Sept 18, 2017 18:55:15 GMT -6
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UNDEAD SPECIES
OUR TIME HAS RISEN ONCE MORE
UNDEAD SPECIES
OUR TIME HAS RISEN ONCE MORE
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These creatures are all people who have died but were brought back to life either by Thanatos, vengeance, curses or due to the mysterious means they may have died. Sometimes undead creatures have no choice, but to return to the realm of the living instead of remaining in Purgatory where they belong. Most undead creatures are said to be out for blood in order to drag more people down into their depths. This has caused them to be a highly feared group of species.[break][break]No undead creatures are able to offspring since they have met their demise. They also do not age and are self-sustaining; they rely solely on the energy that comes from their soul to power their bodies thus they do not eat, drink, sleep or use the washroom. When they return to the world of the living they are returned to their body and their body is restored; if they were already buried and decomposing then a new vessel is made. There is one bane for the undead though, it is believed that once they die in this life, their soul is destroyed and they no longer exist in the afterlife or are condemned to some hellish world. Purgatory is a mysterious and colourless realm and same goes for the inhabitants that have not returned to Earth. It is said that only gods could open Purgatory's doors, thus there is no way to enter the dimension of death.
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[attr="class","adspec"]banshees
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Known for their voices, banshees are considered a species frequently associated with singing or making noises often viewed as peculiar. Some people are cursed to become banshees while others transform into them. In some circumstances, those with a singing background will be transformed into a banshee. There have been instances where people will capture banshees to listen to their singing since they are not demanding to care for during captivity. The abilities of banshees are: sound manipulation, echolocation, night vision, hymns, flight and enhanced hearing (natural).
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When light is around them, banshees have horrible eyesight, making it difficult for them to see long distances during the day. Due to their bad eyesight in light, these creatures are weak against light magic. Unlike other attacks, light-based magic causes more damage and can severely harm a banshee’s eyes. While they have echolocation to move around, banshees still have sensitive hearing, thus high-pitched noises like dog whistles can harm them.
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There are no appearance-based signs for a banshee, all appearing similar to a regular human being. Only situations where banshees are proving to have bad sight can someone get a hunch about their species. You can find more information about hymns here.
Known for their voices, banshees are considered a species frequently associated with singing or making noises often viewed as peculiar. Some people are cursed to become banshees while others transform into them. In some circumstances, those with a singing background will be transformed into a banshee. There have been instances where people will capture banshees to listen to their singing since they are not demanding to care for during captivity. The abilities of banshees are: sound manipulation, echolocation, night vision, hymns, flight and enhanced hearing (natural).
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When light is around them, banshees have horrible eyesight, making it difficult for them to see long distances during the day. Due to their bad eyesight in light, these creatures are weak against light magic. Unlike other attacks, light-based magic causes more damage and can severely harm a banshee’s eyes. While they have echolocation to move around, banshees still have sensitive hearing, thus high-pitched noises like dog whistles can harm them.
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There are no appearance-based signs for a banshee, all appearing similar to a regular human being. Only situations where banshees are proving to have bad sight can someone get a hunch about their species. You can find more information about hymns here.
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[attr="class","adspec"]draugrs
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The souls of warriors who have returned from the depths of Purgatory. Under most circumstances, these creatures lost their lives in battle. Draugrs are undoubtedly fighters, most people believing these creatures return for vengeance. While this could potentially be the case, there are others who return for glory or heroics. There are two types of draugrs created, the type one becomes depending heavily on the circumstances of the individual’s death.
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The honourable death of a warrior in battle or a good-hearted fighter was the first type. Honourable draugrs are known for being heroes in their cultures and are considered upstanding individuals. They are known for strength and provided light magic for their heroics. The capabilities of an honourable draugrs are: light manipulation, enhanced strength, charms, enhanced durability (natural), enhanced senses (natural) and weapon/armour summoning. While these creatures are praised for their power, they are slower, especially when they summon their armour. The more armour summoned, the slower they become. They are weak against magic, a majority of magic-based attacks having devastating repercussions if they are not careful.
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The alternative is the dishonourable draugr who are individuals with black hearts, coward away from battle or accomplished traitorous acts. As controversial as it is, suicide is considered dishonourable in draugr culture, even when it is to protect another individual. They are frequently disrespected by the honourable draugrs and considered horrible people. Their abilities reflect their believed darkened hearts. They are capable of using darkness manipulation, enhanced speed, curse, enhanced endurance (natural), enhanced senses (natural) and weapon/armour summoning. Unlike honourable draugrs, these creatures are unable to take nearly as many hits. Their armour is more designed to take light hits and not restrict the draugr’s movements. They tend to do better against dark magic, but physical hits and light-based magic can leave devastating damages. These creatures are also sensitive to sunlight which bothers their eyes and can irritate their skin.
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Draugrs do not have any notable features to easily detect them, however, they do radiate different vibes. Honourable draugrs give a sense of comfort when they entered the room meanwhile dishonourable draugrs tend to spark a sense of worry and fear. More information about charms and curses can be found here.
The souls of warriors who have returned from the depths of Purgatory. Under most circumstances, these creatures lost their lives in battle. Draugrs are undoubtedly fighters, most people believing these creatures return for vengeance. While this could potentially be the case, there are others who return for glory or heroics. There are two types of draugrs created, the type one becomes depending heavily on the circumstances of the individual’s death.
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The honourable death of a warrior in battle or a good-hearted fighter was the first type. Honourable draugrs are known for being heroes in their cultures and are considered upstanding individuals. They are known for strength and provided light magic for their heroics. The capabilities of an honourable draugrs are: light manipulation, enhanced strength, charms, enhanced durability (natural), enhanced senses (natural) and weapon/armour summoning. While these creatures are praised for their power, they are slower, especially when they summon their armour. The more armour summoned, the slower they become. They are weak against magic, a majority of magic-based attacks having devastating repercussions if they are not careful.
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The alternative is the dishonourable draugr who are individuals with black hearts, coward away from battle or accomplished traitorous acts. As controversial as it is, suicide is considered dishonourable in draugr culture, even when it is to protect another individual. They are frequently disrespected by the honourable draugrs and considered horrible people. Their abilities reflect their believed darkened hearts. They are capable of using darkness manipulation, enhanced speed, curse, enhanced endurance (natural), enhanced senses (natural) and weapon/armour summoning. Unlike honourable draugrs, these creatures are unable to take nearly as many hits. Their armour is more designed to take light hits and not restrict the draugr’s movements. They tend to do better against dark magic, but physical hits and light-based magic can leave devastating damages. These creatures are also sensitive to sunlight which bothers their eyes and can irritate their skin.
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Draugrs do not have any notable features to easily detect them, however, they do radiate different vibes. Honourable draugrs give a sense of comfort when they entered the room meanwhile dishonourable draugrs tend to spark a sense of worry and fear. More information about charms and curses can be found here.
