- Invitation Status
- Look for groups
- Looking for partners
- Posting Speed
- Multiple posts per day
- 1-3 posts per day
- One post per day
- Multiple posts per week
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Online Availability
- Varies no exact time to be exact
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Female
- Primarily Prefer Female
- No Preferences
- Genres
- Fantasy,Historical, Romance, Modern, Modern-Fantasy, Libertine, Adventure , Disney and Sci-Fi
OOC you are here
Character sheet
IC
Opening Note:
(Okay I know I have been bad with starting Rps lately They die and I feel like crap, but my life has gotten crazy. I do wish to do this to I want people to create their Characters and get ready to go, because that's why it doesn't get up off the ground and running. And this is high Fantasy Advamced rp search. I want seasoned writers who can write some good paragraphs with meat to them. Sorry nothing against new players if you think you can handle it and you are new to the sight pm me Also slow posting so like once a week is okay by me if it's less because of life I get it. :). Any who on to the opening/ plot idea)
Plot:
When the world first began their were things called Titans that ran a muck. The king Titan let them run themselves a ground. Then he rose through the gods and slapped them all down becoming ruler over the now newly formed human race. They had been created by the gods and their stupidity. These humans were easy to manipulate into worshipping him and enslaving. He had reigned for many many years before a group of humans got smart figured out the Titan Lords Weakness, because every Immortal has one, because no one is truly Immortal. They found his weakness and bound the Titan Lord and threw him into the depths of the Abyss a large dark cavern burried deep.
Thousands of years have passed since the Titan Lord ruled the humans moved on making their own gods and the such. Even the gods who defeated the Titans got popular for a while. However they Titan Lords name was never spoken due to fear of him coming back. For names have power. The name of the Titan lord was long forgotten and the world forgot how bad things use to be. The world went through many centuries landing on the middles age where a witch, who was a healing woman, had seen to much death and could not bare to witness her children dieing. So one night slipping Sleeping plants in their wine, the witch drags her children to the woods in a cart and places each child in five points. She lit different colored candles by each child's Head Blue, green, grey, red, and white. She drew the lines and cut each child's hand with an animal bone knife. The Blood went into a cup and her words started to flow in ancient Latin and the blood swirled and seeped into the ground moving along the ground to each child. A inner light seemed to glow in each and a sign singed it's self into their skin.
Checking the children to see if they were breathing, the witch sighed with relief when the second oldest child woke. The child Woke with a burning in her throat. Her emotions had become intense and the thirst in her throat seemed to not be quenched by water what had her mother done to them. With a dark look tell siblings turned on their mother and locked her in a trunk throwing it into the river. Their mother tried to explain,but she couldn't get them to understand her intentions. After that the close siblings went their separate ways each learning their new Strengths Weaknesses and powers. each creating many many many lines that went for many many years. However each Sire became weaker then the original. The originals could only be killed by the bark of the willow tree under which they were created.
Century's passed to Modern day. The siblings had seen many things and done many things, nothing suprised them any more. A Immortal life was a cursed life. A half life, what they had you could not call it living, they were like a rock Stuck at the side of a stream. Life just seemed to Pass each by.
However while these siblings are at ends, Some archeologists (yes these ass holes, they always seem to bring crazy deities to life I don't know why it's them, but hey let's keep blaming them right? Just kidding kinda) found the Lost Titans cavern and they spoke the words inscribed into the entrance, and that's starts to set things into motion. Especially as they enter and the cavern and they turn into skeletons with skin stretched tightly over their bones. As the Titan Lord sucked the very essence out of them. The Titan slowly sat up and moved his hands a small smirk rested on the Figures lips, as he made his way out of the cavern and into the new world.
The siblings Will be meeting in Bon Temps (thank you True Blood), Louisiana. They meet every 5 years to just check in with one another. However the one living in Bon Temps will have some information from the underground. A very well known fighting ring for Supernaturals, a place for humans to be blood banks or try their hand in a ring with amateur Supernaturals very untrained Supernaturals.
