Angelborn Lore
Also Read: Help Angelborn Mechanics
A long time ago, the Gods created the ultimate servants for
themselves. They designed them to be beautiful, to have wings and the power
of flight for speedy transportation, and most importantly to be incredibly,
supernaturally empathic. These beings would feel the wants, needs, pains and
dislikes of those around them even more keenly than their own. If you wanted a
message delivered, they wanted to deliver it; if you wanted your feet rubbed
they wanted to rub your feet. They were the perfect servants, however
the secret to creating them was eventually lost, and over time they have all
but died out.
Their descendants however, remain. It’s unclear if they were named Angels
because of their similarity to the biblical beings, or if indeed the
biblical beings were named Angels because of their similarity to them.
Their descendants today are referred to as angelborn, exceedingly few today
still have
wings or any remnants of them, but many have an innate appreciation for
heights and dream of flying.
They are also more attractive than most people and tend to live a little
longer. Most importantly, they still have some degree of the original Angelic
empathy. While not nearly as strong, they still naturally want the same
things as those around them. It works like a sort of unspoken peer
pressure, and draws them naturally to jobs and lifestyles that are more
selfless or service oriented. It’s common to find them working in charities
or as aid workers, or even as masseuses or prostitutes.
The tears of the Angelborn can be used to make a sort of love potion. If
someone swallows a shot glass or so worth of Angelborn tears they will be
infected by a powerful version of angelic empathy, focused on the first
person they become aware of. For the next 5-6 days that person’s wants and
desires will become their wants and desires and they’d do whatever they can
to fulfill them.
Today angelborn genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being active angelborn is astronomically small, but
it is possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, either fraternal or identical, will share the trait
if one has it.
Angelborn much like faeborn and demonborn can be either latent, passive or
active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive.
Passive angelborns are mostly human, but they have the appearance of
angelborn and their supernatural empathy.
Active angelborns are passives until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very rare in people not living near New Haven.
As well as the effects of passive angelborns, actives may also gain other
amazing supernatural powers.
Note: Angelborns are physically entirely human in appearance.
When they were first created angels were given a vulnerability to obsidian
in case their empathy ever failed at keeping them in line. While this has
never truly been needed, the vulnerability is still present to this day.
Angels and their angelborn descendants become weakened whenever struck by
obsidian weapons and cannot break out of obsidian bonds or cages no matter
their preternatural strength.
Anupharis
Anupharis unfolds under a relentless sun, a vast tapestry of ochre and gold
woven from endless dunes and shimmering heat haze. This southern jewel of the
Godrealm is a testament to both divine might and mortal tenacity. Ages ago,
drawn by the earth’s hidden wealth, gods shaped the very sands, raising
cyclopean monuments and cities whose geometries defy mortal understanding. The
grandest, Aethelgard, the City of Brass and Sunstone, stands not upon the
sands but seems to grow from their depths.
The city is constructed around a colossal sundial that serves not only to mark
the passage of time but also as an intricate calendar predicting celestial
events. The High Priests of the Sun Temple control access to the city’s
central oasis, the largest in all Anupharis, using this power to maintain
their authority.
Scattered throughout the dunes are the Life Wells, oases that serve as vital
waypoints for desert caravans. Each is jealously guarded by nomadic clans who
have developed intricate water-sharing rituals and laws older than many
kingdoms. The most sacred of these, the Oasis of First Dawn, is said to have
waters that grant visions of the future.
Beneath the sands slither the Dunebreakers, colossal sand serpents whose
passage creates temporary valleys and whose shed scales are prized for armor
that turns aside both blade and spell. The desert also harbors the dreaded
Grit Storms, localized tempests of sand that can strip flesh from bone in
moments. Some claim these storms are sentient, hunting those who disturb
ancient burial sites.
To the west, the Godspine Mountains rise like the vertebrae of some primordial
titan. Their caves and deep valleys serve as sanctuaries for the undergods,
lesser divinities who find the politics of the greater houses too treacherous.
Deep in the mountains is the Sunken Quarter, a region where ancient cataclysm
caused miles of desert to collapse, revealing a lost city of black glass and
tarnished silver.
In the deep desert, where even the nomads fear to tread, stand the Titan
Bones, massive skeletal remains of beings that predate even the gods. Some
ribs arch hundreds of feet into the air, creating natural shelters where
strange cults perform rituals to entities best left unnamed. The marrow within
these ancient bones is known to be a valuable ingedient for many arcanists.
Arcane Society
While practitioners of magic are a very varied group, when they come
together there are some customs they all tend to follow.
Due to the greater ease of stealing youth while somewhat physically old,
most arcanists tend to appear to be in their forties or fifties.
Arcanist or Practitioner are the most accepted terms for anybody who uses
magic, with Practitioner being preferred in non-supernaturally aware
society.
Those who can use battle magic but not yet throw around pure force are
usually called Mancers, and battle magic of this type is generally referred
to as Mancing.
Those who can throw around pure bolts of fire or lightning or similar forces
are called Sorcerers, and that type of magic sorcery.
Most arcanists first spend time as an apprentice, working for their master
in exchange for tutelage. In some organizations apprentices might be
apprenticed to a group instead of an individual. In formal introductions
it’s customary to give the name of your master, and often even their master
even if the arcanist is no longer an apprentice. Such as: “I am Jane Smith,
student of John Smith, student of John Doe.” , While an apprentice would
introduce themselves as “I am Jane Smith, apprentice of John Smith, student
of John Doe.”
Apprenticeships vary significantly in length, few are shorter than one year
or longer than ten. Abuse of apprentices if a very common practice in many
magical circles, but rarely discussed. It is not uncommon for them to be
taken advantage of sexually by their masters, to be beaten physically for
poor performance, to be sacrificed in rituals if they do not perform, to
have their life force fed upon, or their possessions and finances claimed by
their master.
A rogue is someone who belongs to no arcane group.
A hedge mage/witch is someone who has been self taught and are generally
looked down upon.
A magical duel is a fight in which neither participant may assault the other
except through magical means, and continues until either the participant is
no longer able to stand, or no longer able to keep fighting such as if they
have no sorcery and their minion has been dispelled. Among mancers this
becomes in essence a test of minion against minion, with their mancing being
used to try and effect the outcome, among sorcerers however it usually
becomes much more a battle of energy vs energy. It is almost impossible
under the rules of a standard magical duel for a mancer to defeat a
sorcerer.
Atlantis
At the foundation of New Haven’s layered history rests Atlantis, the first and
greatest of the between cities, partially submerged in black water that defies
analysis. This liquid, neither fully water nor entirely something else,
maintains a constant level throughout the ruins regardless of displacement or
evaporation attempts. Objects submerged in it emerge dry but permanently
altered. Many parts of the city are entirely inaccessible except by going
underwater, and navigating in the depths is notoriously difficult, leading
many divers to be unable to find a way back up once they have gone under.
The architecture of Atlantis bears no resemblance to any known human
civilization, constructed around geometric principles that induce cognitive
dissonance in observers. Corridors twist in directions that conventional
geometry insists are impossible, creating paths that return travelers to their
starting point despite continuous forward movement. Rooms expand and contract
subtly as though breathing, their dimensions shifting by fractions of an inch
in patterns that match no known mathematical sequence. The most intact
structures feature walls of a metal-ceramic composite with properties similar
to both superconductors and biological membranes, suggesting a civilization
that saw no distinction between technology and living tissue.
Throughout Atlantis, doorways present puzzle-like challenges to those seeking
passage. These are not simple mechanical locks but integrated systems that
respond to combinations of light, sound, and electromagnetic stimulation. The
most complex require coordinated actions from multiple individuals positioned
at specific points throughout the ruins, suggesting the Atlanteans valued
collective effort over individual achievement. Several expedition teams have
dedicated years to deciphering these mechanisms, though success often reveals
chambers containing only more elaborate puzzles rather than conventional
treasures.
The black water harbors life forms unlike any in Earth’s evolutionary history.
Translucent creatures resembling geometric constructs, perfect spheres
trailing tendrils in Fibonacci spirals, cubic entities that unfold into two-
dimensional planes when hunting, and colonies of microscopic organisms that
arrange themselves into patterns mimicking written language all move beneath
the
surface with apparent purpose. These beings generally ignore human presence
unless disturbed, at which point they exhibit defensive capabilities ranging
from bioelectric discharges to localized manipulation of gravitational forces.
Throughout the ruins, the black water ripples with movements that originate
from depths no exploration team has successfully reached. Sonar mapping
reveals structures extending miles below the accessible portions of Atlantis,
their scale and complexity increasing with depth. The few probes sent into
these abyssal regions have either ceased functioning or returned with data so
corrupted it suggests fundamental incompatibility between whatever exists
below and the principles upon which our technology is based. .
Babylon
In the claustrophobic depths before one reaches Atlantis lies humanity’s first
great city, Babylon, its massive ziggurats and broad processional ways
preserved in a perpetual state of decay that never quite reaches dissolution.
The air here burns the lungs with sulfurous heat, carrying the scent of
ancient fires and something older – the breath of creation itself, some
delvers claim; preserved from when the world was young and gods walked openly among
their creations.
The ziggurat of Etemenanki dominates the cityscape, its seven tiers
representing the known planets of the ancient world. Though partially
collapsed on its eastern face, the structure remains largely intact, its mud-
brick core having transmuted over millennia into something resembling basalt
but with properties that allow it to repair minor damage over time. The temple
at its summit, once dedicated to Marduk, now houses something else, a presence
better felt than seen, which causes electromagnetic equipment to fail and
organic materials to age rapidly when brought too close.
The walls of Babylon bear the earliest forms of writing, cuneiform texts that
cover nearly every vertical surface in the ruins. These inscriptions defy
conventional understanding, as they appear to rearrange themselves when not
directly observed, forming new sentences and concepts that respond to the
questions in delvers’ minds. Linguists who have studied photographs of the
same wall sections taken minutes apart have identified subtle changes that
cannot be explained by lighting or perspective, confirming this phenomenon is
not mere hallucination.
The hanging gardens remain, though what they now nurture would have horrified
their original creators. Plants that feed on sound grow in dense thickets,
their leaves vibrating to absorb the energy of footsteps or whispered
conversations. Flowers bloom with approximations of human faces, their
expressions changing to mimic those who observe them. Most disturbing are the
arbor-forms, tree-like structures that have grown into humanoid shapes, rooted
in place but capable of limited movement, their branches reaching toward
passersby with apparent purpose.
Throughout the ruins, delvers encounter evidence of advanced knowledge that
should have been beyond ancient Babylonian capability; astronomical
calculations accurate to six decimal places, mathematical proofs that wouldn’t
be rediscovered until the 20th century, and architectural principles that
achieve perfect acoustic properties through seemingly simple design. This
knowledge appears alongside ritualistic instructions for communicating with
entities described as “those who dwell between stars” and warnings about “the
price of wisdom freely given.”