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[attr="class","adspec"]ghouls
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These creatures were once living, but upon being cursed prior to dying they came back as a ghoul. They normally appear like that of a skeleton, possessing the appearance of no nose, eyes, or skin. Fortunately for these creatures, they possess a powerful glamour which allows them to hide their decayed appearance, allowing them to blend in like normal everyday people. They can temporarily summon people or animals back to life, sorta like a puppet master if you will. Ghouls are capable of: necromancy (summons undead back to life, max is 3 people or animals, animal limited based on size), mind control (the persons or animals that were summoned from the dead, people summoned can potentially fight the mind control), possession (able to attempt to possess the living, the more strong-willed are less susceptible), psychic shield (allows them to be immune to being controlled), enhanced durability.
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Once they die they can never come back, that includes anybody attempting to summon them. Blessings, hexes, curses, wards, tomes are harmful to these creatures, the magical energy created when these are used making them sick. Due to their darker calibre of magic, they are immune to both hymns and charms. Magic is unable to heal these creatures, thus they must be extremely careful to avoid fatal damage even with their powerful durability. The more creatures under a ghoul’s control, the more energy they must place into controlling those creatures.
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Written & Created by @spiritfoxxy
These creatures were once living, but upon being cursed prior to dying they came back as a ghoul. They normally appear like that of a skeleton, possessing the appearance of no nose, eyes, or skin. Fortunately for these creatures, they possess a powerful glamour which allows them to hide their decayed appearance, allowing them to blend in like normal everyday people. They can temporarily summon people or animals back to life, sorta like a puppet master if you will. Ghouls are capable of: necromancy (summons undead back to life, max is 3 people or animals, animal limited based on size), mind control (the persons or animals that were summoned from the dead, people summoned can potentially fight the mind control), possession (able to attempt to possess the living, the more strong-willed are less susceptible), psychic shield (allows them to be immune to being controlled), enhanced durability.
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Once they die they can never come back, that includes anybody attempting to summon them. Blessings, hexes, curses, wards, tomes are harmful to these creatures, the magical energy created when these are used making them sick. Due to their darker calibre of magic, they are immune to both hymns and charms. Magic is unable to heal these creatures, thus they must be extremely careful to avoid fatal damage even with their powerful durability. The more creatures under a ghoul’s control, the more energy they must place into controlling those creatures.
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Written & Created by @spiritfoxxy
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[attr="class","adspec"]golems
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Golems. Strong, unyielding, unstoppable.[break][break]Golems are a class of undead, created using special gemstones, infused the soul of a dead human, called Heart Cores.[break][break]Golems can be created from any number of materials, most famously clay, but also stone, dirt, even straw and hay.[break][break]The most famous Golems was created by Dr. Frank D. Stein, in the 1820s, although at the time the Golem was referred to as a monster. Flesh Golems are created from the remains of human bodies, with the Heart Core placed either in the chest, or the skull.[break][break]The Human soul used in the creation of the Heart core normally retains their memories, however, a poorly crafted Core, or simply a long period of time as a Golem, can cause the memories to deteriorate and eventually vanish.[break][break]Heart Cores are gemstones, taken from the earth, and cut then infused with special spells to prevent them from breaking. they can be made from a variety of gems, however, whatever the natural colour of the gem, when the Heart Stone is active (placed in a Golem body and 'awake') they glow a deep red. When inactive or 'asleep' they look like a natural gem, only carved into the shape of a human heart.[break][break]Golems range in overall appearance based not only materials used, but also the skill and dedication of the craftsman. A skilled potter, for example, could create an almost lifelike appearance, whereas an average person would create a more classic looking Golem that is blocky in appearance.[break][break]Golems also range in size, from 'doll' to 'behemoth'.[break][break]With newer technology has come newer Golems, that more resemble humans and robots.[break][break]
Written & Created by Dremulf
Golems. Strong, unyielding, unstoppable.[break][break]Golems are a class of undead, created using special gemstones, infused the soul of a dead human, called Heart Cores.[break][break]Golems can be created from any number of materials, most famously clay, but also stone, dirt, even straw and hay.[break][break]The most famous Golems was created by Dr. Frank D. Stein, in the 1820s, although at the time the Golem was referred to as a monster. Flesh Golems are created from the remains of human bodies, with the Heart Core placed either in the chest, or the skull.[break][break]The Human soul used in the creation of the Heart core normally retains their memories, however, a poorly crafted Core, or simply a long period of time as a Golem, can cause the memories to deteriorate and eventually vanish.[break][break]Heart Cores are gemstones, taken from the earth, and cut then infused with special spells to prevent them from breaking. they can be made from a variety of gems, however, whatever the natural colour of the gem, when the Heart Stone is active (placed in a Golem body and 'awake') they glow a deep red. When inactive or 'asleep' they look like a natural gem, only carved into the shape of a human heart.[break][break]Golems range in overall appearance based not only materials used, but also the skill and dedication of the craftsman. A skilled potter, for example, could create an almost lifelike appearance, whereas an average person would create a more classic looking Golem that is blocky in appearance.[break][break]Golems also range in size, from 'doll' to 'behemoth'.[break][break]With newer technology has come newer Golems, that more resemble humans and robots.[break][break]
Written & Created by Dremulf
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[attr="class","adspec"]inugamis
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Inugamis are created through the process of people capable of shifting into canines dying under cruel circumstances. Frequently, it is the strong emotions of seething hatred and desires to commit vengeance assist in the reason for their return to the living. This often results in people being frightened when they see an inugami because some believe destruction is their goal despite this not always being the case. Similar to spirits, inugami have two forms, a physical form which they can interact with the world with and a spiritual form that makes them unable to interact. In physical form, inugamis are capable of enhanced strength, enhanced speed and telekinesis. In spiritual form they are capable of invisibility and phasing. In both forms, they can shift into their canine form and have enhanced senses.
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Light is one of the worst enemies of inugamis. They are weak against it and frequently, it will bring harm to their eyes. The effects of sunlight can even cause an inugami to be driven to madness should they have too much exposure; this will persist until they discover a dark location to hide. Sunglasses can solve this problem. Their primary enemy is fire, which is capable of burning them in both physical and spiritual form. At times, it is believed people would light torches in front of their doors to ward away inugami because of this.
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There are few traits to discover an inugami unless they are shifted. Their pelts are known for sometimes having unique colours, specifically shades of pale blue. When in spiritual form, they exert a soft glow unless they are invisible. Some inugami are known for having ears and tails showing in their human form.
Inugamis are created through the process of people capable of shifting into canines dying under cruel circumstances. Frequently, it is the strong emotions of seething hatred and desires to commit vengeance assist in the reason for their return to the living. This often results in people being frightened when they see an inugami because some believe destruction is their goal despite this not always being the case. Similar to spirits, inugami have two forms, a physical form which they can interact with the world with and a spiritual form that makes them unable to interact. In physical form, inugamis are capable of enhanced strength, enhanced speed and telekinesis. In spiritual form they are capable of invisibility and phasing. In both forms, they can shift into their canine form and have enhanced senses.