All the roles do not need to be filed to start just the siblings
Summary
5 points of a pentagram, 5 siblings who have been turned Immortal for many many many years. They have had separate lives for many of those years. Each was a different Immortal Only one was a Hybrid Immortal. However once every 5 years they would pick a place to get together and go over what has been going on. Normally where one of the sibling is living for that Century. This year they are meeting, in Bon Temps, Louisiana where one of the Siblings live. However when something comes up the 5 must work together to keep their lineages alive. A dark very ancient being has been woken and every supernatural being and human a like are in danger. Will they mummify it again or will it enslave them all.
5 originals
Magistrate of Lousiana Vampire Male oldest sibling: Power of fire @Spectre of the Fade
Queen of Louisiana Vampire Female Second Oldest sibling: Power of spirit @~Dark Disney~
Vampire female third oldest: Power of Wind @Princess Poisoned Rose
King of Mississippi Vampire/Wolf Hybrid Male 2nd youngest: Powers of Earth @William Grim
Vampire Female youngest: Power of water @Karma200
Vampire sires
Sherif of Area 1 Fire sired/progeny @Karma200
Sherif of Area 2 Spirit sired/progeny open
Sherif of Area 3 Wind sired/progeny open
Sherif of Area 4 Earth sired/progeny- @Rose305 female
Sherif of Area 5 Water sired /progeny open
Other Vampires down the lines:open
Amber @~Dark Disney~
Werewolves (Not immortals, however their ageing is rapidly decreased, so like 50 years old, they probably look 19 to 20)
Alpha sired from 2nd youngest male: @vulae for male or female
Beta sired from the alpha:open opposite Gender of alpha
or any Werewolf:
Female Werewolf @Duchess
Hybrids (very very few, males have a better chancell of turning into a hybrid)
1. male @~Dark Disney~
2. @HellHoundWoof male
3. Female @Flannel&Leather
Witches (Been around longer then the vampires and Werewolves. Only recently has learned in the last few centuries how to deal with their leech and mutt problems. Not Immortal, but can steal anothers life foce to stay young for centuries. The council of 5 elders are old but look younger do to the Stealing of the youth of others. One elder will be chosen by me for something in a pm I will let you know)
Elder 1: @William Grim
Elder 2: @~Dark Disney~
Elder 3: @Princess Poisoned Rose
Elder 4: open
Elder 5: open
Witches Older: open (little more Attitude and distrust)
@Karma200 female witch
@Flannel&Leather male witch
Humans(Yes sadly they to must get a spot)
Hunters (Enhanced humans by witches with powers to help defeat these unholy beings )-open
Murphy and Connor MacManus @~Dark Disney~
@William Grim
Awakened Humans @AceSorcerer Hunter no powers
open
-
About:
Mentally vampires vary from perfectly normal persons with unusual dietary requirements to predatory, calculating beings, to hunger-driven blood-junkies. Generally vampires are physically imposing beings with excellent strength, speed, endurance and agility, excellent senses, extended living-span nearing ageless and high-level resistance to damage. Other abilities include ability to turn other beings into vampires (possibly involuntarily), mental abilities, transformation into animals or mist, etc. Note that vampires are able to learn Magic, so the variety of powers some have isn't so much result of them being vampires as their own studies.
Abilities
Enhanced Agility
Enhanced Combat
Enhanced Durability
Enhanced Endurance
Enhanced Senses
Night Vision
Enhanced Speed
Enhanced Stamina
Enhanced Strength
Regenerative Healing Factor
Variations
Blood Consumption
- Contaminant Immunity
- Darkness Manipulation
- Disease Immunity
- Enhanced Intelligence
- Flight
- Immortality
-
Magic
- Only originals have powers as of right now
-
Mind Control
- Compulsion
- Natural Weaponry
- Stealth Tactics
- Supernatural Beauty
- Wallcrawling
All vampires need some form of life-force, but exact amounts and quality varies, as well as the consequences of not feeding. Some may feel nothing more than normal hunger, others weaken rapidly and some enter a ravenous feral state that ends only after they have fed.
