Extra Extra Extra Long Name Yo
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Alpha Ninja Cat
She's mad but shes magic, there's no lie in her fire.
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Weapon/Magik: Elemental Magik
Title: Demon Lord
Alias: Ishy
Notes: Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus.
Species: Succubus
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Post by Extra Extra Extra Long Name Yo on Mar 17, 2015 0:44:03 GMT
[attr="class","i-template"] [attr="class","i-title"] Vampires [attr="class","i-content"]Vampires came to life with the simple purpose of everlasting immortality. A warlock by the name of --- - obsessed with life and death - took a page out of the Egyptians most prized and sacred book, the Book of the Dead (quite literally, in fact), and with its contents created the first vampire in the form of himself. Though he was granted the powers he sought out for, everything eternal always comes with a price. Sunlight burned him as did certain holy objects (not including the cross or holy water, but ancient sacred objects such as Oak wood and Silver). He would forever be subjected to his hunger and the never-ending desire for the life-force of others in order to sustain his own within his ageless body. His senses as well as his emotions would be heightened, as were any immortal God created by the book. The Undead King was also gifted with immaculate strength, speed, and the ability to manipulate fragile minds and induce nightmares. For the Original only witch blood can satisfy his hunger, as a former witch himself he often feels the blood of his kin grants him the powers and connection to the magic he had once lost. His children, however, feed on just about anyone. - Must be invited in by someone living in the residence. Invitation can be revoked and this does not include commercial owned or public buildings.
- Restricted to night hours, though a few vampires know of a secret way to escape this.
- Retractable fangs serve as their main tool for feeding as well as defense. They are described as being similar to a piranha with razor sharp edges for easy penetration.
- When feeding, after feeding, and during times of intense emotion their eyes will become void of any color -reverting to am almost milky white state- and their face is said to sink in, giving them an almost corpse-like appearance before returning to their glamored state.
- Impeccable strength, senses, and speed are attributes to a vampire, though these are only heightened with age.
- Blood is regarded as being sacred to witches and is said to hold a persons life force. Feeding off ones life force grants you remarkable powers, but at a terrible cost. Being undead, Vampires must take a life force in order to keep the body they inhabit alive. Animal blood is only half effective, but can be used if human blood isn't available. If a Vampire doesn't feed for a while they will go into mummification and ultimately die.
- Dream Manipulation and compulsion are not only methods used for feeding but also for defense as well. If a Vampire portrays someone as a threat, instead of attacking on a physical level they can manipulate their victim with a simple trick to the mind. A Vampire must have your blood in their system in order to manipulate visions when unconscious, but can easily compel a person with a simple look of eye to eye contact.
- The process of becoming a vampire is simple, but agonizing. In order to become a vampire two things must come together: the ingestion of tainted blood and death. Only Witches or those with magical blood can become a Vampire, with their magical genes giving them the ability to control their urges and abilities better than Ghouls. If a magical person dies with even a drop of Vampire blood in their system they will awaken within a 24 hour period and upon consciousness will undergo a painful, internal encounter as their body is rejuvenated with life. They are forced to feed from a live source or else succumb to their death for a final time.
- Humans or magical persons bitten by a vampire will not become a vampire, but for a short period of time will feel lethargic until they are supplied with the proper nutrients to boost their system back up to normal standards.
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Extra Extra Extra Long Name Yo
Administrator
Alpha Ninja Cat
She's mad but shes magic, there's no lie in her fire.
Posts: 35
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Weapon/Magik: Elemental Magik
Title: Demon Lord
Alias: Ishy
Notes: Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus.
