The World’s Fair is on in the city and offers opportunities for all, both natural and preternatural. As Parisians and tourists alike celebrate the centennial anniversary of the French Revolution and fall of the anti-magic monarchy, the non-human residents of the city are still feared by proper society and hunted by secret organizations. They are mostly relegated to Montmartre, a place of vice and sin and playground for the rich and bourgeoisie. Some more fortunate walk among their human counterparts undetected or held up as paragons of their species
Open our Guidebook to learn more.
Spring
8/4 Don't miss the recent updates! We have some simplified rules, a new forum for character/faction-specific info, and a new member directory format. A couple canons are also back up for grabs.
7/30 Cissi has lovingly tossed head admin duties at Darkling for future ship-steering and maintenance services. Stay tuned for any related housekeeping updates, and thanks for your service, Cissi!
7/2 A new species in play! Check out Will-o'-wisps in the Guidebook under Ethereals. And don't forget about the OPENING NIGHT EVENT for the Exposition! - Mo
3/8 The Guidebook has been updated! An entry for Selkies has been added. Remember, if you want to create a new species that hasn't been added to the lore, you can fill out the species application on our discord! The FAQs for species have also been updated with further questions from the questions and suggestions channel - Cissi
1/15 There are new HUNTER CANONS in the Guidebook just waiting to be claimed! Oh, and the FAQ has had a bit of a revamp with some updated Q&As from our Discord! - Mo
1/15 It's OPENING DAY! Moonless Sky is officially open to anyone and everyone. Huge thanks to all of the people who made this possible, and of course our OG members who have created such an amazing place to write since day one of the soft launch - Cissi
DARKLING
admin & shadow creatureCISSI
founder & bog witchTHIS COULD BE YOU
modStatistics
Statistics
Mortals
HUMANS | 10
GIFTED | 09
Eternals
VAMPIRES | 06
Mercurials
WEREWOLVES | 06
SHAPESHIFTERS | 06
Ethereals
ETHEREALS | 03
EIDOLON | 03
Spotlights
Spotlights
Lilith
CHARACTER OF THE MOMENT.
“Paris needs us, my darling. We entertain them and destroy them. So many willing souls, they are so ready to hand themselves over to us.”
Luxanna Cross
CHARACTER OF THE MOMENT.
“Are you sure he doesn’t need a -real- doctor?”
Opening Night
PLOT OF THE MOMENT.
May 6, 1889 - The first official opening of the Paris Exposition of the World's Fair. It's time to make history and see the world's largest structure, the Eiffel Tower, lit for the first time.
Suncup
MEMBER OF THE MOMENT.
"[...]maybe all those lurid detective stories had rotted her brain, had turned the inside of her skull into a fetid swamp, an environment fit only for the most noxious of fantasies of rogues and ne'er-do-wells lurking around every corner." (Emily Bowen)
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FAMILY
Les Gardiens | Crime Family
Les Gardiens are a family of choice and blood, especially amongst the working class in the northeastern part of the city. They’re involved in racketeering, gambling–It’s not always clean/victimless, but one would be misguided to categorize them as villains.They’re currently at war with an unknown enemy.
MORE INFO »
FACTION
Masks of Montmartre
TL:DR - Masked Vigilante Neighborhood Watch in Montmartre that protects their own and sometimes sabotages corrupt organizations.
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Wherever there is injustice, there are those who stand against it. While Paris may be on the forefront of integration and inclusion of preternatural in society, there are still deep-seated prejudices and abuses that have taken place. The Masks have been in play since the days of Robespierre, taking the precious symbol of the affluent and their masquerades and turning it towards radical pro-preternatural activism.
MORE INFO »
FACTION
Les Amis de l'ABC
Based off of the group from Victor Hugo's novel Les Miserables, these are people who are working for equality and social justice. Together they work for the rights of supernaturals, especially those who were once human, and the average citizens of Paris.
MORE INFO »
GROUP
Salon de l’Ombre Employees
The Salon de l'Ombre is a brand new nightclub, situated just below the bounds of Montmartre. Word is spreading about exciting opportunities to drink, eat, gamble, and mingle with a most interesting clientele, with the added benefit of small stage shows and an atmosphere of dark sophistication.
Equally interesting, perhaps, are the rumors surrounding the proprietress, a curious character recently arrived from New York and possessing a surprising amount of wealth for a lone woman without apparent connections to any great dynasty.
The employees of l'Ombre are the closest to the reality behind the curtain. Some arrived in Paris with Ginevra Laurent, specifically to aid her in opening this club. Other characters on the payroll have been assembled from around the city in recent months to support the bustling business during its first days.
MORE INFO »
don't mind the dust. got an idea what to put here?
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Entree
Species
welcome
PARIS, 1889
All the world’s a stage…bohemians and artists, scientists and artificers, bourgeoisie and outlaws.
The World’s Fair is on in the city and offers opportunities for all, both natural and preternatural. Tens of millions from around the globe have begun to arrive to showcase their nations, enjoy the spectacle, and see the newly opened Eiffel Tower (the largest structure in the world).
As Parisians and tourists alike celebrate the centennial anniversary of the French Revolution and fall of the anti-magic monarchy, the non-human residents of the city are still feared by proper society and hunted by secret organizations. They are mostly relegated to Montmartre, a place of vice and sin and playground for the rich and bourgeoisie. Some more fortunate walk among their human counterparts undetected or held up as paragons of their species.
But in Paris, where demons strike dark deals and Aether feeds powerful magic, who can ever be sure of another's intentions? How long can people coexist with those they fear?
History
THE UNVEILING
During the First Crusade of 1095, the West reconnected with the rest of the Old World and the great Unveiling took place. This was a time when the mysteries of world, including non-human species, open use of aethercraft, and more completely changed the way of life. With change, of course, comes conflict and misunderstanding. A second period of Unveiling took place in the 1400s, once explorers connected with the Americas and further regions of the Far East and Pacific. Many preternatural beings moved to the Americas to flee persecution in Europe.
RADICAL CHANGES
The revolutionary period of the late 1700s saw a shift away from persecution of the Unveiled and slow but steady incorporation into society. The French Revolution and the following revolts and uprisings brought preternatural issues directly against the staunchly anti-magic Ancien Régime, resulting in the fall of the monarchy.
The Reign of Terror, led by the vampire Maximillian Robespierre, permanently incorporated a preternatural presence in Paris through force and blood. His harsh measures resulted in his own supporters turning on him, ripping him from power, and–in a shocking act–setting him out to be ashed at sunrise in the middle of the city, witnessed by thousands.
A period of tenuous calm followed the Reign of Terror. Still, the pendulum swung too hard the other way, with Napoleon Bonaparte, an ambitious and charismatic fae, attempting to conquer Europe and impose a new preternatural-first hierarchy. His subsequent defeat and exile led to the Congress of Vienna, where not only were the boundaries of Europe redrawn, but also sweeping, progressive protections for all living beings, natural or preternatural, were implemented across the continent, setting a standard for the world.
Out-of-Character Rules
Moonless Sky is a game for players aged 18+. We're all adults here, and we’re assuming new players are familiar with play-by-post RPG basics, so we're keeping our rules and processes as simple as we can.
Basic RP etiquette applies. Godmodding is not welcome without consent from your writing partners. Inappropriate behavior not explicitly noted here may still result in consequences.
ABSENCES. If you'll be away for a month or more, we ask that you inform an admin so we're aware and can help as needed. If you haven't logged into at least one of your accounts in over 1 month (without notice), your characters and other information will be archived so we can easily identify who’s available for plotting and threads. Related roles/face claims may be lost, and canons may be put back up for grabs, but there is no wait to resume posting when you return. Archived accounts maintain all posting permissions.
Please consider using the Discord server's #absences channel and providing guidance for how to work around your character(s) in your absence.
CANON CHARACTERS. The activity level with canons is expected to be regular. If you return from an absence and wish to pick an archived canon character back up, you may, as long as no one else has claimed the canon (Posts/accounts are not lost when characters are archived). We may need to address activity-related conflicts on a case-by-case basis, if a canon character's level of involvement hinders plots.
In Character Rules
No Hybrids. In the event of a human x vampire/werewolf pairing, the child will be human without exception. In the event of a human x elemental pairing, there is a 1 in 4 chance the child will be Gifted as a result. Werewolves and Vampires cannot breed with each other, as their abilities are a direct result of a curse/affect of a mundane human.
Please see the Species pages for the strengths and limitations of each individual species.
Registration
DISCORD. We require that all members join our Discord server. Your Discord nickname on our server should match your OOC name on the site so we know who you are.
OOC ACCOUNT. This should be your first account, the “parent” account. This is the account you’ll register your characters under as subaccounts. If you need help with this, post in the #questions-and-suggestions channel in Discord!
Character Creation
We do not have an application process, but all new characters must have a completed user profile before posting in-character.
