Post by Myst on Oct 9, 2019 20:05:50 GMT -5
A witch, compliling a thoroughly detailed book on each species, supernatural or otherwise, currently known to the world has been making decent work with demons as of late. In the past few months, they've managed to get a few wrath demon's names and has been summoning them. However, not being quite the best when summoning, they have occassionally gotten other creatures appearing in their circles. While they don't tend to make a habit of it, their latest mistake has resulted in an interesting outcome that later resulted in further summons.
Jonah Lihell Caprireid | 24 | Witch (plant focused)
**Make section for witch's familiars
This fails to be the case for a small portion of Gumiho. While most Gumiho can be said to be malicious, there is a small portion of them are known to help humans. Sadly, these few receive a bad rep due to the rest of their species. The few that are benevolent have made quite a name for their species, as Gumiho are worshiped as deities by a group that is relatively small compared to the size of the population of the rest of the world.
Gumiho are known most notably for the way they look and travel. They've been known to float instead of walk at the best of times. In terms of looks, they're rarely consistent. This species has the ability to change any and every aspect of their appearance at will, giving them the ability to look like any human they so wish. However, they have three core forms; the natural human form, the spiritual form, and the fox. In spiritual form, a Gumiho will always have a foxes ears, either one or all nine tails, and their eyes appear more fox-like. They also tend to appear in more traditional clothing, although this seems more based on the creature's personal preference. As a fox, a Gumiho will stand anywhere from four to six feet tall at the shoulder and will always have all nine tails. As for travel, just like many other things, they use their beads. Each Gumiho is equipped with powerful beads - whether they be twin bracelets, a necklace, belt or otherwise - that grant them untold knowledge that never quite reaches the level of omnipotence as well as other abilities. The beads can be used to perform basic spells of all types that would drain other creatures of energy. They can also use these beads to teleport, however for each bead used a new one must be crafted. Crafting a new bead takes seven days and often drains the Gumiho of large amounts of energy. Alternatively, the beads are used to absorb life essence from other creatures if willing handed over, however, the bead must be reclaimed within three days, otherwise, it becomes useless. If it is stolen, no life essence can be absorbed, and it is in the Gumiho's best interest to reclaim it at all costs. If a bead is consumed by any creature, said creature will be granted the slivers of knowledge that a Gumiho would possess in spurts that seem more like delusions. The deity-like species still has three days to reclaim what's theirs, however, cannot do so without killing the one who's consumed the bead.
The beads can only be accessed in human and spirit form, however, a Gumiho can protect itself most efficiently in spirit and fox form. This typically leaves the spirit form as the most powerful for a Gumiho, but this also leaves them vulnerable for exposure. Public exposure is the last thing most of them want, as two hundred years prior to the present, large hunts were held that targetted their species specifically. While the hunts have long since ended, most of the general public wouldn't hesitate to hurt them.
Gumiho are able to be summoned through a lengthy process that requires a fresh heart and a knowledge of runes and summoning circles, or at least a book that details them. While liver could work, its much less effective. Upon summoning, the creature is bound to offer to grant the summoner one wish. So long as it is within their abilities, the wish will be granted by using one of their beads, however, unless one is graced by one of the benevolent Gumiho, a negative side effect with accompanying their wish.
Demons have no qualms about lying, and they're rather exceptional at it. Typically, only another Demon and Angels can tell when one is lying, and on occasion, Vampires and Werewolves. They can lie, cheat, and steal without receiving repercussions that are programmed in their DNA. On the other hand, Demons are bound to their word. Any promise they make must be kept no matter what, so it's best to make sure you were highly specific. Any Demon that fails to keep their word falls ill. It starts with a cold and progresses until it's fatal unless they follow through.
These creatures are known to be able to manipulate the more negative emotions such as sadness, malice, envy, anger, etc., etc.. These sorts of actions, however, do take a large toll on their own energy reserves. A more costly power they have is possession, which, with one wrong move, could end in fatality. It also requires a full day of recovery. Less taxing abilities include magic manipulation (changes levels of external and/or internal magic, rendering all spells, runes, and otherwise worthless for a short amount of time, including their own), teleportation, telekinesis, and summoning of weapons from the shadows that typically poison a target either with impulsions to turn on allies or with actual poison. The magics the practice include energy manipulation, destruction magic, and illusion magic (doesn't change perception, however, creates new things, settings, appearances, or creatures/people for a given amount of time, but no illusion in permanent).
Demons are known to be in their weakest state when they appear Human. This is what is known as the no-horn state. This state of being is used for typically day-to-day business, relaxing, recovery, etc.. They can also be forced into it if they become too fatigued. In this no-horn state, Demons can't use possession, weapon summoning, or magic manipulation. On the opposite side of the spectrum lays the horn state. When going into this most natural form, a Demon will enter a state the humans call Hell's Void, which consists of them being physically wrapped in a shadow from head to toe. The shadow appears to be consuming them, building on them. Through this process, a Demon will regain their horns, and the set of animal-esque attribute they were born with. All Demons have claws and a tail of sorts, however, the tail type depends on genetics. Other attributes can include near full body changes, more animal-like leg structure, a snout, extra rows of teeth, different skill color, and even changes to the eyes. This all depends on their DNA.
A side note about this species; they can be summoned in a summoning circle with an incantation the witches have kept secret, but only if their full name is known.
Angels can get just about anybody to do absolutely anything, even commit a murder. They can control emotions as well, though typically the more positive ones, as the large cost of their own physical energy. This does come in handy, however, while trying to make somebody feel better about a misdeed. Otherwise, Angels are also capable of possession, which could be fatal, however, can also be worth it. This is the most draining of their abilities and requires a recovery of at least one full day. Much less costly abilities of the Angels include magic manipulation (changes levels of external and/or internal magic, rendering all spells, runes, and otherwise worthless for a short amount of time, including their own), teleportation, telekinesis, and summoning of weapons that use to the sun's energy to deal fire damage. Various magics/abilities can include, energy manipulation, conjuration magic, restoration/healing magic, and alteration magic (alters one's perception of reality for a given amount of time, can also change physical properties but the changes are never permanent).