Species: Succubus
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Post by Extra Extra Extra Long Name Yo on Mar 17, 2015 1:05:23 GMT
[attr="class","i-template"] [attr="class","i-title"] Werewolves [attr="class","i-content"]Recognized as the Warriors of Nature, they were also servants to the Triad. The first group of werewolves were granted such powers by the Triad shortly after the Original vampire came to be. As a means of protection, the Triad constructed what, in their belief, to be the ultimate weapon against the undead. The first packs formed into the Original Packs and much like the Founding witch families in Hallow Oaks became obsessed with keeping the bloodlines pure. For the first century Werewolves ran supreme and for a time Vampires almost became extinct. This good luck would change when the alliance between the Triad and the Original Packs became strained until finally the Werewolves left the protection of the Triad. Seeing this as treachery they eradicated the wolves, and by the late 17th century only a few Original packs remain. Now the remaining wolves are on a tight leash, but not for long. With the rise of Vampires came destruction and chaos. In order to combat this problem the Witches came together and formed the first Werewolves using prisoners of war or other witches in debt to the Triad. Made to believe they were doing a great service to their people, the Werewolves obediently served the Triad until their rebellion at the end of the 15th century. Because of this their numbers are few, but their ferocity is at an all time high. A small group of Werewolves found themselves within the foggy town in search of protection from the Triad. The newborn town of Hallow Oaks was quick to welcome them in, their numbers few and their ambitions for a bigger, more diverse town high. --- Recognized as the Warriors of Nature they are also an omen of victory and a symbol of protection. The first group of Werewolves were in fact Witch Familiars created by a witch and Supreme, Diana, who was thought to have almost divine like power. It was through her influence the Goddess Artemis/Diana was born and her wolves were her children tasked to protect the people. During the rise of the Vampires the Witches Council took it upon themselves to construct what they believed to be the perfect weapon against the Undead and using a binding spell tied the Werewolves to the Council and used them as they saw fit. For the first century Werewolves ran supreme and for a time Vampires almost became extinct. This good luck would change when the alliance between the Witches Council and the Original Packs became strained until finally the Werewolves left the protection of the council. Seeing this as treachery they eradicated the wolves, and by the late 17th century only a few Original packs remain. Now the remaining wolves are on a tight leash, but not for long. - A Werewolf will experience their first shift at the age of puberty, but in rare cases can be caused by extreme emotion under a traumatic event.
- Werewolves can change at will nor are they forced to shift every full moon, and in fact, it is said a Werewolf's strength is heightened under this moon phase. It is under the full moon that most wars are waged as it is believed to bring out the most vicious and feral side of a Werewolf, therefore making them nearly unstoppable.
- Werewolves older than 200 can choose to appear as a wolf or a man-like wolf hybrid, though a simple wolf proves easier for first time shifters.
- A single bite can weaken a vampire but cannot turn a witch or human. Only those born with the gene can become Werewolves. When a Vampire is bitten they are infected but do not die from the infection alone. It is merely served as a means to injure the Vampire to make killing them an easier task.
- The only way to kill a Werewolf is by heart extraction or decapitation. Silver or other metals only cause irritation and in most cases will just piss the Werewolf off.
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Extra Extra Extra Long Name Yo
Administrator
Alpha Ninja Cat
She's mad but shes magic, there's no lie in her fire.
Posts: 35
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Weapon/Magik: Elemental Magik
Title: Demon Lord
Alias: Ishy
Notes: Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus.
Species: Succubus
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Post by Extra Extra Extra Long Name Yo on May 7, 2015 1:38:00 GMT
[attr="class","i-template"] [attr="class","i-title"] Familiars [attr="class","i-content"]Familiars, or Shapeshifters as some rarely call them, are witches who have taken to the form of a specific small bred animal. They are still witches and can perform magic, but their main sorcery is shapeshifting. Familiars are assigned to Covens or a particular witch in need of guidance. Often time’s families of familiar witches will align themselves with a witch family and will hold this tradition through generations on both sides. Despite still being considered witches, they are separate from them in the fact that they have the ability to become immortal by taking on their animal form as their true form and only reverting back to their human state every few hundred years. The blood of a Familiar is considered a powerful ingredient in most spells connected to animal transmutation. - Familiars can be killed in the same fashion as a mortal but due to their heightened senses and keen sense for danger makes them a bit harder to kill than the average human.
- Familiars can either be born or created through a ritual in a similar fashion to the First Familiars, though the latter is extremely rare and difficult for inexperienced witches. Familiars born will always be guaranteed the natural ability to shift into any given animal but is not bound to that animal or become immortal through shifting until they willingly accept it. To turn a Witch or Magi into a Familiar they must ingest the blood of the Familiar -a single drop is enough- and the Witch must study the art of Transmutation, or Shapeshifting. This can take years to master but the moment they truly accept the new form of magic -and with the blood in their system- a Witch is able to transform into any small-bred animal.
There is a history of Familiar Witches within the Belrose family though they serve no other witch or family besides their own. - A Familiar can take the form of any animal, however, anything larger than the common size of the biggest breed of bird requires massive amounts of power and skill, and is an extremely painful experience. This is why Werewolves and other Were's experience pain through out their transformation.
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Extra Extra Extra Long Name Yo
Administrator
Alpha Ninja Cat
She's mad but shes magic, there's no lie in her fire.
