Hello Immortality -> The Peeps

hello immortality
welcome
It has been four years since the Reveal--the cataclysmic event in history where, for the first time since the dark ages, existence of supernatural beings was revealed to the general population. It first occurred in America and soon spread throughout the entire globe.

Each country has reacted to the revelation with varying severity. In the United States, riots occurred. Mass lynching. Panic. Chaos. It was a lot like the Salem witch trials... multiplied by 100.

The government stepped in, wrested control via military law. Segregation between humans and supernatural is now a normal everyday expectation. The supernaturals are barcoded and registered for not only the safety of the humans but also for their own.

However, there are supernaturals and humans alike who do not like the status quo and are working to return things to a more equitable basis. They are the Insurgency, and they work in secret.

Many humans like the fact they are on top. Some supernaturals want to regain their superiority. What will you want?

Welcome to Hello Immortality!

We are a relaxed intermediate to advanced small town supernatural role-play based in a fictitious coastal North Carolina town by the name of Destiny in RL present year.

staff
Jez
Time
Moustache
stats

FAE - 01
HUMANS - 00
HUNTERS - 03
OCCULT - 04
PSYCHICS - 01
SHIFTERS - 00
SIRENS - 01
VAMPIRES - 01
WEREWOLVES - 01
FEMALES - 05
MALES - 07
credits
The concept for Hello Immortality was created by Jez. Fellow staff and members have contributed immensely, and all their ideas are original and courtesy of them.

The characters and writings on this site belong to their respective owners/authors unless otherwise stated.

Oodles of thanks to Zane and Vel for all of their help. They are coding beasts. Without them, this new skin never would have been possible.

All templates, coding, and graphics in use around the site belong to their respective creators unless otherwise stated.

Miniprofile by Tana @ Cosmo, Shine, and ATF

Affiliate Table help from Will Graham @ RPG-Directory

Skin by Luna.

Pop out cbox code was created by kismet of rpg directory.

No copyright infringement intended.


 
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 The Peeps
Jezzypantz
Benevolent Dictator
Heterosexual
27 years
Single
Offline
Jez
I do stuff. Yup.... *nodnod* Lots of stuff! 8D
PLAYED BY Jez
882
POSTS
Look! I'm people friendly~
Admin


 Posted on: Jun 8 2013, 02:02 PM
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PLAYABLE/APPLICABLE RACES


FAE
✘ Summer/Winter ✘
The Fae are an ancient race of beings that are the closest to magic out of all the known races. Using magic is as easy and natural to them as breathing is for humans. According to legend, the Fae have existed since the beginning of time. They are separated into two courts: Summer/Seelie and Winter/Unseelie. All Fae have mischievous tendencies; they like to play pranks, especially on humans. Every Fae have access to a magic called glamour. Some are more skillful at glamour than others, but glamour is the ability to make themselves appear however they like (according to their skill). The higher level Fae appear as humans in shape, but typically have large, inhuman eyes and pointed ears. Their beauty has been known to mesmerize and enthrall weaker-willed humans and beings of other races as well. All Fae's magic can be disrupted and weakened by running water and cold iron. Iron is also one of the only things that causes them pain and possible permanent harm.

All Fae cannot tell an outright lie. However, they excel in twisting their words to the point that their words are more confusing and tricky than if they had simply lied. They love giving riddles. In fact, it's somewhat against their Fae nature to ever give a straight answer. Straight answers are typically only given by the younger and lesser level Fae. They are impeccable gatherers and hoarders of information as well, which is another reason they will only give something to get something in return. The Fae are also true to their word. Once it is given, they will follow through with it no matter the consequences, which is why they do not give their word lightly and typically only when they know they can carry it out and also glean something out of it useful to them. They always repay their debts as well. A promise thrice made by a Fae is absolutely binding.

The Fae do not give anything away for free because they literally can't. There must always be balance. They never take anything without giving something of equal value in return; never give a favor without getting one in kind. The Fae will often try to entrap unsuspecting mortals with bargains and/or promises. By doing so, they will be able to use their magic more personally against the human whom they have entrapped. If you ever find yourself in the realm of Faerie, don't eat their food or drink their beverages and definitely don't agree to anything they may offer. The Fae find anything other than an equal exchange to be either enticing or insulting.