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Light is one of the worst enemies of inugamis. They are weak against it and frequently, it will bring harm to their eyes. The effects of sunlight can even cause an inugami to be driven to madness should they have too much exposure; this will persist until they discover a dark location to hide. Sunglasses can solve this problem. Their primary enemy is fire, which is capable of burning them in both physical and spiritual form. At times, it is believed people would light torches in front of their doors to ward away inugami because of this.
[break][break]
There are few traits to discover an inugami unless they are shifted. Their pelts are known for sometimes having unique colours, specifically shades of pale blue. When in spiritual form, they exert a soft glow unless they are invisible. Some inugami are known for having ears and tails showing in their human form.
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[attr="class","adspec"]jiangshis
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Revered as servants to the living, jiangshis have long worked towards serving their masters. They are among the rare undead not considered a feared creature, believing to be benevolent servants since some return because of wishes to help those they left behind. However, these contracted creatures have been cursed on previous occasions to return contracted to the individual cursing them. Under other circumstances, the contract is a magical agreement between the jiangshi and the individual contracting them. Jiangshis are capable of: force field creation, healing factor (natural), enhanced senses (natural), telepathy, telekinesis and blood manipulation. These creatures have been known to be capable of sensing their master’s pain.
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Under circumstances of curses, these creatures are unable to telepathically communicate with others except their master. They are required to drink blood to maintain their survival, or else they will grow weaker over time. This can be animal or humanoid, but cannot be their own. Similarly, they are at risk of bleeding out quickly, meaning significant damage can result in them dying from bleeding out. With these creatures being considered servants, they can find it extremely difficult to disobey the commands of their master. While this is not full control, jiangshi can be easily persuaded by the individual they are contracted to, resulting in many instances of being abused and manipulated by their contractors. The contracts can be broken, however, with the same recipe as familiars, it can be difficult to collect the ingredients.
To break a contract, one must gather the necessary ingredients for the spell:
Contracts can be broken without the blood of the original master, however, must require the blood of the new master to be provided. Breaking these contracts will drain the jiangshi, putting them and the original master at risk of death should they not be properly cared for in the aftermath. This is from the tearing apart of two connected souls.
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Jiangshis have limited traits exhibited, making them near impossible to spot. While some may exhibit signs of their death, there are instances where this does not always appear. Their souls appear subtly bigger and somewhat inflamed, however, they have been easily mistaken as other species or hidden via curses by their master. Special thanks to Finnegan for creating the original contract breaking system that I wanted to implement again and thanks to Zac for suggesting the species.
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Note* These species are not undead familiars specifically, they just have a similar contracting system.
Revered as servants to the living, jiangshis have long worked towards serving their masters. They are among the rare undead not considered a feared creature, believing to be benevolent servants since some return because of wishes to help those they left behind. However, these contracted creatures have been cursed on previous occasions to return contracted to the individual cursing them. Under other circumstances, the contract is a magical agreement between the jiangshi and the individual contracting them. Jiangshis are capable of: force field creation, healing factor (natural), enhanced senses (natural), telepathy, telekinesis and blood manipulation. These creatures have been known to be capable of sensing their master’s pain.
[break][break]
Under circumstances of curses, these creatures are unable to telepathically communicate with others except their master. They are required to drink blood to maintain their survival, or else they will grow weaker over time. This can be animal or humanoid, but cannot be their own. Similarly, they are at risk of bleeding out quickly, meaning significant damage can result in them dying from bleeding out. With these creatures being considered servants, they can find it extremely difficult to disobey the commands of their master. While this is not full control, jiangshi can be easily persuaded by the individual they are contracted to, resulting in many instances of being abused and manipulated by their contractors. The contracts can be broken, however, with the same recipe as familiars, it can be difficult to collect the ingredients.
To break a contract, one must gather the necessary ingredients for the spell:
- A scale from each type of dragon, given willingly
- A drop of blood from both an angel and a demon, given willingly
- A drop of blood from both master and familiar
Contracts can be broken without the blood of the original master, however, must require the blood of the new master to be provided. Breaking these contracts will drain the jiangshi, putting them and the original master at risk of death should they not be properly cared for in the aftermath. This is from the tearing apart of two connected souls.
[break][break]
Jiangshis have limited traits exhibited, making them near impossible to spot. While some may exhibit signs of their death, there are instances where this does not always appear. Their souls appear subtly bigger and somewhat inflamed, however, they have been easily mistaken as other species or hidden via curses by their master. Special thanks to Finnegan for creating the original contract breaking system that I wanted to implement again and thanks to Zac for suggesting the species.
[break][break]
Note* These species are not undead familiars specifically, they just have a similar contracting system.
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[attr="class","adspec"]jorogumos
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To a majority of people, jorogumos are frightful and murderous creatures. Many believe people return as these creatures to become skillful assassins. Under most circumstances, these creatures are made from deals or from having unfinished business on earth. These creatures are a special type of spider shifter, their abilities being completely tailored to be similar to a spider. They can even partially transform, making their lower half that of a spider. When fully transformed, jorogumos can change their size to a mere small house spider or a large 3ft tall one. When they are smaller, they can only shrink down to the smallest size of an adult in their species. These creatures are renowned for their poisoning capabilities. When it comes to abilities, jorogumos are capable of: poison manipulation, poison immunity (natural), wall crawling, night vision (natural), enhanced speed and web creation.
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There is a secondary type of jorogumo which are tarantula types which have slightly altered abilities listing. They are extremely similar to spider types, however, they cannot use web creation and their venom/poison manipulation is less potent. In exchange, they are instead slightly more durable than regular humans, although, this does not reach incredible degrees. This type of jorogumo is still better at handling blows than spider type ones. Their tarantula form can range from being 6-12 inches bigger than a spider type jorogumo. Their abilities list is as followed: poison manipulation (less potent), poison immunity (natural), night vision (natural), wall crawling, enhanced speed and enhanced endurance.
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Depending on the size of the jorogumo’s shift, the venom secreted by their fangs can be affected. Becoming too small can easily make it harder for them to administer enough venom into their victim; lethality can also be dictated by species of spider. These creatures are very fragile, even in human form they are known for getting injured easily. Wounds can take a heavy toll on a jorogumo and can slow them down substantially, thus they must be cautious. These creatures are also very flammable, thus they must be careful near open fires. There are people who will capture jorogumos depending on spider lineage to harvest their power spider silk.
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In their completely human form, jorogumos are impossible to spot. However, should they transform and reveal their arachnid-like traits, it can become quite obvious. Tarantula type jorogumos was an additional thought of by Frosty! NOTE* While traditionally jorogumos are the spirits of women, for creativity purposes, all genders will be capable of becoming a jorogumo.