Angels, no matter their intentions, are nearly unable to lie. It is in their nature to tell the truth and nothing but the truth. Most of the time, anyways. Nothing is keeping them from withholding information, however, and those well trained in self-discipline are able to lie and they do it rather well, no matter how much pain it may cause themselves. Angels are clever little things, using words and your own situation to their advantage - if they can twist it to sound like the truth, they just might, no pain required. Witches and Mages are less likely to fall for this, though, because it's a skill they themselves have. Still, they are nowhere near immune to trickery. It is worth noting, though, that an Angel can spot a lie from ten miles away. They find it a little complicated to commit wrongdoings as it goes against their basic nature, and depending on severity, makes them sick. This sickness ranges from a simple cold to a full-on plague. Regardless of the severity, they are weak until it passes. On the other hand, Angels have no qualms about failing to keep their word, so don't ever expect them to keep their promises.
This particular species is in its weakest state when its wings are hidden. When unveiled, Angel's back is enveloped in what the Humans only call Heavenly Fire as the wings stretch and take form and the musculature to support them comes to be known. When their wings are visible, an Angel has full access to all of its powers. When an Angel wants its wings hidden, the appendages will burn off, turning to ashes where they stand while the extra musculature eats away at itself until it is no more. In this no-wing state, Angels can't use possession, weapon summoning, or magic manipulation. The no-wing state is used for recovery, simple travel, normal personal business, etc., etc. They can be, however, forced into it if they run out of energy, as they fail to be exempt from fatigue. The wing state is an Angel's most natural form.
A side note about this species; they can be summoned in a summoning circle with an incantation the witches have kept secret, but only if their full name is known.
Under normal circumstances, Mages act, look, and age like Humans do. The main difference between the two is that the former has and can utilize internal reservoirs of magic to perform spells that either elevate their own skills and abilities or deal damage to the world around them. That being said, Mages will always have a noticeably longer lifespan than Humans because they have the ability to perform self-healing and self-preserving spells. Typically, this also causes them to age slower than humans if they so wish. Any spell that enhances oneself, a Mage can perform on themselves as well as on others. Enhancement spells performed on others are only a fraction of the strength of the ones performed on themselves, and only last half as long. In terms of spells that deal damage, all smells are elemental, and can thusly include, earth, fire, air, water, electric, energy, and weather spells. Each mage is usually specialized in one element through genetics but is not limited to only spells from that element. Any spell a mage performs is made up of a series of hand/arm movements and always lacks words. The spells do not alter the environment on their own, but once they are wielded, will do what they will.
Mages can summon weapons called Bound Weapons. These weapons are made up of magic energy that comes directly from one's own internal magic. That being said, they only last for a certain amount of time, and will quickly drain its user just as any other spell would.
Mages share the same weaknesses as Humans, however, are able to negate only some of them with their spells. This fact makes Mages stronger than Humans by a landslide, as the former is now more likely to survive any sort of attack.
This species is practically Humans, and they're hard to spot. Unless, of course, they make themselves known. Which many do to avoid being confused for other species. This creature draws from magic in their environment rather than internal reserves as they are born with the skill to control the magic the world offers by nature. They use this magic to perform incantations, summonings and create potions. This is what differentiates them from Mages. Incantations affect the environment directly, as well as the creature involved. Many have been known to pay witches to perform incantations on somebody or a group to create misfortune or bring them harm, however, the sum of pay must be large for the Witch to agree. Summonings can be done on the spot as long as there is ample space. Large summons, such as Demons, Angels, and familiars require a summoning circle. The circle doesn't have to be a proper size, but it has to have the proper symbols drawn on the outside of it. Familiars that Witches may keep include powerful spirit animals (often larger and much more dangerous than the animal they embody). The more powerful Witches have the ability to keep Werewolves and Vampires. Keeping a Werewolf or Vampire is dangerous, and they are often kept under control by a binding contract created through a lengthy incantation. Potions created by this species are made with special ingredients that can be obtained naturally, as well as only from certain species. The potions can be made to order and can do most anything the Witch so wishes. Many pay a high price to obtain these potions, and an even higher price if they actually use them.
Witches share many weaknesses with Humans but have incantations, summonings, and potions to protect them. This makes them more powerful than the latter. Incantations take about the length as a spell for a Mage, which leaves them vulnerable, however, summoning takes longer, and is extremely draining for them. Even still, a Witch is more likely to survive an attack than a Human.
The pack mentality runs deeper than the Humans think, however. As deemed by nature, Werewolves live in a hierarchy. There are the alphas, the betas, the omegas, then a class that your typically forest hunters fail to have - the War Wolves. Per pack, there are two alphas (the born alpha and their mate), two to four betas depending on pack size (the born beta(s) and their mate(s)), and a group of highly skilled warriors known as War Wolves. War Wolves can make up anyways from one-fourth to half of the pack depending on the pack's history and is always lead by a beta wolf. Despite this, an alpha's orders supersede the beta's, but this is a rare occurrence as betas are trusted the most by the alphas. Of course, that doesn't mean there haven't been instances of mutiny.
Werewolves look no different than Humans, save for the fact that once they'll look 20 years old for 90% of their life, so this makes them hard to pick out. However, vampires, other wolves and certain halflings can tell by scent. Humans, can only tell if one reveals themselves, is caught shifting, is caught doing something that a Human would not be able to, or has yellow eyes as some do. Werewolves are naturally faster and stronger than Humans, allowing them to outpace, out lift, and out much a good portion of species while in humanoid form. They also have extremely heightened senses of smell, sight, and taste, allowing them to hunt and observe their surroundings and circumstances at the same performance level as in wolf form. In terms of shifting, there are many kinds of shifts. Partial shifts (claws, sharpened and typically slightly protruding canines, maybe ears and tail depending on control), half shifts (for a better idea, please see Skyrim lycanthropy), and full shifts (wolf form). Full grown wolves have typically mastered all types of shifts, however, younger wolves can usually only do full shifts. Unlike what Humans seem to think, Werewolves are not forced to shift by the full moon. They do, however, feel an urge to shift to their most uncommon form, whether it be humanoid or wolf.