The most dangerous aspect of Babylon is what lurks in its shadows, forms which
move only when not directly observed, composed of darkness deeper than the
absence of light. These entities leave no footprints and register on no
sensors, their existence confirmed only through the consistent testimony of
survivors who describe feeling watched from angles that shouldn’t exist within
three-dimensional space. Expedition members who become separated from their
groups are often found in states of catatonia, their eyes fixed on empty
corners and their mouths forming words in languages they never learned.
Becoming Supernatural
Supernatural development usually begins right as puberty starts to end.
The most typical age for this in males is 18, 16 for females. Development
takes on average three years.
Supernatural development generally begins quite subtly, with mild increases
in health and physical performance, those around the developing supernatural
might notice that they generally seem to have more energy than normal, and
begin to perform better in sports.
The development takes its toll however, only a few months in most would be
supernaturals start to exhibit mental symptoms. Mild to severe psychiatric
disorders, as well as irresponsibility, poor judgment, recklessness are all
common side effects. While mental disease is no more common in adult
supernatural than adult naturals, a full 75% of them will have a past
history of mental disease or crime. Short prison stints or periods in
asylums are relatively common.
About midway through the process actual supernatural abilities and talents
will begin to develop, usually starting off very uncontrollable and of
extremely mild power but slowly increasing in strength. It’s also common at
this time for characters to begin to have dreams related to their ancestry.
As the process comes to a close, the mental effects fade away, the dreams
become much less common and the individual’s abilities both grow stronger
and come more completely under their control. As far as the world is
concerned the individual has successfully managed to ‘turn their life
around.’
There are two ways for supernatural development to be blocked. The first is
insanity, characters who’re highly mentally unstable will be stuck in a stage
where their powers are weak and uncontrollable, they also are often stuck
with the ancestry dreams as well, which can make them useful research
subjects for trying to glean more information about the past of
supernaturals. This also means that despite their likely troubled past,
serious mental disorders of the mundane type are all but unheard of amongst
active supernaturals.
The second is complete closed-mindedness to the possibility of the
supernatural. This has to go far beyond normal scientific skepticism. It
can occur when treatment for their mental illness is particularly severe and
effective, or when someone has been raised into a strong belief that
contradicts the existence of the supernatural. Occasionally people with
particularly distressing powers or who’ve used them in particularly
distressing ways will create a subconscious block themselves preventing
their belief. Societies also occasionally brainwash people into this belief
in order to lock their abilities away.
Mature development also occurs but is much rarer in the world at large.
Only 5% of supernaturals will develop late, but there’s no particular time
when it will occur if they do. It’s much more common than this in New Haven
however because of the proximity to the gate. It also occurs if someone has
a block that occurred before or during supernatural development that then
breaks in later life. Mature development is much faster, usually taking
place over only a few weeks. However it is also more dangerous, if the
individual develops psychological or behavioral problems they’re likely to
be much more severe, causing people to become raging psychotics or malicious
psychopaths for short periods of time before the effects fade.
Many people attempt to become supernatural, fortunately a good portion of
the world’s population has some fragment of a supernatural gene within them,
and thus have a chance of manifesting it if they try. When successful these
attempts produce something very similar to mature development, although the
psychological and behavioral side effects are usually less common, only
affecting about 25% of deliberately manifested people.
Methods:
Alchemy) Experimentation with potions comprised of mixtures of mundane and
supernatural ingredients can be effective at triggering a manifestation.
Although the exact same potion will never work on two different people.
Gene Therapy) Modern science also has a solution, genetic therapies based on
the genes of manifested supernaturals can be effective at triggering
manifestation, although again each treatment is unique to the patient.
Meditation) Some people are able to trigger manifestation after prolonged
periods of mastering monk-like meditation practices.
Ritualism) Experimentations with mystical rituals directed at the target can
be effective at inducing manifestation, although again the exact ritual will
be unique to the individual, it also tends to go through a lot of blood
before the right one is found.
Trauma) Sometimes manifestation is brought on by serious physical or mental
trauma, in some cases this may be used to attempt to induce manifestation.
Sometimes in very primitive ways such as torture, other times in more
clinical ways such as anesthetized electroshock therapy.
Biringan
The most recently fallen of the cities-between presents a unique challenge to
delvers, as much of the physical structure seems to flicker between corporeal
and incorporeal states. Streets that appeared solid moments before may
suddenly become translucent, allowing glimpses of chambers below, while
buildings waver like heat mirages despite the perpetual dampness of the air.
Streets paved with opalescent stone shift and rearrange themselves when
travelers look away, creating a network of roads that defy mapping.
Cartographers
who have attempted to document Biringan have produced wildly different charts,
each valid only for the moment it was created. The central plaza, constructed
around
a crystalline clock tower whose hands move counter-clockwise, serves as the
only reliable landmark. Even then, the tower sometimes appears as a solid
structure of translucent crystal and other times as little more than a
suggestion of architecture, its outline barely distinguishable from the mist
that perpetually shrouds the city.
Sometimes this shifting reality gives opportunities to access locked chambers
full of strange treasures, but just as often it causes the ground to fall away
beneath the feet of an explorer. These phase shifts also cause electronics to
behave strangely.
The deeper chambers of Biringan harbor creatures that adapted to the magical
environment; translucent crabs with crystalline shells that can phase through
solid matter, schools of fish that swim through air as easily as water, and
more troubling entities that some delvers describe as “human silhouettes
filled with starlight.” These beings observe explorers from a distance but
vanish when approached, leaving behind only the faint sound of wind chimes.
Black Sun
Black Sun is the name of a private military organization who works
for an unspecified collection of billionaires, corporations and
countries. They specifically offer services to be a bulwark against
the strange or supernatural that many of these powerful individuals
find unsettling or worrying.
One of their primary functions is to gather intelligence on the supernatural
world and to investigate ways to leverage the supernatural into
marketable technology.
To that end, on a semi-regular basis the Black Sun will occupy New
Haven, black-bagging many characters, especially supernaturals,
and imprisoning them in the Palladium Clinic in order to interrogate
them or experiment on them.
Characters can use clinic tipoff (amount) (character name) to spend
favor in order to increase the chances that the target character
will be among those black-bagged into the clinic.
See Also
Camelot
The legendary seat of Arthur’s court now resides in perpetual twilight, its
once-proud towers and walls reduced to crumbling stone embraced by the earth.
The caverns housing Camelot’s remains are perpetually filled with mist that
swirls and eddies as though stirred by phantom breezes, occasionally forming
shapes that resemble armored knights or ladies in flowing gowns before
dissolving back into formlessness.
The Round Table Chamber remains partially intact, though the famous table
itself has collapsed into the center where the floor gave way centuries ago.
What remains is a circular room with stone seating for fifty knights, each
position marked with a barely-legible Norman French inscription naming its
occupant. The ceiling above has partially fallen in, creating a shaft through
which pale light filters down, illuminating motes of dust that dance like
falling stars. Delvers report that on certain days, particularly those
associated with Arthurian legend, the dust arranges itself into maps
of battles or scenes from the king’s life.
Camelot’s courtyard, once the site of tournaments and celebrations, now hosts
a grove of gnarled oak trees whose bark bears patterns resembling faces in
torment. These trees have somehow adapted to grow without sunlight, their
leaves a pale silver that reflects even the faintest illumination. The roots
of these trees have penetrated deep into the foundations of surrounding
structures, simultaneously supporting and disrupting the ancient stonework.
Botanists examining samples from these trees have discovered cellular
structures unlike any known plant species, suggesting they may not be trees at
all, but rather something merely adopting their form.
Throughout the ruins, the sound of metal striking metal echoes at irregular
intervals, the phantom clash of swords from duels and melees long concluded.
These
sounds intensify near what appears to have been an armory, now collapsed into
a heap of rusted weapons and armor fragments. Occasionally, pieces of this
ancient arsenal levitate briefly before clattering back to the ground, as
though being inspected by invisible hands. The few intact weapons recovered
from this site exhibit metallurgical properties that defy modern analysis,
with compositions that include elements not found on the periodic table.
Beneath the main structure of Camelot lies a network of tunnels that appears
to have been constructed as an escape route but was never completed. These
passages terminate abruptly in smooth stone walls carved with prophecies in a
mixture of Latin, Old English, and symbols that linguists have tentatively
identified as Proto-Celtic. These texts speak of Arthur’s promised return and
contain descriptions of events throughout history with disturbing accuracy,
including some that have not yet occurred.
The wisps that float through Camelot’s mists avoid direct contact with
intruders but seem to observe them with intelligence. These ethereal lights
occasionally form complex patterns that correspond to constellations not
visible from Earth’s surface, suggesting either astronomical knowledge beyond
medieval capability or communication with entities beyond our world. Delvers
who have spent more than three consecutive days in the ruins report dreaming
of these wisps speaking to them in voices they recognize from their waking
lives, though they cannot recall the content of these conversations upon
waking.
Valuable treasures remain scattered throughout Camelot’s ruins: ceremonial
daggers with blades that never dull, chalices whose water never stagnates, and
tapestries whose colors remain vibrant despite centuries of darkness and damp.
However, removing these items often triggers collapse of nearby structures, as
if the ruins themselves resist being plundered.
Celestriana
Celestriana rises from the western reaches of the Other, a jagged monument
to nature’s most sublime and terrible aspects. Towering mountains of obsidian
and quartz catch the light of twin moons, creating a landscape that seems to
shimmer and shift when viewed from different angles.
The terrain is dominated by the Spire Mountains, whose peaks are said to
pierce the very fabric of reality, allowing glimpses into other worlds through
the aurora-like phenomena that dance between them. Within these mountains lie
countless caves and ravines, many leading to vast underground networks that
the few human inhabitants have learned to navigate by necessity rather than
choice.
Most notorious among these cavern systems is the Labyrinth of Echoes, where
sounds repeat and distort until they transform into voices that whisper
secrets or madness, depending on the listener. Fae lords occasionally use this
natural wonder as a venue for their more elaborate games, releasing captives
into the maze and wagering on how long they survive before the darkness claims
them.
The largest human settlement, Solace, exists in a deep valley protected by
natural formations that disrupt the hunting patterns of nocturnal predators.
Built primarily underground with only minimal structures visible on the
surface, the community has survived for seven generations by maintaining
strict protocols: no fires after sunset, no metal objects that might gleam in
moonlight, and no children allowed outside the central chambers until they can
recite the complete Litany of Silence, the formal rules of quiet and not
drawing attention.
By day, Celestriana offers resources worth the considerable risk, rare
crystals with inherent magical properties, herbs that grow nowhere else in the
Other, and the precious, luminous fungi that serve as both food sources and
trading commodities for the human enclaves. Gathering expeditions are
carefully timed and coordinated, with sentries posted to watch for the first
signs of dusk.
Abandoned Fae structures dot the landscape, elegant ruins of impossible
architecture left behind when their creators grew bored or moved on to new
diversions. The wisest travelers use these locations sparingly and never twice
in succession.
