"There shall come a time where mankind’s sins be visited upon him in hellfire and brimstone. For in their hubris and false belief of greatness, they have been blinded to their place in all of Creation. The godless shall cry out. They shall weep and wail but Heaven shall remain silent."
While the many races of humanity coinhabit with relative peace in much of recent history, there remain darker entities that threaten the safety of the population at large. Disorganized enough to not pose a significant threat on the national level, yet dangerous enough that a segment of the daily news is often dedicated to reporting of MD (Mystery Deaths) Events; usually just before the weather report.
As a result, all peacekeeping organisations of major countries have decided to set aside a portion of their resources to contain the threat. With the signing of the 1989 Somnium Accords during a UN meeting, all national police forces of participating countries have established a specialised task force, dubbed Division 13.
Mystery Death Events
Though supernaturals have existed as far back as recorded history, their clashes with the human populace have always been one of scattered acknowledgement when it came to local authorities. Centuries ago, perhaps the general public may have been more aware given the open hostilities between the ancient vampire covens and werewolf clans. Often with the humans caught in the centre, protected only by the Sanguineus Slayers of the Order of St. George.
But after the signing of the ancient Pax Hominum Treaty between the sub-races of mankind, such awareness may have faded into obscurity though this could be a result of the active measures taken by the Order to cover up the supernatural events. This was when the term ‘Mystery Deaths’ became more widely used. Given that hostile altercation between the human races would be tried like any criminal case, ‘Mystery Deaths’ became a term often coined by the public when a violent ‘murder’ goes unsolved.
Only when the Order of St. George finally decided to initiate the Somnium Accords of 1989 with the UN did all major local authorities finally properly categorise ‘Mystery Death’ Events. Nevertheless, the term stayed and has been abbreviated simply to MD Events.
Pax Hominum Treaty
Signed in the late 17th Century, the Pax Hominum Treaties turned mankind from working against each other to working together, ending centuries of bloody conflict. The Pax Hominum Treaties acknowledges that humans, werewolves, vampires, sanguineus and witches are all part of humanity and that there should be no conflict between each of the races for the good of all.
Division 13 “Evellere Contendunt Tenebris”. To eradicate the darkness. Sharing the same motto as the Sanguineus Slayers from the ancient Order of St. George, Division 13 is a specialised police department that all major police forces of all major cities around the world contribute to. Set up after the initiation of the 1989 Somnium Accords, their primary focus is to track, investigate, contain and eradicate all supernatural threats to mankind.
Specialists of Division 13 come from all different races and creeds.
races of man
Humans - Susceptible to all afflictions
Ye ole meatbag with a brain. Somehow able to thrive no matter the adversity, much to the chagrin of mother nature.
Sanguineus - Immune to corruption, vampirism, lycanthropy.
Once called exalted humans, the Sanguineus Slayers are those that have been chosen by the Light to battle evil. It was said that the Sanguineus were born of the first Living Flame, Saint George who was exalted by the Light to battle against a Demon Prince centuries ago. According to legend, after Saint George emerged victorious, the Light allowed him to bestow the powers of the Living Flame upon one other. Though he had 2 brothers, Saint George chose Lady Marion. His cousin, friend and also most loyal follower who had believed and stayed with him all through his journey to victory. She was also his lover.
Together, they had many children and in the joining of two exalted bloodlines, their children and for all posterity to come have been marked by the blood of the Living Flames. They became known as the Sanguineus.
Only one parent needs to be sanguineus for a true sanguineus to be born. However, not all children of sanguineus descent will display racial traits and be regarded as one. This is why of the four subhuman races, sanguineus are the rarest.
For the most part, sanguineus appear completely identical to humans, except for the first three years of their life where they are born with glittering aureate irises. However, they can be trained to call upon their inner blessing. In the presence of hostile entities, the irises glitter gold and they gain twice their strength and become twice as fast. Their skin toughens and they become twice as durable as they would’ve been while they receive a huge boost to pain tolerance. While certainly not unkillable, they have been noted to display self-healing capabilities three times faster than that of humans. The most powerful of Sanguineus are also capable of smiting demons with righteous fire, though such a feat has not been seen in centuries.
Nonetheless, it has been noted that the more a sanguineus channels their latent powers, they begin to display increasing amounts of emotional apathy. Although a gradual process, it does seem to be an irreversible process. Other changes to a sanguineus' physiology are also the appearance of tattoos in white ink that slowly spreads across their skin. Historically, sanguineus are expected to become Slayers. However in recent times, especially with the establishment of Division 13, many Sanguineus have chosen to forego their cultural duties in favour of a more normal life.
Vampires - Immune to lycanthropy.
The vampires are descendants of the first Elder Vampire, Victor, brother of the Living Flame Saint George. He along with his other brother Sebastian were incensed when Saint George chose Lady Marion to bear the gift of the Living Flame. As the years drew on, the jealousy festered as darkness slowly consumed him. He began to coax Sebastian into treachery against their brother, fanning the flames of hatred that had been latent within Sebastian. With the aid of a heinous Black WItch Noctula, the two brothers betrayed Saint George and murdered him, attempting a forbidden ritual to steal his power. However, the ritual did not go as expected causing the two brothers to be cursed.
This set off a bitter war that lasted for centuries between the vampires werewolves and humans with their sanguineus protectors. Known as the War of Eternal Night, it lasted until the Pax Hominum Treaty whereby a new generation of Vampire and Werewolf leaders, together with the Sanguineus finally came to their senses and worked towards a peaceful resolution.
After years of integration with society, today's vampires have been conditioned to the point that they no longer bloodlust. Though their skin and sights are hypersensitive to direct sunlight (clouded sun is not direct), they are otherwise not severely affected by it. Vampirism also no longer passes through bites but can be passed down to their children, even if only one parent is a vampire. Vampirism may skip a generation and still come into effect in later generations.
At all times, vampires are twice as fast as they would be as a normal human. During the night or in very dark places, they can regenerate physical injuries to themselves three times faster than a similar human and their skin also becomes tougher, making them two times more resilient. Though they no longer need to feed on human blood, vampires need a daily supply of meat. Any attempts to be a vegan result in severe health conditions.
Nevertheless, biting a human and feeding on their blood sends the vampire into a blood rage, making them even stronger and capable of seeing badly lit places as bright as evening. Their regenerative abilities are also increased at the point of feeding. Getting into a blood rage also heightens aggressive emotions the longer and more often it is used. Getting out of a blood rage is aided by an iron will, extreme self-control and powerful positive emotions. However, each subsequent blood rage becomes harder and harder to control. Therefore it is an offence punishable by law unless one possesses a license to show that they have undergone training, courses usually only offered to law enforcement personnel.
If the blood rage breaches a limit, the Vampire becomes feral and is no longer considered human.
Werewolves - Immune to Vampirism.
Descendents of the first Silverfang and bearers of the curse of lycanthropy. The first werewolf was Sebastian, elder brother of Saint George. Like his youngest brother, Sebastian was envious of Lady Marion when the Living Flame chose to exalt her over them. But while Victor’s rage festered and consumed him, Sebastian’s simmered below the surface, too egotistical to let pettiness take over. But it lasted until Victor’s insidious words of treachery seeped into his thoughts and bloomed like cancer.
Eventually, the two brothers enlisted the aid of a malicious Black Witch Noctula to perform a forbidden ritual on the Living Saint. Thus after years of preparation, they murdered him in cold blood. However, the ritual did not go as expected causing the two brothers to be cursed.
This set off a bitter war that lasted for centuries between the vampires werewolves and humans with their sanguineus protectors. Known as the War of Eternal Night, it lasted until the Pax Hominum Treaty whereby a new generation of Vampire and Werewolf leaders, together with the Sanguineus finally came to their senses and worked towards a peaceful resolution. Nevertheless, even to this day, there exist certain quarters of society who are prejudiced against werewolves, seeing them as nothing more than beasts.