While most Fae can live forever if left alone to their own devices, only the ruling three of each court are considered truly immortal. They can only be killed via special ways that only a handful of people in the world and throughout time have known. Halloween is one such night where an immortal like the Winter Lady can be killed. The other days and times and ways may be revealed later.

It is possible for a Fae to produce offspring with a human. These humans are known as Changelings. It has happened once or twice that a human child has been taken by the Fae and swapped for a Faerie child. These children are also known as Changelings. For the former, having mixed parentage, they will have the choice to choose to become either completely human or completely Fae. However, they can also choose to be somewhere in the middle, remaining between worlds. Staying in racial limbo and choosing to become completely Fae allow these Changelings to live a great number of years just like the actual Fae. They can live up to 2000 years in what's considered the prime of their aging process before they are required by the laws of nature to choose Fae or Human or to simply die. If they choose to be human, they will live as a human does and as long as a human will. Cold iron cannot hurt Changelings unless they choose to become completely Fae. Those Changelings that remain in racial limbo have access to basic Fae magic but they will never be as strong as a full Fae.

((If you have any questions, feel free to ask one of the Admins.))
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HUMANS
✘ Mankind ✘

Humans are mortals and have one of the shortest life expectancy by living 70-110 years. They don't have any magic of their own and the majority of them are ignorant about the supernatural world which exists within their own. Despite being on the menu for most supernatural creatures, not all are easy prey. By far the most adaptable and ingenious species, their advances in technology, warfare, and medicine make them a force to be reckoned with. Humans are incredibly diverse in their knowledge, strengths, skills, and mental fortitude. Where one might run from a fight and cower, another will meet the challenge head on, and yet there are even some that crave such fights. Humans tend to know their limitations, strengths, and weakness, but it's their potential they often lose sight of. Although Humans are considered the easiest to kill, you'd be surprised what you can live through.

((If you have any questions, feel free to ask one of the Admins.))
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HUNTERS
✘ Protectors of the Night ✘

HUNTERS are those Humans who know about the supernatural world plaguing their own and have dedicated their lives to protecting themselves and their own by eradicating those things that go bump in the night. They are well-versed in weaponry, martial arts, self defense in its entirety, forgery, and a plethora of other skills. There are three kinds of Hunters. (1) Those that work for the government, and there's a lot of them nowadays, on contract like any other employment. (2) Those that are considered private contractors--mercenaries for hire, if you will--that mainly take jobs from everyday citizens and/or businesses. It's rare, but they've even been known to take a job from the government every once in a while. However, that's usually out of desperation or coercion than any honest desire. The government and most Hunters have never been known to get along, and the Reveal didn't change that for most of them. (3) They're completely freelance, and they hunt because of the sheer 'pleasure' of doing so instead of for the money. These typically involve illegal methods, or have normal every day kinds of jobs, in order to provide for themselves monetarily.

They generally live 30-60 years because of their dangerous lifestyles, but they are tough buggers to kill simply because of their iron wills, steely fortitude, and overall badassery. Otherwise, they can be killed like any Human can.

((If you have any questions, feel free to ask one of the Admins.))
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OCCULT
✘ Witches ✘

Wielders of magic, by using different methods of channeling, Witches are able to access the energies and even the very life force of the planet around them. Because of the vastness of the potential of magic and the near limitless knowledge regarding it, Witches typically specialize in one or two specific pathways of magic with a light background of many other forms. More often than not, this specialization is decided by the natural affinity of the Witch in question. They can utilize spoken spells, potions, herbalism, and often have innate reservoir of magical ability that they can access.

Witches are hard to kill simply because of their ability to defend themselves with their magic. However, they can be killed any way a Human can. They usually live between 400-600 years depending on their magical prowess and potency.

Witches tend to be free spirits. Often they go solo or they stick with their kin. However, it does happen every now and again that they form a group. This group is referred to as a Coven. They tend to avoid this simply for the fact that doing so seems to make Hunters and other creatures who may not view the magic users as their favorites to attack out of what they see as self preservation. But for those that can manage to pull a Coven together, it can be a formidable force. After all, there is strength in numbers. Other than that, Witches govern themselves.