- Supernatural hunters are a match in hunting down vampires.
-
Vampires have traditionally several weaknesses, but how effective these are to an individual vampire varies greatly:
-
Direct sunlight may cause instant Disintegration, burn like fire or prevent the use of supernatural powers. NOTE THIS DOES NOT INCLUDE IF THEY WEAR A DAYLIGHT AMULET
- Ultraviolet light may be especially effective.
- Wooden stake through the heart. In most modern depictions, this is fatal; DOES NOT WORK ON ORIGINALS
- May not enter dwelling without invitation.
- Decapitation - and as a bonus point, this one isn't exactly exclusive to vampires; it conveniently works on almost any supernatural creature, and humans too. Then again, so does a stake through the heart...
- Crosses, Doesn't work, Holy water does not work
- Certain plants or substances, garlic or silver being most common and Vervain
-
Direct sunlight may cause instant Disintegration, burn like fire or prevent the use of supernatural powers. NOTE THIS DOES NOT INCLUDE IF THEY WEAR A DAYLIGHT AMULET
- If vampires and werewolves are natural enemies, one may be vulnerable to their bite/scratch. Can be healed by only the blood of that vampire or werewolf if bitten or scratched
- Vampiric Toxicity
- Conversion Negation may revert vampires to their original forms
In order to create a vampire, a human must drink or be injected with Vampire blood and then their necks snapped. The vampire and human must then sleep in the ground (this is presumably the point where they technically die) until the newborn rises as a vampire the following night. The newborn and the maker will subsequently have a maker-progeny bond, unless the maker deserts or releases their progeny.
Newborn vampires will be thirsty and will need to feed to survive. Although newborns have some control of their abilities, they are mostly controlled by their impulses and can cause serious harm and accidental deaths to humans around them. In addition, newborns cannot resist blood at all, as resistance develops with age.
A newborn's existence depends upon their abilities, which are taught to them by their maker. These abilities take time to learn and develop. As vampires age, they become more adept at controlling their abilities. Two-thirds of newborns die during their first year without the guidance of their makers.
Bond and Relationship between Maker and Progeny
A maker has a deep connection with his or her progeny, something that humans cannot fully understand or experience. During the transformation from human to vampire, the maker and soon-to-be progeny "share their essence" whilst buried in the ground, a supernatural process that not even vampires understand.
Maker-progeny relationships vary between individuals. Some Vampires treat their progeny like humans treat children, and have an exclusively parental relationship. On the other hand, some vampires create progeny to prolong romantic and sexual relationships, and have spousal relationships with their progeny.
Most vampires do not take becoming a maker lightly,
A progeny may turn a vampire and become a maker themselves while still under the influence of their own maker. The grandparent/grandmaker has no control over the grandchild/grandprogeny.
Maker Abilities
A maker has a certain amount of control over their progeny due to the maker-progeny bond.
- Calling: a maker can "call" their progeny by saying their name out loud, causing the progeny to become aware their maker is calling out for them. The progeny experiences a shiver, and may be able to tell where their maker is.
- Commanding: a maker can force their progeny to do anything they want, as long as they say "as your maker, I command you", given that the progeny hasn't been released.
- Strength: as strength increases with age, most makers are stronger than their progeny. However, some vampires have slain their makers
- Empathic link: a maker can sense any pain or duress the progeny undergoes, and know when a progeny has died. It is unknown if a progeny can sense these in their maker.
-
- Releasing: if a maker says "as your maker, I release you", their progeny will be released from the maker-progeny bond, and cannot be controlled anymore. Following release, a maker can still call their progeny, but the progeny will not be compelled to answer the call.
Feeding
Vampires are reliant on human blood or synthetic blood, as they cannot ingest normal food or drinks, nor supernatural blood (with the exception of faeries). The blood of near-human creatures like werewolves or shifters can also sustain them.