After years of relatively peaceful integration with society, werewolves have become passively conditioned to be in control of their inner beast. Werewolves are not affected by sunlight and are twice as strong at all times. Lycanthropy no longer passes through bites, but it can pass on to children, even if only one parent is a werewolf. Lycanthropy can skip a generation and manifest later down the line. Werewolves also need daily consumption of meat and cannot be vegans without severely affecting their health.
At night or in very dark places, lycans can transform into a partial werewolf wherein they will be three times as strong and become three times as tough or resilient. They also regenerate twice as fast during the night regardless of transformation. However, their aggressive emotions and behaviour are heightened during werewolf form and only the strong of will can properly control the boiling rage as it takes years of experience and practice; strong powerful positive emotions also help the werewolf maintain focus. Nevertheless, this control is exhaustible and after a certain amount of transformations, it gets increasingly difficult to maintain control. Like Vampires, only licensed and trained practitioners are allowed to transform. Most licensing and training centres are usually offered to law enforcement personnel.
After one too many transformations, past the point of no-return, the werewolf becomes feral and may no longer be considered human.
Witches - Immune to lycanthropy. Immune to vampirism and partial immunity to corruption (White Witch). Very susceptible to corruption (Black Witch).
There is a common misconception that witches are only female. In the setting of Anno Profana, witches can come from any biological gender and does not favour any in particular. Sometimes, they may be referred to by other terms: warlocks and in the case of the White Witches, alchemists.
Witches often congregate in tight-knit Covens of hundreds, usually passing down the mantle of leadership through the generations. Practitioners of magic, their powers often require rituals which include chants of power and inscribing runes. All witches except Mundanes have workable telekinetic abilities, the extent of which is specified. Nonetheless, these powers, though rarely, can grow along with a witch's power.
Mundanes & Half Witches. While a full-fledged witch can be born even if only one parent is a witch, sometimes the child’s witching powers are stunted or nonexistent. Children of witches whose powers manifest but are clearly stunted are called Half Witches. Those whose powers are non-existent or nigh negligible are branded as Mundane.
There are three main types of witches. The Green Witch, White Witch and the Black Witch. Witches appear indistinguishable from ordinary humans except when casting spells, where their eyes will glow with their associated ‘colour’.
GREEN WITCH. Green Witch Covens are ruled by the Andred. Green Witches are capable of inciting the elements of water, fire as well as flora. They also tend to be very good with animals and can communicate with them to a certain extent. A Green Witch can turn a flicker of flame from a lighter into flaming fireballs and crystallize water into icy shards that can pierce or be reshaped. From dormant plant seeds, they can also bloom strong lashing vines almost in an instant.
Green Witches also have access to telekinesis, capable of levitating and carrying or pushing with a force equal to what an average human could do standing still with one hand.
WHITE WITCH. White Witch Covens are ruled by the Arianrhod, or in the case of alchemy centric covens, High Magister. White Witches centre their magic around healing, boons that grant protection, and incantations. Their white magic is capable of banishing ghosts, wraiths and even demons through rituals though it is no easy feat. The more powerful the being, the harder and more effort it requires. They have a small measure of healing magic though as with most white magic, it requires ample energy, focus and preparation; healing cannot be done in the midst of battle.
Some White Witches choose to focus instead on alchemy. The 'art' of manipulating the physical world. Alchemy allows practitioners access to all manner of potions, elixirs and substances that can affect the physical world around them. Vials of instant acid that only activate when a spell is spoken or potions that help see in the dark.
White Witches also have access to telekinesis, capable of levitating and carrying or pushing with a force equal to what an average human could do standing still with one hand.
BLACK WITCH. Black Witch Covens are ruled by the Noctula, who is always female. Black Witches are the only race that can be passed on to another who is not blood kin. This is because Black Witches primarily draw power by contracting with independent dark entities, often not even knowing what said demon or creature it is except for a voice in the head. Killing a Black Witch (intentionally) more often than not binds the dead Black Witch’s contract to the killer. While the dark entity is often deemed as evil, most Black Witches are not inherently evil. They simply accept whatever means necessary to fight the forces of darkness. Most Black Magic spells require a cost of life force, usually in the form of blood payment from the caster.
Black Witches are also capable of divination magic. By convening with the ghosts of the restless, they can learn vital information from the ghost during its life. Nevertheless, this is an incredibly risky ritual that can result in the Black Witch becoming possessed by the spirit; notwithstanding the fact that getting spirits to talk often does not come without a price. Some Black Witches also have the ability to see the ghosts of the restless, though this ability is somewhat sporadic. While the majority of ghosts cannot harm the witch, their very image can be very disturbing or distracting at best.
Powerful Black Witches can shape tendrils of shadow and blood to whip and tear at foes. They are also capable of banishing ghosts and wraiths though the cost of doing so is even higher than that of White Magic. With the proper incantation, spells and ingredients (usually obtaining very personal items of victims), they can also inflict debilitating pain or disorient a victim's senses.
Black Witches have access to telekinetic abilities.
creature archive
At the start of the roleplay, much of the world at large (including Division 13) has not seen anything more than feral vampires, feral werewolves, thralls and the occasional ghoul
Ghouls (Undead)
The reanimated corpse of a human. Ghouls multiply by passing on their corruption through bites. Crimson Eyed demons and greater are also capable of corrupting living humans or corpses through demonic rituals. Sanguineus and White Witches, even when dead, are immune to the Ghoul corruption and will not turn; nonetheless, the corruption may still cause extreme pain and possibly even death. But while known Sanguineus' limits have never been reached, greater demons have been known to turn White Witches. A human who is bitten by a ghoul will eventually 'turn', however, the process takes anywhere between 5 minutes to half a day. Once they are fully turned, the human is considered dead and there is no known way to cure corruption; with the exception of ingesting antidotes crafted by Alchemists at the onset of corruption.
A ghoul is marginally stronger than the human it was when alive, due to the fact that they do not feel pain and will exert themselves even to the point of self-harm. However, It is noted that the corruption renders their muscle fibres incredibly resilient, capable of supporting locomotion even in semi-decaying states but at reduced effectiveness. The average human should be able to outrun or kill a ghoul (given the right tools). However, they are most dangerous in groups. Ghouls have a basic swarm instinct and will tend to congregate with other ghouls, quickly overwhelming any resistance by their sheer numbers.
Slaying Methods:
♅ Decapitation
♅ Severe head trauma
♅ Incineration
♅ Significantly weaker under direct sunlight. They tend to go dormant.
Feral Vampires & Werewolves (Corrupted)
Should a vampire or werewolf ignore the risks and exert themselves, the Curse that runes through their veins utterly consumes their mind and reverts them into their feral form. A vampire's nails and fangs grow sharp as daggers while a werewolf is perpetually shifted. Both are continuously in a state of heightened bloodlust, being unable to control their thirst for flesh and blood. Once a vampire or werewolf has turned feral they are considered as creatures of darkness. The curse of vampirism and lycanthropy within them having reverted back into its original form. Thus they become marked and hunted by the Sanguineus Slayers or Division 13 as if they are not slain early, not only are lives at risk but they could become the dreaded 'Elder'. The only recorded instance of a feral vampire or werewolf reverting into a non-feral state were the 13 individuals (7 Elder Vampires and 6 Elder Werewolves) that initiated the Pax Hominum Treaty.
It is not known how they managed the feat although it was recorded in the years after, that they required constant alchemical elixirs to keep the bloodlust in check. One theory is based on the fact that as vampire and werewolf elders get older, being continuously fed by the blood of their victims causes their long-buried 'human' to resurface, albeit in a crazed corrupted state. Perhaps, if they continued further on this path, the blood of a hundred or even thousands of souls would eventually purify their Curse. While it certainly is probable, this is one experiment where all races do not wish to test for obvious reasons.
