Matreania
Expect the unexpected, it expects you
Creature: Witch
Age of Beginning: Come into their powers at 21
Strengths: Magic of all kinds
Weaknesses: Vampires are unaffected by magic.
Extra: Near their 21 birthday, they give off a scent like ora that makes them targets Stages
Stage 1: Vocal spells
Stage 2: Single word vocal spells
Stage 3: Vocal chants (powerful) and non-vocal spell (simple)
Stage 4: (Rare) Non-vocal
Creature: Vampire
Age of Beginning: Anytime
Strengths: Speed, strength and strong survival instincts, also immune to magic
Weaknesses: Werewolves
Extra: they love the taste of witches coming to their power and
Classes
Victorian: The most powerful of the vampires, they are pure bloods and can only be matched with Alpha bloods. They out last their creations and are thought to be descendants of the first.
Masters: Usually the ones that deal with new born vampires, they are servants of the Victorians, collecting and transmitting information for Victorians in the hopes of being blessed and given their blood. There is more like parasites.
Vampirics: Vampires created and able to create, they are typical vampires that draw from the thirsty and the joy of causing pain.</span> <span style="color:#663300;">
New born: Freshly made vampires, driven by thirsty and the need to kill. Simple minded creatures that follow orders that allow them to do both.
Creature: Werewolves
Age of Beginning: First turn after the age of 20 on the first Harvest moon.
Strengths: Speed, strength and loyalty
Weaknesses: Magic
Extra: Loyal to witches, to avoid being hurt by them, a pack is usually loyal to one coven and after their first change they are able to change at will.
Classes
Alpha: Born the most powerful but not the less vulnerable. Only way to become Alpha, is to kill the current Alpha and eat his heart. Insuring the Alpha blood runs through the future line of the succeeding Alpha. Those of the Alpha bloodline are automatically given the power of an Alpha, but only an Alpha's heart can secure the Alpha position.
Beta: Usually Alpha born, trained with less power, but can equal an Alpha. Beta is usually of Alpha descent, only second to the Alpha.
Zeta: Pack wolves that are trained for combat in the most dangerous of ways. They are the first line and usually the last line needed.
Pups: Wolves in training to become Zeta, they learn to use all their muscles at will, to fight, to hunt, track and kill.
Creature: Succubus
Age of Beginning: Puberty
Strengths: Fly, Make men fall for them, and use some magic
Weaknesses: Females
Extra: Birth only females
Classes
Queen: Highest level of succubus, able to specifically lure any male she wishes and take life force from multiple males at once.
Princess: Second highest level, able you lure multiple men, but unable to take their life force at once.
Pawn: Succubus that can only lure and take life force from one male at a time.
Creature: Goblin
Age of Beginning: Birth
Strengths: Earth, climbing and echo manipulation
Weaknesses: Magic and Water
Extra: They live under ground and like to stay in their holes, sometimes never coming out for anything.
Creature: Mermaid
Age of Beginning: Birth
Strengths: Swimming, water magic and echo manipulation
Weaknesses: being on the surface for too long
Extra: Usually stays in the deepest parts of water, are two kinds salt mermaids have a drier appearance, and they do not speak human languages (usually using echo communication to speak)
Creature: Troll
Age of Beginning: Birth
Strengths: Strength
Weaknesses: Magic and speed
Extra: Live in the mountains and doesn't like humans on their territory, campers and hikers go missing because they are usually eaten by Trolls
Creature: Water Nymph
Age of Beginning: 16 Nymphs decided where they want to live and what magic to use.
Strengths: Water magic, stealth and sound awareness
Weaknesses: Fire magic and need to always be wet, if they get dry they will die
Extra: Water nymphs usually dwell around people, often they seem as just another human swimming and can survive hours out of water, as long as their skin is wet in some way. They usually only come out for mischievous reasons.
Creature: Tree Nymph
Age of Beginning: 16 Nymphs decided where they want to live and what magic to use.
Strengths: Earth magic, Air magic and if it touches earth, they feel it.
Weaknesses: Fire magic and powerful Water magic
Extra: They can hold moisture, they live in trees absorbed in them and they are usually solitary creatures, but are also helpful when they think something wrong is going on
Creature:Forest Nymph
Age of Beginning: 16 Nymphs decided where they want to live and what magic to use.