Posts: 35
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Weapon/Magik: Elemental Magik
Title: Demon Lord
Alias: Ishy
Notes: Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus.
Species: Succubus
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Post by Extra Extra Extra Long Name Yo on May 8, 2015 0:08:58 GMT
[attr="class","i-template"] [attr="class","i-title"] Deities [attr="class","i-content"]text
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Extra Extra Extra Long Name Yo
Administrator
Alpha Ninja Cat
She's mad but shes magic, there's no lie in her fire.
Posts: 35
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Weapon/Magik: Elemental Magik
Title: Demon Lord
Alias: Ishy
Notes: Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus.
Species: Succubus
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May 10, 2015 16:21:20 GMT
Post by Extra Extra Extra Long Name Yo on May 10, 2015 16:21:20 GMT
[attr="class","template"] [attr="class","tem-title"] Ghosts [attr="class","tem-back"]Ghosts are the remnants of a person who has passed. They are the ones unwilling to move on or simply don't know how to. Some are benign and wish to be left alone, only attacking when their territory has been invaded while others have a malicious intent to cause harm. Ghosts in Hallow Oaks are said to be the most social and friendly considering the Veil between worlds is at its thinnest there year round. Samhain, or All Hallows Eve, is the one time of year ghosts and humans can interact physically and can indulge in the pleasures of the mortal plane, such as eating, drinking, or physical interactions. Ghosts with unfinished business who have spent too long within the Veil run the risk of becoming a dangerous sub-type of Ghost that feeds on the emotions of the mortal plane and uses them to inflict harm on any who cross them. The Syphons. - Ghosts have the ability to make themselves invisible or transparent as well as partially solid if needed. While ghosts can touch, grab, or push objects and people, humans cannot touch them and will simply go right through them if an attempt is made. If a ghost were to touch a human they would experience a cold spot followed by a temporary unsettled feeling, the same type of feeling one experiences when believing to be watched.
- Ghosts can be considered immortal however they are not impervious to harm. Iron and salt are the only ways to harm a spirit with the exception of a blessing. Upon contact of both the ghost will be forced to dissipate for a short period of time. To be completely rid of a ghost one must either convince them to leave, help them with their unfinished business, or salt and burn any remains left behind. Blessings to homes or business can prevent a ghost from entering or lingering within a particular area.
- They have two forms: their glamoured state, or the image of how they want to be perceived, and the second their true form, or the state in which they died. Only ghosts with control of their abilities can show themselves to humans in glamoured state though if angered or severely weakened can revert back to their original state.
- Though ghosts can traverse through out the entire town, all ghosts have a focal point for their haunting and if injured, expelled from a particular location, or summoned will always come back to their original haunting place. Ghosts cannot travel far from the place of their death until they have realized they are dead.
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Extra Extra Extra Long Name Yo
Administrator
Alpha Ninja Cat
She's mad but shes magic, there's no lie in her fire.
Posts: 35
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Weapon/Magik: Elemental Magik
Title: Demon Lord
Alias: Ishy
Notes: Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus.
Species: Succubus
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May 10, 2015 23:02:44 GMT
Post by Extra Extra Extra Long Name Yo on May 10, 2015 23:02:44 GMT
[attr="class","template"] [attr="class","tem-title"]Reapers [attr="class","tem-back"]Reapers are harbingers of souls and are in fact death incarnate. Reapers do not kill their victims, take them by force or without orders, nor do they have the ability to grant life - but simply take souls destined to move on to their designated destination. They are the messengers and nothing more. The first Reapers were in fact a separate class of Angels created by Death himself and bestowed a sliver of his powers to serve their purpose as the handlers of our souls. When supernatural beings came into play, their roles as guardians became more sinister than benign, and by the rise of Christianity humans viewed them more as cloaked bounty hunters than true angels. - To become a Reaper you cannot be born, but made. Most Reapers were created by Death but in the case of a human, a potential Reaper must have experienced the kiss of death themselves without supernatural intervention (vampirism, necromancy, etc.). Potential Reapers are not chosen at random and are hand picked by Death himself - though how he chooses is unknown, but some speculate Reapers are chosen for their ability to handle stressful situations in times of loss, making it easier for them to guide their souls to the next world with ease.