Synthetic blood is comprised of a varied cellular content, and comes in flavors (blood types) such as O, A, B and AB, in both positive and negative varieties. Although Tru Blood can sustain a vampire nutritionally, it does not satisfy the vampire's cravings. Because of this, many vampires opt to drink human blood. Allegedly, virgin and baby blood taste the best, and faerie blood is expressly sought out by vampires, being referred to as "catnip for vampires".
Most vampires prefer certain blood types (e.g. AB positive, B negative, etc.) but any blood type can sustain them.
If a vampire abstains from drinking blood, they will experience the "bleeds", during which the vampire will begin to bleed from their ears and nose. Lack of feeding also severely weakens them. In addition, vampires experience the bleeds if they do not sleep during the day. The bleeds stop when the vampire feeds or sleeps, depending on what caused the bleeds in the first place. If a vampire experiences the bleeds long enough, they will perish.
While vampires are unable to hold in anything but blood, they can experience joy in smoking cigars and cigarettes. Since their bodies heal any damage rapidly, smoking will not have any lasting effect on a vampire.
A vampire that has been incapacitated without the ability to feed will henceforth continue living, albeit in great constant suffering due to the lack of sustenance, and will eventually perish.
Law
Laws
Vampires live according to the laws of the Magisters, kings and queens however, can declare edicts and create new laws. Laws among vampires include:
- Prohibition of murdering another vampire.
- Prohibition of the sale of vampire blood.
- Prohibition of feeding from another vampire's human (punished by fang removal).
- Prohibition of theft of wealth, real estate, or other property (including humans) from other vampires.
- When a vampire enters or departs an area, the vampire is required to make this known to the sheriff of the area.
- Makers are responsible for the actions of their progeny.
- Prohibition of dealing or selling vampire blood.
- Prohibition of draining a vampire.
- Prohibition of kidnapping a vampire.
- Prohibition of murdering a vampire.
Punishments, due to violations, are administered by the Authority, Magisters, kings, queens or sheriffs, depending on the seriousness of the crime. There are set punishments for crimes, but a Magister can change the punishment if they wish. For instance, when Vampire killed another, the set punishment was five years in a coffin encased with silver. However, as the Magister was intrigued by the case (as the vampire killed in order to protect a human, a presumed human), he decided that The vampire had to create another vampire, to replace the vampire he killed.
Daylight Amulets
A Daylight Amulet, also referred to as a Daylight Ring, is a piece of jewelry with a lapis lazuli gemstone enchanted by witches, which help to protect vampires from the sunlight. This also allows vampires to walk freely in the day. Their werewolf counterparts are the Moonlight Amulets.
The witch who casts the enchantment can also temporarily or permanently undo the spell on the jewelry at their discretion.
Female vampires often wear bracelets, necklaces, or rings that possess a lapis lazuli gemstone, as opposed to male vampires, who usually just wear rings. The jewelry itself doesn't have to be worn as it was intended; as long as it the vampire is touching or holding it in some way, they are protected from daylight.
The charm placed by witches over the gemstone is not dependent on the caster, since the lapis lazuli jewelry has been known to protect their vampire wearers long after the witch who spelled it have died. It was implied that jewelry only protects the vampire for whom the witch, who enchanted it, intended it to protect. Though vampires with daylight amulets are fairly common, there are still many vampires who do not possess them, since most witches are not fond of vampires, and for that reason usually aren't willing to make them daylight amulets. Very few humans are aware of the existence of daylight amulets, either, which gives vampires the advantage of walking in the sun, avoiding suspicion from most humans who still believe vampires can only walk at night.
-
Capabilities
A Human with the ability to transform into a wolf creature, via a bite or scratch from a werewolf, or some other means. This transformation is often associated with the appearance of the full moon, but can change any time they wish for this rp, Must turn in a full moon.
The user gains the traits of werewolves, most obvious being ability to change into a wolf with the natural characteristics inherent to both wolves and humans, including senses, stamina, agility, etc. In addition werewolves are often attributed strength and speed far beyond those of wolves or men and have them in lesser amount even untransformed.