Strengths: Earth magic, Water magic, and Air magic
Weaknesses: Fire magic and their own kindness
Extra: This nymph can use all magic and is always wondering forest and woods, they believe in helping and communication. They are very soft hearted and trusting.
Creature: Fairy
Age of Beginning: Birth
Strengths: Fly, Magic and blend into their surroundings
Weaknesses: Fire, bright light and dark magic/vampires
Extra: Fairies are small and usually are mistaken for light flies, but they fly quickly and usually keep to insects, plants and other earth creatures. They do have the ability to grow to human size and hid their wings but they do not usually do this, usually at most once in their life time.
Creature: Siren
Age of Beginning: Puberty
Strengths: Their song, sound waves and they have a ability to turn to smoke (they actually step between the living world and the dead one, they are still in that spot unless the move but can not be touched or seen)
Weaknesses: Werewolf sight, Vampire sight and demons
Extra: Siren song effects both male and female, unlike Succubus' they birth both male and female.
Creature: Griffin Age of Beginning: birth
Strengths: Fly, strength and cunning
Weaknesses: Magic
Extra: Griffins are rare and hard to find, they stay in caves and high up, rarely ever coming down but they do work with witches, sometimes.
Creature: Pegasus
Age of Beginning: Birth
Strengths: Fly, strengeth and speed
Weaknesses: Werewolves, Griffins, Vampires and demons
Extra: They hid their wings often and stay with houses, but usually only to hid their movements.
Creature: Demon
Age of Beginning: By spell, Birth or half-breeds at age 19
Strengths: Dark magic, fire and immune to physical pain
Weaknesses: Light magic
Extra: Half breed demons keep their human forms, while full blooded are born in their demon form. Only half breeds are able to be good, but they still can only use black magic drawing them back to evil, every time.
Creature: Water Elf
Age of Beginning: Birth
Strengths: Water magic
Weaknesses: all other magic
Extra: They live in water but they can survive outside of water, they also blend in with humans and usually stay away from water when they do. Water has an attraction to them when they are too close.
Creature: Forest Elf
Age of Beginning: Birth
Strengths: Earth magic, animals and nature
Weaknesses: Fire magic Extra: They are curious creatures and like to get to understand humans as much as they can, but they never leave the forest to do so.
Extra: They are curious creatures and like to get to understand humans as much as they can, but they never leave the forest to do so.
Creature: Wood Elf
Age of Beginning: Birth
Strengths: Earth magic, Fire magic and combat training
Weaknesses: any creature that can out power them
Extra: they mingle with human and sometimes live as humans, but always near the woods. They are fighters, the only elves that have any combat and weapons training and they are not afraid to defend themselves, their home or those they care for.
Creature: Dragon
Age of Beginning: Anytime
Strengths: Immune to all forms of magic and magic creatures, breaths fire, and unable to get burn
Weaknesses: Human blades, but can be wounded by Magic resistant creatures they are not powerful enough to do any more then hurt a Dragon or Reapers
Extra: Thought to be extinct for centuries, dragons are not lizard creatures, but human creatures that can only be detected by the absence of magic and when their eyes change.
Creature: Soul Captures/Reapers
Age of Beginning: Anytime
Strengths: drawn from souls, able to take any soul from any creature, abilities are of the last soul they devoured.
Weaknesses: Only as strong as the soul they last devoured. Extra: N/A
Extra: N/A
Creature: Humans/Hunters
Age of Beginning: Birth/in training
Strengths: Knowledge of creatures
Weaknesses: Human
Extra: Hunters are humans that know all about the supernatural world. Some hunters fight to kill supernaturals and some fight to protect them. Those that protect are usually raised or trained by supernaturals, but there is a 15% that are trained and raised that kill their teacher and started to kill other supernaturals.
Creature: Empath
Age of Beginning: Birth
Strengths: Feels emotions,force emotions and using emotions to control/manipulate/duplicate another power.
Weaknesses: There own emotions can block their ability to sense emotions and result in being targeted and killed
Extra: Empaths have been rare since before the supernatural world killed off dragons. They have a natural gift and have blue eyes that no matter what can never change. They use their full power when the blue glow into a moon, their pupils vanish and they are at their strongest. Only a handful exist at one time and there is not proof that only one creature is able to have this power.
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