- The abilities of a Reaper include soul reaping, teleportation, illusions, time manipulation, invisibility, possession, heightened senses and sensitivity to magical auras. They are immortal beings and in most cases remain at the age they died, though they can appear any age and gender than makes their job easier, usually taking on the form most familiar to their soul. Were venom, holy objects, and man-made artillery prove ineffective with a Reaper, but they are vulnerable to demonic possession, some forms of magic, Divine Weapons, and Ancient Deities.
- There is no known way to kill a Reaper other than by the hands of Death himself or with a Reapers Scythe. It is nearly impossible for a non-Reaper to get their hands on a Reapers weapon, as only a Reaper knows how to unsheathe it, but if one does manage to get their hands on one it can easily kill a Reaper with one fell swoop.
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Extra Extra Extra Long Name Yo
Administrator
Alpha Ninja Cat
She's mad but shes magic, there's no lie in her fire.
Posts: 35
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Weapon/Magik: Elemental Magik
Title: Demon Lord
Alias: Ishy
Notes: Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus.
Species: Succubus
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May 10, 2015 23:42:00 GMT
Post by Extra Extra Extra Long Name Yo on May 10, 2015 23:42:00 GMT
[attr="class","i-template"] [attr="class","i-title"]Aquatics [attr="class","i-content"]When the first group of humans were brought to life they co-existed in harmony. One day a faction of humans felt the land they called home was riddle with disease, sickness, and death. Soon enough human turned against human and a small portion of the group broke off and retreated into the waters, finding solitude in the waters that gave them life in the beginning. Eventually they adapted to their aquatic surroundings and became the first Merfolk. Today they are a thriving community comprised of a species all their own and separate from their two-legged brethren. Many still hold resentment towards the land livers but as time changes so does their minds and within recent years many have started to migrate back above waters. Their reasons? No one knows. - Most inland Merfolk are half-breeds on account of countless human/merfolk pairings over the centuries. Full blooded Merfolk however do exist, though not to their full extent. Merfolk who remain within the waters, most commonly known as full-bloods, have the human gene from any ancestor at one point in time but the gene is dormant and therefore they cannot live on land without magical aid. These full-bloods can walk on land during day light hours but must return back to the ocean by nightfall, new moons being an exception, and if introduced to salt water will cause their tail to return. They feel a strong pull towards the ocean at this time and though this can technically be avoided it is highly discouraged and can cause long term damage. Merfolk with a more direct human relative, such as a parent or grandparent, and a Merfolk or another half-breed parent or grandparent, are half-breeds and can walk on land for as long as they are well hydrated.
Full-blooded Mermen can only have children with mermaids where as half-breed males can mate with a human and has a 50% chance of passing on the gene. Full-blooded women however can mate with either species and will bring a 100% chance of a Merfolk off-spring. Half-breed females will present a 50% chance.
Pregnant Mermaids, both full and half-blooded, spend the majority of their pregnancy out of the water. The specifics of how this works is unknown but for Mermaids who spend their whole lives in the water will have to relocate to dry land by the end of their first trimester. After the delivery the Mermaid, if so chooses, can return to the water but tradition states she doesn't return until the babies first signs of ability to breath underwater. Children born to full-blooded or Merfolk who prefer the water show signs as early as walking age where as half-breeds mature at a slower rate, the latest being puberty.
Merfolk move smoothly and efficiently in the water, although full-bloods may be somewhat clumsy on land, and can swim quickly, dive deep, and stay below the surface indefinitely. All Merfolk, including pure and full breeds require both water and oxygen to survive but have the ability to pull the oxygen from the water itself while submerged. - Merfolk are immortal, however Merfolk who prefer land and those who prefer sea life age differently. The life expectancy of a Merfolk out of water is significantly shorter than one in water but they still age at a rate much slower to humans shortly after turning 21. Merfolk who are born and remain out of the water age at a normal rate until their 21st birthday or until their first transition of their legs to fins in salt water which can happen as early as puberty. After that they age at a slightly slower than Merfolk who have remained in the water; 60 years being the equivalent of 40. Merfolk in the water age at a rate 10x slower than that.
- Merfolk generally have the same physical features as humans while on land. In the sea their legs become that of a scale-like tail with fins similar to that of a dolphins. Their tail begins just below the belly button and the general length of the tail depends on the person's height. When threatened their facial features distort in a way that is similar to a vampire's when threatened with the exception a Merfolk's entire set of teeth become fang-like, their face sinks in a bit making them seem more skeleton like and their eyes turn into a opalescent color giving them an almost demonic appearance. While in the water they retain most of their human features with the exception of gills forming on both sides of their neck along with the formation of fins between their fingers. In other cases all Merfolk are naturally beautiful, the majority adorned with light hair and eyes and some even have a naturally tanned skin from sunbathing on the ports.