As a wolf, most will stand, on average, six tall at the shoulder, the tallest normal pack member standing at seven feet. Alphas, on the other hand, will stand at eight to nine feet tall at the shoulder on average, distinguishing them from the rest of their members. This helps command respect and loyalty from the rest of the pack as well as lesser creatures. Alphas can also use the Voice of Alphas both in wolf form and humanoid form. The voice forces the will of lesser wolves, as well as lesser creatures, and can also be used on more powerful beings. In this case, however, effectiveness depends on power ratio and will typically fail to bend the other's will completely unless they are weakened. It will, however, startle, stun, or momentarily cause a consideration for whatever words were spoken.
Werewolves practice rune magic - this is the only magic this species practice. While they aren't the only species to do so, they are the only species to have the ability to cast any and every rune and do so perfectly. There is a rune for just about anything, and they use it as needed. The most common rune amoung packs is the Life Sense rune, used to communicate to the alphas and war wolves when any given life form enters and exits the territory. Werewolves are weak to silver, as the element gave them severe burns when they come in contact with it. It can be used for torture, and if left in contact with vital areas of the body for too long, will cause death.
This species is known to live in groups called covens, a group with a hierarchy that dictates how members act towards each other. At the head of the coven are the Lord/Lady and their mate. The rest of the hierarchy is completed by seniority, meaning the older Vampires have seniority over the younger Vampires. Regardless of rank, however, each member of the coven cares for the others very deeply, and they all share a bond that indicates if one or a group is in trouble. Mates, matched together by the Vampire's diety, share a deeper bond than simple coven members and are inseparable once they've been brought together. The Lord/Lady of a coven can use the Undying Glare to put lower ranking members, as well as lesser creatures in their place as well as bend their will to their own. The Undying Glare, at most, will momentarily stun more powerful beings.
Vampires have the ability to shift into a wolf-bat (otherwise known as a flying fox) with a wingspan of eight feet. A half shift consists of the Vampire obtaining the wings and the musculature to match, claws, a bit of a snout, the wolf-bat's ears, and a more animal-like stance comparable to a Werewolf's half shift. A partial shift consists of claws, protruding canines, and the wolf-bat's ears.
Blood magic and shadow magic is practiced ONLY by Vampires. Shadow magic is different from a Demon's shadow weapons, as the two don't have any correlation. The effectiveness of blood magic relies solely on a Vampires's level of blood intake; the higher volume of blood intake, the more powerful one's blood magic will be. This practice allows this species to drain the life out of prey or an enemy from a distance, and also brings the caster some nutrients. Absorbed nutrients and life essence will heal as well as strengthens the caster. Using blood magic, a Vampire can bring all blood flow to a sudden stop, or accelerate it to the point of causing heart failure. Shadow magic allows Vampires to send messages through shadows, manipulate a creature by manipulating its shadow (works better on lesser creatures), as well as travel through them. Oddly, Vampires also have the ability to speak to shadows, as a shadow can and often will reveal how a person is truly feeling or bring true intentions to light. Both magics are draining, especially bringing blood to a stop and traveling through shadows.
Whether it is positive or negative, the AB blood type is poisonous to Vampires and causes them to fall ill. Depending on how much was taken in, the creature will die. The older vampires who have more experience can sometimes identify a creatures blood type by scent, but even they make mistakes. Even still, older vampires know the taste of each blood type like the back of their hand, and immediately stop consuming if it tastes of AB. Younger vampires are instructed to have their blood tested first before consuming, but many have been felled by the toxin. The effects of the poisonous blood start five minutes after consumption, and depending on the intake volume, a vampire will recover within anywhere from a week to three months. Otherwise, it is fatal.
Werewolf and Vampire halflings, however, can be born or transformed. The way a Human can be transformed is the same for both species; Normally it happens by chance, however, Alphas and Lords/Ladys can purposefully transform somebody. A human must be bitten by one of the species on a full moon for the genetics to fuse properly. The process is painful and lasts a week. As the days progress, the transformed human is eventually bedridden with extreme temperatures, sweats, coughing, and often vomiting and seizures. After the first week, the Human is officially a Halfling. Vampire and Werewolf Halflings can only experience half shifts. Still, many don't survive the initial process.
If they live through the first transformation, and the genetics fused properly, the Halfling will experience another bout of illness similar to the first transformation where they are bedridden with the same symptoms. At the end of this week, however, the Halfling will be able to experience all that a natural born Vampire or Werewolf can. Still, they will be forever known as a Halfling. This is extremely rare, however, as the second transformation has a low survival rate, and often is never reached as the two sets of DNA rarely meld together properly.
Humans are vile little things. They make every creature that isn't themselves out to be some horrid beast hell-bent on the elimination of the human race. They are weak, and they know it, however just like many species, they find strength in numbers. That isn't hard for them, as over time, they've come to completely outnumber every other species combined. Humans are cruel, making sure anything that isn't human is something of an outcast, always looked at as if they'll attack on sight. They've made it a terrible place for the creatures that had long since lived before them. Over time, the human society and the supernatural society have come to live in 'peace' beside each other, but it happens much too often that another creature is cast out of anything in favor of a human.
What else is there to say?