Other than this, details vary considerably: some are limited to single form which is pure wolf only what we will be using; Their wolf-form may be completely natural wolf in form, something resembling Dire Wolf or even something directly from the darkest dredges of human fear for wolves. Although some wolfen instinct is likely to influence a werewolf in transformed state, they have a perfectly aware human mind.
Although it is very commonly linked to werewolves, they aren't all vulnerable to silver or other traditional weaknesses. For some these are no more or less harmful than any other metal or substance, some are essentially un-killable for anything else. however only for the original in this case
Applications
- Claw Retraction
- Contaminant Immunity
- Enhanced Reflexes
- Enhanced Jump
- Invulnerability
- Regenerative Healing Factor
- Weather Adaptation
- Wolf Physiology
Limitations
- Applied electricity, medicine or enzymes may prevent transformation.
- Can be outmatched by Supernatural Hunter or Witch
- May be connected to the phases of the Moon (Full Moon in particular) and only forced to transform during one. Other times is of free will.
- Vulnerable to silver, wolfs-bane
- May include loss of self-control.
- May be vulnerable to other Lycanthropes natural attacks.
- If werewolves and vampires are natural enemies, may be vulnerable to their bite and scratch but blood of Vampire will heal that wolf and vise versa for vampires
- Vulnerable to various canine weaknesses such as high pitch or loud noises or foul smell.
A Moonlight Amulet is a piece of jewelry with a black kyanite gemstone enchanted by witches to allow werewolves to control their transformation, thus sparing them the need to turn every month on the full moon. Their vampire counterparts are the Daylight Amulets, which prevent vampires from burning in sunlight.
It was first believed that in order for moonlight amulets to function properly, they have to be enchanted by a witch on the night of a full moon. However, it was later shown that the witches under a elders control did not need the full moon for their amulets to be effective.
[Tab=Supernatural Hunter][/Tab] -
Supernatural Hunter, having the innate ability to hunt down supernatural creatures. They are able to physically match most of the creatures they hunt, have innate combat abilities, ability to detect supernatural creatures and know how to kill them. They may have immunity towards the creatures they hunt (immune to vampire's compulsion, demon's possession, witch's magic, etc.).
Applications
Enhanced Combat/Supernatural Combat
- Enhanced Condition/Supernatural Condition
- Enhanced Tracking/Supernatural Tracking
- Indomitable Will
- Intuitive Aptitude
- Paranormal Expertise
- Supernatural Detection
- Weapon Proficiency
Anti-Magic
- Divine Weaponry
- Hybrid Physiology
- Magic
- Past Life Awareness
- Past Life Power Access
- Shapeshifting Awareness
- Special Ops Mastery
- Spiritual Weaponry
- Supernatural Weapon Proficiency
- Training Regimen
- Vampiric Toxicity
May be unable to hunt transcendent supernatural creatures, without the aid of divine, demonic or supernatural weaponry.
- May only be hunter of a specific supernatural creature (vampire, demons, spirits, etc.)
- Powers may be dormant until user has an encounter with the supernatural.
- There are still many supernatural creatures that outclass them in terms of raw strength, supernatural hunters will need strength and guile to defeat them.
-
Also Called
Capabilities
User with this ability either is or can transform into a Vaewolf, a hybrid of a vampire and a werewolf which takes an equal amount of characteristics from each parent species. For instance, most vaewolves still need to consume blood regularly and may still be affected by the presence of a full moon.
The abilities of a vaewolf are very similar to the abilities of each parent species. The only difference is these abilities may be magnified. Also, vaewolves may overcome some of the major weaknesses that hinder each parent species. Vaewolves are definitely a force to be reckoned with and because of the union between these two powerful species, they are virtually unstoppable.