Their tail colors and designs vary between many factors; hair color, region, full-blood or half-breed, and status. Full-blooded Merfolk have a slightly more elaborate tail with bright colors where as half-breeds have a more simpler style. The Royals have the most elaborate of all show their status with fine jewelry and piercings. The type of designs vary on region and status; the North Atlantic area adorned with a simple faded swirl design with the more exotic regions showing equally exotic designs and color patterns. The Royal families tails are the most outstanding while the common majority ususally exhibit only different shades of a color; the higher up you are the more designs you have.
While in the water Mermaids do not have clothes like humans on land but still have their own styles and fashions. For women seashells or other inanimate sealife like seaweed. The most successful women can often be found in pearls or exotic shells as a form of jewelry while the men are usually fitted with painted markings. Witches, both dark and light, can usually be found with other precious stones and elaborate markings as well (example). Due to living in the water Merfolk also use the sea life around them as decoration and foundation for their streets and homes. - Merfolk have many abilities but the most common conception of Merfolk is their unmistakeable beauty. All Merfolk, even males are known to be exceptionally attractive to both sexes. They can also use this attraction to their advantage. Along with their appearance Merfolk are able to influence a person with their voice as well. Melodic is often used to describe the aquatic natured creature during a state of entrancement and although the person still has their free will during hypnosis they still feel a strong urge to do as they're told.
The most known remedies for Merfolk are water and the moons rays. Because of their aquatic nature they are bound to the water but the moon is what gives them their energy and magical properties. If sick or slightly injured the moon can become a healing agent for the Merfolk but in serious cases salt water, either ingested, applied to the wound or completely submerged can heal most wounds.
All Merfolk are in tuned with the ocean and therefore can physically feel the energy from it. They also hold the abilities to predict storms and severe weather, often using this ability to help ships travel safely in and out of port, as well as the ability to communicate and command aquatic creatures. They cannot create or control storms or natural disasters, only predict them. - Though not technically considered a weakness, if a Merfolk were to come in contact with salt water whether they're still on land or not the magic keeping their tail hidden is broken and their tail comes forth. Their tail remains until it becomes completely free of the salt water.
If a full-blooded Mermaid/Merman remain out of the water long after the moon shines its first rays they become increasingly sick, their skin becomes dry and scaly, their temper becomes unstable and eventually will pass out shortly before death. Even if they last till morning they must heal within the salty waters. Older ones can withstand it for longer but the younger generation usually do not survive through out the night. - Merfolk are naturally curious and social creatures, and in most cases benevolent but countless stories favor otherwise. If angered or threatened even the kindest Merfolk are known to have a short temper; becoming highly aggressive and extremely vicious. Merfolk are highly skilled warriors and most will not back down from a fight. The Mermen are naturally protective and territorial over their women and at one time were the cause of many shipwrecks along the harbor out of jealousy of the ships crew fawning over their women.
- Every region has a Royal family, the North Atlantic or Kingdom of Atlantia is ruled by the --- family. They originated from the waters of the Mediterranean Sea and migrated over shortly after the fall of the Roman Empire, settling in the waters now known to wash up on the coastline of Maine. The North Atlantic family are that of lean people with hair that varies from blonde, to red, and to dark brown with eyes of teal or blue and tanned skin (example). Other families include their own unique features; the Merfolk of the Norwegian Sea being that of pale, fair haired people with pearl smooth skin (example), the Indian and South Atlantic Ocean representing darker tones (example) and the Pacific and North Pacific inhabitants, the most unique of its kind, ranging from shades of white or gold opalescent skin tones while under water (example, example).
A Royal family is usually comprised of a King and a Queen along with their heirs and other immediate family members though a King or Queen is able to rule on their own. Family members outside of the immediate family are still considered royal but hold no real power. The title directly below that of the Royal family are the elite guard and below that the council advisers. Though they hold no political power, Merfolk who have the ability to channel magic have a high standing in the Merfolk society and even in some cases are viewed to be above the Royal family in a social standing as their numbers are few and rare.
Mermaids who have taken to the deeper waters of the ocean have the appearance to match. Their skin becomes grey or a dark opalescent purple, their eyes completely black, and their tails taking on the appearance of the oceans more predatory species. In most cases these Mermaids are of shunned witches and thus venturing to the bottom can twist their very nature and personality into something much darker.
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