses they have is not being able to resist magic. Witches have been known to easily curse them.



Another huge weakness is Wolfsbane which weakens a werewolf immensely when ingested.



Not everything is glorious to be considered a pack wolf because they suffer from one huge weakness. Since they can control transformations outside of the full moon, it comes with a price. If a pack wolf suffers from sever emotional distress or nearly uncontrollable anger, it can cause an unwarranted transformation.



Unfortunately, there are many ways a werewolf can die. While they can easily heal themselves, sometimes their injuries are too extensive. Werewolves can die from a significant blow or blood loss if their body cannot heal itself fast enough. They can also die from a curse, ripping their heart out, breaking their neck, decapitation, drowning, or being smothered.







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vampires




Vampires have been around for the last two thousand years, originating in 88 BC. During the chaos of ancient Rome and Greece in their battle for rising empires, times were even more tense amongst the witch covens. The Vampire species began as a curse - a punishment even. When the Romans were moving in on Greece they came face to face with one of the strongest covens in Greece. They refused to leave their sacred grounds and fought back with an ultimate curse. The Roman Royals and about a hundred or so of their small army were met with eternal death in an immortal body and the insatiable thirst for blood. Cast to the night, the sight of sun would set them ablaze. For years they were forced under ground or in dark vast undiscovered regions of the world. Of the hundred or so original cursed, only about twenty remain today.








● Most all vampires have the same range of abilities. However, age and diet will also factor in. The older they are, the stronger they are.



● Vampirism was deemed a curse, but nature would always finds a balance - much to the witch's dismay. Vampires are unnaturally strong, fast, and being immortal allows them to heal over and over and typically very quickly.



● Despite what folklore claims, vampires cannot fly or even turn into a bat. They do have a reflection and they can have pictures taken of these. Most of these rumors were made up by vampires themselves to keep from being discovered or pegged as so.



● Since the curse, the only way to turn another mortal being into a vampire is if the mortal dies with vampire blood in their system. The transformation begins within twenty-four hours and they must feed on blood to complete the process or meet their death.



● Vampires have eidetic memory, their brains are practically a never ending vault of memories and information.



● They do have fangs, but they are retractable and are typically only seen when they're feeding or their blood lust has gone into overkill.



● Once a vampire is made, there is a sire bond between the two. This does not predetermine any romantic feelings, but it will strengthen any previous feelings weather it be hatred or friendship. Vampires have the ability to sense their progeny when they are in distress. They can also summon them from great distances as well as renounce them as a descendent.



● Along with bonds, Vampires can also share a blood bond with humans or any species (other than vampire) if the vampire's blood is consumed. Much like the protective instinct over their progeny, it allows the vampire to sense distress or location if they are with in a couple miles, but they cannot summon them.



● Since vampires are dead they are unable to procreate.



● Vampires are considered one of the most beautiful creatures, they are not gaunt but they are pale beings. They do not have to consume human food or drink to survive, but can and it still effects their body just like the rest of the world - so they still need a bathroom in their home, for sure!



● Since their metabolism is insanely high, a substantially large amount of alcohol is required to get them inebriated.



● Vampires have the ability to use compulsion which is a type of hypnosis. This ability cannot be used on faeries, druids, demons, or ghosts. It allows the vampire to control another person's mind by making eye contact, they can erase the victim's memories, have them perform tasks, or even alter them to the point where something is completely different about them. Compelled beings usually follow the instructions given to them by the vampire who compelled them and has been a key factor in keeping their existence a secret.








sanguine


The strongest vampires are the ones who take their diet directly from vein humans. It takes skill and practice to learn how to feed without killing a human, because it is an insatiable desire to feed. Most vampires use their ability of compulsion to make their victim completely forget what happened. Even drinking from a blood bag or storage doesn't have the same effect as warm fresh blood.



sympathetic


Despite what you might think, the coined turn sympathetic doesn't necessarily mean you're in the hands of a kind vampire. It merely means that the vampire is on the vegetarian diet. Rather than feed off human blood, they feed off the abundant animals in the wild. Unfortunately the animal blood does weaken their strength and speed.