Eidolon - Handcrafted Souls
- Manmade lileform, summoner via elaborate ritual
- Many forms and variety of skills/powers depending on ritual selected
- Can be bound at summoning, but often grow strobger and freer as they age. Behavior of the summoner often influences behavior of a freed eidolon
- Often capable of casting magic and granting boons, some interact differently with reality than humans creating innate advantages and weaknesses
-Cannot be unsummoned but can be dismissed and called forward from other places in the world.
-Most often met by enchanters, mages and summoners.
Selkie - Faefolk in Disguise
- Seals (or other mammals) that shed their skin to take human forms.
- Pelts leftover from shedding must be used to turn back into beasts
- Pelts carry a selkie’s soul, they cannot speak or preform magic without it. Taking a pelt is an unforgivable crime in their eyes
- Behave under Fae Law - Take not what is not yours, Promises are to be kept, No gift or aid goes unrepaid.
- Human forms often have traits similar to beast forms. Often bond well with and hide among animals matching their beast form.
- Can be summoned from areas where two worlds meet (ie the shore for sand and sea or the edge of the forest for tree and field) but an answer is not guaranteed. Offerings increase chances.
- Considered to be friendly, playful, and curious creatures when left undisturbed. Skittish and quick to flee when bothered, dangerous when cornered.
- Most often met by sailers, fishermen, and hunters depending on region.
Dryad - The Original Flowerchild
- Created by fae enchantments on tree seeds, take several years to sprout and grow to where they can venture from their roots.
- Bark-like skin, molten orb eyes, often tall. Colors and height depend on original tree seed.
- Capable of merging with trees and living inside them
- Reflect seasonal changes of their trees, some are bald in winter and change colors as seasons pass
- Known to bond themselves with locations they like, these spots are often guarded jealously
- Exhibit control over vegetation via floramancy, magic limited in other fields.
- Long lifespans depending on location, health reflects bonded area
- Often met by farmers, foresters, hunters, and herbalists.
Jonah Lihell Caprireid | 24 | Witch (plant focused)
Appearance/Description: Standing at 5’8” with tanned skin that falls on the darker side, Jonah really doesn’t seem much of a threat despite his build. He’s decently muscular, equating to something of an MMA fighter, though he generally wouldn’t hurt a fly. His hair is dark brown near black, falls just above his shoulders in curls that mimic perfect spirals. On a good day, that is. On any given day that is less than good, perfect curls have either fallen slightly flat or have frizzed out to an untamable mess that can only be resolved with a hot shower. Almost doe-like hazel eyes seem to be the only thing that tends to distract from the two scars on his face. On across his the bridge of his nose and the other crossing both of his lips at a slight angle, he remembers them fondly as his sister pushing him down the stairs and knocking him out when he was 12 years old. Johnah’s arms are both covered in sleeves, his left being botanical and his right being wrapped up in a snake, a two tailed fox, and a black panther to keep his family members with him.
Personality/Attitude: Jonah is generally amicable. He’s sociable, not tending to have problems starting and keeping up a conversation, however it should be noted that he is explosively reactive. Outside of work, he fails to contain himself well, letting his emotions run everything about how he reacts, leaving him impulsive. Because of this, he tends to only think about his actions after the fact, however he does not completely lack the skill of thinking ahead. He just doesn’t use it as often as he should.
Family/Friends/Pets/Etc: Jonah owns two corn snakes (Valis and Nova) and one king snake (Rhox). His best friend is Elias, who he’s known for nearly 15 years now, and the two are inseparable despite any physical distance between them.
Hobbies/Interests: Jonah has taken up MMA fighting as something to do in his free time as he finds it’s a good release of is energy as well as negative emotions. He also just likes exploration in general, often taking drives and just letting himself get lost and staying in the area for a few hours before finding his way home.
Philosophy of Life: “If it hasn’t killed me then I can get passed it. Unless it kills me, it can’t stop me.”
Other: Jonah does not understand the concept of comforting somebody and is more likely to offer to physically assault the source of the problem because he doesn’t know how else to help. He’s also not the best at understanding implications, having been socialized in a very blunt household. He does have a bit of a southern twang still, and it becomes more apparent when he's angry or upset.
Personality/Attitude: Jonah is generally amicable. He’s sociable, not tending to have problems starting and keeping up a conversation, however it should be noted that he is explosively reactive. Outside of work, he fails to contain himself well, letting his emotions run everything about how he reacts, leaving him impulsive. Because of this, he tends to only think about his actions after the fact, however he does not completely lack the skill of thinking ahead. He just doesn’t use it as often as he should.
Family/Friends/Pets/Etc: Jonah owns two corn snakes (Valis and Nova) and one king snake (Rhox). His best friend is Elias, who he’s known for nearly 15 years now, and the two are inseparable despite any physical distance between them.
Hobbies/Interests: Jonah has taken up MMA fighting as something to do in his free time as he finds it’s a good release of is energy as well as negative emotions. He also just likes exploration in general, often taking drives and just letting himself get lost and staying in the area for a few hours before finding his way home.
Philosophy of Life: “If it hasn’t killed me then I can get passed it. Unless it kills me, it can’t stop me.”
Other: Jonah does not understand the concept of comforting somebody and is more likely to offer to physically assault the source of the problem because he doesn’t know how else to help. He’s also not the best at understanding implications, having been socialized in a very blunt household. He does have a bit of a southern twang still, and it becomes more apparent when he's angry or upset.
**Make section for witch's familiars
Gumiho (구미호)
Closer to being a god than any other species can dream of, the Gumiho is quite the creature. Traditionally known to be women, they seduced men to then consume their hearts and thusly sustain their own life. Only thought to be a legend of Korean descent, Gumiho were known to be malicious by nature, however, this was not always the case. Gumiho can be seen in various other cultures by other names, however, in other cultures, they aren't seen as purely evil. Rather, they are seen with an ambiguous moral compass, with the ability to either be good or bad. It is unknown as to when this became the case in Korean culture, but it is what it is now. It could be due to the creature's association with the fox. That is to say, the fox is viewed as sly, cunning, and a trickster across most cultures. A Gumiho originates from a fox that lives a thousand years, and thusly retains its traits. This could be why most still view the creature as inherently evil. This fails to be the case for a small portion of Gumiho. While most Gumiho can be said to be malicious, there is a small portion of them are known to help humans. Sadly, these few receive a bad rep due to the rest of their species. The few that are benevolent have made quite a name for their species, as Gumiho are worshiped as deities by a group that is relatively small compared to the size of the population of the rest of the world.