THE PROCESS
1) Register a new subaccount under your ooc “parent” account, using your character’s name with proper capitalization.
2) Once registered, click “Edit Profile” in the sidebar navigation pop out menu to access the Edit Profile info page in your account’s User Control Panel. Fill out the remaining fields with your character info and images (You can omit the drop down date of birth field). Need assistance with images? Just as for help!
3) Once all sections are filled out, submit your user profile link to our Discord “#character-review” channel. Staff will review to ensure your character is aligned with our world and contact you if there are any conflicts, so you can proceed with confidence!4) Post in the Job Claim and/or claim, to help everyone remain organized and informed.
While you don’t have to wait for approval before posting, and we don’t anticipate denying new characters, we reserve the right to refuse characters that don’t fit our story and aren’t revised accordingly. Players who have demonstrated difficulty remaining active in the game may not have unlimited access to canon characters.
FACE CLAIMS. Face claims are optional. To automatically reserve a face claim, register your character subaccount and fill out the face claim field in your profile. Face claims are reserved for 14 days to help avoid accidental twins as you develop new characters. Once your character is reviewed and sorted into their member group, the face claim will be added to our Face Claims List, so make sure not to leave that field blank.
CANON CREATION. If you wish to claim a Canon character, the process is the same as creating an original character, but we ask that you let us know upfront in the Discord that you’re interested in playing one so we can potentially assist with additional information (current plot info, previous player contributions, etc.) and answer any questions that may crop up. Canons are reserved for up to 2 weeks after registration. Canon FCs are not reserved until you make the account and list the Face Claim in the proper field.
Please note while we don’t have strict, universal activity requirements, canon characters are influential roles expected to remain involved regularly. Players should only take on a canon character if they expect that they can post them multiple times per month and keep up with participation in related plots.
WANTED ADS/REQUESTED CHARACTERS. Given the special nature of these adoptable concepts, please confirm the requesting player is open to you playing the character before registration. You will not be permitted to play the character if they do not approve of the profile you have written. While the character is yours to play and develop moving forward, the character request may be reopened if the character is archived, and some of your contributions to the character may be retained for the next player so the story can continue.
GETTING STARTED.Whether you’re playing an original character, canon, or request: Once your character’s profile is filled out, you can start plotting and posting away! Just keep an eye out for any important notes from staff, in case they notice a detail or potential misunderstanding that might cause you trouble as you get started. Feel free to use the Character Development forum for any shippers/codes/etc, and for more detailed want ads, post in the Wanted Ads! Don’t forget to check out the Bulletin Boards section on our Discord for quick & easy plot chatting.
Aether - The Magic of Our World
THE NATURE OF AETHER
Solid. Liquid. Gas. ..and Aether.Aether is an ethereal, primordial energy - the fabric of creation that flows throughout the world. It is the essence of magic, connecting all living things to the natural world. Aether exists in a state of balance, and skilled practitioners can manipulate it to create magical effects. All living creatures can feel the presence of aether, but only those with Affinity can manipulate and handle it with tools, mechanisms, or sheer force of will without major repercussions.
AETHER CONDUITS
Aether can be harnessed and directed through conduit materials. These conduits can be natural materials like crystals, stones, and metals or specially crafted objects designed to enhance Aether manipulation. Each conduit material may have unique properties affecting the magic cast. For example, someone who works in factories or mines may have work clothing tailored using certain metals that channel aether wards for blast protection. Certain materials are not affected by aether unless infused with it at creation, including wood, iron, and glass. These materials are often used in attempts to protect, dispel, or contain aethercrafted materials.
AETHER AFFINITY
Every individual alive has some connection to Aether - this could manifest in something as simple as a ‘hunch’ about things to being able to complete complex and diverse rituals. Ultimately, Aether itself is malleable and capable of doing all kinds of magic. However, just as some are more adept at picking up mathematical concepts or musical performance, some are more adept at handling, accessing, and using Aether than others.
AETHER SPECIALIZATIONS & BONDS
While Aether itself is multi-purpose and serves as a carrier of specific, magical intentions, different specializations have developed over time, each focusing on a specific aspect of Aether manipulation. Examples include elemental magic, healing magic, enchantment, divination, and alchemy. Practitioners can choose to specialize in one or study multiple disciplines.
SPELLCASTING
To cast using Aether, a practitioner must gather Aether energy through their chosen conduit and then shape it with their intent. Spells can vary from simple healing spells to crafting enchanted materials to complex rituals requiring hours of concentration. The effectiveness of casting is determined by the practitioner's skill, affinity, and the quality of the conduit.
Aethercraft may be involved in long-term rituals or crafting. These can be used for powerful effects but require careful preparation and execution. This is often seen in brewing specific tonics, such as wolfsbane, or crafting aether-infused metals for metal thread or jewelry. These are time-consuming and delicate practices with no room for error or rushing the process.
AETHERIAL IMBALANCE
Overusing Aether or drawing too much energy from the environment can upset the balance of the Aether, leading to unintended consequences. This can result in magical anomalies, natural disasters, or personal afflictions. Maintaining harmony is essential for responsible magic use.
Note: Since the Unveiling, many regions have set specific laws to mitigate such disasters, with some legislation being stricter than others concerning magic use. This can range from requiring formal education and licensure or making use of aethercraft outright illegal.
AETHER WELLSPRINGS
Specific locations in the world are natural wellsprings of Aether energy. These areas are highly sought after by magic users, as they provide an abundant and easily accessible source of Aether. Many magical academies and sanctuaries are built near Aether wellsprings. The most well-known wellsprings in the world are centered around major metropolis, including but not limited to Paris, Shanghai, Mumbai, Buenos Aires, Cairo, Baghdad, and Jakarta.
FAQ: WHAT ARE SOME EXAMPLES OF THE AETHER BEING OUT OF BALANCE?
The eruption of Mount Vesuvius and the Little Ice Age, are two examples of what can happen when the Aether is out of balance. In those cases, we see too much fire, and too much air. Some major earthquakes and floods are results of too much earth and too much water aether.
HUMANS
GIFTED
Humans
Humans
The humans in our world are the same as any in the modern day. Those that are not naturally Gifted and have the spare time and funds can work on their connection to the aether and practice their own brand of magic. The rest of humanity goes on about as it always has.
SPECIES ORIGIN
Human evolution in our world is little different than our own history.
LIFE EXPECTANCY
65-100
SPECIES POWERS
Some humans have the aptitude to be able to tap into the aether, though not naturally like the Gifted. Through hard work and practice and a good deal of study, some are able to find ways to channel the aether through other items and practices.
SPECIES WEAKNESS
Any weakness that can be imagined in our world would make an appearance here.
GENERAL APPEARANCE
Humans are as diverse as any species, in all shapes and sizes and colors and ethnicities.
SPECIES LORE
N/A
Gifted
Gifted
Not all humans are mundane. Those who naturally have the aptitude for magic are called the Gifted. These are humans born with heightened abilities, allowing them to tap into the magic energies of the world. People from certain regions have different strengths based on the elements most present in their surroundings. Where someone spent most of their formative years and learning is what shapes their abilities, more than any other factors. If a witch was born by the sea but spent most of their youth in the mountains, their abilities would likely take on the element of stone and earth instead of water.
SPECIES ORIGIN
No one knows how long humans have been able to tap into the aether. There are various mythologies of course. Each region has their own tale, but as far as anyone knows, it always has been and always will be.
LIFE EXPECTANCY
65-100
SPECIES POWER
Each Gifted person has their own specialty, called an Affinity, based on the natural elements of the earth. Where one grows up is what determines their elemental ability, and the overall strength of their power is determined by a variety of factors. Practice and inheritance are the greatest factors in the power of a person's Gift. Each Gifted person has a singular Affinity, and it is always rooted in an element (see illustration).
SPECIES WEAKNESS
Those with the Gift are no different than normal humans outside of their abilities. Anything that would harm a mundane human would harm someone Gifted.
GENERAL APPEARANCE
The Gifted are no different from other humans in their appearance and diversity therein. They are found in almost every known community in the world.
SPECIES LORE
Some say the Gifted come from a union between Elementals and humans long ago. Others say it is just the natural way of the world, a constant from the start of humanity.
Gifted F A Q
What kind of abilities can one give someone who's gifted?
Just about anything, with the right justification. As long as the gift is based in one of the elements, you should be grand. This chart is a pretty comprehensive guide for options. If you aren’t certain, poke an admin and they’ll help you out!
Are Gifted born with their gifts or is it developed over time?
Gifted are born with the capacity for aethercraft, but their gifts can be improved with study over time. Some Gifted choose not to develop their talents, but there is always a low level presence of it throughout their lives, and they can only be removed of their Gift by making a deal with an Eidolon. Studious practitioners can learn some capabilities outside their Affinity.