Feral vampires and werewolves are also stronger and faster than their more civilized counterparts. The bite of ferals is extremely dangerous as it will pass on a very raw form of the Curse of Vampirism or Lycanthropy. Most die an excruciating death, clawing at their own flesh as it seems like their insides are set ablaze. While the raw form of Lycanthropy is almost certain death, few victims of Vampirism may 'survive', albeit they become thralls. A soulless mindless vampiric beast, even more savage than a feral.
Slaying Methods:
♅ Severe physical trauma
♅ Incineration
♅ Piercing the heart
♅ Significantly weakened under direct sunlight
Vampire Thralls (Corrupted Undead)
Vampire Thralls are the undead 'survivors' of the vampirism curse. While most die and stay dead when infected by the raw form of the Vampirism curse, some humans mutate into a thrall. Elder Vampires are also known to turn bitten victims into thralls at whim. Vampire thralls are vicious and savage. Though they are as strong and quick as feral vampires, they are also blind. They navigate via sound and are driven into a frenzy at the smell of humans. This means they can be somewhat clumsy, as their bloodlust draws them on faster than they can process their environments. Slaying Methods:
♅ Severe physical trauma
♅ Incineration
♅ Piercing the heart
♅ Will burn and disintegrate under direct sunlight
Elder Vampires & Elder Werewolves (Corrupted)
Twisted, vicious and cunning. Elder vampires and werewolves are incredibly dangerous, having lived longer than the usual life expectancy of humans solely by feeding on the blood of others. In some ways, they may be mistaken for having their humanity returned to them as both elder vampires and werewolves can revert back to normal form as well as speak, with the exception of their eyes which gleam a frigid blue (vampire) or silver (werewolf). But do not fall prey to their deceitful tongue for unlike the first elders, these creatures have willingly embraced their sin and are beyond redemption. Unlike vampires, a bite from an elder werewolf is simply lethal and will not turn its victim Slaying Methods:
♅ Severe head trauma
♅ Incineration
♅ Ripping out the heart / direct hit with Gospel
♅ Slightly weaker under direct sunlight
Vile Consort (Corrupted)
The fruit of sin most profane. Progeny of an unholy union between a female witch and an elder vampire. There are unfortunately a few ways Vile Consorts are created. Primarily, they begin with a female black witch being impregnated by an elder vampire; often against the will of the latter. It is to be noted that feral vampires including elders are sterile and are not observed to pursue lustful degeneracies. However, a Black Witch having fallen to evil can perform a forbidden ritual whether on themselves or a Green Witch (White Witches are not susceptible to the ritual) allowing the depraved union to bear fruit. The children of such a union are always female and are extremely dangerous for they inherit the abilities of both their parents. Vile Consorts can appear as beautiful maidens, seducing men and leading them away so they can rip their hearts out and feast; though not before copulating with their victims. This, in turn, may result in a Dhampir being birthed within a couple of months. They have also been known to take female victims. In addition to their already deadly abilities, Vile Consorts can extend long dagger-like fingernails as well as turn into a swarm of flittering bats.
Dhampirs are always male and are very similar to Vile Consorts, except that they are unable to reproduce. It is noted that the Vile Consorts, Dhampirs and the original Black Witch will often congregate in their own coven, as they gather influence and power to further their own twisted agendas. These covens are always matriarchal, with Dhampirs often being used by the Consorts to satisfy their unending lust. Slaying Methods:
♅ Incineration
♅ Ripping out the heart / pierce heart with Gospel-grade arms
♅ Obliteration
♅ It is noted that decapitation is not a guaranteed form of killing
♅ Slaying the Noctula / Umbral Wight
Vile Noctula / Umbral Wight (Corrupted)
As her coven grows, so too does the powers of the original Black Witch, now Vile Noctula. Until such time when she is powerful enough, the witch will evolve into an Umbral Wight. In essence, a much more powerful Vile Consort with flesh armoured by evil magic, making them even harder to kill.
As an Umbral Wight, she is now capable of turning humans into Thralls, and witches - except White Witches - into Vile Consorts and Dhampirs just from a bite. If you are a witch and you are bitten, it is highly recommended you end your own life as quickly as possible, as it is the only way to prevent being turned. Slaying Methods:
♅ Incineration
♅ Ripping out the heart / multiple hits to heart with Gospel-grade arms
♅ Obliteration
♅ It is noted that decapitation is not a guaranteed form of killing
Blood Willow / Wailing Willow (Corrupted Undead)
An abominable terror, created by an Umbral Wight at the height of her power. Blood Willows exist for the very fact that White Witches are only partially immune to corruption. Upon their capture, the Umbral Wight and her coven would set about torturing the White Witch, all the while working their evil blood rituals. It is an arduous and agonizing process, hammering on the white witch's natural defences. The success of the ritual also depends on the power of the White Witch, as if they're broken too early, the ritual will fail.
Though when successful, a horrifying monstrosity is born. Blood Willows resemble a twisted mix of human and tree, are incredibly hard to kill as even Gospel bullets do not penetrate their tough bark-like skin. They can move silently, especially in forested regions, folding themselves into a mass of roots and digging underground then attacking by entangling and ripping their victims apart limb from agonizing limb. Often they may announce their presence with a ghastly wail, one filled with all the anguish and torment they'd endured. A wail so terrible that it could cause you to bleed out of your eyes and ears if you were unprepared. Slaying Methods:
♅ Can be harmed by sanguineus smite
♅ Can be harmed by powerful holy artefacts
♅ Skin can be penetrated by extremely rare alchemical concoctions
♅ If successfully incapacitated, highly recommended to burn it, separate the ashes and cast them into the deepest parts of the ocean
♅ If none of the above is available, run. Your saving grace is to get out of the Blood Willow's territory.
Boo Hag (Apparition)
It is not exactly known how Boo Hags come to be, though speculation is rife about them being the restless ghosts of witches who were killed in a rather brutal or violent manner. Boo Hags haunt specific locations and when their space is intruded upon, will mark a victim to latch upon. They can remain unseen, even to Black Witches, unless a revealing spell is cast which can be performed by any witch. Initial hauntings start with the victim feeling lethargic, especially after resting as the Boo Hags literally suck their breath away. Though gradual, if it continues for a few days in a row, an individual can be literally sucked dry. People have also reported Boo Hags to mimic the voices of others, calling out to disorient and lure people to their lair. Other signs of Boo Hag hauntings include violent hissings, curses and even scratching. Victims of Boo Hag hauntings will grow attached to the location, becoming unwilling to leave the place. They will even become violent should others attempt to forcefully drag them away.
As Boo Hags are apparations, they are intangible. They also possess powerful telekinetic capabilities. Slaying Methods:
♅ Can be exorcised by a white or black witch back to the spiritual realm.
♅ Hauntings can also be cleansed by finding the object that binds the spirit to the physical realm. These can be shallow graves of the unceremoniously buried corpse or cursed bloodstained objects that once belonged to the Boo Hag when living.
♅ Cannot pass over salt or iron linings.
Hellhounds (Demon)
Heralds of the demon realm, Hell Hounds burn with the immortal fires of hell. Vicious and predatory, they are the size of large wolves and their bites can cause excruciating pain beyond the physical damage. Their skin perpetually flakes off, leaving dirt and ash in their wake. Hellhounds hunt in packs, overwhelming victims by attacks from multiple sides and pulling them apart with powerful jaws. Slaying Methods:
♅ Severe physical trauma. Can still be resurrected by demons depending on the damage.
♅ Removing the heart and destroying it ensures that the hound is completely killed.
Obsidian-Eyed Demons (Demon)
On the lowest rung of 'officers' of the legions of Hell are the Obsidian Demons, so named because they require a human host to possess in order to affect the material world; a possession that turns the host's eyes obsidian black. These demons have no other goals, but to sew chaos and wreak havoc in the earthly realm. They have minor psychic powers and are also capable of corrupting corpses into ghouls. They can defy gravity by clinging to walls and are stronger and faster than the host of which they possess, though they are unable to possess white witches or sanguineus. Slaying Methods:
♅ Can be exorcised by powerful black or white witches. Black witch exorcisms cannot destroy the demon, while white witches need to be incredibly powerful to kill them.