Applications
- Claw Retraction
- Enhanced Bite
- Enhanced Climbing/Wallcrawling
- Immortality
- Invulnerability
- Killing Instinct
- Regenerative Healing Factor
- Supernatural Condition
- Stealth Tactics
- May still have weaknesses of each parent species.
- Supernatural Hunter is an equal match.
-
The Balance of Nature
The Balance of Nature is a spiritual belief system based around the observance of the Earth and reverence of Mother Nature. The goal of many witches is to honor the design of nature and to maintain balance within the natural world. The balance of nature is intimately tied to one's spiritual relationship with the Earth, and the idea that all living things (e.g. animals, humans, plants, etc.) are considered sacred, as they are all different aspects of nature. Contemporary witches would also agree that using modern ceremonies, rituals and shamanic practices is the best way to attune themselves with the natural rhythms of the universe in their efforts to obtain guidance and knowledge from wiser known witches called "The Spirits." it is implied that not all witches follow this belief system, and have the free will to choose how they wish to practice their power.
History
The origin of witchcraft remains unknown, however, it is known that witches have existed for many centuries passing down their knowledge and skills through generations of family lines. Contrary to popular belief, witches do not receive their powers from demons, nor do they worship the devil. Instead, witches consider themselves "the Servants of Nature," as they make it their duty to maintain balance within the world.
Magic
Magic is a practice of witchcraft that encompasses many different types of activities including astrology, divination, spell casting, and spirit communication. It includes the practices of many cultures, nations and religions as well as many books and writings from ancient times. Depending upon the individual, some witches practice their power by certain belief systems, such as Shamanism, Voodoo, Wicca, or any number of other magical practices from countries and cultures all around the world. Although the majority of traditional witches are commonly portrayed as being kind and selfless humans who use their powers to maintain balance within the world, it has been proven that some witches are independent thinkers who may go against the Balance of Nature by practicing their powers for dark and sinister deeds.
Powers and Abilities
Basic Powers
The basic powers of every witch include:
- Spell Casting: The power to change and control events through the use of incantations and more.
- Channeling: The power to invoke extra forms of energy by focusing on external forces.
- Potion Brewing: The power to brew and concoct potions, remedies and elixirs that have supernatural properties.
- Telekinesis: The power to move objects and persons through mental influence.
- Pain Infliction: The power to create excruciating migraines through supernatural means.
- Elemental Control: The power to control and manipulate the elements of air, earth, fire, and water, spirit.
-
Divination: The power to divine future, past, and present events based off extrasensory perception.
- Clairvoyance: The power to divine future, past or present events through instinctive knowledge.
- Intuition: The power to divine future, past or present events through the use of instinctive knowledge.
- Premonitions: The power to divine future, past or present events through the observation and study of dreams.
- Psychometry: The power to divine future, past or present events through contact with or proximity to a certain object or person.
- Projection: The power to separate from one's body and project the mind to another location or to instantaneously travel from one point to another.
- Transmogrification: The unique power to alter the physical structure of objects living or dead, changing their form.
- Telepathy: The power that allows witches to access the minds of others through spells.
- Possession: The power to jump one's spirit into the body of another, taking control of said host body.
- Illusions: The power to alter the senses of others to perceive a false reality.
- Dream Manipulation: The power to control people's dreams through spells.
- Resurrection: The power to bring someone or one's self back from the dead.
- Disbelief: The act of denying or disbelieving in one's potential could cause a witch to inadvertently suppress their magical power.
- Distraction: Denying a witch from concentrating or giving full attention to their spells, may render them ineffective. Since most spells are spoken verbally and take time to take effect, witches are vulnerable to attack before their completion. Additionally, certain spells require items, tools, and/or special events during casting, therefore they can't be invoked on mere whim.
- Emotions: A witch's magic is subject to the influence of their emotional state and may fluctuate according to them when untrained. According to Sheila Bennett, strong emotions such as worry and anger can fuel a witch's power while emotions such as fear may prevent a witch from properly accessing their powers.
- Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a witch as one would weaken a vampire with vervain.