Gumiho are known most notably for the way they look and travel. They've been known to float instead of walk at the best of times. In terms of looks, they're rarely consistent. This species has the ability to change any and every aspect of their appearance at will, giving them the ability to look like any human they so wish. However, they have three core forms; the natural human form, the spiritual form, and the fox. In spiritual form, a Gumiho will always have a foxes ears, either one or all nine tails, and their eyes appear more fox-like. They also tend to appear in more traditional clothing, although this seems more based on the creature's personal preference. As a fox, a Gumiho will stand anywhere from four to six feet tall at the shoulder and will always have all nine tails. As for travel, just like many other things, they use their beads. Each Gumiho is equipped with powerful beads - whether they be twin bracelets, a necklace, belt or otherwise - that grant them untold knowledge that never quite reaches the level of omnipotence as well as other abilities. The beads can be used to perform basic spells of all types that would drain other creatures of energy. They can also use these beads to teleport, however for each bead used a new one must be crafted. Crafting a new bead takes seven days and often drains the Gumiho of large amounts of energy. Alternatively, the beads are used to absorb life essence from other creatures if willing handed over, however, the bead must be reclaimed within three days, otherwise, it becomes useless. If it is stolen, no life essence can be absorbed, and it is in the Gumiho's best interest to reclaim it at all costs. If a bead is consumed by any creature, said creature will be granted the slivers of knowledge that a Gumiho would possess in spurts that seem more like delusions. The deity-like species still has three days to reclaim what's theirs, however, cannot do so without killing the one who's consumed the bead.
The beads can only be accessed in human and spirit form, however, a Gumiho can protect itself most efficiently in spirit and fox form. This typically leaves the spirit form as the most powerful for a Gumiho, but this also leaves them vulnerable for exposure. Public exposure is the last thing most of them want, as two hundred years prior to the present, large hunts were held that targetted their species specifically. While the hunts have long since ended, most of the general public wouldn't hesitate to hurt them.
Gumiho are able to be summoned through a lengthy process that requires a fresh heart and a knowledge of runes and summoning circles, or at least a book that details them. While liver could work, its much less effective. Upon summoning, the creature is bound to offer to grant the summoner one wish. So long as it is within their abilities, the wish will be granted by using one of their beads, however, unless one is graced by one of the benevolent Gumiho, a negative side effect with accompanying their wish.
Demons
On par with the Angels in power and yet seen to be worse than them. It's a sad thing, really, considering its only a minuscule group of them that gave the rest a bad name. Demons have been getting the short end of the stick for as long as Humans could walk on two legs, maybe even before that. Even still, they persevered, worship their own deities just as anyone else does. This particular species doesn't age as Humans do, rather they age with societal standards, never seeming to get old. That is to say, Demons are always the epitome of beauty, and they always have been. They are one of two species who's looks follow the societal definition of beauty, making them an unattainable standard. Their looks carry an air of danger that's irresistible rather than off-putting. Besides, who doesn't want to get closer to a lovely looking thing like them? Just know what you're getting into. Demons have no qualms about lying, and they're rather exceptional at it. Typically, only another Demon and Angels can tell when one is lying, and on occasion, Vampires and Werewolves. They can lie, cheat, and steal without receiving repercussions that are programmed in their DNA. On the other hand, Demons are bound to their word. Any promise they make must be kept no matter what, so it's best to make sure you were highly specific. Any Demon that fails to keep their word falls ill. It starts with a cold and progresses until it's fatal unless they follow through.
These creatures are known to be able to manipulate the more negative emotions such as sadness, malice, envy, anger, etc., etc.. These sorts of actions, however, do take a large toll on their own energy reserves. A more costly power they have is possession, which, with one wrong move, could end in fatality. It also requires a full day of recovery. Less taxing abilities include magic manipulation (changes levels of external and/or internal magic, rendering all spells, runes, and otherwise worthless for a short amount of time, including their own), teleportation, telekinesis, and summoning of weapons from the shadows that typically poison a target either with impulsions to turn on allies or with actual poison. The magics the practice include energy manipulation, destruction magic, and illusion magic (doesn't change perception, however, creates new things, settings, appearances, or creatures/people for a given amount of time, but no illusion in permanent).
Demons are known to be in their weakest state when they appear Human. This is what is known as the no-horn state. This state of being is used for typically day-to-day business, relaxing, recovery, etc.. They can also be forced into it if they become too fatigued. In this no-horn state, Demons can't use possession, weapon summoning, or magic manipulation. On the opposite side of the spectrum lays the horn state. When going into this most natural form, a Demon will enter a state the humans call Hell's Void, which consists of them being physically wrapped in a shadow from head to toe. The shadow appears to be consuming them, building on them. Through this process, a Demon will regain their horns, and the set of animal-esque attribute they were born with. All Demons have claws and a tail of sorts, however, the tail type depends on genetics. Other attributes can include near full body changes, more animal-like leg structure, a snout, extra rows of teeth, different skill color, and even changes to the eyes. This all depends on their DNA.
A side note about this species; they can be summoned in a summoning circle with an incantation the witches have kept secret, but only if their full name is known.
Angels
I'm sure you think they heard your prayers? You'd be wrong, as only a small number of this species are truly heaven sent. In reality, they're nearly the same as Demons until you hit the powers. Most Angels exist the same as any other creature, worshiping their own spirits and looking out for themselves. They are, however, closer to being perfect than you'll ever be. As times change, and what society defines as beautiful changes with it, the species follow. Angels never looking a day over 20, literally. This species is known for being beautiful, almost too much so to behold, all while holding some sort of innocence about their face. This, however, is what makes them stand out so much against a crowd. They're so perfect looking, the epitome of unattainable beauty. This makes them hard to resist when they ask for things, leaving them with the ability of manipulation. Angels can get just about anybody to do absolutely anything, even commit a murder. They can control emotions as well, though typically the more positive ones, as the large cost of their own physical energy. This does come in handy, however, while trying to make somebody feel better about a misdeed. Otherwise, Angels are also capable of possession, which could be fatal, however, can also be worth it. This is the most draining of their abilities and requires a recovery of at least one full day. Much less costly abilities of the Angels include magic manipulation (changes levels of external and/or internal magic, rendering all spells, runes, and otherwise worthless for a short amount of time, including their own), teleportation, telekinesis, and summoning of weapons that use to the sun's energy to deal fire damage. Various magics/abilities can include, energy manipulation, conjuration magic, restoration/healing magic, and alteration magic (alters one's perception of reality for a given amount of time, can also change physical properties but the changes are never permanent).
Angels, no matter their intentions, are nearly unable to lie. It is in their nature to tell the truth and nothing but the truth. Most of the time, anyways. Nothing is keeping them from withholding information, however, and those well trained in self-discipline are able to lie and they do it rather well, no matter how much pain it may cause themselves. Angels are clever little things, using words and your own situation to their advantage - if they can twist it to sound like the truth, they just might, no pain required. Witches and Mages are less likely to fall for this, though, because it's a skill they themselves have. Still, they are nowhere near immune to trickery. It is worth noting, though, that an Angel can spot a lie from ten miles away. They find it a little complicated to commit wrongdoings as it goes against their basic nature, and depending on severity, makes them sick. This sickness ranges from a simple cold to a full-on plague. Regardless of the severity, they are weak until it passes. On the other hand, Angels have no qualms about failing to keep their word, so don't ever expect them to keep their promises.
This particular species is in its weakest state when its wings are hidden. When unveiled, Angel's back is enveloped in what the Humans only call Heavenly Fire as the wings stretch and take form and the musculature to support them comes to be known. When their wings are visible, an Angel has full access to all of its powers. When an Angel wants its wings hidden, the appendages will burn off, turning to ashes where they stand while the extra musculature eats away at itself until it is no more. In this no-wing state, Angels can't use possession, weapon summoning, or magic manipulation. The no-wing state is used for recovery, simple travel, normal personal business, etc., etc. They can be, however, forced into it if they run out of energy, as they fail to be exempt from fatigue. The wing state is an Angel's most natural form.
A side note about this species; they can be summoned in a summoning circle with an incantation the witches have kept secret, but only if their full name is known.
Mages
If you see a Human flying on their own, then they are no Human. It is, in fact, a Mage. This supernatural species blends in all too well in the Human community. Which, depending on how you see it, can be good or bad for them. Mages are often confused for Witches, and this fact infuriates them more than anything. This is due to the fact that, overall, this species thinks themselves superior to the other. Depending on where you stand, you either agree or disagree. Under normal circumstances, Mages act, look, and age like Humans do. The main difference between the two is that the former has and can utilize internal reservoirs of magic to perform spells that either elevate their own skills and abilities or deal damage to the world around them. That being said, Mages will always have a noticeably longer lifespan than Humans because they have the ability to perform self-healing and self-preserving spells. Typically, this also causes them to age slower than humans if they so wish. Any spell that enhances oneself, a Mage can perform on themselves as well as on others. Enhancement spells performed on others are only a fraction of the strength of the ones performed on themselves, and only last half as long. In terms of spells that deal damage, all smells are elemental, and can thusly include, earth, fire, air, water, electric, energy, and weather spells. Each mage is usually specialized in one element through genetics but is not limited to only spells from that element. Any spell a mage performs is made up of a series of hand/arm movements and always lacks words. The spells do not alter the environment on their own, but once they are wielded, will do what they will.
Mages can summon weapons called Bound Weapons. These weapons are made up of magic energy that comes directly from one's own internal magic. That being said, they only last for a certain amount of time, and will quickly drain its user just as any other spell would.
Mages share the same weaknesses as Humans, however, are able to negate only some of them with their spells. This fact makes Mages stronger than Humans by a landslide, as the former is now more likely to survive any sort of attack.
Witches
You came home and, well, your home was gone. Just vanished. It never existed. You don't even remember owning a home anymore - where do you live? That's right, you're homeless. Such a thing is the work of a Witch and another who wants to see you suffer. Witches are often confused for humans, but more often for Mages. Both are infuriating to them, as they find that they're superior to both species. This species is practically Humans, and they're hard to spot. Unless, of course, they make themselves known. Which many do to avoid being confused for other species. This creature draws from magic in their environment rather than internal reserves as they are born with the skill to control the magic the world offers by nature. They use this magic to perform incantations, summonings and create potions. This is what differentiates them from Mages. Incantations affect the environment directly, as well as the creature involved. Many have been known to pay witches to perform incantations on somebody or a group to create misfortune or bring them harm, however, the sum of pay must be large for the Witch to agree. Summonings can be done on the spot as long as there is ample space. Large summons, such as Demons, Angels, and familiars require a summoning circle. The circle doesn't have to be a proper size, but it has to have the proper symbols drawn on the outside of it. Familiars that Witches may keep include powerful spirit animals (often larger and much more dangerous than the animal they embody). The more powerful Witches have the ability to keep Werewolves and Vampires. Keeping a Werewolf or Vampire is dangerous, and they are often kept under control by a binding contract created through a lengthy incantation. Potions created by this species are made with special ingredients that can be obtained naturally, as well as only from certain species. The potions can be made to order and can do most anything the Witch so wishes. Many pay a high price to obtain these potions, and an even higher price if they actually use them.
Witches share many weaknesses with Humans but have incantations, summonings, and potions to protect them. This makes them more powerful than the latter. Incantations take about the length as a spell for a Mage, which leaves them vulnerable, however, summoning takes longer, and is extremely draining for them. Even still, a Witch is more likely to survive an attack than a Human.
Werewolves
It's common knowledge that the modern dog was domesticated from the wolf, now named man's best friend. However, the term takes on a new meaning here. One's inner wolf is surely one's best friend, and Werewolves know this very well. This, however, also keeps them in close touch with their canine instincts. Werewolves are highly territorial, both over their land as well as those they are close to. Unlike Humans, who have evolved to have little to know instincts, this species is more likely to enter fight-or-flight and find trusting their gut extremely easy. Just like their normal canine counterparts, Werewolves find strength in numbers and value the bond between their pack members. In fact, one member can feel when another or several others from their pack is in danger. Mates are matched by the Spirits, meaning once one has found their mate, they are bonded at the very soul, and have a deeper connection than between two pack members. It is not unheard of for one to have more than one mate, but it is not extremely common. The pack mentality runs deeper than the Humans think, however. As deemed by nature, Werewolves live in a hierarchy. There are the alphas, the betas, the omegas, then a class that your typically forest hunters fail to have - the War Wolves. Per pack, there are two alphas (the born alpha and their mate), two to four betas depending on pack size (the born beta(s) and their mate(s)), and a group of highly skilled warriors known as War Wolves. War Wolves can make up anyways from one-fourth to half of the pack depending on the pack's history and is always lead by a beta wolf. Despite this, an alpha's orders supersede the beta's, but this is a rare occurrence as betas are trusted the most by the alphas. Of course, that doesn't mean there haven't been instances of mutiny.
Werewolves look no different than Humans, save for the fact that once they'll look 20 years old for 90% of their life, so this makes them hard to pick out. However, vampires, other wolves and certain halflings can tell by scent. Humans, can only tell if one reveals themselves, is caught shifting, is caught doing something that a Human would not be able to, or has yellow eyes as some do. Werewolves are naturally faster and stronger than Humans, allowing them to outpace, out lift, and out much a good portion of species while in humanoid form. They also have extremely heightened senses of smell, sight, and taste, allowing them to hunt and observe their surroundings and circumstances at the same performance level as in wolf form. In terms of shifting, there are many kinds of shifts. Partial shifts (claws, sharpened and typically slightly protruding canines, maybe ears and tail depending on control), half shifts (for a better idea, please see Skyrim lycanthropy), and full shifts (wolf form). Full grown wolves have typically mastered all types of shifts, however, younger wolves can usually only do full shifts. Unlike what Humans seem to think, Werewolves are not forced to shift by the full moon. They do, however, feel an urge to shift to their most uncommon form, whether it be humanoid or wolf.
As a wolf, most will stand, on average, six tall at the shoulder, the tallest normal pack member standing at seven feet. Alphas, on the other hand, will stand at eight to nine feet tall at the shoulder on average, distinguishing them from the rest of their members. This helps command respect and loyalty from the rest of the pack as well as lesser creatures. Alphas can also use the Voice of Alphas both in wolf form and humanoid form. The voice forces the will of lesser wolves, as well as lesser creatures, and can also be used on more powerful beings. In this case, however, effectiveness depends on power ratio and will typically fail to bend the other's will completely unless they are weakened. It will, however, startle, stun, or momentarily cause a consideration for whatever words were spoken.
Werewolves practice rune magic - this is the only magic this species practice. While they aren't the only species to do so, they are the only species to have the ability to cast any and every rune and do so perfectly. There is a rune for just about anything, and they use it as needed. The most common rune amoung packs is the Life Sense rune, used to communicate to the alphas and war wolves when any given life form enters and exits the territory. Werewolves are weak to silver, as the element gave them severe burns when they come in contact with it. It can be used for torture, and if left in contact with vital areas of the body for too long, will cause death.
Vampires
Of the many things that go bump in the night, this creature is the one Humans seem to worry about the most. Contrary to their belief, however, 99% of the Vampire community is harmless to them. The other one percent either haven't a lick of sanity, is desperate, or one has incurred their wrath. Otherwise, this species is harmless by choice. Vampires universally feed only animals they catch while hunting, alongside being able to eat normal food. Blood, while being their main source of nutrients, is not their only food source. This does, however, leave them as being large on eating meat if they don't have a steady supply of animal blood. Without a steady supply of blood, a Vampire is left slightly weakened and more prone to contracting illnesses, however, the lack of blood isn't fatal. This species is known to live in groups called covens, a group with a hierarchy that dictates how members act towards each other. At the head of the coven are the Lord/Lady and their mate. The rest of the hierarchy is completed by seniority, meaning the older Vampires have seniority over the younger Vampires. Regardless of rank, however, each member of the coven cares for the others very deeply, and they all share a bond that indicates if one or a group is in trouble. Mates, matched together by the Vampire's diety, share a deeper bond than simple coven members and are inseparable once they've been brought together. The Lord/Lady of a coven can use the Undying Glare to put lower ranking members, as well as lesser creatures in their place as well as bend their will to their own. The Undying Glare, at most, will momentarily stun more powerful beings.
Vampires have the ability to shift into a wolf-bat (otherwise known as a flying fox) with a wingspan of eight feet. A half shift consists of the Vampire obtaining the wings and the musculature to match, claws, a bit of a snout, the wolf-bat's ears, and a more animal-like stance comparable to a Werewolf's half shift. A partial shift consists of claws, protruding canines, and the wolf-bat's ears.