Demigod Lore
A demigod refers to anybody with divine ancestry. Demigods usually
inherit some small degree of the perfection of their parents, they tend to
be more attractive, more physically capable, more resistant to disease and
injury, to heal faster and age more slowly. They often also tend to have a
psychological predisposition towards their godly ancestor’s aspects, the
descendant of
a thunder god for instance may enjoy being out in storms.
Demigods also may be favored by their divine ancestor, who might take it upon
themselves to aid in their life or set them to tasks they wish to see
accomplished. Most, however, possess no real supernatural ability beyond
their innate remarkableness.
In ancient times, to be taken as a god’s lover was a great privilege and the
gods bestowed a gift upon those they slept with, imbuing them with health
and longevity. Some degree of this persists in their children. After
having sex with a demigod a person will heal more rapidly for about two
days, as well as not aging or becoming sick in that period. While this can
be a great gift from a demigod lover to their lover or spouse and even has
led to some demigod couples being effectively immortal, rumors persist of
those who pay highly for captured demigods to use them forcibly in order to
stay young forever.
Today demigod genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being an active demigod is astronomically small, but
it is possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, whether fraternal or identical, will share the trait
if one has it.
Demigods much like Faeborn, Angelborn, and Demonborn can be either latent,
passive or active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive. Passives are mostly human but they have
some degree of the resistance to disease and aging and tend to be more
attractive and capable. They also have the effects of prolonging the life
of their sexual partners.
Actives are passives until around the end of puberty, usually seventeen to
nineteen, when they activate. They also sometimes activate later in life,
although this is very rare in people not living near New Haven. As well as
the effects of passive demigods, actives may also gain other amazing
supernatural
powers.
See Also
Demonborn Lore
Also Read: Help Demonborn Mechanics
The demonborn are a disparate group, while some are indeed the descendants
of human and demon couplings, these are very rare. Far more common are humans
who were affected by demonic forces while still in the womb. The result is
basically the same however, a human who is in some small part demon. The
demonborn tend to be physically stronger and hardier than most humans, also
with a much higher tolerance for heat. Many find themselves drawn to and
interested in fire as well. The demonborn are also infected with the innate
demonic sadism. They derive pleasure from the pain, discomfort or
unhappiness of others. While this isn’t enough to make all of them behave like
psychopaths, many do, while others tend to settle into some
lifestyle or profession that allows them to get their fix. They are
commonly found as dominatrixes or in pain-oriented kinky relationships, or
in professions such as the military, law enforcement, violent crime, or combat
sports.
The blood of the demonborn is a potent, mystical chemical accelerant. It
will augment any natural chemical reaction such as those of explosives. A
drop of blood into the gunpowder of a bullet can double its penetrative
power, while a glass of it can make any bomb much more deadly.
Today demonborn genes are erratic like other supernatural genes, usually
activating only once every three of four generations. The chances of any of
your direct family also being active demonborn is astronomically small, but
it is possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, whether fraternal or identical, will share the trait
if one has it.
Demonborn much like faeborn and angelborn can be either latent, passive or
active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive.
Passive demonborn are mostly human, but tend to be a bit stronger and
hardier than most, have more tolerance for hot temperatures as well as
possessing innate demonic sadism and the properties of their blood.
Active demonborn are passives until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very rare in people not living near New Haven.
As well as the effects of passive demonborn, actives may also gain other
supernatural powers.
Note: Demonborns are physically entirely human in appearance.
Demons
Demons are biological weapons, fashioned a long time ago by wizards in an
attempt to win a war in another realm. They now run that world, which is
called Hell. There
are billions of demons in hell and more are regularly being made. Hell is
run by a central administration headed by a group of archdemons, believed to
number twelve. These are
unbelievably powerful sorcerer demons and are responsible for running hell
as well as creating most of the other types of demons.
Several of the upper echelons of demons, including archdemons, can influence
Earth, they have the ability to reach their magic across to affect things.
They use this power to make things worse where they can and often to improve
the life of those who agree to do their bidding on earth.
Demons of varying strengths are known to offer smaller bargains to benefit
people at the price of making them more vulnerable to dark influences, raising
their invitation level.
When they were first created demons were given a vulnerability to quartz in
order to make controlling them easier. While this ultimately failed, they
and their descendants still have this weakness today. Even powerful demons
may be incapacitated by a quartz stake through the chest and demonborn all
become weakened when struck by quartz weapons.
District 82
Far removed from the central bureaucracy of Hell’s administrative core and the
perpetual carnage of the Eternal War Fronts lies District 82, a mostly
forgotten
corner of the infernal realm where neglect has created an unexpected haven for
those who exist on the margins of demonic society. This expansive territory
centers around the vast expanse of the Black Forest, whose twisted trees grow
to impossible heights, their branches intertwining to create a canopy so dense
that in some areas, no light penetrates to the forest floor.
The district’s primary settlement, Refuge, sprawls along the forest’s eastern
edge, a haphazard collection of structures built from scavenged materials,
bone, chitin, and the hardened secretions of various hell-beasts. Originally
established as a temporary camp for deserters from the Third Legion during the
Obsidian Rebellion, the settlement has grown over centuries into a permanent
community with its own peculiar social order. Governance falls to the Council
of Necessity, comprised of representatives from the settlement’s major
factions: deserter demons and a few desperate escapees.
Deep within the Black Forest stands the Grove of Whispers, where trees with
bark like polished onyx grow in perfect circles around pools of luminescent
liquid that neither evaporates nor can be removed from its depression. These
pools serve as neutral ground for clandestine meetings and illicit trades, as
they dampen all magical surveillance and prevent violence within their
immediate vicinity, a property that many believe indicates they predate the
realm corrupting into hell.
The northwestern quadrant of District 82 hosts the Reclamation Fields, where
failed experiments in fleshforming are discarded by the other legions.
This grotesque landscape of partially formed bodies and autonomous limbs is
carefully harvested by the district’s flesh-crafters, who have developed
techniques to stabilize and repurpose these castoffs.
Beneath the surface of District 82 runs an extensive network of tunnels,
originally excavated as emergency evacuation routes during Hell’s early civil
wars but long since abandoned by official forces. These passages, known
collectively as the Undertrade, serve as both transportation system and
marketplace for goods that would be confiscated or destroyed in more regulated
areas of Hell. Access to the Undertrade is jealously guarded by the Tunnel
Wardens, a loose confederation of demons who have evolved to thrive in
perpetual darkness.
The greatest danger facing District 82 comes not from within but from periodic
“cleansing operations” launched by Hell’s central administration, typically
when a new commander rises to power and seeks to demonstrate authority by
enforcing compliance in outlying regions. These campaigns rarely penetrate
deep into the Black Forest, as the trees themselves seem to respond to
intrusion, shifting positions to confuse invaders and occasionally exhibiting
more direct defensive capabilities against larger forces.
For those seeking to escape notice in the infernal realms, District 82 offers
a harsh but viable alternative to the rigid hierarchies and constant warfare
that characterize much of Hell.
Eidolon Lore
Eidolon is the term for a variety of different spiritual entities which draw
their power from belief, sacrifice, and the arcane and work in and through the
world.
Origins:
Eidolons have multiple possible origins, some are created by Fae, Gods or even
powerful magical users to serve them or their interests. Sometimes Eidolons
are created by accident when a large magical working is undertaken. Some are
born from local belief and dreams and some used to be people who have
transformed themselves into an Eidolon, usually as part of a quest to
eventually ascend into godhood or a similar level of power.
Powers:
Eidolons have limited direct power but have significant ability to work
through other agents. They can generally control animals, weather and
machinery but their main strength is working through human agents. Eidolons
have significant powers to influence and manipulate people as well as the
ability to grant them great powers and boons to enhance them. They can also
often possess people, even frequently against their will and this is their
only real way of experiencing the physical world. It is common for Eidolons to
possess people and then encourage or manipulate them into doing exciting or
interesting things for the Eidolon to experience. This often includes
extremely dangerous activities and even often fatal ones so the Eidilon can
enjoy the sensation of death before moving on.
Eidolons can create and/or control more minor spirits and ghosts and often use
them as their agents to spread their goals and progress their interests.
Eidolons do not have their own source of power, they need to draw on
supernatural power from other sources. Sacrifices, either of life or blood
help them gain power, so does power channeled through belief, worship and
other sacrifice but the most reliable source of power is arcane objects. The
valuable resources that supernatural societies hold in their vaults often
serve as some of the best sources of power for Eidolons.
Types:
There are no specific rules on what an Eidolon can be, but there are several
broad types into which they tend to fall.
Fae:
Common origins for Fae Eidolons is that they begin as some sort of spirit of
mischief that achieves a higher level of sentience and power or that they are
created by a true Fae to serve their interests or goals and grow from there.
Divine:
Divine Eidolons are usually created by a God to be some sort of servant or
further their interests. They usually are aspected in a way very similar to
the God that created them, such that Eidolons created by a war god are often
heavily focused on war and warlike activities. Some gods support their
Eidolons ascending and even want them to become a lower ranked god in their
divine court but often the Eidolon resents their divine master and are trying
to ascend behind their back and/or as a way to break away from their court and
control. These can often be particularly complex entities since they both
resent a particular god while still being made in their image.
Demonic:
Demonic Eidolons are almost always created by demons as a way to influence
Earth in a way they generally cannot do while being locked in hell. Its also
common for demonic Eidolons to be humans who have been transformed as part of
some deal or pact, either done to them or something they have sought out
themselves in a quest for power and immortality. Demonic Eidolons almost
always have the same innate desire for suffering as other demons do.
The behaviour of demonic Eidolons is usually typified by the demonic interest
in suffering, they tend to use their followers to try and create and promote
suffering and rarely can help themselves from also forcing suffering upon
their followers. This is often their greatest weakness as they try and walk
the line between maximizing the suffering and not driving people away.
Ghost:
Ghostly Eidolons are ghosts who have been able to obtain enough followers or
power after their death to ascend into something more powerful. They are as
varied as the humans who died to become them but often are fixated on the
circumstances of their death and any injustices they suffered or other grudges
they had while alive.
They often try to use their followers to carry on any missions or grudges they
had in life, wanting them to attack the descendants of their enemies or embody
the lifestyle or culture they used to have.
Cthulian:
Cthulian Eidolons come from the void and almost nothing is known about their
origin. It is suspected that at least some of them used to be human however.
Cthulian Eidolons often ascend into either powerful monstrous forms or
ethereal entities but either way they always seem to disappear from the world
shortly afterwards, presumably returning to the void for unknown reasons.
Cthulian Eidolons goals are quite alien and difficult for people to
understand, they are often unspeakably cruel but do not seem to enjoy it in
the same way as demons and often have their followers do things which make no
sense at all to the members of the cult. Hunger is the only common theme among
Cthulian Eidolons and they often will possess a human while they are feasting
or become fixating on people consuming unusual things such as drinking blood
or engaging in cannibalism.
Primal:
Primal Eidolons are usually formed from the worship of Nature or when a
particularly remarkable and unusual animal dies but some are also human
shamans or nature worshippers who are using it as a way to ascend.
Their interests vary depending on the origin of the spirit, those which are
evolved natural spirits are often deeply focused on preserving and growing the
natural world, fighting against industrialization and civilization. Those who
come from animal origins have goals which are heavily influenced by the type
of animal they are, predators encourage their followers to engage in more
predation and may enjoy possessing people while hunting. Pack animals have
cults which are more communal while other animals might be more contemplative
or playful.
El Dorado
Descending into El Dorado requires moving through tunnels carved with warnings
in colonial Spanish and other, older and forgotten languages. El Dorado’s
famous golden structures, though tarnished by centuries of neglect, still
catch and amplify what little light reaches them, creating pockets of amber
radiance amid the gloom.
The central temple, a stepped pyramid whose dimensions precisely match those
of certain constellations, dominates the cityscape. Its golden surfaces have
developed a strange patina that shifts colors depending on the viewer’s angle
of approach, sometimes appearing greenish-black, other times taking on a deep
crimson hue. The temple’s interior chambers remain largely intact, though the
weight of the earth above has caused several lower levels to collapse into one
another, creating a treacherous labyrinth of broken walls and collapsed
flooring.
Surrounding the temple complex stretches the Garden of Offerings, where
hundreds of stone altars stand in concentric circles. Each altar bears unique
carvings depicting transformation rituals, human figures morphing into
jaguars, eagles, or stranger creatures not found in any zoological text. The
ground between these altars is littered with fragments of ceremonial masks,
their expressions frozen in states of ecstasy or agony. Delvers report that
these mask fragments occasionally assemble themselves into temporary wholes
when no one is directly observing them.
The artificial lakes once used for ceremonial purposes have long since
stagnated, becoming thick with an oily substance that exhibits unusual
properties. Objects submerged in these waters emerge coated in a metallic film
that gradually hardens into something resembling gold. More disturbingly,
living tissue exposed to the liquid experiences accelerated but unpredictable
growth, a discovery made at great cost by early exploration teams.
The streets of the buried city are still somehow stalked by dangerous jungle
predators, and living in pockets throughout the city are twisted beast-men who
dine on human flesh and seem to have lost all language and higher thinking
long ago.
While the ghosts of those who were sacrificed mingle with remnant spirits once
conjured to drive the Spanish from their country.
Fae
You need Occult Knowledge of at least two to know this information.
Similarly to the gods, the lords of the Fae were once humans who became
extremely accomplished in fleshforming. Unlike the gods however, they
had no interest in power, leadership or responsibility. Rather, they were
hedonists who used their power only for their own pleasure, rendering
themselves immortal but not entirely unkillable. They created
their own realm very early on. The Other is a world that is forever caught up
in a never-ending party. Over the centuries however, increasing boredom has
led to
entertainment becoming more and more extreme and the lords of the Fae have
long since lost any sort of human empathy. Entertainments vary from simple
stories and dance to brutal life or death contests and recreational torture.
The Fae sometimes journey into the human world, taking on any form they
choose when they do so, male, female, or animal. Sometimes they do this in
order to capture people to bring back with them to serve in the Fae world
forever. Those chosen in this way may end up simple entertainers, or
fighting for their life against brutal and monstrous creations. Almost no
one ever escapes from the Otherafter they’ve been captured, and those that
do are rarely the same.
Sometimes they journey out in order to play pranks on the humans, as a sort
of vacation. These pranks also are very variable, some are incredibly mild,
and may even end up helping their target, such as arranging things so that a
homeless bum becomes a millionaire overnight. Others can be incredibly
cruel. The Fae are masters of manipulating fate, having given themselves a
natural ability to do so, an elusive magic that can intelligently manipulate
a thousand small variables to bring about a desired result, seemingly simply
as a result of luck.
Every now and then, a Fae will sleep with a human. This is rarely done for
simple pleasure however, and never for anything as trite as love. It is
almost always part of some prank, such as sleeping with a man in the form of
his
wife while she is stuck in traffic and watching the ensuing argument, or
impregnating a young religious girl and wiping from her mind the sexual
encounters so she has no explanation for her pregnancy for her parents. The
chance of impregnation is low, about one tenth the chance of a human
impregnating another but can happen. These offspring are called fae children
and their descendants
are called faeborn.
Fae are unnaturally sensitive to magnetic fields and can even be kept weak
and near incapacitated by those that are powerful enough. Even their
descendants show some signs of this vulnerability, being made slightly dizzy
by strong fields and when struck with ferromagnetic weapons.
See Also
Faeborn Lore
Also Read: Help Faeborn Mechanics
The faeborn are those with Fae in their family line. These fae genes activate
erratically, usually for one child in every three or four generations. The
chances of any of your direct family being active faeborn is astronomically
small, but it is possible for a grandparent or great grandparent to be.
There’s also a decent chance that twins, either fraternal or identical will
share the trait if one has it.
Faeborn tend to be smaller in stature than most humans, and have more
delicate, elfin features. They also tend to have a greater
predisposition towards mischief and often a bit less empathy for others
compared to most people. The faeborn tend to attract extremes in luck,
being far more likely to for instance win the lottery, but also more likely
to be wrongfully imprisoned. The faeborn’s natural uncontrolled influence
on fate can sometimes be harnessed. If a faeborn is captured and held
prisoner by any person in any way, that person will benefit from greatly
improved luck for the duration of the captivity. The faeborn also won’t
attract the same extremes in luck they normally would while held captive.
There are three basic types of faeborn: latent, active and passive.
Latent Faeborn are effectively entirely human, but there is a chance that at
some point in their adult life the latent genes will activate and they will
become either active or passive faeborn.
Passive Faeborn are almost entirely human, but they have the appearance of
faeborn attract the same extremes in luck and have a special type of blood
that’s used in certain rituals.
Active Faeborn are passives usually until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very, very rare in people not living near New
Haven. As well as the effects of passive faeborn, the Actives often manifest
amazing and varied powers, such as gaining supernatural
strength, magical abilities or shape shifting skills.
Note: Faeborn are physically entirely human in appearance.
See Also
Faecloth
Syntax: Favor buy faecloth
This command allows you to use favor to buy a bolt of faecloth which can
be customized into other clothing items. In lore, faecloth can have any
type of magical effect, it could have animated patterns, be made from
mist or be animated etc.
Faecloth doesn’t cost a dye to color but does cost a little favor every
time it is edited.
In addition, the person who purchased the faecloth item can use the
commands ‘clothemote’ or ‘clothprivate’ to control their faecloth item and
have it do things, or ‘clothrecall’ to bring an item they purchased back
to themselves.
See Also
Fate Crafting
Syntax: Brainwash fatecraft (target) (new fate)
Will appear to the target as “Your past has been altered: (new fate)”.
Brainwash fatecraft takes 100 favor and requires either invite level 6 or
the victim to allow it.
Fatecrafting is a type of magic which allows the altering of the past, but
only for a specific individual. It could be used to change someone’s past so
they were an orphan, or were born in a different country, or never got married
etc. After this that person exists as if they were snatched from an alternate
reality where that was true. They may have memories and the like that never
occurred for anyone else.
Fae, Gods and other similar powers can Fatecraft someone’s whole body.
They could cause someone to be born as a different archetype or have been
assaulted and left with a scar in their past and the person will now be
that archetype or have that scar.
Others can only do psychological fatecrafting, changing someone’s mind and
memories but not their body. It can also be removed with brainwash reversal.
See Also
Gharrek
Gharrek stretches beneath an endless sky, a continent of extremes where howling tundra winds give way to scorching scrubland heat, and where the clash between ancient ways and imperial ambition plays out across vast, unforgiving distances. Here, the horizon seems infinite, broken only by weathered stone formations that rise like ancient sentinels from seas of waving grass.
The southern reaches, where the Kingdom of Nar maintains its tenuous hold, center around the fortress-city of Last Stand. Built atop a massive granite mesa, the city earned its name during the War of Three Winters when Nar forces held against overwhelming odds. Today, it serves as both military garrison and trading post, where hardy merchants exchange furs, preserved meats, and rare tundra herbs for grain and manufactured goods from the warmer lands.
North of Nar’s borders, the Illarin Dynasty has imposed its rigid order upon the steppes through a network of garrison towns and patrol roads. The regional capital of Triumph’s Gate showcases Imperial engineering at its most ambitious, a planned city of concentric walls and aqueducts that channel meltwater from distant mountains. Yet for all its grandeur, the city feels like an island of stone in an ocean of grass, forever alien to the land it claims to rule.
The native tribes of Gharrek, collectively known as the Windwalker Clans, have seen their traditional migration routes disrupted by Imperial expansion. Many now cluster in designated settlement zones, their proud horseback culture slowly eroding under policies that favor sedentary agriculture. Others have retreated to the Bleached Wastes in the far north, where even Imperial patrols fear to venture, maintaining their ancestral ways among the wandering herds of woolly rhinoceros and the massive, shaggy aurochs.
The eastern scrublands harbor their own mysteries. Here, the Singing Stones, towering natural monoliths that emit haunting tones when the wind passes through their weathered hollows-mark sacred sites older than memory. Imperial scholars dismiss the local beliefs that these stones mark places where the world grows thin, yet patrol reports consistently note unusual wildlife behavior and unexplained phenomena in their vicinity.
Beneath Gharrek’s sparse soil lies unexpected wealth: veins of a meteoric metal prized for its ability to hold enchantments, and deposits of crystallized mammoth ivory from the great beasts that until recently dominated these plains. Control of these resources drives much of the current tension, as Nar prospectors, Imperial mining consortiums, and displaced tribal groups all stake competing claims.
The fauna of Gharrek has adapted to its harsh extremes. Dire wolves hunt in coordinated packs across the tundra, while the southern scrublands host prides of saber-toothed cats larger than any found elsewhere in the Wilds. Most fearsome of all are the storm bears of the northern reachesmassive ursines whose thick, white fur crackles with static electricity, allowing them to stun prey with a single swipe of their enormous paws.
Ghosts
Ghosts are the imperfect copies created when a character whether NPC or PC
dies.
Not all deaths create ghosts and the exact mechanism for doing so is unknown,
however many ghosts become obsessed with particular aspects of their previous
life. Whether this is due to regret, being unable to let go, or simply
because of the brain damage-like condition in which all ghosts exist isn’t
clear.
Each ghost is as unique as the person who spawned it. They’re unable to
change, but retain much of the special abilities they possessed in life.
Though ghosts have no concrete form and can move through otherwise solid
objects, any ghost who could not fly when they were alive, for example,
is similarly bound in death, if only by the belief that flying isn’t
possible. Ghosts who die while shifted will be shifted ghosts and unable to
shift back into human form. Ghosts who were not shifted when they died
will not be able to shift into their alternative form any more.
Ghosts may not enter the Lodge or any home which has been ritually warded.
Furthermore, they are generally bound to Haven and can’t leave the city. They
can only be seen by characters with clairvoyance and only heard by characters
with clairaudience. Characters without either of these supernatural stats can
detect when a ghost enters or leaves a room with perception however and the higher
that character’s perception, the more likely they will notice the ghost’s movement.
Movement in peripheral rooms can not be detected in the same way.
Ghosts do not precisely occupy the same space as the living and interacting
with them and their world is strenuous. Though they may interact with other
characters who possess either clairaudience or clairvoyance with less restrictions,
player ghosts receive a pool of actions each day to represent their endurance. This
pool is referred to as willpower and will be visible with the score command as
a ghost. Willpower will not be depleted for actions taken which do not attempt
to breach the veil between the spirit and living spaces. Ghost walkers receive
half as much willpower to expend each day to represent their investment in the
corporeal world.
Some examples of actions that require manifestation are moving an object,
touching another character, being able to been seen or heard plainly, or
utilizing one of their supernatural powers. Verbal actions in particular are
especially difficult for ghosts and even the most powerful ghosts can only
muster concrete language in a low voice or whisper. Despite being able to
interact with their environment in limited ways, ghosts may not engage or be
engaged in combat.
Syntax: visible
For ghosts, this command toggles whether or not the ghost is attempting to be
visible in their next action. Toggling it doesn’t eat away at any specific
uses per day however while it is active, the ghost will be considered to be
manifesting as well. This will replace “something unseen” with emote and
in actions with the ghost’s name or intro depending on whether or not the
ghost is known to the viewer. A special prefix “the ghost of” is attached
before the ghost’s intro or name in the event that the viewer has at least
clairvoyance 1 and can recognize the nature of the ghost immediately.
Syntax: manifest
This toggle allows ghosts to determine whether or not the ghost will attempt
to perform an action which can be detected without supernatural aid. This is
both a safety mechanism to prevent ghosts from depleting their daily pools
unwittingly and to differentiate between the limited and unlimited version of
some commands such as say, emote, and private.
Willpower Costs:
Private 10
Emote 15
Manifestations 20
Speech 25
Note: If an action qualifies for multiple categories, it will use the greater
cost.
Some rituals such as binding, unbinding, and banishment can effect ghosts.
Gods
You need Occult Knowledge of at least two to know this information.
The gods were all once men a long, long time ago. Men and women who became
so accomplished at the recently rediscovered art of fleshforming that they
were able to
create for themselves new, perfect bodies. Bodies that could not be
damaged, would never age or die, truly immortal. As time passed and these
individuals continued to not age and grow stronger their influence became
all the greater. Some humans began to worship on their own, others assumed
the identity of pre-created pagan deities.
As their power and influence grew, different groups came more and more into
conflict and the world was half torn apart by the fighting between these
powerful beings. Finally they met and settled on an accord of peace and
non-interference. Creating for themselves their own pocket dimension in
which to retreat peacefully into, a realm called Asgard, Olympus or any one
of a number of other names. From there they continued to have some limited
interaction with the human world, often venturing into it in disguise or
taking it upon themselves to help certain favored individuals but mostly
remained aloof and apart from it. Masters of fleshforming, they have filled
their world with various amazing and dreadful creatures, as well as
semi-human servants and vassals.
Sometimes a god will sleep with a human while visiting the human world, at
times they do this while in the visage of another, such as the human’s
lover, at other times they do not. The reasons can be as varied as falling
in love with a human to a simple lark. The chance of a god impregnating or
being impregnated by a human is low, about one tenth of the chance of a
human with a human but can happen. These offspring are known as god children
and their descendants are
called demigods.
See Also
Lauriea
Lauriea is a land of impossible beauty and calculated danger where the veil
between wonder and terror is gossamer-thin. This central continent serves as
the crown jewel of Fae territories, its landscape meticulously cultivated over
millennia to reflect the aesthetic sensibilities of its immortal masters.
Dominating the exact center of Lauriea stands the Golden City, a metropolis of
such architectural splendor that mortal minds struggle to comprehend its full
scope. Towers of liquid metal solidified mid-flow reach toward skies that
shift color with the emotional tenor of the city’s rulers. The streets follow
patterns based on mathematical principles unknown to human scholars, creating
a labyrinth that seems to rearrange itself when not directly observed. At the
city’s heart rises the Palace of Changing Seasons, where the High Court of the
Fae, comprising representatives from all major and minor courts, convenes to
settle disputes and coordinate the grand machinations that occupy immortal
attention.
Radiating outward from the Golden City, perfectly straight roads of polished
stone cut through the landscape like sunbeams, each exactly one hundred feet
wide and enchanted to remain clear of obstruction regardless of the wilderness
that presses against their edges. These arterial highways extend in every
direction until they reach the coast, facilitating the movement of Fae
processions and the transportation of tribute from outlying territories.
The forests of Lauriea represent the pinnacle of Fae manipulation, ancient
trees with bark of deep purple or midnight blue, their canopies forming
perfect geometric patterns when viewed from above. These woods are carefully
tended by the Sylvan Fae, who shape living matter as a sculptor shapes clay.
The most renowned of these forest-shapers, Lord Thornheart, spent three
centuries creating the Labyrinth of Whispers, where trees grow in tight
corridors that capture and transmute the sounds of visitors, sometimes
preserving conversations for decades until another traveler passes to hear
them.
Human presence in Lauriea is strictly controlled, with most mortals existing
as direct servants or possessions of Fae nobles. The Palace of Changing
Seasons alone houses over a thousand human attendants, their lives extended
through Fae magic to provide centuries of service. These servants are marked
by elaborate tattoos that denote their owner and function, with the most
valued bearing marks that glow with inner light.
The coastal regions of Lauriea host the Ports of Exchange, where vessels
constructed from materials that should not float, glass, stone, or
occasionally the bones of extinct creatures, dock to unload treasures and
curiosities from distant realms.
Beneath the surface splendor of Lauriea runs a current of ancient tensions and
rivalries. The seeming harmony of the Golden City masks countless intrigues
among the Fae courts, each maneuvering for position and influence in games of
power that have continued uninterrupted for thousands of years. Mortal
visitors who fail to recognize these underlying dynamics often become
unwitting pieces in plots spanning generations, their entire lives
representing nothing more than a single move in a game whose rules they cannot
hope to comprehend.
Magic
There are many types of magic in the world, only a few are very well
documented.
Sorcery
Basically sorcery consists of drawing on a source of energy and directing
and shaping it. What this source of energy is exactly is unclear, it’s
pretty well known that it is extra dimensional however. It’s often called
simply ‘The source’ or ‘The Ocean’ some believe it’s an ocean of energy on
some other world, others believe it’s some kind of deity.
Opening a way to this energy allows it to flood through, opening the way
further, it can then be transformed into other forms of energy and directed
as the wielder wishes.
Humans are not usually capable of this type of magic.
Rituals
Rituals are a type of magic that can be performed by almost anyone. All
they require is access to the proper instructions which every society
library should have. They also require specific ingredients however, in
particular they require human blood.
It’s believed that rituals function by draining a form of energy from this
blood, which is then fed through the ritual to spirits who carry out the
request. Exactly what these spirits are or where they come from is unclear.
Moral Tier
A character’s moral tier represents a moral floor that they have due to their
archetype or other factors in the world. In general a character’s moral tier will
be the same as their power tier derived from their archetype and modifier but in
some cases it could be altered. Angelborn can have their moral tier shifted by 0.5
either positively or negatively based on those around them via the tiershift command.
Additionally characters who unethically escape from the wild hunt will have a
higher moral tier than they otherwise would.
A low moral tier doesn’t mean your character is necessarily any more morally
good, it just means that supernatural corruption isn’t forcing them to be more corrupt
but they could still be corrupt for any other, mundane reason.
A character’s moral tier can be perceived when doing ‘look (character) aura’
by those who are wearing an aura charm.
Civilians (Moral Tier One)
A Civilian, any ordinary person in the world of New Haven who hasn’t yet
attracted meaningful attention from the dark forces in the world.
The Tempted (Moral Tier Two)
The Tempted are those who have grown powerful or remarkable enough that dark
forces now try and tempt them to greater power and acts of evil. Some of the
Tempted may resist these efforts entirely, some may struggle against them and
sometimes succumb, but all are tempted. This is the moral tier of many heroes and
valiant characters in this world.
The Fallen (Moral Tier Three)
The Fallen are those who have fallen to the temptation of the dark. While in
other ways they may retain their humanity there is a darkness to them and their
actions which over shadows their lift and this darkness is always greater than any
light they bring. A member of the Fallen may still have moral causes they care about
and fight for, genuinely trying to make the world better in some way, but that will
always be overshadowed by the ill-deeds they commit, such that the world would always
be on net a better place were they not in it. This is the Moral Tier of many anti-heroes
or villains who are still highly conflicted about what they are.
The Irredeemable (Moral Tier Four)
The Irredeemable are those who have moved beyond whatever conflicts and
internal moral struggles that might plague one of the Fallen. They only care about
causes that further their own power, ambition and control. While these could be moral
causes on the surface and they might advocate for them as such, their enthusiasm will
only ever extend as far as the cause ultimately serves them. They are not entirely lost
to darkness, However, and members of the Irredeemable can still genuinely and selflessly
care for other individuals.
While it is rare for their relationships to not ultimately become abusive and
another extension of their ambition and domination, it is still possible, whether
those relationships are romantic, familial or even in some rare cases, friendships.
The Inhuman (Moral Tier Five)
Any glimmer of humanity visible in the possibility of one of the Irredeemable
to care for other individuals has been entirely smothered at this point. To be one of
the Inhuman is to be incapable of caring about any person or cause beyond your own power,
domination and ambition. The Inhuman struggle to even pretend that a cause they crusade
for is just, the lie of it so obvious that most of their claims to be acting in the
interest of others become just another form of dominance, a show of power to force someone
else to agree that they or their causes are just despite the obvious lie of it.
See Also
Navorost
Navorost unfolds beneath a canopy of vibrant skies; a land where fertile
coastal plains give way to rolling hills and dense interior jungles. Three
great rivers, the Serpentine, the Goldflow, and the Mistral, flow from distant
shores to intersect in the central highlands, their waters sustaining
countless settlements along their meandering courses.
The Kingdom of Nar claims dominion over the western half of the continent, its
borders defined by a series of stone keeps. The ancient city of Kingfisher
Landing on the coast serves as their capital of the region, although it has
fallen heavily into decline and squalor.
The port city of New Illaris represents the Empire’s most substantial
foothold, a planned community of precise grid streets and uniform white-stone
buildings that stands in stark contrast to the organic growth of native
settlements.
The eastern reaches of Navorost remain largely untamed, home to dozens of
nomadic tribes collectively known as the People. On the plains is the sacred
city of Nara’Khet which sprawls across seven hills at the confluence of
the Serpentine and Goldflow rivers; a mixture of a few ancient, worn stone
buildings and thousands of colorful tents which come and go with the seasons.
The rivers themselves are lifelines but also sources of danger, home to giant
crocodilians and predatory aquatic beasts. In recent years, unsettling rumors
have drifted downriver and along the coasts whisper of Illarin Empire
surveyors sighted along the northern borders and warships mapping the eastern
shores. While Nar officials publicly dismiss these reports, fortifications are
quietly being strengthened, and a palpable tension underlies the surface
prosperity, hinting at a looming conflict for control of Navorost’s rich
lands. Deep within the jungle interior, crumbling ziggurats and vine-strangled
statues speak of even older civilizations, perhaps connected to the rumoured
eastern continent, their secrets guarded by the encroaching wilderness and its
formidable megafauna.
Navvere
Shrouded in perpetual mist and surrounded by treacherous reefs, Navvere rises
from the eastern seas like a fevered dream, a verdant, volcanic isle where law
is merely a suggestion and freedom must be paid for with vigilance. This
island-nation defies both Illarin Imperial cartography and conventional
governance,
existing as a patchwork of territories controlled by rival pirate captains,
smuggler kings, and mercenary companies.
The port city of Blackwater dominates the eastern coast, its sprawling docks
and warehouses built from the weathered timber of captured vessels. The city
operates under the loose governance of the Captain’s Council, thirteen pirate
lords who meet in the upper chambers of the Drowned Court, a grand hall
constructed from the salvaged hulk of an Imperial flagship. Here, disputes are
settled with words when possible, steel when necessary, and never with
Imperial law.
Inland, the jungle-covered slopes of Mount Karthex conceal the ruins of an
ancient civilization predating even the oldest Imperial records. Expeditions
into these ruins seldom return whole, if at all, yet the promise of forgotten
artifacts and esoteric knowledge continues to lure the ambitious and the
desperate alike.
Off the southern coast is the Smuggler’s Archipelago, a labyrinthine network
of
coves, hidden beaches, and submerged caves where contraband from across the
realms changes hands. The most notorious of these, Siren’s Cove, is said to be
protected by ancient pacts with creatures from The Fae, ensuring that
Imperial vessels approaching its waters inexplicably lose their way or find
themselves dashed against suddenly appearing reefs.
Nissenia
Nissenia stretches across the eastern expanse of the Other, with deep
emerald forests that give way to sun-dappled meadows, while distant mountain
ranges cradle valleys of perpetual spring. Unlike much of the Other,
Nissenia hosts a substantial human population, souls who have either escaped
direct Fae servitude or whose ancestors made complex pacts that allow for a
measure of independence seldom seen elsewhere.
The continent is divided into loosely defined territories, their boundaries
shifting with the whims of the Fae courts that claim dominion over them.
Between the major seasonal courts exist countless lesser courts and
independent Fae, each with their own territories and peculiar demands upon the
mortals within their reach. Some desire nothing more than entertainment or
companionship, while others collect specific emotions or memories, leaving
their victims altered in subtle but profound ways.
The forests of Nissenia teem with creatures born of Fae experimentation or
imagination, later abandoned to roam freely. The Chimeric Woods in the central
region are particularly infamous, home to beasts combining aspects of multiple
animals in ways that often defy natural law. Hunters brave enough to enter
these woods can obtain materials of incredible rarity and power, but many
never return, or perhaps worse, return fundamentally changed.
Ancient roads of smooth, opalescent stone crisscross the continent, remnants
of an era when the Fae took greater interest in structured governance. These
paths still maintain some of their original enchantments; travelers report
accelerated journeys, protection from minor threats, and occasionally,
conversations with the roads themselves, which seem to retain fragmentary
awareness of all who have ever walked upon them.
Northgard
In the frozen expanse of the northern reaches lies Northgard, a realm of
perpetual winter and breathtaking beauty. Vast glaciers stretch to the
horizon, their blue-white surfaces reflecting the aurora that dances across
the night sky for months at a time. This harsh land demands respect and offers
little mercy to the unprepared, yet it holds wonders unmatched in all the
Godrealm.
The Crown of Winter dominates the center of Northgard, a city carved almost
entirely from ice which often glows at night as counterpoint to the aurora
borealis overhead.
Scattered across the tundra are the Hearth Settlements, where the hardiest of
mortals carve out an existence. These communities are built around massive
fire pits that have burned continuously for generations, fed by the rendered
fat of great beasts and magical fuels. The largest of these, Ember’s Cradle,
hosts the annual Hunt Festival where warriors compete to bring down the
largest game, earning not only honor but also the right to petition the gods
directly.
To the west lies the Whispering Waste, a seemingly endless plain of snow where
visibility can drop to nothing in mere seconds when the wind rises. Travelers
report hearing voices in the howling gales; some claim these are merely the
tricks of a mind strained by cold and isolation, while others insist they are
the spirits of those who perished in the waste. The plains are also full of
predators, such as the Pale Walker, a massive bear-like creature with
translucent fur that makes it nearly invisible against the snow until it is
too late to flee.
Beneath the ice sheets of northern Northgard lies the Undercroft, a network of
caverns and tunnels warmed by hot springs and geothermal vents. This hidden
ecosystem supports bizarre flora and fauna found nowhere else in the
Godrealm.
Rhagost
Rhagost is characterized by rolling emerald plains, ancient forests, and
towering snow-capped mountain ranges. Here, human settlements have managed to
flourish in the shadows of their divine masters, creating a patchwork of city-
states, baronies, and free towns.
The great city of Luminaris stands at the continent’s heart, its alabaster
towers and golden domes visible for leagues across the Verdant Plains. With a
large crystal spire at its center, the city serves as neutral ground where
divine emissaries and mortal diplomats alike may treat with one another
without fear of celestial retribution.
To the east lie the Whispering Woods, where the trees grow tall enough to
scrape the underside of the heavens. The woods are full of bandits and
mythological monsters, making them a dangerous locale to visit, but also a
good hiding place from the agents of the divine houses, those who oppose
divine rule often live in these places.
The western shores are dominated by the Seven Harbor Cities, a loose
confederation of trading ports where merchant princes worship gold as
fervently as any god. Their ships, venture to the farthest corners of the
Godrealm and occasionally beyond, returning with exotic treasures and
stranger tales.
Atop the peak of Mount Theogon is the Academy of Service, a towering temple of
stone where angels and those of angel blood train the next generation of
servants to the gods and maintain libraries and host debates on the nature of
service.
The Blood Fields of southern Rhagost serve as grim reminder of the last time
two of the godly houses went to war, the field carpeted in blood-red
flowers that grow with almost preternatural speed even now, five centuries
later.
Setting
Haven is a modern, paranormal horror game set in the city of New Haven, a city
that exists in the liminial space between worlds with an unclear origin.
Haven is a horror setting in which the foundational principle is that power
equals corruption. It is not just a saying that power corrupts in this world it
is an unbreakable metaphysical law. All the most powerful individuals are
corrupt and so are most of the more powerful organizations.
The two primary themes of the game are `1Heroic Horror and `1Gothic Horror.
Heroic Horror is a term that refers to horror settings in which heroism is
still possible and, at least somewhat, effective. Unlike in some horror genres
where characters can only hope to survive their antagonists in heroic horror
it is possible to defeat them and improve the state of the world. It differs
from standard heroic fantasy in that the victories characters achieve are
small scale and the overall state of the world is never meaningfully moved to
a just or orderly standard. In heroic fantasy characters generally protect
a basically just and moral world from being corrupted, in heroic horror they
are just trying to stop an immoral and corrupt world from getting worse. The
aesthetic of heroes in heroic horror is much closer to resistance fighters than
soldiers or police.
Gothic Horror is a term that refers to a genre of horror in which supernatural
elements function as metaphors for real world psychological or social conflicts.
It also has a heavy emphasis on conveying a general feeling of unease or haunting.
In Haven all the Demons, Gods, Fae etc used to be human, and many supernatural
elements function as exaggerations of real human traits or what-ifs that can
function as the basis for psychological exploration.
It’s important to keep these themes in mind while playing, as all the mechanics
and lore are written with this in mind and you will find your play experience
frustrating if you are constantly trying to fight against the design of the
game.
Shangrila
The central valley of Shangri-La presents a landscape that defies the
underground setting, an expansive garden where crystalline trees rise toward a
ceiling too distant to see clearly. These arboreal formations catch and
refract whatever light sources explorers bring, creating kaleidoscopic
patterns across the landscape. The “fruits” hanging from these trees are
in fact gemstones, primarily amethysts and citrines, and touching them often
triggers cascades of harmonic tones that can be disorienting or, in some
cases, induce trance-like states.
Stone flowers bloom from the garden floor, their petals carved with such
delicacy that they appear to move slightly, as if stirred by a breeze that
doesn’t exist. These flora exhibit properties that challenge understanding:
some change color in response to human emotions, while others produce audible
sighs when approached too closely. Particularly dangerous are the carnivorous
varieties which resemble lotus blossoms, but can snap shut with enough force
to shatter bone.
The monastery structures dominate the periphery of the valley, their jade
walls seamlessly transitioning into natural rock formations in a way that
makes it impossible to determine where architecture ends and geology begins.
Many of these buildings feature impossible geometry, interior spaces larger
than their exteriors would suggest, staircases that appear to ascend but
somehow lead downward, and meditation chambers where sound behaves according
to unfamiliar acoustic principles.
Movement between structures requires crossing the remains of elaborate bridges
that span chasms of indeterminate depth. Many have partially collapsed,
leaving gaps that must be carefully navigated. The intact sections exhibit
unsettling properties, steps that elongate as one walks, handrails that feel
warm like living flesh, and decorative carvings that seem to follow explorers
with their eyes.
The guardian statues positioned throughout Shangri-La represent beings from
Buddhist, Hindu, and other unidentifiable mythologies. These massive figures,
some standing thirty feet tall, are carved from single pieces of jade with
such detail that individual eyelashes can be discerned. Their eyes, inlaid
with some luminescent material, appear to track movement throughout the ruins.
More disturbingly, explorers who damage the ruins or attempt to remove
artifacts often report the statues have changed position when next
encountered, though no one has ever witnessed them moving.
The eastern quarter of Shangri-La contains what appears to have been a
library, though its contents have largely deteriorated into dust. The few
surviving texts contain information that alternates between profound wisdom
and apparent nonsense, often mid-sentence. More troubling are the scrolls
that contain accurate descriptions of events that occurred centuries after
Shangri-La’s disappearance, suggesting either prophetic abilities among its
inhabitants or a relationship with time more complex than simple linear
progression.
Animal cries echo through the ruins at irregular intervals, their sources
never glimpsed directly. Audio analysis of recordings reveals these sounds
combine vocalizations from known species with elements that match no
terrestrial creature. Some delvers report that after prolonged exposure, they
have begun to discern patterns in these calls suggestive of language rather
than animal communication, though linguistic experts are skeptical of these
claims.
Superpowers
Fae, Demons and Gods are considered the superpowers of the supernatural
world, generally beyond the ken of most normal society members to deal with.
Supernatural Deals
Demons:
You will never come out of a deal with a demon with the world being a better
place, you may end up ahead personally however. Demons are all about
maximizing suffering, and will generally stick to deals as long as that
happens, they will break their word the second they are robbed of that
opportunity however and have no tolerance for word games. They also tend to
hate people who aren’t afraid of them.
Fae:
Fae love to play word games, and usually are looking to trick people trying
to make deals with them to suffer some awful fate. They love rules
lawyering, but are very good sports when beaten, since they care less about
winning or losing than they do the game.
Gods:
Gods generally care more about the spirit of the deal than the letter of it,
and consider it binding. Attempts to cheat them are usually met with
horrible wrath although they won’t go back on their word, it’ll just be of
less use to you once you’re dead.
Combat
Fae will almost never join a fight personally, and will simply run away once
their soldiers and monsters have been defeated. Demons sometimes run away
and sometimes fight, and can even fight to the death sometimes although
players would rarely if ever be in a position to actually fight a demon
given they’re all sealed away in hell. Gods will usually fight for a while,
but after they get hit enough will decide they don’t like it much anymore
and fuck the hell off.
Lieutenants
Demons typically operate through vassals, humans or supernaturals who’ve
gained power through a Faustian deal and are now beholden to the demon.
Supernatural lieutenants working for demons can often be even stronger than
typical supernaturals , and would require large groups to eliminate in a
direct fight. Vassals want what their master wants, usually to an unhealthy
degree, the level of suffering inflicted upon them if they fail is pretty
insane, they will lie, cheat and steal if necessary to obtain it, it’s not
uncommon to see a Vassal put themselves through incredible suffering just
to make sure they succeed.
Fae usually work through humans or monsters of their own creation, these are
often very strong but are more designed to evade direct conflicts in most
situations. They are not particularly loyal to their masters as much as
they are expressing their natures. The Fae made them to cause mischief and
so they will, but not necessarily in the way the Fae intended. Humans
lieutenants are usually more straightforward and are simply doing it for
money or power, or fun or sex, the consequences of their failure are usually
less dire than that of demons, although depending on the Fae can still be
pretty fucked up.
Gods work through angels, angels are 100% loyal and are really simply an
expression of the god’s will although they may be quite intelligent and
powerful of their own accord, wingless ones are usually preferred for work
on earth. Angels think nothing of sacrificing themselves for their cause.
Lieutenants rarely operate alone and with their group they’re typically more
than a match for a small group or even society, taking them out requires a
coordinated attack by several societies, which is fairly well and
strategically implemented. These plans will usually go horribly wrong if
someone tips the bad guys off about them.
Agents
Demonic agents are people who they’ve made deals with demons but not granted
particularly remarkable power, or those demons have fleshformed or had their
lieutenants manipulate. They love to work with corrupt police officers in
particular, and often will jack them up physically slightly although the
officers are unaware of it. They also enjoy corrupting people and using
their influence to force their employees to do work for them. They consider
agents utterly disposable and generally employ them for singular tasks or to
support a lieutenant.
Fae agents are people or creatures they’ve manipulated or fleshformed
somehow, or very often a luck manipulated figure. They might turn a person
into some sort of monster, just to watch what happens, or give them the
craving for the flesh of a particular person they dislike, but rarely stoop
to giving them actual instructions. Otherwise they’ll use their ability to
Influence luck direct someone down a certain path, over the course of a year
or two they can quite comfortably take a man from a wealthy and influential
position to a homeless wreck obsessed with revenge. They don’t care about
the lives of their agents exactly, but do care that they go out in an
interesting way and last to get there.
Godly agents are usually people who the gods have visited in some sort of
vision, while they often appear as their pantheonic identities, other times
they’ll take on the guise of an angel or Jesus or whatever suits that
person’s particular religious beliefs. They then typically charge their
agent with some quest, some gods are very protective of their agents, while
others don’t remotely care. Depending on the strength of an agent they can
usually be defeated by an individual, or small group of three or so.
Demons, Fae and Gods almost never come do stuff personally, almost entirely
working through agents and lieutenants. Not all Fae are antagonistic, about
a third of them can be considered generally friendly towards humans, while
about two thirds of gods are friendly.
The Boardroom
Overview: An association of powerful corporations who frequently exploit
the supernatural for profit. This global network of businesses, research
facilities, and private security forces operates globally and even sometimes
funds expeditions to other realms to acquire resources, technologies, and
beings they can study and monetize. Their vast wealth makes them powerful
players despite their limited understanding of supernatural politics. While in
theory the corporations in the boardroom are aligned, in practice they
frequently engage in deniable corporate espionage and sabotage against each
other, often using supernatural assets to do so.
Typical Missions:
– Capturing supernatural specimens for research
– Acquiring artifacts with commercial applications
– Industrial espionage against other organizations
– Testing experimental technologies
– Securing exclusive access to resources in other realms
– Recruiting talented individuals with useful abilities
– Recapturing escaped experiments
See Also
The Chandler-Wei Family
The Chandler-Wei dynasty stands as a monument to the power of knowledge, their
influence extending through the most prestigious academic institutions across
New England and beyond. Their supernatural lineage traces dual paths: the
Chandlers claim descent from Athena through a scholar who caught the goddess’s
attention during the Renaissance, while the Wei line connects to Guan Yu,
whom they had sheltered during the Three Kingdoms period, before his death and
later apotheosis.
The families first intersected in 1892 when Professor William Chandler, then
chair of Harvard’s Classics Department, encountered Dr. Wei Jingyi at an
international academic conference in London. Both recognized the divine spark
in each other immediately. Their subsequent marriage scandalized Boston
society but united two powerful demigod bloodlines, creating a dynasty whose
members would inherit not only divine strength and longevity but also
preternatural intelligence and strategic brilliance.
The family’s true power lies not in monetary wealth, though they possess that
in abundance, but in their control of knowledge. Since the early 20th century,
they have systematically established positions of influence across New
England’s elite universities. The Chandler-Wei Library System, ostensibly a
philanthropic endeavor supporting academic institutions, serves as cover for
their network of hidden archives containing texts deemed too dangerous for
general knowledge, grimoires, forgotten technologies, and historical accounts
expunged from conventional record.
The Chandler-Weis have long maintained a tradition of identifying and
mentoring newly-awakened supernaturals, particularly those with academic
potential. Many prominent supernatural figures across New England began their
journey under Chandler-Wei guidance, creating a vast network of former
proteges who maintain loyalty to their mentors. This arrangement benefits both
parties, the young supernaturals gain protection and education, while the
Chandler-Weis gather information and extend their influence.
Notable family members include:
Dr. Elizabeth Chandler-Wei – In her nineties but appearing decades younger,
Elizabeth serves as the family matriarch and President Emerita of Radcliffe
University. Her demigod heritage manifests in her unaging nature and
tactical genius. She personally oversees the family’s most sensitive research
and maintains their ancient connections to divine relatives. Her photographic
memory contains centuries of supernatural lore, making her one of the most
knowledgeable individuals in the supernatural world.
Professor Timothy Chandler-Wei – In his sixties, Tim is a professor of
Anthropology at Harvard.
Dr. Sofia Chandler-Wei – In her forties, Sofia works as a physicist at MIT
while overseeing the family’s technological research. She maintains the
family’s digital archives and security systems, which incorporate both
technological and magical protections.
Lian Chandler-Wei – In his late forties, Lian works as a curator in the
Venetian supernatural library.
See Also
The Concordat
Overview: A baffling complex political entity comprising numerous Fae
courts, including commonly known seasonal courts, as well as various more
unusual ones of abstract concepts and particular geographies. Notorious for
their elaborate games, enchanting entertainments, and treacherous deals. The
Courts maintain an uneasy peace through ancient treaties and constant
political maneuvering. From an outside perspective, it is almost impossible to
understand the complex weave of contracts and social obligations that
interweave between the various courts and their members.
Typical Missions:
– Capturing specific mortals with “interesting” qualities for games
– Retrieving rare components for magical rituals
– Entertainment production (with often dark consequences)
– Enforcing or circumventing treaties with other realms
– Hunting banished fae who’ve violated court rules
– Political intrigues against rival courts
See Also
The Fairchild Family
The Fairchild family’s presence in American finance is so entrenched that Wall
Street veterans often joke that luck itself seems to bend toward their will, a
statement far closer to truth than fiction. Tracing their lineage to Cornish
and Irish immigrants who arrived in Massachusetts in the late 1700s, the
Fairchilds brought with them not just ambition but a potent faeborn
bloodline that would become their greatest asset.
The family’s supernatural nature first truly proved its advantage during the
Panic of 1819 when Elias Fairchild, seemingly guided by inexplicable foresight,
liquidated assets days before the market collapsed. This pattern repeated
throughout American financial history, Fairchilds mysteriously absent from
market crashes while perfectly positioned during booms. Their uncanny
financial intuition isn’t merely good business sense, but the manifestation of
their faeborn ability to manipulate probability fields and perceive fortune’s
flow.
The Fairchild Sovereign Fund, established in 1923, has become legendary in
financial circles for its consistent outperformance of market indexes.
Investigations by the SEC have repeatedly failed to find evidence of insider
trading or market manipulation, though supernatural observers recognize the
subtle luck manipulation that gives their investments an invisible edge.
Competitors who challenge Fairchild interests often find themselves plagued by
improbable mishaps, key documents misplaced, communications disrupted by
technical failures, or crucial meetings missed due to bizarre transportation
delays.
Further distinguishing the Fairchilds from merely wealthy families is their
elaborate patronage of culture across the East Coast. Since the mid-19th
century, they have maintained the Fairchild Foundation for Artistic Excellence,
supporting musicians, painters, writers, and performers across Massachusetts and
beyond.
Notable family members include:
Twins James and Jonathan Fairchild – In their fifties, these identical twins
jointly manage the family’s financial empire through a unique arrangement:
James handles public operations while Jonathan directs their supernatural
dealings. Their faeborn luck manipulation is amplified when they work in
tandem, allowing for complex probability alterations impossible for a single
family member.
Olivia Fairchild-Mercer – In her late forties, Olivia is the Director of the
Fairchild Foundation who has expanded their artistic patronage into digital
and emerging media.
See Also
The Free
Overview: A support network and advocacy group for “aberrations”, beings
who don’t fit neatly into supernatural categories or who have been altered
against their will. This includes angelborn, reformed demonborn, fleshformed
victims, and other magical experiments. They manage many shelters across the
world. While primarily focused on mutual aid, they’ve become increasingly
political and militant as threats to their members have grown.
Typical Missions:
– Rescuing abused supernatural beings
– Providing rehabilitation and training
– Uncovering and exposing unethical experiments
– Negotiating rights for aberrations with other factions
– Securing resources for member communities
– Fighting against prejudice and exploitation
See Also
The Grey
Overview: An organization which works as middle men for other groups, they
pride themselves on their professionalism and secrecy. They maintain many
markets and neutral spaces through the realms where representatives from all
realms and factions can conduct business, exchange information, and negotiate
deals. While technically independent, it’s governed by a council of merchant
princes who enforce strict rules of conduct within their havens. To the
members of The Grey, everything has a price, from mundane goods to souls and
secrets.