♅ Can be smitten by a powerful sanguineus, a process that will obliterate the demon
♅ Harming their bodies only destroys their host, but often the demon will abandon the body to escape.
♅ When a demon abandons its host, there is no guarantee the host is still alive.
Crimson-Eyed Demons (Demon)
Extremely rare and brutal demons, crimson-eyed demons are the lieutenant's of Hell's legions. They command a whole host of demonic forces, from obsidian demons to hell hounds. They have incredible psychic abilities and do not require a host to manifest in earthrealm. Crimson Eyes often have truenames, the knowledge of which can be used against them though one needs to be an incredibly powerful sanguineus to make use of such thing. They are stronger and fasters than even werewolves and vampires. Slaying Methods:
♅ Can be harmed by powerful Holy artefacts or magic, as well as demonic.
♅ Extremely resistant to pain
♅ Cutting out the heart, salting and burning it separately from the body banishes the demon back to the lowest pits of Hell.
Abomination (Demon)
A putrid amalgamation of rotting ghouls piled high and fused together through demonic magic. They are incredibly strong and possess multiple limbs, though they are fairly slow and clumsy. They are also incredibly resilient and decapitation almost does nothing to slow them. Slaying Methods:
♅ Very susceptible to fire, though they will eventually explode upon death. So best to keep your distance.
♅ Obliteration
♅ Significantly weaker under direct sunlight. Goes dormant.
Ghosts (Apparition)
The restless spirits of dead people, usually lost and bound to earth due to a conflux of extreme emotions that led up to their deaths; sadness, betrayal, disbelief, unfinished goals. In essence, ghosts are neither malevolent nor benevolent. Some even never realising that they are truly dead, go about their 'lives' as though they are still living. Nonetheless, ghosts are often bound to a particular place or object that had a strong connection to themselves when living or the place of their death.
Despite them being neither inherently evil nor good, it is always best to stay away from ghosts as their mannerisms extremely unpredictable. A sedate spirit can turn immediately violent due to unknown triggers. Ghosts can choose to reveal themselves or stay hidden though Black Witches have a 'sixth sight' which allows them to be seen; unless the spirit is particularly powerful as in the case of Boo Hags. For the most part, ghosts like all apparitions are intangible though there are some capable of interacting directly with the physical world. Slaying Methods:
♅ Cannot pass over salt or iron linings
♅ Could be exorcised by black or white witches
♅ Resolving the conflict that keeps it anchored to the physical realm
Silhouettes (Apparition)
Nobody really knows where the Silhouettes come from, or if they really are just restless spirits or something more sinister like demons. Silhouettes appear as dark shadowy figures devoid of any features. They tend to manifest in old abandoned places or where much evil abounds. Silhouettes have been observed to attack anything, be it corrupted, demons or human. They can move undetected from shadow to shadow, rising up to strangle or rake their victims with shadowy claws. In addition, their strength and speed match that of their victims. No greater, no lesser. Slaying Methods:
♅ Intangible until the point at which they attack. Can be harmed by silver-based weapons or magic-based fire.
♅ A white or black witch can entrap them indefinitely by blessing or cursing a mirror. Catching their reflection at the point when they attack sucks them into the mirror. After which, the mirror must be quickly painted over or covered to prevent the Silhouette from escaping.
Anathema (Demon)
Said to be the manifestation of human covetousness. Nightmare fuel of urban legends, Anathemas very much resemble ordinary humans, except for the fact that they embody the look of their previous victims minus a face. There have been no recognizable patterns to their appearances though they tend towards abandoned or unoccupied buildings. Though they do not have any facial features, rare accounts of survivors have stated that you will know when it is looking at you as it is the exact moment that you notice it. And it is by looking at it where your seconds become numbered.
Survivor recollections state that the Anathema seemingly appears out of thin air, occupying an empty space with no known way of how it appeared. And among the first feelings felt other than an intense crippling fear, is lethargy and tiredness. They report having trouble keeping their eyes open and every microsecond their eyes blink, the Anathema appears to loom closer; almost as if the being was capable of instantaneous displacement. It also does not seem to move, unless you make an attempt to back away wherein it seems to glide across the ground to close the distance.
They are self-replicating and will instantaneously replicate themselves the moment an additional observer is sensed, though each individual is only capable of seeing one Anathema. The highest record for an Anathema replication at a single event location is sixteen, during which there was only a lone survivor. An Anathema stops stalking only when it has killed its victim or it has been killed itself. Anathema's often wield a single dagger and would use it with deadly efficiency. Once a victim is killed or otherwise incapacitated, it will proceed to carve their faces off before disappearing into thin air. Slaying Methods:
♅ Reports from victims of all races describe the Anathema as being slightly faster and stronger than they were
♅ A companion may physically interact with the Anathema to aid the victim, without replicating the demon, provided they cannot visually observe it or have already killed its copy
♅ Cameras do not counter the observation - teleportation effect of an Anathema, no matter the distance
♅ Though they seem impervious to pain, they can be physically harmed. Albeit, the Anathema will only completely 'die' once their heart has been carved out of their chests.
Kushtaka Demon (Apparition Demon)
Said to be the tortured souls of all murderers who suffocated their victims to death, they resemble humans albeit with twisted limbs and visages far from anything ordinarily mortal. Folks tell cautionary tales of avoiding stepping over puddles on accursed or haunted grounds as the Kushtaka will reach out with supernatural strength and drag you into their watery grave. Slaying Methods:
♅ Can be smited by Sanguineus
♅ Can be harmed by magical fire
♅ If you are dragged into their domain, the only way back out is to get help from someone or something anchored outside. Else you may risk being stuck forever even if you kill the demon.
Wendigo (Corrupted)
The wendigo was first mentioned within the folklore of Algonquin First Nations tribes based in and around the East Coast forests of Canada. The wendigo is often said to be the corrupted twisted remains of Black Witches who were unable to fulfil their binding bargain. Wendigos have elongated limbs and are even capable of crawling on ceilings upside down. Being bitten by a wendigo elicits a strong cannibalistic desire in their victims which can lead to death if not satiated. Nonetheless, this 'wendigo psychosis' can be cured by special elixirs from White Witches. Slaying Methods:
♅ Extremely tough outer leathery skin, impervious even to high-calibre Gospel rounds
♅ Can be harmed by fire
Halghaast (Greater Demon)
A twisted towering behemoth from the deepest pits of Hell though none have ever been seen in recent history. It is said when the Gates of Hell are opened, it is then that the Halghaast will defile the earth. Slaying Methods:
♅ Not known
Glossary
Narcotics
Aether. Currently all the rage among irresponsible members of the public. Said to be synthesized by some underground alchemist cartel. Comes in three different colours, the cheapest of which is Green Aether, followed by Red Aether. Last is Blue Aether, the purest and most expensive of all. Said to give astounding hallucinations of power as if one were a god. Withdrawal symptoms vary from simple hand quivering, chills and blueshot eyes to life-threatening Crown Sickness where blue veins form a crown underneath the skin of the forehead as all the pain receptors on the victim’s body light up and are unable to be shut-off completely even with the help of drug inhibitors. Victims usually die an excruciating death.
Arcologies
Gargantuan megastructures as high as the tallest skyscrapers and wider than multiple city blocks. A technological marvel of the last decade, the first Arcology opened in 2037 and many more have sprung up all over the world. Housing hundreds of thousands of residents and commercial lots, they are the size of small cities can even be self-sustaining. These megastructures are a labyrinthian maze of marble, glass, stone and steel, paving the way for an explosion of population growth due to the burgeoning middle-class.
Siverjackets & Gospels
Silverjackets are specialised mass-produced ammunition that Division 13 uses against creatures of darkness. These bullets are coated with a special silver substance that can cause injuries beyond physical. Gospels are silverjackets that have holy inscriptions carved into them by powerful Slayers. They're used against more dangerous dark entities as producing Gospel munitions are extremely time and resource consuming.
coded by weldherwings. click main title!