If a Gifted human is turned into something else, will they keep their gifts?
No. If a Gifted human is turned, they lose their powers and gain the powers of their new species instead.
VAMPIRES
Vampires
Vampires
SPECIES ORIGIN
Time immemorial. The first written origins of blood-sucking creatures comes from Persia, in 300 BCE, but the species have been around since a witch and ethereal came together to place a curse on a band of marauding humans in revenge for the murder of their family group, back in 1000 BCE.
LIFE EXPECTANCY
Immortal
SPECIES POWERS
Stealth, Speed, Resilience, and Intoxication (an intentionally-applied, light form of hypnosis which can draw others under their thrall unless they are wearing silver). Vampires are far more agile than humans and can tolerate extreme temperatures more easily. They do not need to eat food, drink water, or breathe, and they don't rely upon an active circulatory system to sustain themselves (leading to their colder base temperature, easily impacted by their surroundings). They also cannot be killed by most normal means and will not bleed, except when exposed to particular weaknesses. They are most powerful when feeding sufficiently on blood.
A vampire's bite contains a sort of venom that typically has a pleasant, calming effect meant to make it easier for them to feed.
SPECIES WEAKNESS
Silver, fire, and wooden stakes to the heart. Without the protection of aethercraft (typically in the form of an expensive, personalized item to be worn), they are also too sensitive to sunlight to be exposed to it. Complete immolation, extensive damage by silver, or a wooden stake to the heart can be a vampire's final death. In cases of extreme damage short of that, blood must be consumed to promote healing. Any damage done to a well-fed vampire is quick to heal, and they will only bleed if bitten or scratched by one of their own, a werewolf, or silver. A severely underfed vampire will be generally weakened and can potentially wither to the point of dependence. Some herbs, like vervain and monkshood, are poisonous to a vampire but not deadly.
GENERAL APPEARANCE
Vampires appear to be as normal as a mundane human, with a special allure that might be mistaken as simple charisma or beauty. Some think it is an aura, others a pheromone. Their canine teeth are always sharp, pointier than those of a human, but not so different they can't pass for just a sharper tooth. The can appear as any and all races, genders, sexes, and ages, depending on how old they were when they were turned.
SPECIES LORE
Our vampires are the classic version of vampires who cannot go out in the sun, have aversions to silver and fire, and can be killed by stakes. The religious iconography doesn’t bother them, though; They can walk into churches and hold a cross without issue. Garlic is also not a problem, though they often let people believe it for fun.
Becoming a vampire: You have to be bitten by a vampire and fed some of that vampire’s blood. For the first two decades, a young vamp has a biological bond with their sire that promotes opportunity to learn control of their potentially-overwhelming bloodlust and abilities, but that fades as they get older and their own powers grow.
Some Gifted have figured out how to spell trinkets for vampires, most commonly a ring or a pendant, to allow them to walk in the sun, though their powers are weakened during daylight, and if for any reason they encounter something to strip the piece of its power, any discontent in the aether, the piece will stop working and they will have very limited time if any to find shelter before bursting into flames.
**An important note** for any of our vampires here, these trinkets should be treated as rare and difficult to obtain. The average vampire will not have sunlight repellant, and the Gifted doing the spell must ensure it is for the specific vampire. No pieces can be passed from vampire to vampire, and they must be renewed every decade.
Vampire F A Q
CAN VAMPIRES EAT AND DRINK NORMAL HUMAN FOOD?
The short answer is yes, technically. As they have no need to process food anymore, and their bodies don't function the same way, solid foods will make them ill. Drinks are much easier for their systems to process, though the most effective way for a vampire to get drunk is by drinking the blood of someone drunk. If a vampire really misses the taste of a food they loved while human, the best way to get that flavor is to feed their thrall some of that chocolate and savor the taste that way.
Can vampires safely drink other supernaturals' blood?
Yes, they can safely drink the blood of all other supernatural creatures. Each species' blood is equally satiating/restorative. If anyone has consumed any of the substances poisonous to vampires (vervain, silver, hawthorne, monkshood) the vampires would react as if they too have just eaten that substance.
CAN VAMPIRES REPRODUCE?
Yes, with some limitations. Vampires are made, not born, so a pregnancy will not result in a vampire child. Fertility tends to also be less amongst vampires. In the event of a human x vampire pairing, the child will be human without exception. Werewolf and vampire afflictions are incompatible, making it impossible for a child to be born to a werewolf and vampire couple.
Would a vampire know which creature they are drinking from based on the taste of blood?
If a vampire is rude enough to bite first and ask after what species they’re drinking from, they would only be able to tell if they have had that species before. For instance, a vampire will always know when they’re drinking from a human, but while a werewolf, eidolon, or ethereal will taste different, the vampire cannot intrinsically recognize the taste of a particular species (e.g. Gotta bite a fae friend and recognize that difference is what fae taste like).
ETHEREAL
EIDOLON
SELKIE
WISPS
Ethereals
Ethereals
SPECIES ORIGIN
When a few droplets of aether leaked through a wellspring and merged with the natural world around it, the first Ethereal was born. These dollops of living aether became infused with elements of the environment - earth, air, fire, water - and created the first of their kind. These occurrences were primarily found at the crossing of leylines and Aether wellsprings. As such, different regions call their ethereals by different names. In the west they are commonly known as Fae.
"Ethereal" is also a term used to refer to a wide range of "fae" creatures of folklore, such as selkies, sirens, pixies, fairies, etc. These are considered "subspecies" of ethereal and can be listed as such in character profiles.
LIFE EXPECTANCY
70-immortal
SPECIES POWERS
The Bond Many ethereals will forge a connection, bargain, or contract with a human - this is called The Bond. In an exchange that varies by traditions (i.e. blood oath, wishes, carnal relations), the Bonded will gain the ability to either manipulate the ethereal’s elemental aether, or benefit from the ethereal’s influence to excite or influence that specific passion or desire - love, wrath, art, music, ambition, beauty, inspiration, power, temporary wealth - in exchange for something unique and precious to the human. Sometimes, these are treasured memories, periods of service, prohibitions, or fealty. Breaking the terms of the Bond will often have severe and frighteningly creative consequences for the one who broke it. Though the Unveiled World now requires and often enforces that these bargains are taken willingly and consensually, there are still those who take advantage of the Bond through riddles, misleading language, and the like. Sometimes, Bonds are short-lived and once the human has fulfilled their end of the bargain, they are free. However, it is not unlikely for some to strike a new bargain.
Element Manipulation All ethereals have the innate ability to manipulate aether of their elements without needing conduits or materials. However, the laws of the Aether remain, and large or intense manipulations of it can still cause imbalance and the consequences that follow.
SPECIES WEAKNESS
Anything that dispels or contains aether will affect an ethereal. They cannot manipulate using wood or iron, cannot cast through glass, and are severed from the aether by contact with salt or iron. If the physical form of an ethereal is fatally damaged using one of these materials, the form dies, and the corporeal version of the ethereal is returned to the Aether. From there, their natural form must be reborn at the nearest wellspring and a new glamour must be crafted. This process can take decades, or even centuries.
GENERAL APPEARANCE
Ethereals have developed the ability to hide their true form through Glamour. Unglamoured, the ethereal will take on the form of their element - fire, water, air, earth. Most frequently, these forms may seem humanoid but with slight differences, usually noted around the ears and coloration of the skin. Other forms can have extreme variance in sizes and shapes, with some forms being minuscule and others being bizarre, otherworldly, and even frightening. Glamoured, they take on a singular appearance that seems like normal humans, though many craft their glamour to be unique and oftentimes unnaturally beautiful. They can appear like any race or ethnicity and are found in almost every known community worldwide.
SPECIES LORE
There are countless forms of ethereals, usually infused with some other element - air, fire, water, earth. It is said that the first Gifted came from the union of ethereals and humans, thus beginning the connection between humankind and the aether. However, only the union between ethereals can beget other ethereals. Those born of relations between a Human and an ethereal are either Gifted or Human, though it is to be noted that Gifted can be born between two humans as well.
Ethereal F A Q
Is it possible for an ethereal or eidolon to be permanently killed?
Not technically. Eidolon can be weakened and banished into the Dark, but they will be able to seek out a Wellspring and work on building their strength and returning to the mortal realm again. Ethereals can be killed, but they return to the Aether and will eventually be reincarnated. The most effective way to permanently get rid of an ethereal and eidolon is to wrap them in iron chains, put them in an iron box, and then put that box (inside of another box) at the bottom of the sea.
Eidolon
Eidolon
SPECIES ORIGIN
Once ethereals, the eidolon (sometimes called demons) are the darker cousins of those Fae that inhabit the mortal plane. Those that have misused their Aether-given gifts or willfully broken a Bond are stripped of their True Name and consumed by elemental fire, their tethers to the mortal plane severed. They are cast into the vast nothingness, beyond the bounds of the world as it is known, into the Great Dark. It is there that eidolon reside until they are able to find a wellspring to which they must anchor themselves, and then they can begin the laborious process of creating a new Glamour and interacting with the mortal world again.