To a majority of people, jorogumos are frightful and murderous creatures. Many believe people return as these creatures to become skillful assassins. Under most circumstances, these creatures are made from deals or from having unfinished business on earth. These creatures are a special type of spider shifter, their abilities being completely tailored to be similar to a spider. They can even partially transform, making their lower half that of a spider. When fully transformed, jorogumos can change their size to a mere small house spider or a large 3ft tall one. When they are smaller, they can only shrink down to the smallest size of an adult in their species. These creatures are renowned for their poisoning capabilities. When it comes to abilities, jorogumos are capable of: poison manipulation, poison immunity (natural), wall crawling, night vision (natural), enhanced speed and web creation.
[break][break]
There is a secondary type of jorogumo which are tarantula types which have slightly altered abilities listing. They are extremely similar to spider types, however, they cannot use web creation and their venom/poison manipulation is less potent. In exchange, they are instead slightly more durable than regular humans, although, this does not reach incredible degrees. This type of jorogumo is still better at handling blows than spider type ones. Their tarantula form can range from being 6-12 inches bigger than a spider type jorogumo. Their abilities list is as followed: poison manipulation (less potent), poison immunity (natural), night vision (natural), wall crawling, enhanced speed and enhanced endurance.
[break][break]
Depending on the size of the jorogumo’s shift, the venom secreted by their fangs can be affected. Becoming too small can easily make it harder for them to administer enough venom into their victim; lethality can also be dictated by species of spider. These creatures are very fragile, even in human form they are known for getting injured easily. Wounds can take a heavy toll on a jorogumo and can slow them down substantially, thus they must be cautious. These creatures are also very flammable, thus they must be careful near open fires. There are people who will capture jorogumos depending on spider lineage to harvest their power spider silk.
[break][break]
In their completely human form, jorogumos are impossible to spot. However, should they transform and reveal their arachnid-like traits, it can become quite obvious. Tarantula type jorogumos was an additional thought of by Frosty! NOTE* While traditionally jorogumos are the spirits of women, for creativity purposes, all genders will be capable of becoming a jorogumo.
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[attr="class","adspec"]liches
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Vindictive and malicious are oftentimes the words used to describe the undead creature known as a lich. When a lich returns to Earth, a majority of the time it is due to an intense desire for vengeance or because of being cursed. On rare occasions will an individual decide to request and return to Earth as a lich. They share similarities to various other species with their abilities to: curse, use hexes, possession and perform voodoo. These creatures are also capable of darkness and blood manipulation and possess a minor regenerative healing factor (natural). Plants in close vicinity of a lich oftentimes will begin to die due to the auras liches tend to emit. Other individuals caught in this aura tend to feel groggier and more exhausted than usual until the lich passes by.
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The primary weakness for liches is their poor circulatory system which tends to take damage after their transformation. Since they are undead, their requirement for oxygen is lower which can give them temperature regulating issues (oftentimes only affects them in weather extremes unlike reapers). To worsen matters for these creatures, the blood that roams through the veins lacks platelets which can make blood clotting for wounds difficult. This causes them to oftentimes require assistance even with small cuts to make certain they do not lose an obsessive amount of blood before their healing factor kicks in. Blood transfusions do not remedy this problem for liches and only seem to function for roughly a day until all the blood cells from the transfusion seem to disappear.
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Liches can oftentimes be identified by the corpse-like scent they carry which can be noticed should somebody get in close proximity. Their souls are particularly interesting and look slightly faded, although, this can rarely be noticed unless closely examined. More information about curses and hexes can be found here.
Vindictive and malicious are oftentimes the words used to describe the undead creature known as a lich. When a lich returns to Earth, a majority of the time it is due to an intense desire for vengeance or because of being cursed. On rare occasions will an individual decide to request and return to Earth as a lich. They share similarities to various other species with their abilities to: curse, use hexes, possession and perform voodoo. These creatures are also capable of darkness and blood manipulation and possess a minor regenerative healing factor (natural). Plants in close vicinity of a lich oftentimes will begin to die due to the auras liches tend to emit. Other individuals caught in this aura tend to feel groggier and more exhausted than usual until the lich passes by.
[break][break]
The primary weakness for liches is their poor circulatory system which tends to take damage after their transformation. Since they are undead, their requirement for oxygen is lower which can give them temperature regulating issues (oftentimes only affects them in weather extremes unlike reapers). To worsen matters for these creatures, the blood that roams through the veins lacks platelets which can make blood clotting for wounds difficult. This causes them to oftentimes require assistance even with small cuts to make certain they do not lose an obsessive amount of blood before their healing factor kicks in. Blood transfusions do not remedy this problem for liches and only seem to function for roughly a day until all the blood cells from the transfusion seem to disappear.
[break][break]
Liches can oftentimes be identified by the corpse-like scent they carry which can be noticed should somebody get in close proximity. Their souls are particularly interesting and look slightly faded, although, this can rarely be noticed unless closely examined. More information about curses and hexes can be found here.
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[attr="class","adspec"]lich beasts
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Lich beasts are shifters who died while experiencing intense emotion and were resurrected under the same process as Reapers.
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Their human form shows no sign of their undead status, however, upon shifting to their animal form displays varying degrees of decay. The degree of Decay depends on how dark the emotions. Intense anger, hatred or fear will result in a more 'dead' appearance while dying with only love for those they were protecting will result in less decay.
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Due to the nature of shifters in general, the last emotion they felt in life, will be the most intense emotion they feel as an undead. While a Lich Beast who died with rage in their heart will find anger to be more easily felt, that does not mean they are incapable of feeling love, or happiness, these emotions would just be muted. Lich Beasts are also bound to their last act of life. Shifters who die in battle will be more likely to seek out a fight as a Lich Beast than those who died while throwing themselves on a bomb to save a train station full of children.
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Lich beasts have several powers at their disposal that make them formidable, but not unbeatable.
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Raise Dead: Lich Beasts are able to briefly reanimate the corpses of dead animals of the species they take the form of (cats raise cats, dogs raise dogs, some degree of cross-species resurrection is allowable since there won't be a lot of tigers or lions lying around dead on Canada)
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Pestilence: Lich Beasts can control insects and low-level pest animals (rats, mice etc) for short periods. While the idea of being beaten by a bunch of rats and spiders may seem laughable to some, these people tend to change their mind as the ground becomes a moving carpet of flesh-devouring forms.
[break][break]
Plague: Lich Beasts, while in their undead animal form release a potent miasma that causes various illnesses. Every Lich Beast is different in this regard. Some release Black Plague, some release the flu, and some the common cold. The longer you are exposed, the longer you suffer the illness. This illness can be spread to others, however, it loses potency quickly. Dirty living conditions can increase the lifespan of this unnatural illness.
[break][break]
Famine: While this power is also a weakness, the undead shifters that are Lich Beasts are always hungry, and thus always in search of a meal, however, if you see a Lich Beast, you will find yourself overcome with hunger yourself. Prolonged exposure can lead to overeating. Some less honourable eateries will employ a Lich Beast to eat in their restaurant, simply to make customers eat more.
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Written & Created by Dremulf
Lich beasts are shifters who died while experiencing intense emotion and were resurrected under the same process as Reapers.