“What was that?! I heard something, it’s nothing right?? Please let it be nothing. . .”
~Page 113, Chapter Four, Famous Last Words.
They go bump in the night.
While the many races of humanity coinhabit with relative peace in much of recent history, there remain darker entities that threaten the safety of the population at large. Disorganized enough to not pose a significant threat on the national level, yet dangerous enough that a segment of the daily news is often dedicated to reporting of MD (Mystery Deaths) Events; usually just before the weather report.
As a result, all peacekeeping organisations of major countries have decided to set aside a portion of their resources to contain the threat. With the signing of the 1989 Somnium Accords during a UN meeting, all national police forces of participating countries have established a specialised task force, dubbed Division 13.
Mystery Death Events
Though supernaturals have existed as far back as recorded history, their clashes with the human populace have always been one of scattered acknowledgement when it came to local authorities. Centuries ago, perhaps the general public may have been more aware given the open hostilities between the ancient vampire covens and werewolf clans. Often with the humans caught in the centre, protected only by the Sanguineus Slayers of the Order of St. George.
But after the signing of the ancient Pax Hominum Treaty between the sub-races of mankind, such awareness may have faded into obscurity though this could be a result of the active measures taken by the Order to cover up the supernatural events. This was when the term ‘Mystery Deaths’ became more widely used. Given that hostile altercation between the human races would be tried like any criminal case, ‘Mystery Deaths’ became a term often coined by the public when a violent ‘murder’ goes unsolved.
Only when the Order of St. George finally decided to initiate the Somnium Accords of 1989 with the UN did all major local authorities finally properly categorise ‘Mystery Death’ Events. Nevertheless, the term stayed and has been abbreviated simply to MD Events.
Pax Hominum Treaty
Signed in the late 17th Century, the Pax Hominum Treaties turned mankind from working against each other to working together, ending centuries of bloody conflict. The Pax Hominum Treaties acknowledges that humans, werewolves, vampires, sanguineus and witches are all part of humanity and that there should be no conflict between each of the races for the good of all.
Division 13 “Evellere Contendunt Tenebris”. To eradicate the darkness. Sharing the same motto as the Sanguineus Slayers from the ancient Order of St. George, Division 13 is a specialised police department that all major police forces of all major cities around the world contribute to. Set up after the initiation of the 1989 Somnium Accords, their primary focus is to track, investigate, contain and eradicate all supernatural threats to mankind.
Specialists of Division 13 come from all different races and creeds.
Narcotics Aether. Currently all the rage among irresponsible members of the public. Said to be synthesized by some underground alchemist cartel. Comes in three different colours, the cheapest of which is Green Aether, followed by Red Aether. Last is Blue Aether, the purest and most expensive of all. Said to give astounding hallucinations of power as if one were a god. Withdrawal symptoms vary from simple hand quivering, chills and blueshot eyes to life-threatening Crown Sickness where blue veins form a crown underneath the skin of the forehead as all the pain receptors on the victim’s body light up and are unable to be shut-off completely even with the help of drug inhibitors. Victims usually die an excruciating death.
Arcologies
Gargantuan megastructures as high as the tallest skyscrapers and wider than multiple city blocks. A technological marvel of the last decade, the first Arcology opened in 2037 and many more have sprung up all over the world. Housing hundreds of thousands of residents and commercial lots, they are the size of small cities can even be self-sustaining. These megastructures are a labyrinthian maze of marble, glass, stone and steel, paving the way for an explosion of population growth due to the burgeoning middle-class.
Siverjackets & Gospels
Silverjackets are specialised mass-produced ammunition that Division 13 uses against creatures of darkness. These bullets are coated with a special silver substance that can cause injuries beyond physical. Gospels are silverjackets that have holy inscriptions carved into them by powerful Slayers. They're used against more dangerous dark entities as producing Gospel munitions are extremely time and resource consuming.
Ye ole meatbag with a brain. Somehow able to thrive no matter the adversity, much to the chagrin of mother nature.
Sanguineus - Immune to corruption, vampirism, lycanthropy.
Once called exalted humans, the Sanguineus Slayers are those that have been chosen by the Light to battle evil. It was said that the Sanguineus were born of the first Living Flame, Saint George who was exalted by the Light to battle against a Demon Prince centuries ago. According to legend, after Saint George emerged victorious, the Light allowed him to bestow the powers of the Living Flame upon one other. Though he had 2 brothers, Saint George chose Lady Marion. His cousin, friend and also most loyal follower who had believed and stayed with him all through his journey to victory. She was also his lover.
Together, they had many children and in the joining of two exalted bloodlines, their children and for all posterity to come have been marked by the blood of the Living Flames. They became known as the Sanguineus.
Only one parent needs to be sanguineus for a true sanguineus to be born. However, not all children of sanguineus descent will display racial traits and be regarded as one. This is why of the four subhuman races, sanguineus are the rarest.
For the most part, sanguineus appear completely identical to humans, except for the first three years of their life where they are born with glittering aureate irises. However, they can be trained to call upon their inner blessing. In the presence of hostile entities, the irises glitter gold and they gain twice their strength and become twice as fast. Their skin toughens and they become twice as durable as they would’ve been while they receive a huge boost to pain tolerance. While certainly not unkillable, they have been noted to display self-healing capabilities three times faster than that of humans. The most powerful of Sanguineus are also capable of smiting demons with righteous fire, though such a feat has not been seen in centuries.
Nonetheless, it has been noted that the more a sanguineus channels their latent powers, they begin to display increasing amounts of emotional apathy. Although a gradual process, it does seem to be an irreversible process. Other changes to a sanguineus' physiology are also the appearance of tattoos in white ink that slowly spreads across their skin. Historically, sanguineus are expected to become Slayers. However in recent times, especially with the establishment of Division 13, many Sanguineus have chosen to forego their cultural duties in favour of a more normal life.
Vampires - Immune to lycanthropy.
The vampires are descendants of the first Elder Vampire, Victor, brother of the Living Flame Saint George. He along with his other brother Sebastian were incensed when Saint George chose Lady Marion to bear the gift of the Living Flame. As the years drew on, the jealousy festered as darkness slowly consumed him. He began to coax Sebastian into treachery against their brother, fanning the flames of hatred that had been latent within Sebastian. With the aid of a heinous Black WItch Noctula, the two brothers betrayed Saint George and murdered him, attempting a forbidden ritual to steal his power. However, the ritual did not go as expected causing the two brothers to be cursed.
This set off a bitter war that lasted for centuries between the vampires, werewolves and humans with their sanguineus protectors. Known as the War of Eternal Night, it lasted until the Pax Hominum Treaty whereby a new generation of Vampire and Werewolf leaders, together with the Sanguineus finally came to their senses and worked towards a peaceful resolution.
After years of integration with society, today's vampires have been conditioned to the point that they no longer bloodlust. Though their skin and sights are hypersensitive to direct sunlight (clouded sun is not direct), they are otherwise not severely affected by it. Vampirism also no longer passes through bites but can be passed down to their children, even if only one parent is a vampire. Vampirism may skip a generation and still come into effect in later generations.
At all times, vampires are twice as fast as they would be as a normal human. During the night or in very dark places, they can regenerate physical injuries to themselves three times faster than a similar human and their skin also becomes tougher, making them two times more resilient. Though they no longer need to feed on human blood, vampires need a daily supply of meat. Any attempts to be a vegan result in severe health conditions.
Nevertheless, biting a human and feeding on their blood sends the vampire into a blood rage, making them even stronger and capable of seeing badly lit places as bright as evening. Their regenerative abilities are also increased at the point of feeding. Getting into a blood rage also heightens aggressive emotions the longer and more often it is used. Getting out of a blood rage is aided by an iron will, extreme self-control and powerful positive emotions. However, each subsequent blood rage becomes harder and harder to control. Therefore it is an offence punishable by law unless one possesses a license to show that they have undergone training, courses usually only offered to law enforcement personnel.