- Huntress' Blood: A supernatural huntress' blood can suppress all magic of a witch when consumed, as well as prevent magic from working on said witch, as seen when the Armory could not perform a locator spell on Bonnie Bennett. Prolonged ingestion is toxic, and ultimately leads to the death of the witch. Once black scabs start appearing on their body, the infected witches have less than a week of life, similar to how Vampires react to Werewolf Toxin. There is no known cure to combat this disease.
- Magic: Witches are still susceptible to the powers of witchcraft. This is inclusive of mystical objects such as Papa Tunde's Blade, and Dark Objects. A siphoner can siphon the magic from a witch and prolonged exposure may lead to death.
- Mortality: Despite their mystical attributes, witches are still human and share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, snapped neck, etc.). However, witches can temporarily get around this weakness through the use of protection spells.
- Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
- Nature: It is said that nature will always find a balance when witchcraft is performed and spells will always have loopholes. This means, among other things, that no being can be truly immortal.
- Mystic Falls Founders Bell: An indestructible bell that amplifies the affects of the Staff of Arcadius when combined with the Maxwell Striker, allowing it to produce a frequency that disrupts psychic activity. It is also proven as effective on Witches and Siphoners as it is on Sirens since witchcraft has roots in psychic energy.
- Amulets: An object that is used to protect its wearer from harm.
- Athames: A ceremonial dagger with a double-edged blade that is commonly used to direct energy.
- Candles: A block of solid wax with an embedded wick that is commonly lit to to amplify a witch's spell.
- Cauldrons: A large metal pot that is commonly used to hold the ingredients for elixirs and potions.
- Grimoires: A family journal is documented with magical recipes, rituals, and spells, and can also be used as a Talisman.
- Herbs: Various flora used as ingredients to be incorporated into spells as binding agents
- Stones: Various minerals and ores used to boost or bind a witch's spell.
- Symbols: Seals drawn or written used as physical representations of spells.
- Talismans: An object that is used to magnify a witch's power and or represent them supernaturally.
One of the defining characteristics of a witch is their ability to cast spells; a "spell" being the word used to signify the means employed to carry out a magical action. A spell could consist of a ritual action, a set of words, a verse, or any combination of these. For reasons unknown, the majority of spells used by practitioners of Spirit Magic and/or Traditional Magic are spoken in an ancient language similar to Latin. However, witches who practice other forms of magic have been known to use spells in different languages; for example, the French Quarter witches of New Orleans performs many of their spells in language similar to French Creole, while the Travelers typically perform their spells in a language similar to Czech. However, the ancient witches Dahlia and Freya Mikaelson have been known to perform spells using a language similar to Old Norse.
Relationships
Nature
Witches have a connection to the Earth. We can literally feel nature.The relationship between Nature and witches is a very deep and spiritual connection. While the majority of witches seem to respect Nature with just as much commitment and reverence as religious factions do about their churches or mosques, it has been proven that not all witches share this belief and have made malevolent acts against the Balance of Nature.
Witches
The relationship among witches is generally a positive relationship where witches not only help and protect each other, but often treat one another as members of an extended family. However, while the majority of witches feel it is their duty to help their fellow man, it has been proven that some witches may disregard this belief and turn against their own people if it comes to it, such as with their own safety, that of their loved ones or that of their own beliefs.
Humans
The relationship between humans and witches is generally a positive relationship, although this was not always the case. Throughout the past, more than half of the human population lived in fear of the supernatural community. This fear caused many human parents to teach their children to hate and persecute all creatures who were different from them, especially witches. This eventually led to some of the world's most infamous witch trials that massacred hundreds (possibly thousands) of witches. While it has been implied that more than half of those who were accused were entirely innocent,, many of those who were killed in Mystic Falls were true witches. Throughout the centuries, it appears that the belief in the occult has dramatically declined to the point suggested that many humans like to poke fun at witchcraft, a behavior many witches encourage to ensure their anonymity to the human world and allow them to quietly practice their craft in private.