Just because vampires are immortal, doesn't mean they can't die. Heart extraction is usually the fastest way to kill a vampire. Decapitation, limb removal, will obviously kill a vampire. A stake through the heart will meet the same fate. The powerful herb, meadowsweet can be used against vampires. When consumed it burns them and weakens them. When injected into the blood stream, it will knock them out cold. If meadowsweet is consumed by human or vampire victim, it will hinder the vampire from compulsion.



Their ultimate weakness is the sun. Vampires cannot be in direct sunlight, they will begin to burn and in a matter of just a few moments flames will begin to consume them. If a vampire can get in good with a faerie, it's possible to get a hold of a luminosity crystal which can be made into a piece of jewelry, when worn it allows them to walk in the daylight. Vampires must be aware that there are powerful witches and druids who can alter the effect of the crystal. Snapping their neck will definitely slow them down, but give them a few hours and that spine will be fully healed. Lastly, if a vampire is bitten by a merfolk (but only while under water) they will endure an inevitably slow and painful toxic death.



Drinking from a body possessed by a demon will knock them on their ass for a few days, feeling if not worse than flu like symptoms and blinding migraines. On the contrary, drinking the blood of a fairy will render them uncontrollable to stop drinking. To a vampire, their blood is practically like gold in the sense it's one of the best things they've ever tasted. Once they start feeding, there is absolutely no way stop or any control strong enough to stop a vampire from draining them. It's as if a spell comes over the vampire, rendering them unable to control their own actions.







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merfolk




Merfolk have been around for centuries upon centuries. Their reputation is a tainted one due to the constant destruction the Sirens cause. Not all of the Merfolk are this terrible- in fact, it's quite easy to co-exist with Selkies and Elementals. Prior to the Divine Haze, each separate group of Merfolk kept to themselves. Now the waters in Mt. Haven are filled with Sirens, Selkies, and Elementals. Not all of the groups get along with each other, particularly not the Elementals and the Sirens. It's very difficult to kill this species and you cannot kill one group the same way you'd kill another. All three groups can have children with humans/supernaturals.









siren



Sirens are by far the most dangerous creatures in the sea and have been in Mt. Haven longer than any of the other Merfolk. They are extremely beautiful and tempting. Like Selkies, they enjoy seducing sailors and fishermen, but the end result is rarely pleasant for the human. They are known for their irresistible song which they use as a weapon. It is so distracting to humans that it's caused many shipwrecks and accidents. Sirens enjoy wreaking havoc and causing destruction to anyone who they feel is in their way. You'll often find Sirens in groups, as they prefer to hunt that way. If a Siren happens to have a child with a human, they will often prefer raising them alone. Having a child with a supernatural is a different story. Sirens tend to interact with each other often as they depise the Elementals for invading their water and mock the Selkies for their deep relationships with humans.



elemental



Elementals are the 'newest' of the Merfolk to migrate to Mt. Haven. They have only been in the area for the past few decades. Unlike the other Merfolk, they do not flaunt their beauty nor do they thrive on seducing humans. While the Sirens have their song, the Elementals often give no warning before drastically changing the weather. They don't easily trust humans and have been known to cause massive windstorms or thunderstorms when sailors or fishermen are out at sea. They are the most independent of the Merfolk and do not get along very well with Sirens. There has been tension between the two groups ever since the Elementals arrived in Mt. Haven.



selkie



Selkies originated in Northern Scotland but have since spread out across the world. They have been inhabitants of Mt. Haven for centuries. Selkies take the form of a human when they are on land, but a seal when they are in the water. In order to become a human, they must shed their skin. They are extremely attractive and have immense powers of seduction over humans. In particular, Selkie women love to lure fishermen. If a man were to steal/hide a Selkie woman's skin, she would have no choice but to marry him and could not return to the water until she had her skin again. Of the Merfolk, Selkies are the most interactive with humans.









Unlike many of the other groups, the Merfolk do not have the strongest powers. The Elementals can control the weather while the Sirens and Selkies use their powers of seduction with humans. When it comes to dealing with the other supernatural groups, they do not have much of a defense against them. Their obvious strength is being able to consume themselves within the depths of the water.



A huge plus for the Merfolk is that it's mostly difficult to kill them.Selkies can die if their skin has been burned. A Siren will die if a human does not respond to their song. An Elemental can not be typically killed by a supernatural or a human, but they do have a mortal life span. Obviously, they can also meet many different violent deaths. No one is going to survive a heart extraction or decapitation, or obvious bodily injury that could end a life. Merfolk can heal quite fast if they can make it to water for minor infractions and harm.








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hybrids




The lore of the hybrids will integrate the vampire with both the werewolves and witches. A hybrid will never start out as a vampire, but rather a witch or werewolf who has died with vampire blood in their system. These are the only two species aside from humans that can succumb to the cursed vampire blood. Merfolk are protected by their god Neptune, and in similar fashion the druids and faeries are protected by the power of their natural realm. Of course Demons are spirit entities and cannot be turned and ghosts are already dead, leaving them unable to die again.








● Distinctive abilities of hybrids is obviously their dual abilities of both species of either a vampire and witch or of a vampire and a werewolf.



● This species is never a vampire first. Only mortal species can take on the vampire curse, which means it must be a werewolf or a witch dying with a vampire blood in their system. A vampire cannot become a hybrid by the bite of a werewolf, it does nothing but cause a slow healing wound for several days on end.



● Because of the humanity still in their embodiment, this species has the ability to pro-create. They can mate with humans, merfolk, werewolves, and witches. A Werewolf / Vampire mix, no matter who they mate with will always result in the birth of a werewolf. The Werewolf gene will always be predominate in any bloodline. When the Witch/Vampire hybrid mate, their offspring will always result in the predominate gene (Werewolf > Merfolk > Witch > Human.)











witch & vampire


One of nature's many ways of keeping the balance of the vampire curse left those who created it susceptible to it. Once the witch is turned, they're no longer allowed into a coven of any kind. Even as a Vampire, the witch can still practice magic. Unfortunately, without their coven they are no where near as strong with magic. The witch/vampire hybrids still have all the same abilities of a regular vampire. With mortal humanity still lingering in their system, this lethal dynamic remains fertile and still able to conceive. The race of the offspring will vary, but never being born as a vampire. Typically the children are born as whichever gene is more predominate. procreation with a werewolf, merfolk, demon, and druid genes are always considered more predominate, the latter two of which would be a half-blood druid or earth-born demon.



werewolf & vampire


When the druid moon god banished their own from the druid realm and were cursed by the full moon, it left them susceptible with no protection from the cursed vampire blood. Many of the first werewolf/vampire hybrids were sloppy mistakes made by the vampires as they scoured the nights for food. The werewolves would put up a fight, being stronger than the vampires expect. When the vampire's blood would accidentally enter their system, their fate would be sealed the moment the vampire finished them off. Being a hybrid does not allow them to suppress the transition on a full moon, if anything it makes them all the more dangerous. The hybrids are typically banished from their pack, because despite the pack - they become less in control of their wilder wolf side. They become a danger to their pack, especially on the full moon. The werewolf/vampire hybrids still have all the same abilities of a regular vampire. With mortal humanity still lingering in their system, this lethal dynamic remains fertile and still able to conceive. The offspring are always born with the werewolf gene, not as a hybrid.








While one would assume that having the power of two creatures in one and being immortal would make them any less evasive to death, they are not. The hybrids have all the same weaknesses of their original form and now they also have the weaknesses and enemies, of a vampire to deal with. Be sure you read both sets of species so you know what you have all the facts about the creature combo you're taking on.











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humans




Humans are part of the mortal species and considered the weakest by physical standards.



The first settlers moved into Mt. Haven in 1825, completely oblivious that there were already 'others' living there. The Divine Haze meant absolutely nothing to them. It didn't take much time at all for the species already occupying Mt. Haven to realize they had company. The sanguine vampires and the sirens took care of them in no time at all. Once again, co-existence was somewhat peaceful. In 1828, a larger group pushed into Mt. Haven this time. The various species were completely caught off guard- this time the settlers continued to pour in day after day. No longer could they get away with the constant murders. Instead, they were going to have to find a way to co-exist with the humans in addition to other species. Throughout the following decades, more and more humans and supernatural creatures continued to settle in Mt. Haven.


Present day, Mt. Haven is thriving more than ever. While the population still isn't massive, there is a fair distribution between humans and the supernatural species. Some of the humans in Mt. Haven are enlightened, while others have no clue what is going on around them. The intelligent species would much rather prefer the humans knew nothing about them. Some of the species, such as the Merfolk, choose to interact with the humans.



It's no surprise that things happen every so often. How can they not when a variety of species occupy a town? It doesn't help that many of the species have bitter rivalries. Some of those that are enlightened choose to ignore what's going on around them while others want these supernaturals out.









● Humans have the ability to learn about the species given witnessing events or becoming enlightened by the knowledge of their existence.



● Despite being the weakest, there are many ways for humans to get the upper hand on all the species they're surrounded by. Ways of protecting themselves have become easier over time because of those are enlightened. Many people are protecting themselves with simple weapons without even knowing so.



● There are supernatural hunters within the human race who hope to keep these creatures at bay and the human population thriving. There are those who hunt with malice and there are those who with purpose and protection. There are many special weapons that hunters can get their hands on to sub due these supernatural creatures, some even made by those of the opposing that they hunt.










unknowing


Many of the humans in Mt. Haven will occupy the unknowing group. The unknowing are exactly what you'd think- those that don't know anything in regards to the species that occupy Mt. Haven. They are completely oblivious to the supernatural world and have no idea that these creatures even exist, let alone surround them on a daily basis. To them, the supernatural belong in movies, television shows, or books. Even if they get a chill up their spine on a cool day, they don't think anything of it. They can even be quite naive- a vampire bite to them would probably be nothing more than a dog bite.



enlightened


Some of the humans in Mt. Haven will be enlightened- they know about the supernatural world. Just because a person is enlightened does not mean they know everything, nor that they know about more than one species. A person could've encountered a vampire but not know that species such as demons and ghosts exist. Some of the humans may find the species intriguing, some may be petrified, and some might want them out of Mt. Haven for good. It all depends on the human, what they know, and who they know. Regardless, the enlightened know that there aren't only humans living in Mt. Haven.








Unfortunately, humans do not have anything to defend themselves against the various species except for weapons. In most cases, unless they are a highly skilled hunter, the weapons only serve as a distraction. However, when strength, age, and power come into play sometimes even the most skilled hunter is basically up against a brick wall without so much as a flinch.


They have many weaknesses. Almost every species can take advantage of the humans in one way or another. Vampires can compel humans, Merfolk can easily seduce them, Demons can read their minds, and others can use magic against them.



Humans are mortal and can die in essentially any way, at any time, at any age.








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ghosts




What we call ghosts have only been around in the last thousand or so years when the Divine Haze happened. It was an unexplained phenomenon that allowed for the passage between the realms of humanity. Before the Divine Haze, ghosts were merely lost spirits of the spirit realm. How they got into the realm and why they’re here goes back into the ancient years. The souls were merely lingering on the other side in a state of limbo until their final passing.



Druids and witches once practiced the ability to raise the dead, sometimes thick of battle and other times for reasons unknown whether it be sorrow, guilt, or vanity. The faeries frowned upon the practice and felt it messed with humanity and nature, leaving it unbalanced. The faeries conditioned the spirit realm to keep the druids and witches from ever using resurrection again. Anytime a mortal or supernatural creature was ever attempted to be brought back from the dead, the soul was place in the spirit realm with the demons.



Over time, the witches gave up the art of expression magic and the druids saw the error of their ways by the damnation of their own lunar gods. Those who did not listen to their gods were banished to the mortal realm to reap the werewolf curse. After the Divine Haze, ghosts have walked amongst the mortals almost unknowingly - but obviously our humans sometimes believe in ghosts for a reason. To be a ghost, the person attempting to be resurrected must have died at the hands of a supernatural death or creature.








● By appearance, they can look like a normal human walking around, taking on their physicality before their death. When perfectly in tune with their abilities they can touch, they can feel, phase through solid objects, they can pick up objects.



● All these actions use up their energy and the only way to get energy is to draw it from objects, people, places, and rest. Whoever or wherever they draw their energy from will weaken. If a ghost’s energy completely drains, they will dissipate. After dissipation, they cannot hear you or see you, but rather they return to the spirit realm.



● All ghosts have the ability to disappear and reappear at will, but in this case, just because you can’t see them doesn’t mean they can’t hear you.



● If they have the energy to linger, they’re still around. As you can imagine some ghosts have a lot of fun with their abilities, the phasing, the dissipating, and the hauntings.



● Ethereal ghosts have the ability to temporarily suck the magic out of faeries for 24-72 hours, depending on how angry they are. There is nothing the faerie can do to regain their abilities until the time has passed.










ethreal


An ethereal spirit is the darker of the two groups of ghosts. An ethereal spirit is one that usually feels wronged by their death. They are angry spirits; tortured souls that can't rest. These are the ghosts that choose to roam the earth to finish out some sort of unfinished business, typically a type of revenge if their death was cause by unnatural events. Unlike the Imprinted ghosts, an ethereal spirit will use it's energy extremely fast in order to get it's message across. Due to their quick power drains, they've been known to drain the powers of the faeries for up to seventy-two hours, depending on the amount of anger they hold, and unfortunately the faeries can do nothing to reverse it. They simply have to wait for their powers to recharge. The ethereal can't rest and they'll often make sure you can't either.



imprinted


An imprinted ghost is the more peaceful of the two for lack of better wording. Their death was one that was usually sudden, violent, or a sacrifice for a loved one and because of that they are almost always bound to the island. Their version of unfinished business maybe be innocent, such as simply wanting to stay in touch with family. Their lives were cut incredibly short so they just simply aren't ready to leave this plane.








Of course, there is always the chance of passing on, meaning that your spirit is finally at rest and there is no cause or justice for the spirit to be linked to the realms any longer. When this happens, it's essentially their end of existence. Some say it's from finishing up their unfinished business, but it's not always the case. There are situations when the soul just can't be satisfied and it's manifestation is no longer with purpose.



That being said, he greatest adversary that a ghost can face is themselves and those had them brought back. For example, if a person was brought back through the remorse of a loved one, the passing of the loved one results in finishing their purpose. If a person is brought back out of great love and sorrow, falling out of love can cause the ghost to lose it's purpose and pass over completely. It can be anything from giving closure to family to just needing more time with a child or mother, but equally at finish, a ghost will pass on.



Once a ghost passes on and they've completed their unfinished business they fade away to nothingness and are never to be seen again.



Fortunately, ghosts are already dead, so there isn't much more that can be done to them in terms of harm. They can be weakened substantially but a ghosts greatest enemy is normally itself. Ghosts get emotional very easily and they tend to burn up all of their own energy. If they do that, they will quickly dissipate and be reset back to the spirit realm to rest.



The most traumatic experience a ghost can go through is being possessed by a demon, which they are very vulnerable to. There are no real gain that a demon gets out of it, besides a body to inhabit. When possessed by a demon, they become solid matter, unable to phase as if they become a human, but it is a mere illusion.







coming soon




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faeries





The pureblood faeries have been around for many centuries, while half bloods are 'newer' in the world. Before the Divine Haze, the realm of faeries was completely occupied with pure bloods and other spiritual beings. They were species responsible for conditioning the spirit realm to contain ghosts and took great pride in it. Because they did not agree with the Druids and Witches ever raising anything from the dead, they intervened by the use of the sprit realm. Any creature attempted to be resurrected at the hands of a witch or druid, their spirit became trapped in the spirit realm with the demons. After the Divine Haze, the sprits became what is known as the ghosts who walk among us today. Half blood faeries were denied entrance into the realm, and still are, even to this day. Faeries are not the nice creatures that children read about in their bedtime stories. In fact, they're the complete opposite. Even though they may be attractive, don't let them fool you. Faeries are some of the most deceptive supernatural creatures in existence.



Faeries truly believe they are the only species that should be inhabiting the world. They do not get along with any of the other supernaturals and despise them- especially vampires. Despite their immense hatred for vampires, faeries are solely responsible for the luminosity crystal vampires wear in order to roam freely in the daylight. The faeries hope to be able to destroy these crystals to weaken their enemies. The only group faeries choose to peacefully co-exist with are the humans, and that's only because some of their own are half bloods. As for their relations with the other species, faeries enjoy pitting them against each other. While they are extremely sneaky and deceptive, they don't like to get blood on their hands unless they have to.









● Faeries have three specific abilities: healing, invisibility, and telekinesis.



● When it comes to healing, however, a faerie cannot heal their own self. Their healing powers only extend to others. As for their other abilities, they are mainly used to torment others.



● The ability to become invisible is often what gives them the greatest opportunity to be quiet devious. They do not lose their solid form, however, their appearance becomes near mirror like. They can be exposed with something as easy as a sheet or even powered substance. Under foggy conditions, they are unable to disappear.



● Faeries can influence, manipulate, and move matter with their mind which where the Telekinesis comes into play. The most common types of kinesis you will see them use include binding to keep objects being from moving. Levitation does not stop at common objects. Stronger faeries can levitate other beings, ghosts and druids aside. While it takes a great amount of energy they can emit telekinetic energy in the for of a blast that could potentially destroy anything it's path.



● Faeries are immortal creatures who can live up to great lengths and age. After reaching adulthood, their appearance does not alter, but typical stays youthful. Factors like stress, sicknesses, taking on great spells, and depletion of energy over and over can often lead to aging factors past their prime youth.








pure blood


A pureblood is exactly what you'd expect- both parents are faeries themselves. Most pureblood faeries have been around for a very long time. They are powerful, in control, and have mastered their abilities. They are stronger than half bloods and have spent a vast amount of time in the faerie realm.



half blood


A half blood has one parent that is a faerie and another parent that is a human. Faeries do not have the ability to pro create with any other species. Since they have a human for a parent, they are not allowed in the faerie realm, and they are strongly frowned upon by the faerie realm. Half bloods have the same abilities as pure bloods, but their control is lacking at times and they are certainly not as strong as a pure blood. Half bloods tend to be more empathetic than pure bloods and connect better with humans. The bloodline of faeries continues to lessen as they mix with humans. If a half blood faerie bares any children with a mortal, it will result in a mortal off spring. a half blood faerie and a pure blood faerie will still lessen their child as a half blood.








Of course like most creatures they can meet death by mortally fateful wounds, heart extraction, decapitation, all the practical deaths that would render them unable to survive.



The most horrific death a faerie can experience is often at the hand of their enemy the vampire. To a vampire, their blood is practically like gold in the sense it's one of the best things they've ever tasted. Once they start feeding, there is absolutely no way stop or any control strong enough to stop a vampire from draining them. It's as if a spell comes over the vampire, rendering them unable to control their own actions.



A weakness for faeries is crossing the path of an unfriendly ethereal ghost. Ethereal ghosts have the ability to temporarily suck the magic out of faeries for 24-72 hours, depending on how angry they are. There is nothing the faerie can do to regain their abilities until the time has passed.



The faeries do not have any type of cosmic awareness to other creatures by sight which hinders them greatly. They cannot look at another being and know them from human or supernatural.



The druids do not like the way the faeries often present themselves as a supernatural hierarchy. Despite being so rare in the mortal realm, a Faerie will often find animosity with the Druids.



Another smaller weakness is that the strength of faeries is weakened in the presence of humans. The more humans a faerie is surrounded by, the less power they have.







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druids




Old and wise, Druids are one of the realm species who walk the earth among humans by choice. This species is extremely rare to find on earth these days. Those who even know about the druids have long since thought the species to have returned to their own realm. Druids come and go as they please, and their goals typically have little to do with the human realm. Druids are keepers of the world who walk the path of nature, following the wisdom of their ancient woodland and lunar gods. Through their deep connection to life and nature, druids are able to take on an unusually large variety of roles with their magic. Not all druids are bound for greatness, there have been many to use their powers for much darker use. Druids are responsible for the species of the werewolves, the original werewolves being ancient druids who were banished to the human realm with the curse of the moon to endure and die a mortal death.








● A druid's best-known role is that of a healer. They are justly famed for their ability to restore life, cure poisonous wounds, and remove curses - of course there is much more to them then that. Druids can absorb another creature's pain to ease their healing or passing on.



● They are in tune with cosmic awareness, knowing of other supernaturals without having to ask or see their abilities performed. This sixth sense comes off as an aura around the other creature. With in a few moments the druid is able to see through the spiritual essence for the beings true element no matter what creature.



● A common factor that they share with Vampires is that Druids have eidetic memory, their brains are practically a never ending vault of memories and information.



● Druids can sense even the most subtle emotions of other creatures and species. In larger crowds it can become overwhelming, depending on the circumstance of those around. Over time, a druid can learn to filter through emotions to help ease their own energy as they carry this ability, which in often times can feel like a burden.



● Before the Divine Haze druids would often raise dead in a time of crisis or battle, but their god punished them for rocking the balance of nature - defying everything they stood for. This sorcery was once a blessing but now considered dark and no longer taught in the last eight hundred years. It's rare to find a druid at all, let alone one with access to the spell.



● Many of the Druids' empathy with the creatures of the wild also allows them to shape shift into the forms of other animals. In the druid realm they are able to take and train on many animal forms, however in the mortal realm, their energy and harness to the moon only allows them to train and embrace but a handful of forms.



● When druids turn eighteen years old, they start developing astrological and woodland markings, that burn as they grow into their skin. Most druids accrue anywhere between fifteen to thirty markings and finish growing by around the age of sixty or so. Only other supernatural creatures can see this but wouldn't necessarily give them away. Without the study of the lunar and woodland symbols these markings are typically dismissed for a mortal tattoo.



● Druids are immortal but they do visually age, but at a much slower rate than that of the mortal species.



● Being trained, conditioned, practicing, and taking part in lunar rituals are a large part in a druid's abilities. Without technique and proper education even a pureblood druid can falter in the most common spells and incantations.



● In terms of their abilities against other creatures, most notably a druid can cast any werewolf to go through an unfortunate and painful shift outside of a full moon. If this has been cast on a lone wolf, i can take a huge emotional toll with up to days of recovery. There are several ancient spells known by druids that can dissipate the demon in it's spiritual form, erasing them like a cloud of smoke. Lastly, a spell cast of artificial sunlight can be a vampire's biggest worry, especially since a the luminosity crystal does not work against a druid's lunar magic.








pure blood


Obviously a pureblood is going to be the strongest of the two subgroups for this species. This means that their entire lineage is of all pureblood druids. Most (but not all) pureblood are born in the druid realm. They may come and go as they please from the druid realm, but it's often frowned upon to stay in the mortal realm. Druids have all the abilities listed on the previous tab at full strength with proper training and technique. They have a supernatural strength and speed that could be matched to that of the werewolves.



half blood


A druid may have a child with a human but they are unable to breed with other magical entities. They are not nearly as powerful, strong, or fast as pureblood druid but with decades of proper training and technique they can master the art of shifting into one animal of their choice - but it's a much more rigorous trial and error, some times even faulty. They do not grow into the ancient druid markings. They can only pass into the druid realm with a pure blood druid, typically their mother or father. The druid gene withers very quickly when mixed with mortals, any off spring of any half blood druid will result in a mortal human.








While druids are considered an immortal species there are still foes and weaknesses out there.



They can experience a supernatural death by severe injury and curses - especially if they succumb to these wounds before proper healing can take place. Druids do have the power to heal themselves, but if injury is too great, they are often too weak to overcome it.