If the blood rage breaches a limit, the Vampire becomes feral and is no longer considered human.
Werewolves - Immune to Vampirism.
Descendents of the first Silverfang and bearers of the curse of lycanthropy. The first werewolf was Sebastian, elder brother of Saint George. Like his youngest brother, Sebastian was envious of Lady Marion when the Living Flame chose to exalt her over them. But while Victor’s rage festered and consumed him, Sebastian’s simmered below the surface, too egotistical to let pettiness take over. But it lasted until Victor’s insidious words of treachery seeped into his thoughts and bloomed like cancer.
Eventually, the two brothers enlisted the aid of a malicious Black Witch Noctula to perform a forbidden ritual on the Living Saint. Thus after years of preparation, they murdered him in cold blood. However, the ritual did not go as expected causing the two brothers to be cursed.
This set off a bitter war that lasted for centuries between the vampires werewolves and humans with their sanguineus protectors. Known as the War of Eternal Night, it lasted until the Pax Hominum Treaty whereby a new generation of Vampire and Werewolf leaders, together with the Sanguineus finally came to their senses and worked towards a peaceful resolution. Nevertheless, even to this day, there exist certain quarters of society who are prejudiced against werewolves, seeing them as nothing more than beasts.
After years of relatively peaceful integration with society, werewolves have become passively conditioned to be in control of their inner beast. Werewolves are not affected by sunlight and are twice as strong at all times. Lycanthropy no longer passes through bites, but it can pass on to children, even if only one parent is a werewolf. Lycanthropy can skip a generation and manifest later down the line. Werewolves also need daily consumption of meat and cannot be vegans without severely affecting their health.
At night or in very dark places, lycans can transform into a partial werewolf wherein they will be three times as strong and become three times as tough or resilient. They also regenerate twice as fast during the night regardless of transformation. However, their aggressive emotions and behaviour are heightened during werewolf form and only the strong of will can properly control the boiling rage as it takes years of experience and practice; strong powerful positive emotions also help the werewolf maintain focus. Nevertheless, this control is exhaustible and after a certain amount of transformations, it gets increasingly difficult to maintain control. Like Vampires, only licensed and trained practitioners are allowed to transform. Most licensing and training centres are usually offered to law enforcement personnel.
After one too many transformations, past the point of no-return, the werewolf becomes feral and may no longer be considered human.
Witches - Immune to lycanthropy. Immune to vampirism and partial immunity to corruption (White Witch). Very susceptible to corruption (Black Witch).
There is a common misconception that witches are only female. In the setting of Anno Profana, witches can come from any biological gender and does not favour any in particular. Sometimes, they may be referred to by other terms: warlocks and in the case of the White Witches, alchemists.
Witches often congregate in tight-knit Covens of hundreds, usually passing down the mantle of leadership through the generations. Practitioners of magic, their powers often require rituals which include chants of power and inscribing runes. All witches except Mundanes have workable telekinetic abilities, the extent of which is specified. Nonetheless, these powers, though rarely, can grow along with a witch's power.
Mundanes & Half Witches. While a full-fledged witch can be born even if only one parent is a witch, sometimes the child’s witching powers are stunted or nonexistent. Children of witches whose powers manifest but are clearly stunted are called Half Witches. Those whose powers are non-existent or nigh negligible are branded as Mundane.
There are three main types of witches. The Green Witch, White Witch and the Black Witch. Witches appear indistinguishable from ordinary humans except when casting spells, where their eyes will glow with their associated ‘colour’.
GREEN WITCH. Green Witch Covens are ruled by the Andred. Green Witches are capable of inciting the elements of water, fire as well as flora. They also tend to be very good with animals and can communicate with them to a certain extent. A Green Witch can turn a flicker of flame from a lighter into flaming fireballs and crystallize water into icy shards that can pierce or be reshaped. From dormant plant seeds, they can also bloom strong lashing vines almost in an instant.
Green Witches also have access to telekinesis, capable of levitating and carrying or pushing with a force equal to what an average human could do standing still with one hand.
WHITE WITCH. White Witch Covens are ruled by the Arianrhod, or in the case of alchemy centric covens, High Magister. White Witches centre their magic around healing, boons that grant protection, and incantations. Their white magic is capable of banishing ghosts, wraiths and even demons through rituals though it is no easy feat. The more powerful the being, the harder and more effort it requires. They have a small measure of healing magic though as with most white magic, it requires ample energy, focus and preparation; healing cannot be done in the midst of battle.
Some White Witches choose to focus instead on alchemy. The 'art' of manipulating the physical world. Alchemy allows practitioners access to all manner of potions, elixirs and substances that can affect the physical world around them. Vials of instant acid that only activate when a spell is spoken or potions that help see in the dark.
White Witches also have access to telekinesis, capable of levitating and carrying or pushing with a force equal to what an average human could do standing still with one hand.
BLACK WITCH. Black Witch Covens are ruled by the Noctula, who is always female. Black Witches are the only race that can be passed on to another who is not blood kin. This is because Black Witches primarily draw power by contracting with independent dark entities, often not even knowing what said demon or creature it is except for a voice in the head. Killing a Black Witch (intentionally) more often than not binds the dead Black Witch’s contract to the killer. While the dark entity is often deemed as evil, most Black Witches are not inherently evil. They simply accept whatever means necessary to fight the forces of darkness. Most Black Magic spells require a cost of life force, usually in the form of blood payment from the caster.
Black Witches are also capable of divination magic. By convening with the ghosts of the restless, they can learn vital information from the ghost during its life. Nevertheless, this is an incredibly risky ritual that can result in the Black Witch becoming possessed by the spirit; notwithstanding the fact that getting spirits to talk often does not come without a price. Some Black Witches also have the ability to see the ghosts of the restless, though this ability is somewhat sporadic. While the majority of ghosts cannot harm the witch, their very image can be very disturbing or distracting at best.
Powerful Black Witches can shape tendrils of shadow and blood to whip and tear at foes. They are also capable of banishing ghosts and wraiths though the cost of doing so is even higher than that of White Magic. With the proper incantation, spells and ingredients (usually obtaining very personal items of victims), they can also inflict debilitating pain or disorient a victim's senses.
Black Witches have access to telekinetic abilities.
Creature Compendium
At the start of the roleplay, much of the world at large (including Division 13) has not seen anything more than feral vampires, feral werewolves, thralls and the occasional ghoul
Ghouls (Undead)
The reanimated corpse of a human. Ghouls multiply by passing on their corruption through bites. Crimson Eyed demons and greater are also capable of corrupting living humans or corpses through demonic rituals. Sanguineus and White Witches, even when dead, are immune to the Ghoul corruption and will not turn; nonetheless, the corruption may still cause extreme pain and possibly even death. But while known Sanguineus' limits have never been reached, greater demons have been known to turn White Witches. A human who is bitten by a ghoul will eventually 'turn', however, the process takes anywhere between 5 minutes to half a day. Once they are fully turned, the human is considered dead and there is no known way to cure corruption; with the exception of ingesting antidotes crafted by Alchemists at the onset of corruption.
A ghoul is marginally stronger than the human it was when alive, due to the fact that they do not feel pain and will exert themselves even to the point of self-harm. However, It is noted that the corruption renders their muscle fibres incredibly resilient, capable of supporting locomotion even in semi-decaying states but at reduced effectiveness. The average human should be able to outrun or kill a ghoul (given the right tools). However, they are most dangerous in groups. Ghouls have a basic swarm instinct and will tend to congregate with other ghouls, quickly overwhelming any resistance by their sheer numbers.
Slaying Methods:
♅ Decapitation
♅ Severe head trauma
♅ Incineration
♅ Significantly weaker under direct sunlight. They tend to go dormant.