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Their human form shows no sign of their undead status, however, upon shifting to their animal form displays varying degrees of decay. The degree of Decay depends on how dark the emotions. Intense anger, hatred or fear will result in a more 'dead' appearance while dying with only love for those they were protecting will result in less decay.
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Due to the nature of shifters in general, the last emotion they felt in life, will be the most intense emotion they feel as an undead. While a Lich Beast who died with rage in their heart will find anger to be more easily felt, that does not mean they are incapable of feeling love, or happiness, these emotions would just be muted. Lich Beasts are also bound to their last act of life. Shifters who die in battle will be more likely to seek out a fight as a Lich Beast than those who died while throwing themselves on a bomb to save a train station full of children.
[break][break]
Lich beasts have several powers at their disposal that make them formidable, but not unbeatable.
[break][break]
Raise Dead: Lich Beasts are able to briefly reanimate the corpses of dead animals of the species they take the form of (cats raise cats, dogs raise dogs, some degree of cross-species resurrection is allowable since there won't be a lot of tigers or lions lying around dead on Canada)
[break][break]
Pestilence: Lich Beasts can control insects and low-level pest animals (rats, mice etc) for short periods. While the idea of being beaten by a bunch of rats and spiders may seem laughable to some, these people tend to change their mind as the ground becomes a moving carpet of flesh-devouring forms.
[break][break]
Plague: Lich Beasts, while in their undead animal form release a potent miasma that causes various illnesses. Every Lich Beast is different in this regard. Some release Black Plague, some release the flu, and some the common cold. The longer you are exposed, the longer you suffer the illness. This illness can be spread to others, however, it loses potency quickly. Dirty living conditions can increase the lifespan of this unnatural illness.
[break][break]
Famine: While this power is also a weakness, the undead shifters that are Lich Beasts are always hungry, and thus always in search of a meal, however, if you see a Lich Beast, you will find yourself overcome with hunger yourself. Prolonged exposure can lead to overeating. Some less honourable eateries will employ a Lich Beast to eat in their restaurant, simply to make customers eat more.
[break][break]
Written & Created by Dremulf
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]marras
[attr="class","adspe"]
[attr="class","adsp"]
Known as a more malicious form of spirits, marras are creatures with similar abilities to spirits, but also radical differences. These creatures are energized by the fear induced by nightmares, often making even the nicest marra a feared individual. They are capable of entering dreams and inducing nightmares to occur, allowing them to successfully feed on their slumbering victims. Similar to spirits, marras have two forms, a physical form and a spiritual form. In physical form, marras are capable of: dream manipulation and nightmare inducement. In spiritual form, marras are capable of: phasing and invisibility. In both forms, a marra is capable of flight and night vision.
[break][break]
As with any creature available in the world, marras are not without their weaknesses. Any attempts of bravery taken by an individual during the inducement of a nightmare for feeding purposes can weaken a marra. While they are not required to eat for their survival, consumption of fear is crucial to the survival of marras. Therefore, attempts of bravery have the opposite effect and can result in a nightmare providing little sustenance for the creature. They are capable of feeding off fear outside of nightmares, however, fear within a nightmare is the most effective source of energy for marras.
[break][break]
There is one physical trait of marras that frequently outs their species. The eyes of a marra will tend to glow in darkly lit places. The colour of which they glow varies, but the noticeable trait can allow people to discover if someone is a marra. This species was inspired by the Netflix Original Show, Hilda while also providing the species an original twist. So special thanks to the creators of that show for a portion of this idea.
Known as a more malicious form of spirits, marras are creatures with similar abilities to spirits, but also radical differences. These creatures are energized by the fear induced by nightmares, often making even the nicest marra a feared individual. They are capable of entering dreams and inducing nightmares to occur, allowing them to successfully feed on their slumbering victims. Similar to spirits, marras have two forms, a physical form and a spiritual form. In physical form, marras are capable of: dream manipulation and nightmare inducement. In spiritual form, marras are capable of: phasing and invisibility. In both forms, a marra is capable of flight and night vision.
[break][break]
As with any creature available in the world, marras are not without their weaknesses. Any attempts of bravery taken by an individual during the inducement of a nightmare for feeding purposes can weaken a marra. While they are not required to eat for their survival, consumption of fear is crucial to the survival of marras. Therefore, attempts of bravery have the opposite effect and can result in a nightmare providing little sustenance for the creature. They are capable of feeding off fear outside of nightmares, however, fear within a nightmare is the most effective source of energy for marras.
[break][break]
There is one physical trait of marras that frequently outs their species. The eyes of a marra will tend to glow in darkly lit places. The colour of which they glow varies, but the noticeable trait can allow people to discover if someone is a marra. This species was inspired by the Netflix Original Show, Hilda while also providing the species an original twist. So special thanks to the creators of that show for a portion of this idea.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]pyrruses
[attr="class","adspe"]
[attr="class","adsp"]
The known name for an undead dragon. Some pyrrus appear to have rotting flesh while others are only skeleton. The older the pyrrus, the less flesh they have. All pyrrus shred their old flesh for new but it is a painful process, so they don’t do it often if at all. The only flesh not affected is their wings. If in human form, they appear the same as they had just before death, all wounds were healed.
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They are able to shift into their dragon form at will, appearing like a small, winged four-footed dragon. With smaller size comes a chance to fly, though that is the reward one receives when they aren't nearly as heavy as they once happened to be, prior to death. Their tongues are able to capture the taste magic, but they are limited on the amount they are able to counter before it becomes taxing on their body.
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They possess the powers of flying, thermal resistance, minor regenerative healing factor (only works on self) and fire manipulation, electricity manipulation, darkness manipulation, light manipulation, earth manipulation, water manipulation, air manipulation or ice manipulation (only one manipulation). Similarly to dragons, their element does give them a special minor ability. Fire pyrrus are immune to being burned, electric are immune to electrocution, dark are more powerful at night, light is more powerful during, earth can sense toxins in plants, water can breathe underwater, air can levitate, and ice ones are immune to freezing. Pyrrus can cease the ageing process.
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Though it is true they aren't nearly as strong anymore or have durability, they can heal instead. Pyrrus is self-sustaining creatures. Although, broken bones and fractures can create immense pain when transforming and cause difficulty in using their dragon body.
[break][break]
Created & Written by @spiritfoxxy
The known name for an undead dragon. Some pyrrus appear to have rotting flesh while others are only skeleton. The older the pyrrus, the less flesh they have. All pyrrus shred their old flesh for new but it is a painful process, so they don’t do it often if at all. The only flesh not affected is their wings. If in human form, they appear the same as they had just before death, all wounds were healed.
[break][break]
They are able to shift into their dragon form at will, appearing like a small, winged four-footed dragon. With smaller size comes a chance to fly, though that is the reward one receives when they aren't nearly as heavy as they once happened to be, prior to death. Their tongues are able to capture the taste magic, but they are limited on the amount they are able to counter before it becomes taxing on their body.