((If you have any questions, feel free to ask one of the Admins.))
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PSYCHICS
✘ The Gifted ✘

There are some Humans that, for one reason or another, were either born with or manifested certain psychic abilities later on in life. Such abilities typically manifest from birth, during the crest of puberty, or in the face of intense emotional trauma and/or near death experiences. Some of the psychic abilities that have been recorded officially are: mediumship, foretelling, visions, telekinesis, empathy, basic telepathy, etc. But that is only on the official records. Anything seems more and more possible every day.

((If you have any questions, feel free to ask one of the Admins.))
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SHIFTERS
✘ The Inhuman ✘

Shifters are Humans with a special brand of ability--some might say even magic--that is passed on through their genes. They have the ability to shapeshift into animals. The more powerful (typically gauged by age) a Shifter is, the more animals they are able to change into. The highest number of animals a Shifter has ever been known to shift into is three. They start out with the capability to only shift into one animal. Because of their genetic association, it's been known to follow the pattern of heritage. For example, one of their parent's first animals was a fox (yes, the first animal is always relatively small in size), then that Shifter child's likelihood of having that be their first animal is high. The older they get, and the more powerful and skilled they become, the better their chance is to add another animal form to their repertoire. The other shifts can either be conscious or subconscious choice. Unfortunately for many, the former happens to be the norm rather than the latter.

A Shifter is born. Not created. There are some Witches that are powerful and knowledgeable enough to use transfiguration magic, but that's an entirely different story because it takes time, spell ingredients, etc., whereas a Shifter can change almost instantly. A Shifter's genes are generally recessive. As a result, they tend to marry other Shifters to make sure that their children are also Shifters. They can be quite difficult to kill depending on their skill with shifting, but they can die much like normal Humans. They usually live 90-150 years.

((If you have any questions, feel free to ask one of the Admins.))
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SIRENS
✘ Allure of the Sea ✘

These inhumanly beautiful creatures are much like those found in general lore. Their race of Mer-people dwell in the depths of the oceans in their magnificently crafted cities. They rarely have any desire to leave their watery world, but every once in a while, a mermaid or merman ventures to the surface for one reason or another. Creatures of magic, they tend to have some sway over water and are able to communicate with sea-animals. Reaching dry land, they are able to transform their water-adapted bodies to forms identical to humans.

They are also referred to as Sirens because of their ability to draw people to do their will by the mere sound of their voices. They can be killed in any way a Human can, even drowning if the Siren is somehow kept from reverting their body enough to once more breathe underwater. Hotter temperatures can become life threatening if they are subjected to them too long, especially without enough water. A Siren must drink at least one gallon of water a day. If they can submerge their bodies in water, even better. Chlorine in pools do not agree with them. In their Mer-forms, they can live 2-3 millennium. If they decide to live the rest of their lives in their human form, they usually live around 600-800 years.

((If you have any questions, feel free to ask one of the Admins.))
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VAMPIRES
✘ The Bloodsuckers ✘

Vampires have often been thought of as soulless undead, but that's not necessarily true. Yes, they are the undead. They have no heartbeat. Their skin is pale. They have no need to breath; they do so because without it they couldn't smell the world around them, also because of habit and to appear 'human.' People believe because Vampires have no heart beat, that they have no heart. Although that is figuratively true for most Vampires, it is not a requisite for the creatures. Because they have unnaturally good memories, they can remember what it was like to be human, and that memory of their humanity allows them, if they so desire, to overcome their natural carnality.

There are only three ways to kill a Vampire. (1) Subject them to sunlight (as long as they aren't strong/old enough to withstand the sun or have an enchanted item that allows them to be daywalkers). (2) Sever the head from the body and burn the remains. (3) Impale the heart or brain (which basically paralyzes them) and burn the body. If the creature's body is not incinerated, they can eventually recover from almost anything if given enough blood. Crosses, holy ground, and holy water are relatively useless against Vampires, so don't depend on that to save you.

On its own, a vampire's bite does not kill, neither does it have any chance of turning them. In order to be turned, an individual must be drained dry of their blood and subsequently given Vampire's blood. However, this method doesn't always have a 100% success rate. Sometimes, despite best efforts, the individual will die anyway. Ingesting blood does not mean you'll be turned, either. That only works via the aforementioned method. Otherwise, the effects of Vampire blood on the system is explained here.

A Vampire, besides the obvious superhuman abilities, often have more supernatural powers like the capability to instill fear in others and practice the art of compulsion. A newborn Vampire is the weakest--akin to a Human except for their overwhelming bloodlust. Their superhuman abilities and even the level of their supernatural powers come with age and experience. Unless killed, Vampires can live forever.

((If you have any questions, feel free to ask one of the Admins.))
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WEREWOLVES
✘ Children of the Moon ✘

Creatures subject to the cycle of the moon, Werewolves have inhuman reflexes, sense, speed, and strength on any given day. The young'uns can only change during the 3-ish days of the full moon. Older werewolves, generally on the higher end of a century, are capable of instigating the change during times other than during the full moon; including small changes like only bringing out their claws, etc. However, no matter their age, a werewolf has no choice but to give in to the change when a full moon rises high into the night sky. At that time, they lose all higher 'human' cognitive function. Their strength and other abilities always grow in potency as the full moon draws close. They also become more easily agitated and enraged when the full moon.

Werewolves are considered evil because of their unfortunate bestiality. It usually takes large amounts of self-control and years of honing that control for werewolves to resist their violent tendencies (more so when close to the full moon), especially when they're angry. Although many revel in their power and enjoy their taste for destruction, it IS possible for a werewolf to live somewhat normally. It takes much more effort, but a werewolf can die from significant body trauma and blood loss. Obviously, decapitation and a skewered heart normally ends in death. Silver is painful, debilitating, and, depending on the amount and concentration introduced to the body, is life threatening.

There are two ways to become a werewolf. The first is to be bitten by one when they're in their full wolf form during the night of the full moon. The second, which is way more iffy, is to be the child of one. More often than not, to be the child of a werewolf is to eventually have that gene manifest itself and to become a werewolf as well. The manifestation of said gene typically occurs sometime during puberty. Werewolves tend to live 800-1000 years.

Note: They don't shift into normal looking wolves, larger than normal size or not. Werewolves are more of the bi-pedal fearsome creatures from lore.

((If you have any questions, feel free to ask one of the Admins.))
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Jezzypantz
Benevolent Dictator
Heterosexual
27 years
Single
Offline
Jez
I do stuff. Yup.... *nodnod* Lots of stuff! 8D
PLAYED BY Jez
882
POSTS
Look! I'm people friendly~
Admin


 Posted on: Jun 8 2013, 02:39 PM
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NON-PLAYABLE/NON-APPLICABLE RACES


ARACHNE
✘ Web-Weavers ✘

Spawned from myth and legend, the Arachnae line began with a cursed woman. It was told that the goddess Athena punished a weaver for the crime of raising herself above the glory of the gods. This punishment, the loss of the woman's weaving talent, drew her to suicide. Feeling a touch of pity, it was said that Athena made a deal and brought the woman back as half-spider-half-human so she could always weave. The true story is somewhat similar. It was Mab, Queen of the Unseelie Court, who did the cursing, and the one who had been cursed was a human woman who had betrayed the Fae queen centuries ago.

The Arachnae confine themselves to caves and deep within thick forests where their web weaving is made possible. It is uncommon for them to leave their dens or trees, but spelunkers and hikers, etc., have been known to disappear never to be heard from again. Like any spider, they have a touch exoskeleteon that make them hard to kill. They have superhuman strength, speed, and reflexes. They have accelerated healing, which make it important to kill them quickly. Decapitation and incineration are the surest ways to kill them, but causing enough damage that their systems shut down can suffice as well. They have a wide field of vision and are almost impossible to sneak up on, especially if their webbing is touched. Like any spider, they are able to use their webs to communicate to them where their prey is and to use it to bind them. Be warned, an Arachnae's webbing is extremely strong and nigh impossible to cut through. Burning it is one of the only ways to destroy it.