Blood magic and shadow magic is practiced ONLY by Vampires. Shadow magic is different from a Demon's shadow weapons, as the two don't have any correlation. The effectiveness of blood magic relies solely on a Vampires's level of blood intake; the higher volume of blood intake, the more powerful one's blood magic will be. This practice allows this species to drain the life out of prey or an enemy from a distance, and also brings the caster some nutrients. Absorbed nutrients and life essence will heal as well as strengthens the caster. Using blood magic, a Vampire can bring all blood flow to a sudden stop, or accelerate it to the point of causing heart failure. Shadow magic allows Vampires to send messages through shadows, manipulate a creature by manipulating its shadow (works better on lesser creatures), as well as travel through them. Oddly, Vampires also have the ability to speak to shadows, as a shadow can and often will reveal how a person is truly feeling or bring true intentions to light. Both magics are draining, especially bringing blood to a stop and traveling through shadows.
Whether it is positive or negative, the AB blood type is poisonous to Vampires and causes them to fall ill. Depending on how much was taken in, the creature will die. The older vampires who have more experience can sometimes identify a creatures blood type by scent, but even they make mistakes. Even still, older vampires know the taste of each blood type like the back of their hand, and immediately stop consuming if it tastes of AB. Younger vampires are instructed to have their blood tested first before consuming, but many have been felled by the toxin. The effects of the poisonous blood start five minutes after consumption, and depending on the intake volume, a vampire will recover within anywhere from a week to three months. Otherwise, it is fatal.
Halflings
Oh, woe is them. These poor things shouldn't even exist, yet here they are. Halfings are and experience, some would say. They come in many different sorts, however, they are rare to see for a few reasons, the main reason being fatality. Halfings, due to genetic complications, hardly live to see 25 if they are born, and only live past a year if they are transformed. Demon Halflings and Angel Halflings will never experience Hell's Void and Heavenly Fire respectively, however, they have all the basic powers and abilities. Mage Halflings cannot perform self-enhancing spells, and can only do basic elemental spells. Witch Halflings can create potions and can only perform basic incantations, however, they will never be able to summon anything. The four Halfling subspecies named above can only be born. Werewolf and Vampire halflings, however, can be born or transformed. The way a Human can be transformed is the same for both species; Normally it happens by chance, however, Alphas and Lords/Ladys can purposefully transform somebody. A human must be bitten by one of the species on a full moon for the genetics to fuse properly. The process is painful and lasts a week. As the days progress, the transformed human is eventually bedridden with extreme temperatures, sweats, coughing, and often vomiting and seizures. After the first week, the Human is officially a Halfling. Vampire and Werewolf Halflings can only experience half shifts. Still, many don't survive the initial process.
If they live through the first transformation, and the genetics fused properly, the Halfling will experience another bout of illness similar to the first transformation where they are bedridden with the same symptoms. At the end of this week, however, the Halfling will be able to experience all that a natural born Vampire or Werewolf can. Still, they will be forever known as a Halfling. This is extremely rare, however, as the second transformation has a low survival rate, and often is never reached as the two sets of DNA rarely meld together properly.
Humans
What's there to say about these poor saps? They've only been around for half the time the supernatural species have, and yet, they name themselves superior. Powerless, easily injured, easier to persuade, and yet, they think themselves above every other species. Humans can't even defend themselves with magic or transformations or any other innate skill. Instead, they solely on weaponry, heavy machinery, armor, and other things to attempt to stay alive when being attacked, and even while knowing this, they belittle and demonize every other creature while claiming what never belonged to them. Humans are vile little things. They make every creature that isn't themselves out to be some horrid beast hell-bent on the elimination of the human race. They are weak, and they know it, however just like many species, they find strength in numbers. That isn't hard for them, as over time, they've come to completely outnumber every other species combined. Humans are cruel, making sure anything that isn't human is something of an outcast, always looked at as if they'll attack on sight. They've made it a terrible place for the creatures that had long since lived before them. Over time, the human society and the supernatural society have come to live in 'peace' beside each other, but it happens much too often that another creature is cast out of anything in favor of a human.
What else is there to say?
Eidolon - Handcrafted Souls
- Manmade lileform, summoner via elaborate ritual
- Many forms and variety of skills/powers depending on ritual selected
- Can be bound at summoning, but often grow strobger and freer as they age. Behavior of the summoner often influences behavior of a freed eidolon
- Often capable of casting magic and granting boons, some interact differently with reality than humans creating innate advantages and weaknesses
-Cannot be unsummoned but can be dismissed and called forward from other places in the world.
-Most often met by enchanters, mages and summoners.
Selkie - Faefolk in Disguise
- Seals (or other mammals) that shed their skin to take human forms.
- Pelts leftover from shedding must be used to turn back into beasts
- Pelts carry a selkie’s soul, they cannot speak or preform magic without it. Taking a pelt is an unforgivable crime in their eyes
- Behave under Fae Law - Take not what is not yours, Promises are to be kept, No gift or aid goes unrepaid.
- Human forms often have traits similar to beast forms. Often bond well with and hide among animals matching their beast form.
- Can be summoned from areas where two worlds meet (ie the shore for sand and sea or the edge of the forest for tree and field) but an answer is not guaranteed. Offerings increase chances.
- Considered to be friendly, playful, and curious creatures when left undisturbed. Skittish and quick to flee when bothered, dangerous when cornered.
- Most often met by sailers, fishermen, and hunters depending on region.
Dryad - The Original Flowerchild
- Created by fae enchantments on tree seeds, take several years to sprout and grow to where they can venture from their roots.
- Bark-like skin, molten orb eyes, often tall. Colors and height depend on original tree seed.
- Capable of merging with trees and living inside them
- Reflect seasonal changes of their trees, some are bald in winter and change colors as seasons pass
- Known to bond themselves with locations they like, these spots are often guarded jealously
- Exhibit control over vegetation via floramancy, magic limited in other fields.
- Long lifespans depending on location, health reflects bonded area
- Often met by farmers, foresters, hunters, and herbalists.