If a vampire is able to subdue a druid, they can die from being drained of all their blood.



Obviously decapitation and heart extraction are also forms of death that a druid can be subjected to.



No demon ever feels safe around a druid, so it would be wise for a druid to always keep their guard up around this mischievous creature.



They have had issues with the faeries over the years, including the Fae's unsavory opinion on the act of raising the dead. The faeries were the ones who conditioned the spirit realm that would become home to the ghosts for centuries before the Divine Haze. Any supernatural being that was attempted to be raised by the dead, whether it was by druid or witch would cross over into the spirit realm. The druids do not like the way the faeries often present themselves as a supernatural hierarchy.



Last but not least there are still werewolves out there who have held the grudge of their banishment all those years ago. It wouldn't be unreal to think that a druid could a foe in some of the werewolves.







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demons




Demons have been around since the beginning of time. They are known for evil and bringing on some of the worst of nightmares. Some are not as malevolent as others, some are straight up terror to the mind. There is no one true physical form of a demon because they are dark spirits. Before the Divine Haze, the unveiling of all the realms of humanity, demons could be banished from the possessed body to the spirit realm. There they would stew in all their anger. The spirit realm contains their hell and other unknown where they linger with the ghosts. Ghosts were a later addition to the spirit realm, after the faeries were responsible for conditioning the realm to host them.








● Demons are possessors, of course their main and greatest ability is to take possession of human bodies. The soul of the human becomes lost with in the darkness of the demon. Demons have the ability to see the human's memories, fears, and dreams.



● General abilities of demons include cosmic awareness, knowing of other supernaturals without having to ask or see their abilities performed. This sixth sense comes off as an aura around the other creature.



● Demons can read the minds of most species, but are limited. They are unable to get in the minds of vampires, hybrids, and werewolves given that these are cursed souls. The minds of ghosts and humans are typically the most susceptible and vulnerable to demons. Witches can sense a mental intrusion and can often times shield themselves with a simple charm.



● It is also possible for some of the older and stronger demons to have telekinesis.



● Unless they meet their spiritual death they are considered one of the immortal species in spirit. However, the body that they possess will continue to age and die, requiring them to repossess another.








hell born


These are the typical demons, there are many different kinds of demons within this subclass but never the less they were brewed in hell. They are capable of possessing the humans, ghosts, witches, and merfolk. Though, it is extremely difficult to possess a witch, they would need to be very weak and vulnerable. Even a possessing a witch in a vulnerable state isn’t always successful. To access any of the witches powers, they would need to keep the inner spirit somewhat conscience during the possession. Possession of ghosts is very easy, but they do not gain any added powers. In fact, they can't even phase like a ghost. The blood of a body possessed by a demon will put a vampire down for about a week, as well.



earth born


These Demons are not solid demons and are not attached to a spirit. Demons can reproduce with humans and when it happens, it results in an earthborn demon. There no spiritual attachment that can be banished, they are bound to this flesh. Earthborn demons live a mortal life span. There is no question that can be just as malevolent as the source that bred them. The gestation of a demon is much shorter than a human birth and even more painful. They have the same weaknesses as a hell born demon and are much more susceptible to mortal deaths despite their impeccable strength.








Despite being immortal there are weaknesses and ways to kill a demon. Most notably there are always banishment and exorcism spells that practiced by witches, druids, and faeries - all of which are the demon's biggest foe's in the different species. These spells will cast the demon straight out of it's host.



Once a demon is out of host and in it's spiritual form, it's at it's weakest. There are several ancient spells known by druids that can dissipate the demon in it's spiritual form, erasing them like a cloud of smoke - no demon would ever want to get on the wrong side of a druid.



Demons cannot get around protective spells cast by any of the three magical entities (druids, fae, witches). Of course demons cannot cross salt, enter consecrated grounds, and will burn with holy water. Druids, faeries, and witches all have their own sacred daggers with various spells that once drove through the heart of a demon will instantly kill them, driving them from the host.








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