Feral Vampires & Werewolves (Corrupted)
Should a vampire or werewolf ignore the risks and exert themselves, the Curse that runes through their veins utterly consumes their mind and reverts them into their feral form. A vampire's nails and fangs grow sharp as daggers while a werewolf is perpetually shifted. Both are continuously in a state of heightened bloodlust, being unable to control their thirst for flesh and blood. Once a vampire or werewolf has turned feral they are considered as creatures of darkness. The curse of vampirism and lycanthropy within them having reverted back into its original form. Thus they become marked and hunted by the Sanguineus Slayers or Division 13 as if they are not slain early, not only are lives at risk but they could become the dreaded 'Elder'. The only recorded instance of a feral vampire or werewolf reverting into a non-feral state were the 13 individuals (7 Elder Vampires and 6 Elder Werewolves) that initiated the Pax Hominum Treaty.
It is not known how they managed the feat although it was recorded in the years after, that they required constant alchemical elixirs to keep the bloodlust in check. One theory is based on the fact that as vampire and werewolf elders get older, being continuously fed by the blood of their victims causes their long-buried 'human' to resurface, albeit in a crazed corrupted state. Perhaps, if they continued further on this path, the blood of a hundred or even thousands of souls would eventually purify their Curse. While it certainly is probable, this is one experiment where all races do not wish to test for obvious reasons.
Feral vampires and werewolves are also stronger and faster than their more civilized counterparts. The bite of ferals is extremely dangerous as it will pass on a very raw form of the Curse of Vampirism or Lycanthropy. Most die an excruciating death, clawing at their own flesh as it seems like their insides are set ablaze. While the raw form of Lycanthropy is almost certain death, few victims of Vampirism may 'survive', albeit they become thralls. A soulless mindless vampiric beast, even more savage than a feral.
Slaying Methods:
♅ Severe physical trauma
♅ Incineration
♅ Piercing the heart
♅ Significantly weakened under direct sunlight
Vampire Thralls (Corrupted Undead)
Vampire Thralls are the undead 'survivors' of the vampirism curse. While most die and stay dead when infected by the raw form of the Vampirism curse, some humans mutate into a thrall. Elder Vampires are also known to turn bitten victims into thralls at whim. Vampire thralls are vicious and savage. Though they are as strong and quick as feral vampires, they are also blind. They navigate via sound and are driven into a frenzy at the smell of humans. This means they can be somewhat clumsy, as their bloodlust draws them on faster than they can process their environments. Slaying Methods:
♅ Severe physical trauma
♅ Incineration
♅ Piercing the heart
♅ Will burn and disintegrate under direct sunlight
Elder Vampires & Elder Werewolves (Corrupted)
Twisted, vicious and cunning. Elder vampires and werewolves are incredibly dangerous, having lived longer than the usual life expectancy of humans solely by feeding on the blood of others. In some ways, they may be mistaken for having their humanity returned to them as both elder vampires and werewolves can revert back to normal form as well as speak, with the exception of their eyes which gleam a frigid blue (vampire) or silver (werewolf). But do not fall prey to their deceitful tongue for unlike the first elders, these creatures have willingly embraced their sin and are beyond redemption. Unlike vampires, a bite from an elder werewolf is simply lethal and will not turn its victim Slaying Methods:
♅ Severe head trauma
♅ Incineration
♅ Ripping out the heart / direct hit with Gospel
♅ Slightly weaker under direct sunlight
Vile Consort (Corrupted)
The fruit of sin most profane. Progeny of an unholy union between a female witch and an elder vampire. There are unfortunately a few ways Vile Consorts are created. Primarily, they begin with a female black witch being impregnated by an elder vampire; often against the will of the latter. It is to be noted that feral vampires including elders are sterile and are not observed to pursue lustful degeneracies. However, a Black Witch having fallen to evil can perform a forbidden ritual whether on themselves or a Green Witch (White Witches are not susceptible to the ritual) allowing the depraved union to bear fruit. The children of such a union are always female and are extremely dangerous for they inherit the abilities of both their parents. Vile Consorts can appear as beautiful maidens, seducing men and leading them away so they can rip their hearts out and feast; though not before copulating with their victims. This, in turn, may result in a Dhampir being birthed within a couple of months. They have also been known to take female victims. In addition to their already deadly abilities, Vile Consorts can extend long dagger-like fingernails as well as turn into a swarm of flittering bats.
Dhampirs are always male and are very similar to Vile Consorts, except that they are unable to reproduce. It is noted that the Vile Consorts, Dhampirs and the original Black Witch will often congregate in their own coven, as they gather influence and power to further their own twisted agendas. These covens are always matriarchal, with Dhampirs often being used by the Consorts to satisfy their unending lust. Slaying Methods:
♅ Incineration
♅ Ripping out the heart / pierce heart with Gospel-grade arms
♅ Obliteration
♅ It is noted that decapitation is not a guaranteed form of killing
♅ Slaying the Noctula / Umbral Wight
Vile Noctula / Umbral Wight (Corrupted)
As her coven grows, so too does the powers of the original Black Witch, now Vile Noctula. Until such time when she is powerful enough, the witch will evolve into an Umbral Wight. In essence, a much more powerful Vile Consort with flesh armoured by evil magic, making them even harder to kill.
As an Umbral Wight, she is now capable of turning humans into Thralls, and witches - except White Witches - into Vile Consorts and Dhampirs just from a bite. If you are a witch and you are bitten, it is highly recommended you end your own life as quickly as possible, as it is the only way to prevent being turned. Slaying Methods:
♅ Incineration
♅ Ripping out the heart / multiple hits to heart with Gospel-grade arms
♅ Obliteration
♅ It is noted that decapitation is not a guaranteed form of killing
Blood Willow / Wailing Willow (Corrupted Undead)
An abominable terror, created by an Umbral Wight at the height of her power. Blood Willows exist for the very fact that White Witches are only partially immune to corruption. Upon their capture, the Umbral Wight and her coven would set about torturing the White Witch, all the while working their evil blood rituals. It is an arduous and agonizing process, hammering on the white witch's natural defences. The success of the ritual also depends on the power of the White Witch, as if they're broken too early, the ritual will fail.
Though when successful, a horrifying monstrosity is born. Blood Willows resemble a twisted mix of human and tree, are incredibly hard to kill as even Gospel bullets do not penetrate their tough bark-like skin. They can move silently, especially in forested regions, folding themselves into a mass of roots and digging underground then attacking by entangling and ripping their victims apart limb from agonizing limb. Often they may announce their presence with a ghastly wail, one filled with all the anguish and torment they'd endured. A wail so terrible that it could cause you to bleed out of your eyes and ears if you were unprepared. Slaying Methods:
♅ Can be harmed by sanguineus smite
♅ Can be harmed by powerful holy artefacts
♅ Skin can be penetrated by extremely rare alchemical concoctions
♅ If successfully incapacitated, highly recommended to burn it, separate the ashes and cast them into the deepest parts of the ocean
♅ If none of the above is available, run. Your saving grace is to get out of the Blood Willow's territory.
Boo Hag (Apparition)
It is not exactly known how Boo Hags come to be, though speculation is rife about them being the restless ghosts of witches who were killed in a rather brutal or violent manner. Boo Hags haunt specific locations and when their space is intruded upon, will mark a victim to latch upon. They can remain unseen, even to Black Witches, unless a revealing spell is cast which can be performed by any witch. Initial hauntings start with the victim feeling lethargic, especially after resting as the Boo Hags literally suck their breath away. Though gradual, if it continues for a few days in a row, an individual can be literally sucked dry. People have also reported Boo Hags to mimic the voices of others, calling out to disorient and lure people to their lair. Other signs of Boo Hag hauntings include violent hissings, curses and even scratching. Victims of Boo Hag hauntings will grow attached to the location, becoming unwilling to leave the place. They will even become violent should others attempt to forcefully drag them away.
As Boo Hags are apparations, they are intangible. They also possess powerful telekinetic capabilities. Slaying Methods:
♅ Can be exorcised by a white or black witch back to the spiritual realm.
♅ Hauntings can also be cleansed by finding the object that binds the spirit to the physical realm. These can be shallow graves of the unceremoniously buried corpse or cursed bloodstained objects that once belonged to the Boo Hag when living.
♅ Cannot pass over salt or iron linings.
Hellhounds (Demon)
Heralds of the demon realm, Hell Hounds burn with the immortal fires of hell. Vicious and predatory, they are the size of large wolves and their bites can cause excruciating pain beyond the physical damage. Their skin perpetually flakes off, leaving dirt and ash in their wake. Hellhounds hunt in packs, overwhelming victims by attacks from multiple sides and pulling them apart with powerful jaws. Slaying Methods:
♅ Severe physical trauma. Can still be resurrected by demons depending on the damage.
♅ Removing the heart and destroying it ensures that the hound is completely killed.
Obsidian-Eyed Demons (Demon)
On the lowest rung of 'officers' of the legions of Hell are the Obsidian Demons, so named because they require a human host to possess in order to affect the material world; a possession that turns the host's eyes obsidian black. These demons have no other goals, but to sew chaos and wreak havoc in the earthly realm. They have minor psychic powers and are also capable of corrupting corpses into ghouls. They can defy gravity by clinging to walls and are stronger and faster than the host of which they possess, though they are unable to possess white witches or sanguineus. Slaying Methods:
♅ Can be exorcised by powerful black or white witches. Black witch exorcisms cannot destroy the demon, while white witches need to be incredibly powerful to kill them.
♅ Can be smitten by a powerful sanguineus, a process that will obliterate the demon
♅ Harming their bodies only destroys their host, but often the demon will abandon the body to escape.
♅ When a demon abandons its host, there is no guarantee the host is still alive.
Crimson-Eyed Demons (Demon)
Extremely rare and brutal demons, crimson-eyed demons are the lieutenant's of Hell's legions. They command a whole host of demonic forces, from obsidian demons to hell hounds. They have incredible psychic abilities and do not require a host to manifest in earthrealm. Crimson Eyes often have truenames, the knowledge of which can be used against them though one needs to be an incredibly powerful sanguineus to make use of such thing. They are stronger and fasters than even werewolves and vampires. Slaying Methods:
♅ Can be harmed by powerful Holy artefacts or magic, as well as demonic.
♅ Extremely resistant to pain
♅ Cutting out the heart, salting and burning it separately from the body banishes the demon back to the lowest pits of Hell.
Abomination (Demon)
A putrid amalgamation of rotting ghouls piled high and fused together through demonic magic. They are incredibly strong and possess multiple limbs, though they are fairly slow and clumsy. They are also incredibly resilient and decapitation almost does nothing to slow them. Slaying Methods:
♅ Very susceptible to fire, though they will eventually explode upon death. So best to keep your distance.
♅ Obliteration
♅ Significantly weaker under direct sunlight. Goes dormant.
Ghosts (Apparition)
The restless spirits of dead people, usually lost and bound to earth due to a conflux of extreme emotions that led up to their deaths; sadness, betrayal, disbelief, unfinished goals. In essence, ghosts are neither malevolent nor benevolent. Some even never realising that they are truly dead, go about their 'lives' as though they are still living. Nonetheless, ghosts are often bound to a particular place or object that had a strong connection to themselves when living or the place of their death.
Despite them being neither inherently evil nor good, it is always best to stay away from ghosts as their mannerisms extremely unpredictable. A sedate spirit can turn immediately violent due to unknown triggers. Ghosts can choose to reveal themselves or stay hidden though Black Witches have a 'sixth sight' which allows them to be seen; unless the spirit is particularly powerful as in the case of Boo Hags. For the most part, ghosts like all apparitions are intangible though there are some capable of interacting directly with the physical world. Slaying Methods:
♅ Cannot pass over salt or iron linings
♅ Could be exorcised by black or white witches
♅ Resolving the conflict that keeps it anchored to the physical realm
Silhouettes (Apparition)
Nobody really knows where the Silhouettes come from, or if they really are just restless spirits or something more sinister like demons. Silhouettes appear as dark shadowy figures devoid of any features. They tend to manifest in old abandoned places or where much evil abounds. Silhouettes have been observed to attack anything, be it corrupted, demons or human. They can move undetected from shadow to shadow, rising up to strangle or rake their victims with shadowy claws. In addition, their strength and speed match that of their victims. No greater, no lesser. Slaying Methods:
♅ Intangible until the point at which they attack. Can be harmed by silver-based weapons or magic-based fire.
♅ A white or black witch can entrap them indefinitely by blessing or cursing a mirror. Catching their reflection at the point when they attack sucks them into the mirror. After which, the mirror must be quickly painted over or covered to prevent the Silhouette from escaping.
Anathema (Demon)
Said to be the manifestation of human covetousness. Nightmare fuel of urban legends, Anathemas very much resemble ordinary humans, except for the fact that they embody the look of their previous victims minus a face. There have been no recognizable patterns to their appearances though they tend towards abandoned or unoccupied buildings. Though they do not have any facial features, rare accounts of survivors have stated that you will know when it is looking at you as it is the exact moment that you notice it. And it is by looking at it where your seconds become numbered.
Survivor recollections state that the Anathema seemingly appears out of thin air, occupying an empty space with no known way of how it appeared. And among the first feelings felt other than an intense crippling fear, is lethargy and tiredness. They report having trouble keeping their eyes open and every microsecond their eyes blink, the Anathema appears to loom closer; almost as if the being was capable of instantaneous displacement. It also does not seem to move, unless you make an attempt to back away wherein it seems to glide across the ground to close the distance.
They are self-replicating and will instantaneously replicate themselves the moment an additional observer is sensed, though each individual is only capable of seeing one Anathema. The highest record for an Anathema replication at a single event location is sixteen, during which there was only a lone survivor. An Anathema stops stalking only when it has killed its victim or it has been killed itself. Anathema's often wield a single dagger and would use it with deadly efficiency. Once a victim is killed or otherwise incapacitated, it will proceed to carve their faces off before disappearing into thin air. Slaying Methods:
♅ Reports from victims of all races describe the Anathema as being slightly faster and stronger than they were
♅ A companion may physically interact with the Anathema to aid the victim, without replicating the demon, provided they cannot visually observe it or have already killed its copy
♅ Cameras do not counter the observation - teleportation effect of an Anathema, no matter the distance
♅ Though they seem impervious to pain, they can be physically harmed. Albeit, the Anathema will only completely 'die' once their heart has been carved out of their chests.
Kushtaka Demon (Apparition Demon)
Said to be the tortured souls of all murderers who suffocated their victims to death, they resemble humans albeit with twisted limbs and visages far from anything ordinarily mortal. Folks tell cautionary tales of avoiding stepping over puddles on accursed or haunted grounds as the Kushtaka will reach out with supernatural strength and drag you into their watery grave. Slaying Methods:
♅ Can be smited by Sanguineus
♅ Can be harmed by magical fire
♅ If you are dragged into their domain, the only way back out is to get help from someone or something anchored outside. Else you may risk being stuck forever even if you kill the demon.
Wendigo (Corrupted)
The wendigo was first mentioned within the folklore of Algonquin First Nations tribes based in and around the East Coast forests of Canada. The wendigo is often said to be the corrupted twisted remains of Black Witches who were unable to fulfil their binding bargain. Wendigos have elongated limbs and are even capable of crawling on ceilings upside down. Being bitten by a wendigo elicits a strong cannibalistic desire in their victims which can lead to death if not satiated. Nonetheless, this 'wendigo psychosis' can be cured by special elixirs from White Witches. Slaying Methods:
♅ Extremely tough outer leathery skin, impervious even to high-calibre Gospel rounds
♅ Can be harmed by fire
Halghaast (Greater Demon)
A twisted towering behemoth from the deepest pits of Hell though none have ever been seen in recent history. It is said when the Gates of Hell are opened, it is then that the Halghaast will defile the earth. Slaying Methods:
♅ Not known