Shamans
The relationship between Shamans and Witches is largely unknown, but given their similar practices, one could speculate it would be neutral or positive. Like Witches they share a very deep and spiritual connection towards Nature, abiding by its Laws while even calling upon it to create the powerful Shamanistic Huntress.
Siphoners
The relationship between Siphoners and witches is a negative one. Witches see Siphoners as abominations of Nature just like vampires. All known Siphoners have originated from the Gemini Coven and it has even been speculated that their existence is a magical side-effect of the coven's Merge ceremony used to determine their new leaders. Six Siphoners were cast out of the Gemini Coven sometime between 1858 and 1903, and during their exile, they crossed paths with the ripper who, indirectly turned the first Heretic, and eventually turning the rest into the first (and possibly the only) true witch-vampire hybrids who could retain their ability to siphon magic even after their transformation. In 1972, another Siphoner, was born into the Gemini Coven. Since he had a twin sister, it was possible for either twin to become the leader of the coven depending on who survived the Merge ceremony.
The Spirits
Witches talk, even on the Other Side. Who do you think makes all the rules?The relationship between the Spirits and the witches was more of a political relationship than a spiritual one. The Spirits were highly involved in the activities of witches and often communed with them during their rituals and spells. The Spirits were known to have created the laws of witchcraft and distributed punishments to any witch who disobeyed their rules.
The Travelers
The relationship between the Travelers and the witches is an entirely negative relationship that dates back roughly two thousand years. During the Archaic period of Greece, the witches of the Greek community originally lived in blissful harmony with one another, until a powerful witch created the immortality spell. This controversial act caused the witches to divide into two subcultures: conventional and unconventional. The conventional witches saw the immortality spell as a violation of the natural law that all living creatures must die. These witches sought to border the limitations of magic by creating religious commandments that every witch would adhere to. However, a subgroup of witches who held unconventional beliefs about magic saw the immortality spell as a revelation of divine potential, and flouted the testaments of their peers. These differences of opinion created a rift between in the witch community that has lasted for more than two millennia and caused the witches to curse the Travelers with a spell that cut them off from all traditional magic, barring them from their connection to Nature.
Vampires
The relationship between the vampires and the witches is a complicated one that is more often negative than positive. This is mainly due to the notion that since vampires were created from Dark Magic, and flout the natural design that all living creatures must die. Nevertheless, some witches, are free-thinkers who have not only aided vampires, but befriended them. Other witches, however, have been known as "Witches for Hire" in regards to vampires, such as working to accomplish a common goal, combat threats from other vampires, or for simple business arrangements. While some are forced to work alongside vampires, these witches are not particularly fond of this label.
Werewolves
The relationship between werewolves and witches is a neutral to negative relationship. Werewolves and witches have been shown to be at odds more than allies. Apparently the two species did once have a strong relationship with one another, however this was ruined by the inception of the vampires. However, witches and werewolves have been known to ally themselves with each other against their common enemy (the vampires), though these alliances are typically short-lived due to werewolves not wanting to be controlled. It was further revealed that the Werewolf Curse was cast upon a Native American tribe of Witches begetting the seven werewolf bloodlines.
Psychics
The relationship between witches and psychics remains largely unknown; however, since witchcraft is rooted in psychic energy, psychics could be the precursors to witches, though no such indication is accurately known. [Tab=Awakened Human]These are humans that are awakened of the supernatural side of the world, but they do not side with the Hunters. These can range anywhere from the the husband of a psychic or the trusted friend of a werewolf or Blood donors. They often have romantic relationships and friendships with the supernatural people. Hunters do not like them, but do not harm them unless they're in the way.[/tab][Tab=Unaware human] On earth, unaware humans are the majority. Humans that are completely unaware of the hidden world around them. They live in blissful ignorance. These people have no abilities and often no skills. They often fall victim to the Races being the easiest to encapture and target. They are also often the ones that supernatural races fall for, making them more dangerous than Hunters due to the fact that they have the potential to expose the hidden races.[/tab]
Last edited: