ausfluchtmods ([info]ausfluchtmods) wrote,
@ 2008-03-12 21:58:00
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Entry tags:!supernatural guidelines

Mythical Being/Creature Guidelines

S U P E R N A T U R A L
CHARACTER GUIDELINES

THE F A E R I E S INFO
UNIVERSAL FEY GUIDLINES

The are some rules, guidlines, and characteristics that are required for ALL faerie characters. Like all of these guidlines here I'll outline some basic faerie traits they all have in common, so that everyone is on the same page from the start.
First of all, "Faerie" is an overarching term that applies to a very wide variety of creatures and beings. Everything from kelpies to selkies to goblins to will 'o the wisps to pixies to sprites to brownies. For a general list try here: Types of Faeries
All faeries have a True Name that is known only to them. This usually includes a first, middle, and last name, though it could be anything. It is in all faeries best interest to keep this knowledge to themselves, because if someone else finds out a faeries true name (human or not) they can use the Name to command to faerie to do anything they want them to.
NO faerie can tell a lie. Of course this doesn't mean faeries are honest, per se, but they are literally incapable of speaking an untruth. Naturally, because of this, the fey are experts at bending the truth and finding ways to twist their words. It's quite easy to say one thing and means something else entirely. This also doesn't mean that the fey are required to answer any question asked of them. If they wish, faeries can avoid or deflect the question, or just flat out refuse. Unless, of course, they are commanded to answer by someone using their True Name.
Iron is poisonous to all faeries. They don't like the smell of it and try to avoid it when possible. If iron touches a faeries skin it will burn and cause a great deal of pain as if it were heated to hundreds of degrees. If swallowed, the iron will most likely be fatal if they can't get it out immediately.
Faeries can use magic to disguise their appearance. This is mostly used by human-sized faeries to let them blend in with humans. It also helps to dull their extra-sensitive faerie senses to that of a humans so that smells and pollution don't bother them as much as it would if they were unmagicked.

THE SEELIE COURT

YOUR LEADERS ARE: Queen Titania and King Oberon

The Seelie Court is also known as the Light Court, or the Bright Court. They have also been (mistakenly) called the Holy Court.
The Seelie have a reputation for being kind, merciful, and even helpful toward humans. The truth is that they are as dangerous as they are beautiful.
The Seelie fey can really be described as hedonistic aesthetes. They have a very facetious elegance about them. They do as they please, but they do it with style. Seelie fey tend to avoid things that offend them, which mostly consists of things that aren’t exactly pleasing to touch or look at. This usually includes death, which is most likely how they earned their reputation.
Though they can use whatever magic they please, Seelie fey tend to prefer magic that has to do with nature, the prettier the better. Sometimes practical magic, like turning plants into useful items. Sometimes useless but beautiful magic like trapping rainbows in bottles.
I know this all sounds lovely, but Seelie fey are not to be trifled with! Most consider humans to be nothing more playthings at best. Don’t say you haven’t been warned, because Seelie fey can also dish out some rather unpleasant curses. Usually these are only given is drastic situations and if Queen Titania or King Oberon catch a fey cursing a human they will not be pleased.

THE UNSEELIE COURT

YOUR LEADER is: Queen Mab

The Unseelie Court is also called the Night Court, or the Dark Court. Sometimes they are ( also mistakenly called the Unholy Court).
The Unseelie fey have a reputation for being… rather wicked. As it turns out this reputation is well deserved. While it’s true that a human rarely encounters the Seelie Court and lives to tell it, the Unseelie fey have a bit of a passion for cruelty.
Though they can use whatever magic they please, the Unseelie tend to use magic that is more psychic in nature. Mischievous things like disturbing people’s dreams, casting illusions and altering memories.
The Unseelie Court is home to monsters and misfits alike. The obstreperous and the outcast. Whereas the Seelie are very particular about looks and conduct, the Unseelie have a much more ‘anything goes’ attitude. However, this is not to say that the Unseeli Court is anymore evil than the Seelie Court. Remember this should an Unseelie fey ever offer you a kindness, appearances can be misleading.
Unseelie Fae are also prone to dealing out curses, but like with the Seelie, these are extremely rare and if an Unseelie fae is caught cursing a human during the course of the game, Mab will see to it that they are punished!


THE M E R P E O P L E INFO
YOUR LEADER IS:


Merpeople do not have an exact origin, but there are thousands of legends and tales of how they did come to exist. Each religion or country has it's own stories on how the Merpeople were created. For example, the Irish say that they are old pagan women transformed to mermaid shape and banished off the earth by Saint Patrick. A Livonian folktale says that they are Pharaoh's children drowned in the Red Sea. And still others insist that the Merpeople' origin, at least in concept, began as the sea deities of ancient religions, such as the Chaldean Oannes, who appeared on earth every day and plunged into the sea every night
The Merpeople have their own specific language, although over the many years of traveling through warm waters of the ocean, some have picked up bits and pieces of other languages from listening to sailors.
They are generally nomadic creatures. They play, hunt, and mate that way. As a result, Merpeople have very untraditional ideas of family.
Merpeople do possess magic. Anything water-based is something they can do. Merpeople can sing and lure sailors/people to them. But one thing hinders them; the less water that they are in, the less magic they have. They can control the water with their voices by singing or chanting. They can calm emotions with their voices.
They are stronger than humans, as they deal with a lot of water and water resistance. Despite this, they are just as suseptible to death as humans are.
Merpeople can be half-human, and half of any species of fish. This means that one merperson can have the lower body of a shark, while one merperson can have the lower body of a dolphin; although they are not related to those specific species of fish.
Merpeople can talk to fish; however, this is limited to sharks/whales/dolphins as they are more intelligent than other fish.
Under no circumstances can a merperson walk on land.


THE W I T C H E S INFO
YOUR LEADER IS:

The term 'witch' applies to any individual from a magical background who utilizes the forces of nature to harness their inner power. They are generally born into families with a long-running hustory of magic-users. Usually, an individual will pass on her/his individual rites and practices down to their apprentice, who is generally a part of their own family. It can take many, many years for a witch to become fully-fledged, and capable of using traditional magics as well as those of their own invention.
A witch can be male or female, and are different from wizards in the sense that they employ the use of herbs and other natural ingredients to channel their power. Their practices are continuously evolving, incorporating ancient techniques as well as more modern technological advancements. Every witch as their own unique touch, though there are rules that each individual must follow universally.
The most important law followed by all witches is the Three-Fold Rule. It dictates that an individual cannot use their magic to harm or control another, else their malicious intent be reflected upon them three times over. The consequences can be incredibly severe, so witches must be careful not to break this law.
Because the witches of Ausflucht are operating in secret among humans, the Council has compiled a list of spells that are permitted to use on campus. If a witch has special cause to perform a spell that is not on the list, they should come before the Council with their plea.
The list of permitted spells are as follows:
* basic levitation (small non-living objects only)
* divination/fortune-telling
* summoning of a small spirit/guardian for protective purposes
* scrying (sensing of magical presences)
* basic enchantment (non-living objects only)
* healing
* protective spells/shields (can be used on self, or another provided that individual has no knowledge of it)
* teleportation

These spells must only be performed well out of the sight or knowledge of any human being. Necromancy is also strictly outlawed, except under very distinct circumstances.



THE W E R E W O L F INFO
YOUR LEADER IS:


Werewolves have been around as long as vampires, the earliest werewolf was King Lycaon of Arcadia. In 1550 BC Lycoan served Zeus a platter of human flesh and to punish him for this crime Zeus turned Lycoan into a wolf. His children were among the first werewolves and could change into wolf form, “wolfman” form, as well as human.
You can be born a werewolf as well as become a werewolf by being bitten. Werewolves can have children with humans but not all children necessarily become wolves and not all children will be human.
Silver is poison to werewolves, if pressed against their skin it is the only thing that can scar a werewolf’s body and will not heal over for months. If ingested, even a tiny amount it will kill the werewolf. A silver bullet will kill a werewolf if shot into the heart or if it creates a mortal wound and the bullets are not removed immediately.
Despite popular belief werewolves do not need the full moon to change but the change is stronger and they are more powerful on the two nights leading up to the full moon, and during a full moon. The two days after a full moon is when a werewolf is the weakest. The change is painful when a werewolf is young and gradually as they age and their bodies get used to it the change becomes less and less painful.
Wolves travel in packs. There is usually an Alpha pair, consisting of the Alpha and his mate for life, who is in charge of the pack, usually the eldest or the strongest male. The alpha will have a second in command that is his Beta, they help run the pack and make sure everyone minds their place. Different regions have different packs and most of the time if a wolf from one pack wants to wander into another pack’s territory they must ask permission of the alpha of that pack before traveling.
Some wolves are lone wolves, or rogues, which do not live in packs. Either they had a pack and lost them, do not play well with others, or have been exiled from their pack for some reason.
Males mainly run wolf packs, but there are a very, very, very rare few packs run by females.
The most rare form of werewolf is the white wolf. There are currently only 3 known white wolves in the world and all of them are female.
The current oldest werewolf family is descendants of the Lycaon family.


THE V A M P I R E INFO
YOUR LEADER IS: Alura Domitius & Unknown at this moment.


The exact creation of the Vampires has never, ever been known. Simply; no one knows where the race came from. There are hundreds of myths and legends of how exactly they came to be. The most popular and well-known amongst all beings, even Vampires themselves, tells that Vampires are just as old as humans themselves.

In the Beginning, God created Adam and Lilith out of the ground. Adam wanted to dominate Lilith -- but she refused. She was banished from the Garden of Eden when she uttered God's true name. When Lilith was gone, God created Eve out of Adams rib so she would always be faithful and loyal to him. After Lilith left, she met a man named Cain, and their children were the first Vampires.

Of course, there are many, many other legends and myths, but this one is simply the one that is most commonly known.

Vampires, of course, are dead -- they are immortal creatures of the night who no longer need to breathe. They have no body fluids save for the venom in their teeth and their victims blood in their veins, which means impregnation is impossible. To kill a Vampire, one must either set their body on fire, behead them, or drive a stake through their chest.
Some Vampires have grave sites, where some do not. If a Vampire does have a grave site, then they cannot sleep if they do not have the dirt from their grave under their bed, whether it be in a jar, a box; but it must be underneath the bed. If the Vampire does not have one, then they do not require the dirt.
The Sun is fatal to Vampires. The second sunlight touches a Vampire's flesh, they burn from the inside out, and they crumble to dust. And that is that; they are dead. It can take between forty-five minutes to an hour for a Vampire to crumble to dust -- but in the meantime, the pain is excruciating. The pain can be delayed, however, depending how much the Vampire has previously eaten. The more blood the Vampire is feasted on, the longer they can withstand the sun before the pain strikes in. However, to stay in the sun for a full day from sunrise to sundown, it takes an incredible amount of blood.
Changing a human into a Vampire is entirely possible. All it takes is a bite; the teeth inject a venom into the punctured flesh and the less blood makes for a faster transformation. The victim dies, which can confuse coroners into thinking they have deceased -- but they soon return to an immortal life once the venom has set in.
A Vampire must have permission to enter a private area. They can enter a public place such as a mall, university, etc, without permission as they are public places. However, homes, dorms, anything that is a private space requires permission to enter. This can easily be covered up with mannerisms by simply asking for entrance.
All Vampires have no reflections. This includes pictures taken with cameras that are not digital, as they use mirrors to take the picture.
Vampire teeth look like an average humans teeth. This helps them blend in with a human society a little more. The canines, at the scent of blood begin to protrude a little more so that the blood is easier to access.
The older the Vampire, the stronger. If they are over about 500 years old, the strength and speed become noticeable. Nothing extreme, but they are slightly noticeable.

Please keep in mind that the oldest Vampire is 4,309. Your Vampire, unless a leader, should be younger than this.




THE Z O M B I E S INFO
YOUR LEADER IS: Jasper Sebastian Rolfe

The history of zombies dates back into ancient times, in which African shamans resurrected dead bodies to do their bidding. In those times, zombies were vapid, mindless creatures, their sole function to perform tasks for their masters. This practice continued for hundreds of thousands of years, and new developments in technology allowed more and more advancements to be made, creating faster, stronger, and more intelligent 'models'. Little did the modern shamans and scientists know, zombies were becoming intelligent enough to want to fight for independence.
In the year 1923 the zombie revolution took place. One man, Jasper S. Rolfe, was brought back to life as a zombie to pick off a rival gang organization and instead turned on his master, killing him and devouring his brain. He then went about studying all he could about the art of necromancy, and continued to create zombies--only this time, they worked for themselves.
Because they are no longer confined to their masters, zombies are intelligent and capable creatures. They are immortal, and cannot be killed unless their brains are expressly destroyed. They also do not feel pain, and thus can remove and re-attach body parts or discard vital organs at will. In order to keep themselves 'alive', they must consume the brains and/or spinal fluid of live human beings.
In order for zombies to remain hidden among society, the council ruled that synthetic brains and spinal fluid must be consumed by the majority of zombies, and that fresh brains are reserved only for those of higher stature, or who have completed extensive service for the council.
Zombies are also required to remain active largely at night, with their bodies mostly covered, as determined by how 'alive' they appear. Jasper, for instance, cannot operate among humans freely because of the decayed state of his appearance. To combat this, zombies are encouraged to cover their faces and bodies with scarves, coats, masks, etc. Since their bodies are generally resistant to heat/cold, there generally isn't a problem with this. Some zombies, however, prefer to undergo cosmetic surgery to appear more 'alive'. There is only one facility that provides this service, though be warned--Jasper greatly disapproves of it.


THE G H O S T S INFO
YOUR LEADER IS:

Yes, ghosts can possess people! However, a ghost uses a lot of energy possessing and staying in control during a possession, it can seriously deplete the ghost to a point where it cannot manifest at all afterwards or lose a bit of themselves inside of the possessed.
A long-term possession can run the risk of fusion, where a ghost and the possessed mind and body meld into one. The most dominate personality in control of the body. Confusion on whose body the ghost and the possessed inhabit is usual after a long period of time.
Some people already fused with ghosts can experience madness and symptoms much like a mental illness, such as schizophrenia, multiple personality disorder, paranoia, and so on. Some may even be able to sense ghosts and other spirits because of the ghost fused within their body, but this is rare.
Ghosts can be gotten rid of by exorcism, a blessing by a priest, sometimes a ghost will leave if you ask them but this is RARE. Usually a possessed person must simply wait a ghost out. If you find the grave of the ghost possessing you and salt the bones of the person and then burn them it will get rid of the ghost forever.
The more energy a ghost amasses the more it can do, like move things, touch things/people, or even become very close to corporeal. Doing these things will also deplete energy. Ghosts can pass through any solid object. Ghosts have no need of food, sleep, or breathing. Time may pass differently for ghosts, they may not even realize they are dead or that time has passed SINCE they died.


THE C E N T A U R S INFO
YOUR LEADER IS:

Centaurs were the first astrologers, the stars belong to them to interpret and read.
Centaurs are half human, half horse. Some have wings but they are very rare, it is also rare to see a centaur with horns like a unicorn. Centaurs have coloring like real horses, and different skin/hair color depending on what region of the world they are from. (There can be zebra centaurs if you wish).
Centaurs excel at archery. They are good at sword-play as well, but not as much as archery. They are very adept at fighting in wars.
Centaurs cannot change into human shape!
Centaurs are immortal, you can kill them but they do not die of old age.
Centaurs only have one name, they do not have last names like humans.


THE N A T U R E S P I R I T S INFO
YOUR LEADER IS: The Green Man





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