LIFE EXPECTANCY
Immortal
SPECIES POWERS
Eidolon are able to exploit the foibles of mortal kind and use their moral weakness to entrap them into making bargains, usually to their victims' eventual downfall. Given the nature of their origin, woe betide anyone who reneges on a Bargain with an eidolon. Once tethered to a Wellspring, they can transport themselves between the mortal and immortal planes at whim. They also have the ability to manipulate time to their own needs, as well as granting wishes. There is usually very little innocent in an offer of assistance from one of the demon race, though.
Deals Eidolon not only enjoy their shady deal making by nature, but they also need it in order to sustain their life beyond the darkness. A deal always involves paying prizes and utilizing magic, its energy provided by the aether. That energy is required for eidolon to strengthen their tether to the human world. Without it, it would at least be much more difficult to not be pulled back into the dark. In these deals, there is always a trade off.
The things eidolon can grant have little limits, but the bigger the desire and wish, the higher the prize. While eidolon possess the necessary magic to make the impossible happen, they can only do so within the confines of a deal. This, too, of course, takes practice. A seasoned, practiced, older eidolon will have more refined skills than a younger and/or less practiced one. Fire magic, misting, and time manipulation are available to them beyond that, the latter being important in order to “coincidentally” show up at the right time and right place to strike a deal.
Fire Manipulation As a result of their transformation, Eidolon can only manipulate the fire element. Whatever their original elemental affiliation was as an ethereal, it was stripped from them and replaced by the ability to work only with fire.
Misting The ability to relocate using misting is a unique skill of the eidolon. Seeming to appear from nothing, it is a technique that drains the user’s aether reserves proportionately to the distance travelled. A few metres to intimidate or show off? No sweat. Crossing a city? That’s going to require some effort, and anything more would need to be thought out carefully. Drawing down too much on their reserves of aether risks weakening an eidolon’s tether to the mortal world.
SPECIES WEAKNESS
They don’t like salt. Some folklore suggests trailing salt across your window sill and doorway will protect you from eidolon, but in truth it just makes them itchy. Iron and Palo Santo will burn their skin though, and if applied in conjunction and with enough concentration it could feasibly destroy a demon’s corporeal form and send them back to the Great Dark (a task made easier when an eidolon has not sufficiently powered their form through deals). The only other way to banish an eidolon is to journey to the Wellspring that are tethered to and speak their True Name. Eidolon are understandably very protective over that information.
GENERAL APPEARANCE
When on the mortal plane, the eidolon can adopt a human appearance or Glamour. These are, to some degree, changeable, but it takes a lot of focus, so most will choose one or two forms that then become easier to shape with practice until they are second nature. An eidolon in its base form appears as a creature woven of shadow and flame, with leathery wings and clawed hands. It's possible but rare for them to show their True Form whilst on the mortal plane.
SPECIES LORE
Eidolon are constantly searching for a permanent way back from the Great Dark, though there are no stories told of any who have managed to redeem themselves and restore themselves to their original, ethereal form. Eidolon can reproduce with humans, with children born Gifted or not, but any union with an ethereal or other eidolon is barren and will not produce offspring.
Eidolon F A Q
Do Eidolon have to eat/sleep/drink?
They do need to consume nutrients to sustain themselves, but they can also gain strength from making deals and consuming fear. They can sleep and eat and drink, primarily for pleasure or out of habit. Think of them sort of as reptiles: They don’t need to eat or drink as frequently as a normal human, but they will need to replenish themselves every so often.
Is it possible for an ethereal or eidolon to be permanently killed?
Not technically. Eidolon can be weakened and banished into the Dark, but they will be able to seek out a Wellspring and work on building their strength and returning to the mortal realm again. Ethereals can be killed, but they return to the Aether and will eventually be reincarnated. The most effective way to permanently get rid of an ethereal and eidolon is to wrap them in iron chains, put them in an iron box, and then put that box (inside of another box) at the bottom of the sea.
What about making a deal with an eidolon? What will happen?
Granting wishes or making a deal with an eidolon will almost always be an unfair exchange for the one making the wish, because both fae and demons would like nothing more than to “win” in the deal. The Aether is all about balance. If the wish is for wealth, beauty, or inspiration, the granter will essentially cast a spell without conduits to accomplish that thing and will mitigate the way that it throws the Aether out of balance. The wording of contracts for deals with eidolon is crucial - eidolon will frequently work with “you said you wanted X but didn’t say it had to be Y” in order to have the upper hand.
Can eidolon lift pieces of their glamour?
Yes. Eidolon can lift certain pieces of their glamour (most frequently their wings, in order to give them a stretch).
Do eidolon have genders?
Yes and no. They can choose the gender expression of their glamour, which appear gender neutral or change over time. Regardless of the appearance of their glamour(s), they might be of any gender.
Is there a set time between an ethereal being cast into the Great Dark and becoming an eidolon?
On the first emergence, it can take anywhere between 250 and 1000 years for a new eidolon to emerge from the Great Dark. After this, it gets quicker each time, but the minimum time they are in the Great Dark after they are cast back is one year.
Selkie
Selkie
SPECIES ORIGIN
As long as creatures have been curious, there have been selkies. There are plenty of myths and rumors about how they came to be, but most agree that the first selkie was born when an ethereal wrapped a seal skin around itself to hide from a human hunting it, taking on the appearance of a harmless seal and being passed by. From there it told its brethren about the trick, and in time there was a pod of mixed ethereals in seal skins, mingling with mundane seals who had grown curious and clever from an aether wellspring beneath the waves. With the success of the trick, the original selkies made a deal with a powerful old aetherbeing, accepting the ability for their offspring to continue being born with the ability to be disguised as seals with one caveat: if anyone were to take their seal skin from them, they would have to obey that person until they could steal their skin back. From here selkies have grown. Originally found in Orkney, the ethereals known as selkies can now exist anywhere a large population of mundane seals exists.
LIFE EXPECTANCY
Immortal
SPECIES POWERS
Selkies have the ability to control fish. A selkie song will bring fish to the area and make them easier to catch, while they can also completely chase them from the area and bring starvation upon a community.
SPECIES WEAKNESS
While it can be a strength, their coat is their greatest weakness. If anything takes their coat, in theft, they have to obey that entity until they can steal their coat back. Many humans have taken advantage of this, and as such selkies have become more and more human as time goes on, due in part to the number of intermarriages with humans. As such, though iron will still bother them, they have a higher tolerance for it than other species. It has also made them far more mortal. While they can live forever, they can also be killed by mundane means.
GENERAL APPEARANCE
Depending on where they are born, their coat will blend in with the seals of the area. As seals, they look like every other mundane seal, perhaps just a bit more quick and clever behind the eyes. When they have shed their coat, they take on the appearance of a human, again blending in with similar appearances of those in the area, an evolutionary trick meant to keep them safe. Typical selkies from the north of Europe tend to have fair skin, dark hair, and dark eyes, though they can have any number of hair colors and eye colors common to humans of the area. They tend to be athletic in build, and for those who take on the appearance of a smaller seal, they will be smaller, whereas those who take on a larger seal build will be taller and larger in human form. Their eyes do not change when they are glamoured and unglamoured–that is the one true way to tell a selkie from a mundane seal.
SPECIES LORE
Selkies are born wrapped in their seal coats, though human in appearance. When their mothers cover them in their coats for the first time, they become a seal pup, able to keep up with the pod as any pup might. If they are born in a human household, the coat might be kept aside until the child is older, and the selkie can be raised as any human child might be. In households where the mother was kidnapped because of her stolen coat, the father is likely to take the child's coat as well and hide it away, though in cases where the marriage is of love the mother might keep it safe with her own and teach her child to swim in time.
Like their seal brethren, Selkies are naturally inquisitive and have been known to be helpful to fishermen and sailors alike. Historically, if whiskey is offered to them in the water, they will help herd fish into nets, and if they come upon someone in trouble at sea, they will help bring them to shore. On the flipside, if a selkie is harmed or stolen away from their pod, they can become vicious, dragging humans down to drown, swamping boats, and driving fish away from an area to prevent a catch.
The most common tale about selkies is that of the stolen coat. If a selkie's coat is stolen from them, they are obliged to go with and obey the person who stole it from them. They can only be free to return to the sea again when they have reclaimed their coat, and many a family has been abandoned by a selkie who was kidnapped and then rediscovered their coat. If anyone other than a selkie puts on their coat, nothing will happen and they will simply appear to be wearing a seal skin. But for a selkie, it becomes them.