[break][break]
They possess the powers of flying, thermal resistance, minor regenerative healing factor (only works on self) and fire manipulation, electricity manipulation, darkness manipulation, light manipulation, earth manipulation, water manipulation, air manipulation or ice manipulation (only one manipulation). Similarly to dragons, their element does give them a special minor ability. Fire pyrrus are immune to being burned, electric are immune to electrocution, dark are more powerful at night, light is more powerful during, earth can sense toxins in plants, water can breathe underwater, air can levitate, and ice ones are immune to freezing. Pyrrus can cease the ageing process.
[break][break]
Though it is true they aren't nearly as strong anymore or have durability, they can heal instead. Pyrrus is self-sustaining creatures. Although, broken bones and fractures can create immense pain when transforming and cause difficulty in using their dragon body.
[break][break]
Created & Written by @spiritfoxxy
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]reapers
[attr="class","adspe"]
[attr="class","adsp"]
Reapers are by far regarded as one of the races to be the most afraid of. This is mostly due to what they naturally do to people without even attempting to. Being around a reaper can make people feel a bout of fear, however, after a few minutes, the body can calm from the feeling. These creatures tend to try stick around people with intact souls (not reapers, spirits or wraiths) since they tend to energize a reaper. Reapers also have various abilities like: soul sensory (this allows them to see how pure a soul is in a greyscale spectrum, white being pure and black being impure, natural), necromancy, fear inducement, seance, minor soul manipulation (allows them to change people's morals by making their soul darker or purer, works for a limited time; note that the more strong-willed are less susceptible) and a minor healing factor (natural). Their healing factor allows them to heal in a matter of days for larger wounds and within two weeks for deadly ones, however, deadly wounds leave the reaper in a comatose state until they recover and they need tending to (wound will need redressing, temperature control, cleaning, etc.). Anything that instantly kills a normal person can kill a reaper instantly. On rare occasion, some reapers have managed to gain the ability of wing manifestation, but not all reapers are capable in having this ability.
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There is one thing that reapers tend to be highly reliant on, which is the power their soul gives them. The more strong-willed the soul, the more power they have. Reapers can also gain power for a limited amount of time when they eat a soul, however, they have to be on-premise when a person becomes deceased. After they consume the soul, they can summon it back to speak to and the soul will enter purgatory weak. Reapers are often loners, this is due to the fact that they can find looking at each other oddly sickening. This is believed to be because their soul is mangled and twisted. When it comes to their necromancy, they are limited in how many dead things they bring to life to fight for them. Smaller creatures tend to be 10-15 while larger ones can be 1-5 and if it is a human they do not have the abilities of their species.
[break][break]
A trait in all reapers is the fact that they are unable to keep regulated body temperature. This makes them susceptible to overheating or freezing. Oftentimes, people find that the hands of a reaper are as cold as ice. Most reapers wear charms to hide and to be cautious of their temperature. Reapers are created by Thanatos or cursing.
Reapers are by far regarded as one of the races to be the most afraid of. This is mostly due to what they naturally do to people without even attempting to. Being around a reaper can make people feel a bout of fear, however, after a few minutes, the body can calm from the feeling. These creatures tend to try stick around people with intact souls (not reapers, spirits or wraiths) since they tend to energize a reaper. Reapers also have various abilities like: soul sensory (this allows them to see how pure a soul is in a greyscale spectrum, white being pure and black being impure, natural), necromancy, fear inducement, seance, minor soul manipulation (allows them to change people's morals by making their soul darker or purer, works for a limited time; note that the more strong-willed are less susceptible) and a minor healing factor (natural). Their healing factor allows them to heal in a matter of days for larger wounds and within two weeks for deadly ones, however, deadly wounds leave the reaper in a comatose state until they recover and they need tending to (wound will need redressing, temperature control, cleaning, etc.). Anything that instantly kills a normal person can kill a reaper instantly. On rare occasion, some reapers have managed to gain the ability of wing manifestation, but not all reapers are capable in having this ability.
[break][break]
There is one thing that reapers tend to be highly reliant on, which is the power their soul gives them. The more strong-willed the soul, the more power they have. Reapers can also gain power for a limited amount of time when they eat a soul, however, they have to be on-premise when a person becomes deceased. After they consume the soul, they can summon it back to speak to and the soul will enter purgatory weak. Reapers are often loners, this is due to the fact that they can find looking at each other oddly sickening. This is believed to be because their soul is mangled and twisted. When it comes to their necromancy, they are limited in how many dead things they bring to life to fight for them. Smaller creatures tend to be 10-15 while larger ones can be 1-5 and if it is a human they do not have the abilities of their species.
[break][break]
A trait in all reapers is the fact that they are unable to keep regulated body temperature. This makes them susceptible to overheating or freezing. Oftentimes, people find that the hands of a reaper are as cold as ice. Most reapers wear charms to hide and to be cautious of their temperature. Reapers are created by Thanatos or cursing.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]shades
[attr="class","adspe"]
[attr="class","adsp"]
Renown as healers who have died, shades are known for being undead fixated on mending the wounds of others. It is believed those with hearts fixated on healing and helping others will return as shades to assist the living or those by their own choosing. Many revere them as peaceful souls, however, this is not always the case in spite of the reasons; people abandon their trades or choose their poison after all. The abilities of a shades consist of: healing, charms, cloaking, blessings, night vision (natural), enhanced senses (natural) and shadow teleportation.
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These creatures are tragically served with an abilities set fixated on being supportive to other people, making their offensive capability from an abilities standpoint limited. Additionally, shades are easily disoriented by flashing lights or sudden bright ones. This can stun them and cause them to shy away from pain infiltrating their eyes. These can act as distractions and deter focus from their abilities.
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At times, shades can have wispy clouds of shadows wrapping around them, though, this is regularly only noticed in the presence of moonlights. Additionally, the shadows of these creatures are darker than the shadows than others, even in rooms with extreme lighting. You can find more information about charms and blessings here.
Renown as healers who have died, shades are known for being undead fixated on mending the wounds of others. It is believed those with hearts fixated on healing and helping others will return as shades to assist the living or those by their own choosing. Many revere them as peaceful souls, however, this is not always the case in spite of the reasons; people abandon their trades or choose their poison after all. The abilities of a shades consist of: healing, charms, cloaking, blessings, night vision (natural), enhanced senses (natural) and shadow teleportation.
[break][break]
These creatures are tragically served with an abilities set fixated on being supportive to other people, making their offensive capability from an abilities standpoint limited. Additionally, shades are easily disoriented by flashing lights or sudden bright ones. This can stun them and cause them to shy away from pain infiltrating their eyes. These can act as distractions and deter focus from their abilities.
[break][break]
At times, shades can have wispy clouds of shadows wrapping around them, though, this is regularly only noticed in the presence of moonlights. Additionally, the shadows of these creatures are darker than the shadows than others, even in rooms with extreme lighting. You can find more information about charms and blessings here.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]skinwalkers
[attr="class","adspe"]
[attr="class","adsp"]
Skinwalkers are the result of Necromancers attempting to use forbidden magic to become immortal. The spell has never been successfully performed, yet the allure of being the first to do so has led many to attempt it.