Arachnae feed on blood and liquefied internal organs. They will feed off just about anything, but humans are their favorite. Their bite is poisonous, laced with neurotoxins that will temporarily paralyze them so that they can pump them full of a substance that will liquify their insides. They use human hosts as incubators for their babies, caccooning them in their webbing and then impregnating. Much like off the show Aliens, the baby will grow inside the human host, feasting off their bodily systems until it ultimately births, killing the host. Although they aren't a danger in the sense they leave their homes--they don't have the ability to appear human anyway--to catch prey, they pose a threat to humans that walk into their territory unsuspectingly.

((If you have any questions, feel free to ask one of the Admins.))

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CARNICULA
✘ Living Zombies ✘

The Carnicula are perhaps one of the most pitied creatures because they never chose to be what they are. Centuries ago a warlord was cursed by a circle of necromancers with their dying breaths. After being cursed, something that he didn't believe in, his wife conceived and birthed a child. A beautiful baby girl. However, the curse ultimately caused him to exhibit zombie-like tendencies in the fact he craved human flesh. It eventually became an overwhelming need that caused him to kill and eat his wife and son. The abomination was discovered by those closest to him, and ultimately his people turned on him, burning him alive in his own home. His baby daughter was saved and raised by the warlord's closest friend. It would be two centuries later that someone from that blood line had the curse activated inside them. If the curse is to be activated, it won't happen till after puberty and the timing is never consistent. One day they can be fine, and the next... a strange desire to eat raw flesh. To this day, nobody has ever been able to resist the curse.

The Carnicula have, you guessed, superhuman attributes. They're faster, stronger, and not easily killed. Whatever the curse does to them, they have to be killed like any zombie worth their salt. Pop, right in the brain. The only exception is decapitation. Decapitate them, and it's as good as shooting them in the head. Incineration also works as long as the brain is destroyed. They retain their humanity during the entire process, once they give in, however, their humanity just can't overcome the hunger. And that is what makes them the most pitied of the supernatural creatures. Killing them tends to be more of a mercy killing than anything, although it is, of course, necessary to protect people from being eaten. ((As the title of this section of the races suggest, nobody can apply to be a Carnicula. They are purely for NPC purposes only.))

((If you have any questions, feel free to ask one of the Admins.))

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DJINN
✘ Dream Masters ✘

Djinn are supernatural creatures first noted in early Arabian and later Islamic mythology and theology. Djinn have physical bodies, being able to interact in a tactile manner with people and objects and likewise be acted upon. They also have the ability to shift their form into what appears to be smoke. Djinn can be good, evil, or neutrally benevolent. These creatures are not from the Fae realms, but rather somewhere in between. It is theorized that it is this limbo realm that enables them the dual state of physical being. Djinn feed off of dreams, a form of life force that is pure above all others. They can feed from pleasant dreams or nightmares, and the nature of their diet is an excellent indicator of their personality. These dreams do not have to be those of mortals, but, as always, they have been found to provide more sustenance than dreams of other beings. It is likely a result of their endless potential and imaginative capabilities.

A Djinn feeding from a person's dream is not inherently fatal or even dangerous, but the more potent the dreaming, the more addictive the feeding. This is what can cause a Djinn to tip over the edge into the hunting zone. After all, if a person isn't sleeping, then they don't dream. If they don't dream, then a Djinn can't feed. It is not the Djinn feeding that kills the person, it is the inducement of permanent sleep that does it. Slowly. However, the victim of constant and significant feeding can play havoc with a person's psychological state of being.

A Djinn can be killed any way a human can... if you can catch him in his physical form. They are extremely difficult to kill, however, due to their ability to shift to their intangible smokey form. Luckily they cannot maintain this form indefinitely. 60 seconds at most. But they don't have to be in their physical form for more than a second before they are able to return to smoke. Sunlight is a particular weakness for them and makes keeping their smoke form difficult if not nearly impossible. Magic can contain and/or kill them. Since they can appear human, they are also difficult to identify. Their 'tattoos' are the only things that can give them away, but in this day and age tattoos are not uncommon. These creatures can live forever if they are fed properly.

((If you have any questions, feel free to ask one of the Admins.))

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GHOSTS
✘ Restless Spirits ✘

Some are the harmless dead. They're the lost souls that never really moved on, at least not yet. Some, if they hang around long enough, eventually become a nastier kind of ghost. Young ghosts, unless taught by others, are incapable of becoming visible to humans, moving tangible objects, and tapping into the supernatural energies around them to affect their environments. Older ghosts, however, are generally able to do these things. Other ghosts are not so harmless. made after--several decades to a couple of centuries, if at all--or when someone dies. They can be: poltergeists or banshees; different methods but they both feed on a human's fear. This is typically dependent on what the person was like before death.

Rock salt and different types of wood can ward against ghosts. Witches are able to make wards which can be used as a defense for ghosts. Reapers and talented mediums are able to help a ghost move on. Necromancers (a class of witch) can actually affect the land of the dead directly. The only way for those considered 'normal' when facing off ghosts to rid themselves of their problem is to either find the ghost's bones and turn them to ash. Ghosts can't linger if their bones are incinerated which is one of the reasons Hunters always cremate their dead. In the true sense of the word, ghosts are immortal, they just don't always chill out on the earthly plane.

((If you have any questions, feel free to ask one of the Admins.))
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GHOULS
✘ Flesheaters ✘

These are revived corpses that typically rob graves and feed on human corpses. They can be thought of like the carrion species of the undead. These creatures are either created/summoned by a powerful necromancer or when several restless (could be considered evil) ghosts come together to possess a corpse in order to feel as Human again as possible. Despite the dead nature of their bodies, when they become the undead, they have super-human strength and speed. A ghoul's intelligence varies from the mindless to the cunning depending on several different factors that have to do with its, for lack of a better word, birth.

The revived corpses can only be stopped by either mutilating the body to the point where it can no longer function (incineration is the surest way but decapitation works as well) or to have an equally powerful necromancer sever its tenuous tie to the dead body. They also can't stand sunlight so they only come out at night. If left alone, these creatures will survive until the bodies they're connected to decompose into uselessness.

((If you have any questions, feel free to ask one of the Admins.))
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KITSUNE
✘ Nine-tailed Demon ✘

The Kitsune is a creature of magic born into existence in the Fae Realm, as is the majority of the supernatural creatures found in the Mortal Realm. They are tricksters by nature, usually playing harmless pranks and jokes on people in both the Fae and Mortal realms. They are often used as loyal messengers in the Summer Realm since that is where they originate. The number of tails they have suggest how old/wise/powerful they are. The max number of tails is nine. Kitsunes older than a few centuries (at least 5 tails or more) have the ability to shift into human form. When they do, they almost always appear as men and women of Asian descent. It is rare that these are ever hunted down and killed since they are naturally harmless and, despite their mischievous nature, benevolent creatures.

However, it has been known once or twice that a kitsune has been corrupted, turning into far more nefarious creatures, playing tricks that are anything but harmless. These dark kitsune's fur change from white or auburn to grey or black. These are the ones that are hunted down. Be careful, though, because they are difficult to kill. They have a touch of magic in them and are masters of hide and seek, making them incredibly difficult to track and target. The only way they can be killed is with magic that is stronger than theirs, destroying the heart, or by a blessed stake made from pure ivory straight to the heart. Also, they're afraid of dogs.

((If you have any questions, feel free to ask one of the Admins.))

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Lamia
✘ Feral Witch ✘

The Lamia witches have two states: domestic and feral. Their domestic forms are inhumanly beautiful women, the line of golden scales down the length of their spine the only sign that they are actually Lamia witches. Feral Lamia witches are more animal than human looking like giant winged beasts. Their blood is acidic in nature and can burn through just about anything. Their shifting from human to animal form is slow, and it is wise to kill one before it has fully transformed. Taking on a feral Lamia is always a bad idea, but not hopeless. As the term 'witch' suggests, they do have access to magic. Even in their domesticated state, they are powerful and dangerous, but they are less likely to be violent and murderous. As a result, they're usually left alone unless they cross the line and begin killing. Feral Lamias drink blood. They're favorite hunting places are bars and other places that are filled with intoxicated. Something about the blood alcohol content makes them even tastier. These creatures are more common in Europe and are actually quite rare to be seen anywhere else in the world.

Lamias typically reproduce asexually every few decades or so, but they are also capable of having children with human men. ((On HI, Lamia-Human hybrids are not allowed, and if you happen to want one as an NPC, you'll need to clear it with the admins first.)) Pure silver, as with lots of supernatural creatures, is deadly to a Lamia. Decapitation and incineration are the surest ways to kill them. Lamias are also photosensitive and therefore better hunted during the daylight than at nighttime. Unfortunately, doing so would bring a hunter into their lair and that almost doesn't make it worth the risk.

((If you have any questions, feel free to ask one of the Admins.))

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NAGA
✘ Sea Serpent ✘

You may have been asking yourself why the Sirens have military forces. They're underwater, and there's not a lot of highly intelligent life forms down below, and certainly not ones that would be cause for concern for the Sirens. Well, the Naga are the answer. The Naga are humanoid water snakes for lack of a better description. They are smart, cunning, and vicious. The are carnivores and seem to have an inherent desire for death and destruction. It is uncertain why. They rarely leave the depths of the oceans, but if they do it is never far from the shore. Mostly, any kills they may make will be in the water. Taking them on in their own environment is a stupid decision. Otherwise, they can be killed nearly any way a human can. A forewarning, do not try to kill them from behind. They have a layer of scales back there that are basically impenetrable.

((If you have any questions, feel free to ask one of the Admins.))
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REAPERS
✘ Death's Heralds✘

These are extremely powerful, typically very old, beings that were chosen by Death to ferry the spirits of those who've recently died, those who have yet to move on, and to keep relative order in the land of the dead in all planes of existence. They are the only true means by which ghosts and ghouls can be removed from existing in the land of the living (minus an incredibly skilled Medium and/or Necromancer). They can have great control over spiritual energy and are able to make their forms corporeal and incorporeal, teleport anywhere at the speed of thought, and are able to shift through the different planes of existence. Reapers are nigh impossible to protect against, however, they generally tend to stay out of the affairs of humans, so humans and the like don't often have to worry about them. Death, their master, has strict guidelines for His reapers when dealing with the Human world. They are only allowed to intervene in their affairs if given permission or if their work is being interrupted/halted. They are not allowed to kill anyone not on Death's list unless, again, given permission. Death runs a tight ship when it comes to how things are run under His command.

A strong necromancer, who sometimes needs a coven to back him/her depending on their power and skill, can successfully bind a Reaper to their will and/or ward against one. However, there are a few rare, powerful spells that one can use to banish a Reaper from a certain location for a certain period of time. A Reaper has two forms: Human and Reaper (they are far more powerful in the latter, which is their true form given to them by Death). They are also immortal.

Death is the father of all Reapers, and he commands them all.

((If you have any questions, feel free to ask one of the Admins.))
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WENDIGO
✘ Indian Legend ✘

Wendigos are humanoid in shape and are very tall and gaunt, with deeply sunken eyes and yellowish, decaying skin. They are impossibly thin and have an unending hunger that craves only human flesh. Algonquian legend has it that anyone who indulged in or devolved to cannibalism would be cursed into becoming a Wendigo. There are only a handful of these terrible creatures in the world, and they are both fearsome and difficult to kill. They prefer caves, and the Arachnae will not go anywhere near them. They have enhanced senses, speed, and strength. Although they lack quick healing, they can take an impressive amount of damage before even appearing to be affected. They can be killed by significant damage to their bodies or brain or heart trauma, but the surest way is incineration.

These creatures can hibernate for years at a time, but when they awaken they have incredible appetites. Typically, they hunt and bring their bi-pedal food to their lairs and feast upon them immediately. But they have also been known to keep their prey for varying lengths of time as a sort of food storage. As long as a Wendigo has an appropriate amount of food, they can live for thousands of years, as if they were cursed to maintain their pitiful, mindless existence for as long as possible. Perhaps a constant reminder to the world that cannibalism is frowned upon in polite society for a reason.

((If you have any questions, feel free to ask one of the Admins.))

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 Posted on: Aug 23 2017, 10:03 PM
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The possibilities for monsters are endless. If you have an idea, please don't hesitate to run it by the admins. I'm sure we'll either be ok with it or we'll work something out! The only things that are really banned are angels and demons. Too messy to go there. THANKS!
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