Selkie F A Q
- coming soon
Will-o'-wisp
Will-o'-wisp
SPECIES ORIGIN
It is said that the very first will-o’-wisp was created the first time the aurora borealis crossed the sky. As an ethereal witnessed it, they wished with all their heart that they too could shine so brightly, so beautifully, just like the northern lights. Their wish was granted, and from the darkness of the Aether, the will-o’-wisps were born.
LIFE EXPECTANCY
Immortal
SPECIES POWERS
Will-o'-wisps have the ability to manipulate, absorb, and utilize the light (the photons and the electromagnetic radiation that is visible to the human eye) around them, either creating illusions or shaping the light into various shapes and forms.
Will-o’-wisps are born with one of four abilities:
Delumination The ability to absorb existing light and then utilize it by relocating it, either to another object or by making themselves glow. This process is done through line-of-sight and concentrations, the amount depending entirely on the size and complexity of the object being lit up.
Invisibility The ability to render oneself unseen by the naked eye and become invisible in the visible spectrum. Is limited to how much mass in addition to themselves they can affect, as well as being limited on how long they can remain invisible. This requires great concentration and focus.
Light Bending The ability to manipulate light, changing its shapes and color and making it move around at will. They cannot create light where there is none and are limited to manipulating already existing sources. Distance, energy mass, and precision depend entirely on knowledge and skill.
Illusions The ability to manipulate existing light around oneself in a way that distorts things from how they truly appear. This ability is limited to sight only and does not work with any other senses. They are also limited in the amount of people they can influence, as well as the distance and precision of the effect.
SPECIES WEAKNESS
As any other ethereal, Wisps are not fond of iron. Though they have a somewhat higher tolerance towards it, touching it will weaken them. Especially weak in their natural forms, they possess little to no strength and would be easily overpowered by most beings, and if captured, they would have a hard time escaping a sealed container, regardless of material. When in wisp form, they cannot speak and communicate solely based on body language and using their lights to blink, similar to Morse code.
GENERAL APPEARANCE
When in their natural form, Will-o'-wisps resemble balls of light, varying in sizes from that of a firefly to a soccer ball. Though they commonly glow with a white or yellow light, Will-o'-wisps are capable of manipulating light and its colors. In their human form, wisps are usually short of stature and often take on pixie-like features that are usually striking in appearance.
SPECIES LORE
Will-o'-wisps originate from Europe, America, and Asia (notable named examples: Saskatchewan, Canada, Southwestern Missouri, Northeastern Oklahoma, Mekong in Thailand, Upper Peninsula of Michigan and Hessdalen, Norway), though they can currently be found all over the world, usually in bogs, marches, and forests.
There are several depictions of these small, pixie-like creatures, though there are three tales that stands out, often repeating themselves;
⟡ Will-o’-wisps are thought to be spots where an eternal flame burns, claiming to mark the places where faerie gold is buried. They are protected by a glamour that would prevent anyone finding them by pure chance. However, if one finds a fern seed from a mythical flowering fern, the magical properties of that seed will lead the fortunate person to these treasures.
⟡ It is said that the light of a will-o’-wisp is “fairy fire” that mischievously leads lone travelers off the beaten path at night. As the traveler is led through the marsh or forest, the fire is extinguished, leaving them lost.
⟡ Some depictions portray a human-like figure surrounded by dots, presumably representing the glowing lights of the will-o'-the-wisp, dancing or singing in the forest or swamps.
Will-o’-wisps procreate only in their human forms, but the birth of a wisp (possibly resulting from a wisp x wisp or wisp x other ethereal union) happens in their fairy form. Newborn wisps are born as a small ball of light, resembling a firefly, and similar to that of a foal, newborn wisps are ‘ready to go’, not needing to learn how to walk, talk, or fly.
Naturally mischievous and curious, will-o’-wisps love being around people, enjoying the attention and potential adoration. Creative, enjoying music and dance, they’re naturally drawn towards the spotlight and often naturally gifted.
Will-o’-wisp F A Q
- coming soon
WERE-
WOLVES
SHAPE-
SHIFTERS
Werewolves
Werewolves
SPECIES ORIGIN
The first known werewolves were cursed by an ethereal huntress, after a group of Ancient Greek hunters killed her lover, a stag shifter. Over time, this morphed into the legend of Actaeon, and werewolves became a separate entity. Many of the first werewolves were tortured souls, cursed to shift into wolf form during the full moon so they could hunt and kill without the remorse but returning to their human form with a clear memory of what they had done. Though their modern descendants have developed more control and can now shift at will, they must all spend at least one night in wolf form during the full moon or risk Moon Madness.
LIFE EXPECTANCY
500+
SPECIES POWERS
Superhuman strength and speed, the ability to shift between wolf form and human, fast healing.
Wolves can also communicate with each other non-verbally through the “Pack Bond”, a connection formed by an Alpha welcoming a newcomer into the pack and extending that bond to them with will and an offering of flesh to be consumed. This bond must be accepted to join the pack. It allows all members of the pack to communicate non-verbally on hunts, or if they're too lazy to walk downstairs and ask someone else what's for dinner.
There is a limit to how far the pack bond can be used. Once a pack mate is more than ten miles away, they are off the radar so to speak. This bond could still be used by the pack to tell if that packmate is in distress, but no detail beyond that is discernable. Wolves are not able to read each others minds, but they can tell through the bond the general emotions of their packmates. In rare cases, a wolf may choose to block the pack bond, so they can't receive incoming messages or have their emotions detected, but significant distress would be felt no matter what.
To sever a pack bond, whether to join a different group or attempt a hostile takeover, a wolf must defy their current Alpha and reject the connection with them. The Alpha acts as the radar essentially, each wolf getting their pack bond through their connection to the Alpha. Once that Alpha connection is rejected, they are cut off from the remainder of the pack.
SPECIES WEAKNESS
If any silver pierces a werewolf's heart or other vital organs, it will kill them due to the slowed healing of that critical damage. Otherwise exposure to silver will simply slow their healing abilities. Wolfsbane in too high doses can poison them and make them too weak to heal until the poison has passed. They must shift at least once during the full moon or risk Moon Madness, a blurring of lines between wolf and human which can lead to uncontrollable behavior requiring them to be put down by their pack.
GENERAL APPEARANCE
Werewolves are humans bitten by a werewolf in their wolf form, and they retain their human appearance, with only a few subtle changes. Their eyes change when the full moon is close, becoming more wolf-like in shape and color. In their wolf form, they can be as diverse as any wild pack of wolves, but they typically shift into a wolf form comparable to the type that would be found in their region of origin. However, werewolf forms are larger, faster, and stronger than any natural wolf.
SPECIES LORE
Being a werewolf began as a curse, and for many it still is. Especially in the first few years of their transformation, the ability to control the wolfish instincts is weak, and they will often kill first and feel regret later. Incredibly strong in both human and wolf form, it takes a long while for a young werewolf to learn control. They are usually kept close to the pack in the early years, until they have learned control. A wolf without a pack is a risk, as Moon Madness is more likely in werewolves that lack the organization and connection of a pack. In wolf form, they are able to communicate without words, and the pack bond is strong in both forms. Ever since the incident of the Beast of Gévaudan in the mid 1700s, when a rogue wolf with Moon Madness went on a murder spree in the south, the French have even less tolerance of werewolves than most other supernaturals.
Werewolf hierarchy is similar to that of their animal counterpart, with a few magical twists that have evolved over time.
The Alpha is the leader of the pack. They are to be obeyed by everyone in the pack, though there are of course more dominant wolves who could be alphas and occasionally question their leader. For the most part this doesn't lead to too much actual confrontation, but it can boil over and lead to a schism in the pack where some might break away to follow a new alpha, while others remain with the original. If a link between the alpha and a member of the pack is severed by a wolf purposely going against the alpha's orders and intentionally breaking away, that cuts them off from their pack entirely. An alpha's purpose is to keep the pack safe and organized, ensuring everyone is in their place and contributing to the wellbeing of the group. Their first instinct is protection and keeping their pack safe. In both human and wolf forms, they have a special ability to exert influence over their pack (Not as mind control but something a step beyond the usual intimidation and respect).
BETA wolves are second only to the alpha in hierarchy, and though they don't hold the same kind of ability to order the pack around, they are to be respected and obeyed. A beta is chosen by the alpha as someone they trust implicitly to help support and protect the pack. This is typically someone who is strong enough to protect the others but not perceived as a threat to the alpha's authority.
OMEGA wolves are the rarest type, evolved from those humans with extreme empathy. They are able to soothe and calm pack members through the bond. For both pack mates and other werewolves, their presence can manifest this ability, but it is made stronger by physical contact. Omegas are equivalent to a human valium for some pack leaders, and they are often the most cherished and well-loved members of a pack for their ability to foster harmony and peace. They also are able to lend some healing to their pack mates, and wolves with an omega around are far less at risk for Moon Madness in the event that they are unable to shift.
DOMINANT & SUBMISSIVE are the every day pack members, and their rank in the pack tends to correspond with their personalities as humans. Dominant wolves tend to be at the top of the food chain, while submissive wolves tend to be less argumentative or more content to let others ahead of them. Each has their place in the pack based on their skills, and it is the alpha's job to organize them into a functional family and pack. This structure gives order to the group and promotes a peaceful connection with their wolf sides.
Werewolves can form a bond with another wolf–or any other species really–where in they take a MATE. Wolves mate for life, and are monogamous with their mate. A mate bond is a ritual undertaken when the wolf and human in one body find their match or partner in another. This is similar to the idea of a soulmate. To seal the mate bond, the wolf and their partner exchange bites, marking one another as theirs, in either human or wolf form. This act manifests the aether-based magic of a bond between them. This allows for human, shifter, or fae partners or mates to become part of the pack and afforded the same protection as another wolf. In the event of a wolf losing their mate, they go through a heightened grief, and may go mad without an omega and supportive alpha and pack around them. Similar to moon madness, it is possible but challenging to recover with the help of a pack, and eventually the grieving werewolf would be able to take another mate. Wolves are at highest risk of death if they have lost their mate, as they tend to act impulsively and aggressively.
Werewolf F A Q
Can a werewolf recover from Moon Madness?
Yes, if a werewolf is given a potion made by a Gifted witch before the next full moon after the madness set in, they can begin to recover from Moon Madness. It takes a long while and the support of a pack to make a full recovery.
How do werewolves and shapeshifters age?
Like vampires, werewolves don't age physically. They physically stuck at the age they were when they were turned. Shapeshifters age normally up until the age of approximately 25 (physical maturity), at which point they age incredibly slowly and gain about one year of age for every fifty years they are alive.
Are children born to werewolves humans?
Yes! Children born to werewolves are humans (potentially gifted). Note: A werewolf and vampire pairing cannot produce a child.
How pack members feel about children born to a werewolf may vary by pack. In the Montmartre Pack, they're intended to be treated as honorary members because they're born of their own and should be treated like wolves minus the shifting and abilities; essentially, like a wolf pack looks after their pups (but perhaps a bit more gentle. :P ).
Shapeshifters
Shapeshifters
SPECIES ORIGIN
Shapeshifters are inherently magical creatures, formed from the very aether itself.
It is said the first Shapeshifter came into being when the first ethereals took form themselves--only there was nothing left for this drop of living aether to grasp onto and give it solid form, as the other ethereals had claimed the other elements. And so this living aether was, for a time, formless and featureless on the edges of existence and forced to look upon the beauty of the ethereals. It was fading, forgotten, its tenuous grasp on existence almost gone. That is until, fueled by this loneliness and longing to be a part of the world, the formless creature drew upon the faded remnants of its aether and imitated the form of an ethereal; a seamless reflection, except one small mark it had to conceal, a thumbprint of its aether. The existence of the creature was at last acknowledged, welcomed, and thus, the first Shapeshifter came to be. As the eons passed, the ability to imitate and shapeshift into other humans has been long forgotten and hidden--purposefully, as “human” shifters were nearly hunted to extinction. And so their ability and their bond with their animal forms became all the more powerful.
AGE RANGE
500+
SPECIES POWERS
Animal Shapeshifting: Shapeshifters have the ability to completely alter their physiology to transform into a living (non-extinct) animal, as long as it is an animal the Shapeshifter has seen or touched before.
They are able to talk while in their animal forms, unless otherwise affected by magical dampeners or upbringing circ*mstances.
There is one feature that will always stay the same no matter their animal form: the Aethermark, or Anchor. The Aethermark will glow when exposed to strong Aether magic, and reflect/imitate the form of aether magic being cast. The Aethermark can manifest as a birthmark, their eye or hair color, even markings that look like a tattoo have been known to be Aethermarks.
Shifting is a skill that must be honed, and takes practice and concentration to control. It is almost instantaneous, but a second to transform from one form to another; however it is difficult for inexperienced Shifters to keep the form for very long. Once mastered, a Shifter can stay transformed for as long as they want provided they have enough energy and will to do so.
Shifting for the first time feels different to every Shifter. For some it is extremely painful, and others may only feel minor discomfort. The first shift is usually spontaneous, triggered by strong emotions such as intense fear or even joy. After the ability to shift at will is mastered, the Shifting process is painless and feels as natural as walking or talking.
Soulforms:These are the animal forms that Shifters are most comfortable in and will return to most often, usually two or three. They feel the most connected to these in nature and spirit.
Shifters (and other mercurials) can purchase spelled clothing from enchanters. If the clothes have been treated with aether, washed with a potion for example available at most magic shops, then they and everything in any pockets shift with the person. This eventually will wear off and need to be re-upped, usually a year after the first treatment and every year after. The clothes shift with the person as if they are part of that person’s skin, so the tiger or bird or bear aren’t wearing clothes.
Malleable Physiology: This ability allows Shapeshifters to partially transform certain aspects of their appearance, e.g. their fingernails grow to sharpened talons or claws, their teeth extend to fangs, or even as simple as their hair changes color or their eyes turn animalistic.They cannot alter or imitate their facial features to mimic another human or creature that is not an animal.
Heightened Senses: Generally, Shapeshifters hold a naturally enhanced sense of vision, scent and hearing stronger than that of humans. Much like a bloodhound can track down the scent of prey, so too can Shifters identify people by their scents and pheromones. They have sharper vision, can see in the dark, and have more sensitive hearing, and may be naturally stronger, more gracile, stealthy, or swift of foot than humans depending on their soulforms.
SPECIES WEAKNESS
Aethermarks are a known sign of a shapeshifter, and can make them a target for those against preternaturals if it is not concealed. Aethermarks will glow when exposed to strong Aether magic.Unlike Werewolves, Shapeshifters do not have rapid healing; however, due to their distant origins in the Aether itself, they are much more resilient to negative effects of Aether magic and weapons. Like ethereals and eidolon, if a shifter is kept in a collar or manacles of iron, they are unable to shapeshift, but rope and other non-iron bindings do not restrict them.
GENERAL APPEARANCE
Shapeshifters are indistinguishable from other humans, and can be from any country, race, or background, any gender, race, height, size or shape that humans can be. Shifters do tend to look similar in form or size to their Soulforms (or vice versa). In example - a Shifter with a snake soulform may resemble the snake in the way he or she moves, with quick, easy movements. A Shifter in human form with blue eyes may keep the blue eyes in their animal form, or a shifter with blonde hair will turn into all light-furred or “blonde” animals.
SPECIES LORE
In ancient times, Shapeshifters still had the power to imitate and transform into other humans. And such power in the wrong hands had led to chaos and war, driven by a small few Shifters who sought power and control. In turn, Shapeshifters were hunted down until they were near extinction, always identified by their Aethermarks. The few remaining Ancients, as they have come to be called, through some untold binding of the aether, erased the knowledge and power to shapeshift into other humans. The few that managed to survive passed down only the ability to shapeshift into animals, and though no longer hunted to such an extreme, were still often associated with deceit, trickery, and maleficence.
Due to their history of near extinction and having to remain in the shadows, once again relegated to the fringes of existence, Shapeshifters are spread few and far between. Unlike their animal counterparts, they do not tend to congregate in packs or herds, though it is not unheard of, and some Shifters may seek the comfort and community of a pack, like a werewolf.
As a Shapeshifter is limited to the animals they have seen or touched, consider what animals your Shifter would realistically be able to shift into, and how that can inspire where they may come from and what exotic animals you can bring to Paris! Be sure to list their preferred soulforms and the general appearance/location of their aethermark.
Shifter F A Q
Are shapeshifters hereditary or turned like werewolves?
Hereditary! If one or both of your parents was a shifter, you likely will be too. It can also skip generations.
How do werewolves and shapeshifters age?
Like vampires, werewolves don't age physically. They are stuck at the age they were when they were turned. Shapeshifters age normally up until the age of 25, at which point they age incredibly slowly, and gain about one year of age for every fifty years they are alive.
When does a shifter's ability manifest?
It can manifest any time--generally it skews younger if they're aware that they're a shifter (some aren't) but powerful emotional events (positive or negative) usually trigger their first shift. The abilities start to manifest mostly in the children ages, but it could be later in life if they're unaware of their abilities.
How long does it take a shapeshifter to master their abilities?
It's different for every shifter and there's really no set span of time. It depends on how much they work on it and practice. It likely takes a few months of getting used to shifting and working on holding the form for longer periods of time, but it'd stop being painful (for most) after the first few times of shifting. It may take even longer to learn skills such as flying, and swimming/holding your breath for longer periods of time, depending on the different animal forms.
What are some examples of the Aether being out of balance?