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Skinwalkers are undead, however, unlike most undead, their bodies are capable of normal living functions; digesting food, bleeding, converting oxygen into CO2, and even reproduction. Born Skinwalkers may be evil or good, depending on their personality, however, most Transformed skinwalkers are at the least power-hungry, if not outright evil.
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In their true, unshifted, form, they appear to be tall, very thin humans, and those who view their blank, featureless face will see a watery reflection of their own, as if looking at a mirror with running, but not rippled, water flowing down the surface. Those who view a Skinwalkers unshifted face will suffer 24 hours of bad luck, the longer they view their ‘doppelganger’ the more intense the bad luck. This effect is passive, and cannot be controlled by the skinwalker.
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Skinwalkers can also shift their form into anything they ate the skin of. Be it animal, or human, becoming an exact replica of that individual, this change also alters their physical gender/sex. They also receive the weaknesses of that individual.
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Skinwalkers cause humans and animals to feel a sense of unease, but not outright fear, making them anxious and jumpy.
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Skinwalkers MUST feed on raw flesh at least once per day, however other than this, they can sustain themselves with normal food.
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Skinwalkers possess strength equal to that of Vampires and speed comparable to a Lycan.
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On top of this, they have a powerful healing ability, that makes the healing abilities of many immortal species with a healing factor look slow and agonizing. Few hours is all it takes to heal from most wounds.
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Their most noticeable weakness is to Flint, and animal product weapons, such as horn and bone. Bone Steel, made by forging Iron with bone fragments also has some effect on them. Weapons made with these materials will act on Skinwalkers in much the way Silver acts on Lycans.
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Skinwalkers are thought to be the first Undead to come into being on Earth, the result of ancient shamans trying to become immortal.
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Skinwalkers are capable of walking in dreams, those with darker intent use this to hunt their victims, often choosing those who have few close connections, making assuming their life easier.
[break][break]
Skinwalkers, unlike most supernatural beings, have been regarded as legends, and to this day have been thought of just stories, only recently, sightings of Skinwalkers have increased.
[break][break]
Written & Created by Dremulf
Skinwalkers are the result of Necromancers attempting to use forbidden magic to become immortal. The spell has never been successfully performed, yet the allure of being the first to do so has led many to attempt it.
[break][break]
Skinwalkers are undead, however, unlike most undead, their bodies are capable of normal living functions; digesting food, bleeding, converting oxygen into CO2, and even reproduction. Born Skinwalkers may be evil or good, depending on their personality, however, most Transformed skinwalkers are at the least power-hungry, if not outright evil.
[break][break]
In their true, unshifted, form, they appear to be tall, very thin humans, and those who view their blank, featureless face will see a watery reflection of their own, as if looking at a mirror with running, but not rippled, water flowing down the surface. Those who view a Skinwalkers unshifted face will suffer 24 hours of bad luck, the longer they view their ‘doppelganger’ the more intense the bad luck. This effect is passive, and cannot be controlled by the skinwalker.
[break][break]
Skinwalkers can also shift their form into anything they ate the skin of. Be it animal, or human, becoming an exact replica of that individual, this change also alters their physical gender/sex. They also receive the weaknesses of that individual.
[break][break]
Skinwalkers cause humans and animals to feel a sense of unease, but not outright fear, making them anxious and jumpy.
[break][break]
Skinwalkers MUST feed on raw flesh at least once per day, however other than this, they can sustain themselves with normal food.
[break][break]
Skinwalkers possess strength equal to that of Vampires and speed comparable to a Lycan.
[break][break]
On top of this, they have a powerful healing ability, that makes the healing abilities of many immortal species with a healing factor look slow and agonizing. Few hours is all it takes to heal from most wounds.
[break][break]
Their most noticeable weakness is to Flint, and animal product weapons, such as horn and bone. Bone Steel, made by forging Iron with bone fragments also has some effect on them. Weapons made with these materials will act on Skinwalkers in much the way Silver acts on Lycans.
[break][break]
Skinwalkers are thought to be the first Undead to come into being on Earth, the result of ancient shamans trying to become immortal.
[break][break]
Skinwalkers are capable of walking in dreams, those with darker intent use this to hunt their victims, often choosing those who have few close connections, making assuming their life easier.
[break][break]
Skinwalkers, unlike most supernatural beings, have been regarded as legends, and to this day have been thought of just stories, only recently, sightings of Skinwalkers have increased.
[break][break]
Written & Created by Dremulf
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]spirits
[attr="class","adspe"]
[attr="class","adsp"]
These are the undead that never truly reached purgatory due to being cursed, having a deep desire for vengeance, or simply because they are restless. Spirits are often referred to as creatures of revenge and grudges, they are often also believed to be short-tempered. In spirits, there are two forms, a physical form and a spiritual form. In their spiritual form they can not physically interact with the world, but are able to: phase through things, be unharmed by physical objects, turn invisible, and sense the people around them. In their physical form, a spirit is capable of: telekinesis, using hymns, possession and manipulating illusions. In both forms, spirits are capable of flight without the use of wings. Hymns are a powerful form of singing that allows spirits to heal, protect and even lure people towards them.
[break][break]
A spirit can be killed in both forms since they are susceptible to attacks made by reapers and wraiths while in spirit form, but only if these creatures use their abilities. Oftentimes, spirits will have some sort of trait for how they died, and sometimes this can affect the way they act or how they interact (ex. a spirit who was beheaded may not be able to speak and/or will act like a dullahan). These creatures also take time to switch into their physical and spiritual form, specifically about 40 seconds and they can not use any of their abilities while they change forms.
[break][break]
The common trait of a spirit is that in their spiritual form, they will have a soft glow and will have a faded look to them. In physical form, it is difficult to know if somebody is a spirit. More information about hymns can be found here.
These are the undead that never truly reached purgatory due to being cursed, having a deep desire for vengeance, or simply because they are restless. Spirits are often referred to as creatures of revenge and grudges, they are often also believed to be short-tempered. In spirits, there are two forms, a physical form and a spiritual form. In their spiritual form they can not physically interact with the world, but are able to: phase through things, be unharmed by physical objects, turn invisible, and sense the people around them. In their physical form, a spirit is capable of: telekinesis, using hymns, possession and manipulating illusions. In both forms, spirits are capable of flight without the use of wings. Hymns are a powerful form of singing that allows spirits to heal, protect and even lure people towards them.
[break][break]
A spirit can be killed in both forms since they are susceptible to attacks made by reapers and wraiths while in spirit form, but only if these creatures use their abilities. Oftentimes, spirits will have some sort of trait for how they died, and sometimes this can affect the way they act or how they interact (ex. a spirit who was beheaded may not be able to speak and/or will act like a dullahan). These creatures also take time to switch into their physical and spiritual form, specifically about 40 seconds and they can not use any of their abilities while they change forms.