The eruption of Mount Vesuvius and the Little Ice Age, are two examples of what can happen when the Aether is out of balance. In those cases, we see too much fire, and too much air. Some major earthquakes and floods are results of too much earth and too much water aether.
What is the magical education system like?
Magical education is generally passed down through families or communities, wealthier families can have tutors come in and teach their children but there aren’t schools or official bodies like that. A gifted human could teach groups of gifted others but those are unofficial at the moment mostly for the expenseHow do magic users fare politically? Are they welcomed in the government? Is there a separate branch of government they might occupy?
The political system is generally against the supernaturals, though there are always exceptions that prove the rule. In our world, Robespierre and Napoleon were some examples of supernaturals in politics and power, so it’s not unheard of but it’s not as common as regular humans. Gifted have a much easier time slipping into politics than other supernaturals.
Who or what are Hunters?
Hunters are people who believe it is their duty/mission/or just simply enjoy hunting down and exterminating supernaturals. These could be anywhere from just vampires and werewolves, to ethereals, eidolon, and even gifted humans. There is no official organisation of Hunters, as they work outside of the law, and they are very secretive about who they are except to other known Hunters. There are some small groups or families of Hunters, and some of these people hold positions in government which tend to look the other way until Hunting activities become too rampant.
Do hunters have specific insulting names for supernaturals?
It depends on the hunters and may even vary by region. Common insulting terms for supernaturals might be "creatures" or "demons" as an all-encompassing dehumanizing term. Vampires might be blood suckers, leeches, ticks. Werewolves might be mutts, mongrels, ass-lickers. One notorious hunter, Arthur Blackwood, calls them all "trophies."
This information can also be found on the individual species pages.
Can vampires eat and drink normal human food?
The short answer is yes, technically. As they have no need to process food any more, solid foods will make them ill. Drinks are much easier for their systems to process though the most effective way for a vampire to get drunk is by drinking the blood of someone drunk. If a vampire really misses the taste of a food they loved while human, like say a good chocolate, the best way to get that flavour is to feed your thrall some of that chocolate and savor the taste that way.
Can vampires safely drink other supernaturals blood?
Yes, they can safely drink the blood of all other supernatural creatures. They do not gain any of the powers of those other creatures. If anyone has consumed any of the substances poisonous to vampires (vervain, silver, hawthorne, monkshood) the vampires would react as if they too have just eaten that substance.
Would a vampire know which creature they are drinking from based on the taste of blood?
If a vampire is rude enough to bite first and ask after what species they’re drinking from, they would only be able to tell if they have had that species before. For instance, a vampire will always know when they’re drinking from a human, but while a werewolf, eidolon, or ethereal will taste different, unless the vampire has had one of that species before they will only know that they aren’t human.
Do Eidolon have to eat/sleep/drink?
They do need to consume nutrients to sustain themselves, but they can also gain strength from making deals and consuming fear. They can sleep and eat and drink, primarily for pleasure and out of habit. Think of them sort of as reptiles, they don’t need to eat or drink as frequently as a normal human, but they will need to sustain themselves every so often.
Is it possible for an ethereal or eidolon to be permanently killed?
Not technically. Eidolon can be weakened and banished into the Dark, but they will be able to seek out a Wellspring and work on building their strength and returning to the mortal realm again. Ethereals can be killed, but they return to the Aether and will eventually be reincarnated. The most effective way to permanently get rid of an ethereal and eidolon, is to wrap them in iron chains, put them in an iron box, and then put that box (inside of another box) at the bottom of the sea.
What kind of abilities can one give someone who's gifted?
The answer is…just about anything with the right justification. As long as the gift is based in one of the elements somehow you’ll be grand. If you aren’t certain, poke one of the admins and they’ll help you out!
Are Gifted born with their gifts or is it developed over time?
Gifted are born this way, but their gifts can be improved with study over time. Some Gifted choose not to develop their talents, but there is always a low level presence of it throughout their lives, and they can only be removed of their Gift by making a deal with an eidolon.
If a Gifted human is turned into something else, will they keep their gifts?
No, if a Gifted human is turned, they lose their powers and gain instead the powers of their new species.
Can a werewolf recover from Moon Madness?
Yes, if a werewolf is given a potion made by a Gifted witch before the next full moon after the madness set in, they can begin to recover from Moon Madness. It takes a long while, and the support of a pack to make a full recovery.
Are shapeshifters hereditary or turned like werewolves?
Hereditary! If one or both of your parents was a shifter, you likely will be too.
How do werewolves and shapeshifters age?
Like vampires, werewolves don't age physically. They are stuck at the age they were when they were turned. Shapeshifters age normally up until the age of 25, at which point they age incredibly slowly, and gain about one year of age for every fifty years they are alive.
Are children born to werewolves humans?
Yes! Children born to werewolves are humans. They might be gifted but they're just as likely to be mundane.
How packmembers feel about werewolf children born may vary by pack. But in the Montmartre Pack, they're honorary members because they're born of their own, and they are treated like wolves minus the shifting and abilities; essentially, like a wolf pack looks after their pups (but perhaps a bit more gentle. :P )
When does a shifter's ability manifest?>
It can manifest any time--generally it skews younger if they're aware that they're a shifter (some aren't) but powerful emotional events (positive or negative) usually trigger their first shift. The abilities start to manifest mostly in the children ages, but it could be later in life if they're unaware of their abilities.
How long does it take a shapeshifter to master their abilities?
It's different for every shifter and there's really no set span of time. It depends on how much they work on it and practice. It likely takes a few months of getting used to shifting and working on holding the form for longer periods of time, but it'd stop being painful (for most) after the first few times of shifting. It may take even longer to learn skills such as flying, and swimming/holding your breath for longer periods of time, depending on the different animal forms.
Canons can be reserved by registering the account with the canon name under your Parent account. From the day the account is created, you have two weeks to submit a finished application on the Discord.
*canon coding by Junitoons with modifications by Cissi and Mo
JUMP TO: Moulin Rouge Staff • St. Severin Security Agency (Hunters)
The Montmartre Pack
OPEN CANON
A Swiss born military man, Étienne has seen a good deal in his long life. After escaping a pack of mercenaries that turned him and used his kind in battle, he came to Paris to find a sense of peace though he still serves in the military as a chef d'escadron today. Now Commandant Aubert has a pack of his own, guiding them with firm but fair leadership with the help of his Second, Giulio, and insisting on a standard of conduct that will represent their kind well in Montmartre's community. His pack love him and take much joy in affectionately driving him a little mad with their antics.
- Recently: Following trouble with rogue werewolves, Étienne has accepted Clara Gardien into the pack and offered his support to her family, to deal with their shared enemies. The two that died by his order were reported to the authorities and have created some tension within his professional life in the resulting investigation. Having reconnected recently with a man (an old flame) from his human past, who is now leaving Paris to return home, he's questioning the balance between himself as an individual and his responsibility as a pack leader.
– Contact Darkling for more info/questions.
OPEN CANON
- Born in Naples in 1644, Giulio escaped his impoverished roots by becoming a soldier in the Spanish Habsburg army.
- He was in his 40s when he was turned, after retiring from the military and living in Paris.
- He was newly changed when Étienne took him under his wing, and has a close relationship with the Alpha. Primarily because he knows better than to push Étienne too far.
PLAYED BY RIEL
- the elder of the du Pont sisters, she was changed at the same time as her younger sister on a vacation in the Swiss Alps, the remainder of their family was murdered during the attacks.
-jealous of her younger sister in their newer lives, because where before she was pait the most attention by suitors, Louise being Omega makes her far more important and higher ranking in the pack than Madeleine could ever hope to be.
PLAYED BY DIS
- Younger sister of Madeleine, she and her sister were turned by the same rogue wolf within minutes of each other during an attack on their family in the Swiss alps.
- Her elder sister got most of the attention during their previous lives, but ever since her change to a wolf with her Omega nature, she is far more revered and adored by her packmates and every other wolf she meets and has become more important than her sister ever will be in this life.
OPEN CANON
- A member of the wolf pack, he is somewhere ranking in the middle of the group.
- English in origin, he came to Paris to court a girl his family wanted him to marry for her money, but he was in love with someone else. He was turned by a rogue wolf while waiting to meet her in the park, and he doesn't know what became of her.
- He is close to Robbie, another wolf of similar rank, though the two of them constantly poke at each other due to the nature of them being a proud Scotsman and Englishman.
PLAYED BY JUNITOONS
One of the youngest of the wolves, though she is no longer the most recently turned with the addition of Gabriel to the pack, Emmeline was turned by a rogue wolf at the age of 17. Robbie found her in the park, and after taking her to the hospital and realizing that she had been bitten, introduced her to the pack and brought her into the fold. She is an artist with dreams of an exhibition of her own.
PLAYED BY CISSI
Robbie's journey as a werewolf has been full of its ups and downs, much like the others. After escaping from a pack of theives and highwaymen in the Caribbean who had initially turned him, the Montmartre Pack welcomed him in and like many others, showed him how civilized and sane being a werewolf can be. He now owns and runs his own print shop, where he can escape the noise of the packhouse and finally have the time and space to read as much as he has always wanted to. Good natured and always ready with a smile or a joke, he enjoys pushing the Alpha's buttons from time to time.
OPEN CANON
- A brand new werewolf that has just joined the pack, he was the victim of a rogue werewolf attack just under a year ago.
- He was recently widowed after the death of his wife and son in childbirth, leading to his reckless behavior which got him turned.
- Gabriel is an artist, still dealing with the change and the implications of having been turned as well as the difficult situation he now finds himself in.
OPEN CANON
- Born in 1669 in Paris, he was changed in his early thirties at the turn of the century.
- The son of actors, he was a writer and a poet, enjoyed in some noble circles prior to his transformation when he faked his own death and fled to the south. He wandered on his own between Paris and Bordeaux until the Moon Madness began to set in, found just in time by Étienne and Giulio and brought into the pack.
Moulin Rouge
OPEN CANON
- The owner and ringleader of the Moulin Rouge, Charles has been around for quite a while as an ethereal, and started the club in order to showcase some of the more spectacular creatures he has found in his many years of existance. Though not a collector of anything in particular, he knows talent when he sees it, and has offered room and board to those who work for him in the Moulin Rouge, be they human, ethereal, or anything else. He treats his people fairly and like family, seeing himself as father figure to all of those beneath him, though at the same time he sells the time of his acts to the highest bidder.
- He holds a grudge against vampires for killing one of his favorite human lovers.
- Can be any species of Ethereal the player would like.
PLAYED BY FROGGO
- Jack of all trades at the Moulin Rouge, he handles all of the protection of the performers and keeps tabs on all of the more wealthy clients to ensure people get to the right place at the right time. His ability to shift into smaller animals allows him to get into tight spaces as well to trouble shoot much of the technical issues in the performance venue.
- In love with Divya, the two of them are attempting to keep their relationship secret so there can be no accusations that she is receiving special treatment.
OPEN CANON
- The star act at the Moulin Rouge, Anastasia is a singer and dancer, and has some sort of magical talent depending on which species the player chooses for her to be. She has long been the favorite and lover of Charles Olier.
- A jealous sort, she has noticed that other performers are starting to rise in the ranks of the Moulin Rouge, and is eager to maintain her role as the star. Called "La Reine" by the posters and patrons, she lives up to her name.
PLAYED BY JUNITOONS
- "L'Opale" is the rising star of the Moulin Rouge, named for the colorful lights she is able to manipulate as she dances. She is an ethereal, her species is up to the player, and has been weaving her spell around the patrons ever since she arrived. There is a rivalry between her and Anastasia as they both seek to be the best known, and highest paid, performer.
- In love with Antoine, they are trying to keep their relationship a secret so as to avoid tainting her attempted rise to the top. She is young for an ethereal, only recent in comparison to so many, and the shapeshifter has caught her heart entirely in spite of the patrons she must entertain as part of her post.
OPEN CANON
- One of the more outstanding human performers, Thomas is Gifted and left his small mining community in Ireland to find some freedom and something more in Paris.
- He has found a home at the Moulin Rouge, creating magical effects for himself and some of the other performers thanks to his affinity to fire. When he performs, he does so under the stage name of "Le Phénix" or The Phoenix.
- He holds some guilt leaving his family behind, but he is determined to make a better life for himself outside of the mines.
OPEN CANON
- Descended from one of the noble families that survived the revolution, all that she has left of the family wealth is her last name.
- She is Gifted with an affinity to air, leading her to achieve some incredible feats in her acrobatic trapeze and silk dancing act which has earned her the name of "La Cygne" or The Swan.
- Her family has disowned her for daring to return to Paris and work, choosing a chance at earning her own money instead of languishing in the crumbling family estate in the east. Her family is in denial of the loss of wealth and status.
"The Saints"
The St. Severin Security Agency operates discreetly within the bustling city, presenting itself as a premier provider of private guards and investigators for the affluent and politically connected. To the public eye, it appears to be a conventional security firm catering to high-profile clientele. However, for those privy to the shadows and mysteries that lurk beyond the ordinary, "The Saints" serve a more clandestine purpose. Behind the polished façade lies a network of skilled hunters, known for their unique talents of handling any supernatural menace, regardless of its nature--as long as the price is right.
DM Mo for more info!
OPEN CANON
- The Mastermind
- Has 3 children, two with Desmond and one with a previous relationship.
- Born in New York as Reina Adler. Raised by a single father, a skilled jeweler, who was often forced to do work for a local gang. Began to partake in criminal business when she took over her father's jewelry business.
- Quickly became a cut-throat business woman, quite literally. Calculating, cunning, and a skilled manipulator and negotiator she soon had criminals and cops alike wrapped around her fingers. She met Desmond St. Severin, a prospective business partner who had come from Paris. They were business partners with lots of *ahem* tension for several years before they married and had children.
- Tensions rose amongst the gangs in New York, with violence aplenty--a lot of it surrounding an influx of supernaturals into the crowded, cramped boroughs. Reina saw a need for hunters, and happily fulfilled such a demand. She founded the St. Severin Security Agency, parading it as private security, but those select few know the truth of their business.
- With word of the World's Faire being hosted in Paris in 1889 and knowing it would be another hotbed for supernaturals, Reina had the St. Severin Security Agency move their operation to Paris in 1885, building their connections throughout Europe along the way--with a few hunters brought with them from America.
OPEN CANON
- The Face
- Has 3 children, two with Reina and her step-child.
- Born in a small village outside of France to tenant farmers, Desmond always dreamed of bigger and better things. Powerhungry with a keen mind for business, he is a man of many masks and as many businesses. He amassed his current fortune as a wheeler-deeler who made himself essential to supplying military contracts and is heavily involved with certain political/government officials.
- Fell madly in love with Reina after becoming business partners with her in New york, and pursued her for years before they married. They're still madly in love.
- Runs The Saints as "The Face" for the sexist people who think women can't run businesses, but Reina is the true mastermind.
- Commonly referred to as "The Saints" because of their many philanthropic donations, but the nickname stuck to their company as well.
OPEN CANON
- Sometimes referred to as "The Bloodhound" because of her Affinity with blood. Just a single drop is enough for her to form a bond, a connection with its corporeal source. The more blood, and the fresher, the stronger the connection.
- Is a tracker/hunter using her blood Affinity to keep tabs on potential bounties, targets, clients--whoever The Saints need her to track.
- Born in Ireland but emigrated to New York with her family and older brother, Declan. Their parents died soon after and they became reliant on Irish gangs to survive.
- She was a serving girl for most of her youth and did odd jobs here and there. Her Affinity manifested when she was quite young, and she eventually branched out to working as a tracker for a gang boss to keep tabs on those that owed him money.
- Declan had already been working for The Saints when he saw a kill contract for Cordelia come through; he was able to convince the St. Severins to recruit her instead. And Cordelia decided it was better to hunt than be hunted.
OPEN CANON
- Silversmith/weaponsmith
- Has been with The Saints the longest
- Born in Ireland, emigrated to America at age 10 with his parents and younger sister, Cordelia. Their parents died soon after and they became reliant on Irish gangs to survive.
- Declan apprenticed with Reina's father in jewelry making, aspiring to be an engineer. Reina recruited him to The Saints for his skill and knowledge with metals, as well as his designs.
- Traveled with the Agency to Paris in 1885.
- He still harbors dreams of his inventions being used for something greater and is saving to attend school.
OPEN CANON
- Specifically despises vampires and almost exclusively claims their contracts. Weapon of choice is a silvered cane sword.
- Born in Whitechapel, the son of a prostitute, grew up in the Workhouse. Recruited into a gang that ran protection rackets. Small, but scrappy and survived by his quick wits and silver tongue. His gang was his "found family" and he was especially close to the leader, who took him under his wing.
- A coven of vampires decided to make Whitechapel their feeding grounds. Sykes' gang fought back to protect their families, but most of them were killed by the coven in a "raid." Sykes was one of the few survivors.
- Was recruited by the Saints shortly after and followed them to Paris when they moved for the Exhibition. He would like to kill the coven that killed his gang--in the meantime he is more than content to satiate his desire for such things by killing what vampires he's paid to.
OPEN CANON
- One of the newer recruits to The Saints
- She is able to channel the aether to project her vision/spirit outside of her own body, briefly, and is used to see through walls and doors (or safes) and to scout locations ahead of time.
- She is a skilled lockpick and safecracker...who also has a bit of a gambling problem.
- She is currently in debt to The Saints and working it off. Her debt to one Christophe Gardien of the Elysium Gambling House was bought out by Desmond as part of a standing deal.