[break][break]
The common trait of a spirit is that in their spiritual form, they will have a soft glow and will have a faded look to them. In physical form, it is difficult to know if somebody is a spirit. More information about hymns can be found here.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]utukkus
[attr="class","adspe"]
[attr="class","adsp"]
Messengers from the realm of Purgatory, utukku are among the few well-considered undead creatures. It is believed they returned with words unsaid, thus they spend their days delivering words from those who have passed on. They are powerful and respectable mediums, however, some have slipped from these beliefs. Their abilities consist of: seance, necromancy, enhanced memory (natural), flight and enhanced speed.
[break][break]
These creatures are weak to loud noises and strobing lights. Due to their memory retaining abilities being great for the sake of delivering the words of the dying, these two factors can cause disastrous headaches. Loud noises can debilitate them if they have not learned to power through. Meanwhile, strobing lights will blind and quickly cause them headaches.
[break][break]
These creatures are difficult to detect among humans due to their appearances matching. Even their weaknesses can be mistaken as that of other creatures. However, their souls are noted as having a light fade to them. Some can notice this subtle change, however, it is only noticeable to those who can view souls.
Messengers from the realm of Purgatory, utukku are among the few well-considered undead creatures. It is believed they returned with words unsaid, thus they spend their days delivering words from those who have passed on. They are powerful and respectable mediums, however, some have slipped from these beliefs. Their abilities consist of: seance, necromancy, enhanced memory (natural), flight and enhanced speed.
[break][break]
These creatures are weak to loud noises and strobing lights. Due to their memory retaining abilities being great for the sake of delivering the words of the dying, these two factors can cause disastrous headaches. Loud noises can debilitate them if they have not learned to power through. Meanwhile, strobing lights will blind and quickly cause them headaches.
[break][break]
These creatures are difficult to detect among humans due to their appearances matching. Even their weaknesses can be mistaken as that of other creatures. However, their souls are noted as having a light fade to them. Some can notice this subtle change, however, it is only noticeable to those who can view souls.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]vittras
[attr="class","adspe"]
[attr="class","adsp"]
These creatures are renowned for being created via an anger-filled death. Vittras are, under most circumstances, the undead versions of nymphs. Unlike their living brethren, vittras are somewhat more capable in handling the effects of pollution. Their abilities consist of: plant manipulation, water manipulation or air manipulation (one manipulation), curses and hexes. Each elemant as their own additional ability which is as follows, plant vittras are poison immune (natural), water vittras have enhanced swim speed and air vittras have flight.
[break][break]
Despite being more resilient to pollution, vittras can still get sick from it. This is usual from situations of over-exposure. As a result of their rage-filled deaths, vittras can have their powers act out in moments of anger. This causes damages they may have not wished to inflict, and sometimes to themselves if they are not cautious. Similar to nymphs, they must enter certain environmental locations to restore their abilities and to avoid sickness and death one every ten years. These locations vary based on the type of vittra and are the following, healthy forests for plant vittras, mountains for air vittras and lakes for water vittas.
[break][break]
The only method to detect a vittra is through the appearance of their eyes. Unlike the eyes of a nymph, a vittra’s eyes show a decayed or polluted version of the environment they represent. You can find more information about curses and hexes here.
These creatures are renowned for being created via an anger-filled death. Vittras are, under most circumstances, the undead versions of nymphs. Unlike their living brethren, vittras are somewhat more capable in handling the effects of pollution. Their abilities consist of: plant manipulation, water manipulation or air manipulation (one manipulation), curses and hexes. Each elemant as their own additional ability which is as follows, plant vittras are poison immune (natural), water vittras have enhanced swim speed and air vittras have flight.
[break][break]
Despite being more resilient to pollution, vittras can still get sick from it. This is usual from situations of over-exposure. As a result of their rage-filled deaths, vittras can have their powers act out in moments of anger. This causes damages they may have not wished to inflict, and sometimes to themselves if they are not cautious. Similar to nymphs, they must enter certain environmental locations to restore their abilities and to avoid sickness and death one every ten years. These locations vary based on the type of vittra and are the following, healthy forests for plant vittras, mountains for air vittras and lakes for water vittas.
[break][break]
The only method to detect a vittra is through the appearance of their eyes. Unlike the eyes of a nymph, a vittra’s eyes show a decayed or polluted version of the environment they represent. You can find more information about curses and hexes here.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]wraiths
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[attr="class","adsp"]
This species is highly regarded as the servants of Thanatos. Wraiths are often known for merciless behaviour and for murdering people in what is said to be cold blood. In reality, wraiths that follow their god's wishes are justice seekers who show mercy to the innocent (pure souls) and kill the evil (impure souls) in order to keep a steady balance. However, there are some who make a deal with Thanatos in order to get revenge. Wraiths are powerful undead creatures that have a variety of abilities that consist of: minor darkness manipulation (limited to small shields & small striker attacks), shadow teleporting, enhanced speed & strength, soul sensory (this allows them to see how pure a soul is in a greyscale spectrum, white being pure and black being impure, natural), and enhanced dexterity (natural).
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A wraith's biggest weakness is how heavily they rely on their soul. Unlike most undead creatures, a wraith's soul when viewed tends to look larger and this is because this species is strongly linked with their soul energy. Those who can find a way to harm souls have strong effects on wraiths and can kill them or send them into a permanent comatose. This being said, wraiths still have a physical body and can be harmed through those means, their soul is just the most effective attack against them. Using their enhanced speed and strength together can drain a wraith's energy very quickly and after about 30-60 minutes of this can render them unconscious.
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The common trait in wraiths is their grey eyes, they seem cold and condemnatory. Some use coloured contacts to cover up their grey eyes.
This species is highly regarded as the servants of Thanatos. Wraiths are often known for merciless behaviour and for murdering people in what is said to be cold blood. In reality, wraiths that follow their god's wishes are justice seekers who show mercy to the innocent (pure souls) and kill the evil (impure souls) in order to keep a steady balance. However, there are some who make a deal with Thanatos in order to get revenge. Wraiths are powerful undead creatures that have a variety of abilities that consist of: minor darkness manipulation (limited to small shields & small striker attacks), shadow teleporting, enhanced speed & strength, soul sensory (this allows them to see how pure a soul is in a greyscale spectrum, white being pure and black being impure, natural), and enhanced dexterity (natural).
[break][break]
A wraith's biggest weakness is how heavily they rely on their soul. Unlike most undead creatures, a wraith's soul when viewed tends to look larger and this is because this species is strongly linked with their soul energy. Those who can find a way to harm souls have strong effects on wraiths and can kill them or send them into a permanent comatose. This being said, wraiths still have a physical body and can be harmed through those means, their soul is just the most effective attack against them. Using their enhanced speed and strength together can drain a wraith's energy very quickly and after about 30-60 minutes of this can render them unconscious.
[break][break]
The common trait in wraiths is their grey eyes, they seem cold and condemnatory. Some use coloured contacts to cover up their grey eyes.