Typical Missions:
– Acquiring specific items or intel for clients
– Delivering sensitive goods or information
– Arbitrating disputes
– Protecting havens from outside threats
– Investigating rule violations
– Recruiting new vendors with unique wares
See Also
The Harrington Family
The Harrington family embodies the intersection of supernatural influence and
American governance, their bloodline tracing back to the earliest days of
colonial politics. Their ancestral progenitor, William Harrington, arrived in
Massachusetts in 1634, ostensibly as a Puritan seeking religious freedom but
secretly carrying the blood of multiple pantheons. Historical records note his
uncanny ability to resolve conflicts between colonists and indigenous peoples,
what they couldn’t record was his demigod heritage that allowed him to hear
the whispered prayers of both sides and find unexpected common ground.
The family’s supernatural lineage is uniquely diverse even among demigod
bloodlines. Through strategic marriages over centuries, the Harringtons have
incorporated divine heritage from Greek, Norse, Egyptian, and indigenous
American pantheons. This diverse ancestry has created a family uniquely
equipped to understand and mediate between different supernatural factions,
much as they navigate human political divides.
The Harringtons have held public office continuously since the Massachusetts
Bay Colony’s first legislative assembly. Family records meticulously document
their presence in every significant moment of American governance, from the
Constitutional Convention to modern congressional committees overseeing
matters that might impact supernatural communities.
Their political influence extends across party lines and ideological divides.
Harringtons can be found in both major parties, in liberal and conservative
camps, and at every level of government from school boards to the Senate. This
diversification isn’t merely political strategy but reflects their fundamental
mission: maintaining balance between human governance and supernatural law
regardless of which party holds power.
Notable elder family members include:
Governor William “Will” Harrington – In his early seventies, Will has achieved
the family’s highest political position in generations as previously being the
governor of Massachusetts. His Zeus-descended charisma made his rise seem
effortless, but he privately struggles with the divine impulses toward
dominance that threaten his carefully cultivated image. He leads a fractious
family council where representatives from different divine bloodlines advocate
for their interests. His greatest challenge is maintaining the appearance of
normal politics while secretly balancing supernatural factions during
increasingly unstable times.
Judge William “Bill” Harrington – In his sixties, Bill sits on the
Massachusetts Supreme Judicial Court. His Thoth-descended heritage gives him
perfect recall of legal precedents and the ability to perceive truth beyond
spoken testimony. He has subtly shaped legal interpretations to protect
supernatural entities from human legal overreach.
Mayor Robert “Rob” Harrington – In his fifties, Rob governs a small but
strategically important coastal town. His Mimir-descended abilities allow him
to foresee potential consequences of policy decisions, particularly those that
might expose supernatural communities.
Dr. Cassandra Harrington – In her forties, Cassandra serves on Massachusetts’
state board of education while secretly overseeing the family’s vast archive of
political and supernatural history. Of indigenous divine heritage, she practices
natural magic, using scrying rituals to watch for disturbances across Massachusetts
and the homeland of her bloodline.
See Also
The Invisible College
Overview: A scholarly organization dedicated to observing, documenting,
and analyzing supernatural phenomena without intervention. Comprised of
academics, researchers, and chroniclers from all realms, they maintain strict
neutrality to preserve their access to all factions. Their archive, “The
Observatory,” contains centuries of meticulously documented supernatural
events and entities. While they officially avoid direct action, individual
members sometimes secretly aid other factions when they believe the balance
between realms is threatened.
Typical Missions:
– Observing significant supernatural events
– Cataloging unknown entities or phenomena
– Interviewing witnesses to supernatural incidents
– Preserving endangered knowledge
– Verifying historical accounts
– Maintaining the integrity of the archives
See Also
The Mercer Family
The Mercers have been whispering to the Atlantic for centuries, their lineage
as deeply entrenched in New England’s maritime history as barnacles on a
ship’s hull. Unlike landlocked supernatural families who measure power through
wealth or knowledge, the Mercers’ dominion extends across the churning waters
of the North Atlantic, where they reign as intermediaries between the surface
world and what dwells beneath.
Some family members carry oceanic demigod blood from ancient unions with
children of Poseidon, Njord, and Manannan Mac Lir, while others possess the
faeborn ability to shift between human and mer-forms. This diverse
supernatural lineage has created a family uniquely adapted to both terrestrial
and aquatic realms, with members able to navigate the complex politics of both
worlds.
The family’s recorded history begins in the 1650s when three siblings,
Abigail, Ezekiel, and Thomas Mercer, established a small fishing operation in
Gloucester. Contemporary accounts noted their uncanny ability to return with
full nets regardless of weather or season. What witnesses couldn’t perceive
was the siblings’ supernatural communion with the sea itself; they could sense
fish movements, manipulate the weather through arcane means to calm
threatening waves, and negotiate safe passage with deeper
entities that other sailors only glimpsed in nightmares. Mercer ships helped
facilitate the growth of colonial New England by delivering supplies and
workers from the Old World to the New World, eventually settling themselves in
the area in the late 18th century.
By the mid-1800s, Mercer Shipping had become one of New England’s premier
maritime companies, their vessels mysteriously immune to the worst Atlantic
storms. The family’s influence expanded from fishing into international
shipping, shipbuilding, and eventually maritime insurance. Today, Mercer
Maritime Holdings controls significant portions of New England’s shipping
infrastructure, including key docks, warehouses, and shipping lanes.
While the family claims to have evolved beyond the blood offerings to
creatures of the deep of earlier centuries, they still honor these agreements
through modern equivalents. Environmental conservation efforts serve dual
purposes; protecting marine ecosystems while appeasing ancient powers,
proposed shipping routes are mysteriously altered to avoid disturbing sacred
underwater sites, and periodically, valuable artifacts disappear from Mercer
cargo manifests, delivered unto the watery depths as tribute.
Notable family members include:
Eleanor Mercer – In her eighties, Eleanor serves as the family matriarch and
Chair of Mercer Maritime Holdings. Her oceanic demigod heritage manifests in
her ability to sense approaching storms days before meteorologists and calm
turbulent waters with her presence alone. She maintains the family’s oldest
pacts with deep-sea entities.
Jacob Mercer – In his sixties, Jacob personally captains the family’s
largest vessel and oversees their shipping operations. His mer-shifting
abilities allow him to personally inspect underwater facilities and serve as
the family’s primary diplomat to the deeper ocean realms.
Dr. Coraline Mercer – In her forties, Coraline leads the Mercer Marine
Research Institute, which combines legitimate oceanographic research with
supernatural marine biology. She seems to have a preternatural ability to
communicate with certain sea creatures.
See Also
The Montrose Family
The family’s rise to prominence began in the early days of motion pictures
when Augustus Montrose, a faeborn with extraordinary luck manipulation
abilities, established Montrose Pictures in 1915. What separated his studio
from countless others was Augustus’ supernatural talent for identifying
stories that would resonate with audiences and his ability to subtly influence
probability during production, ensuring his films avoided the technical
disasters and budget overruns that plagued competitors.
By the 1930s, the family had expanded their supernatural composition through
strategic marriages and, in some cases, vampiric embraces. Eliza Montrose,
Augustus’ daughter, married into a line of Dionysian demigods, introducing an
almost hypnotic charisma into the bloodline. Meanwhile, his son Frederick was
embraced by an ancient vampire with connections to European theatrical
traditions, bringing immortal perspective and heightened sensory perception
perfect for evolving media technologies.
This supernatural diversification proved prescient as entertainment evolved.
When radio emerged, Montrose Broadcasting capitalized on their vampiric
members’ sleepless natures to master the new technology well ahead of their
competitors. As television developed, their demigod-descended producers listened
in on their audience’s wishes for what they wanted to see, quickly cornering
markets other broadcasters didn’t realize there was any demand for. The digital
revolution found them equally prepared, with younger family members naturally
attuned to emerging platforms.
Today, Montrose Entertainment Group encompasses film studios, television
networks, streaming platforms, music labels, and digital media companies.
Their productions are known for their inexplicable ability to capture the
zeitgeist, a phenomenon supernatural observers recognize as the family’s
faeborn luck manipulation subtly guiding cultural trends. More concerning to
those aware of their nature is their capacity to embed subliminal messaging
within their content, influencing human society in ways that advance their own
agendas.
Notable elder family members include:
Victoria Montrose – In her physical seventies but chronologically over two
centuries old, Victoria is the vampiric head of the family’s film division.
Her supernatural senses allow her to perceive minute details in performances
that human directors miss, while her centuries of observing human nature give
her an unparalleled understanding of storytelling. She maintains the family’s
oldest supernatural connections.
Steven Montrose – In his fifties, Steven oversees the television and streaming
divisions. His demigod lineage manifests in an almost supernatural charisma
and familiar understanding of human desires. Network executives often find
themselves inexplicably agreeing to his seemingly risky creative decisions.
Lydia Montrose-Chen – In her mid-forties, Lydia leads the family’s digital
media operations. Her faeborn abilities allow her to navigate the chaotic
landscape of viral content with extraordinary luck, consistently identifying
trends before they emerge. Many significant social media algorithms are
derived from her work.
Alexander Montrose – In his late thirties, Alexander appears to be the
family’s black sheep, eschewing mainstream entertainment for experimental art
films. In reality, his projects serve as testing grounds for new methods of
supernatural influence through media, pioneering techniques later subtly
incorporated into the family’s mainstream productions.
See Also
The Numinous Accord
Overview: A reluctant alliance of the most powerful god houses (primarily
Zeus, Odin, Ra, Vishnu, Jupiter, and Jade Emperor). While still maintaining
their individual courts and rivalries, they’ve established a diplomatic
council which rotates through the various houses and where representatives
negotiate shared interests and threats. Behind closed doors, each house still
plots against the others, while presenting a unified front to the public.
Typical Missions:
– Retrieving stolen divine artifacts from mortal collectors
– Negotiating territorial disputes with Fae courts
– Capturing escaped demonic entities
– Recruiting especially talented mortal servants
– Hunting down renegade Promethean cells
– Diplomatic missions to other divine houses
See Also
The Pierce Family
The Pierce family’s reputation in Massachusetts carries a peculiar duality,
celebrated as medical pioneers while whispered about in supernatural circles
for their unsettling research methods and the high concentration of demonborn
in their bloodline. Their story begins with Dr. Elijah Pierce, a Civil War
field surgeon whose battlefield innovations saved countless soldiers despite
his unorthodox approaches to pain management and experimental procedures.
What historical accounts fail to mention is that Elijah’s demonborn nature
gave him not just a tolerance for others’ suffering but a heightened
understanding of pain itself. Where others saw only agony to be alleviated, he
perceived pain’s mechanisms with supernatural clarity. This insight, coupled
with his natural demonborn sadism, created a paradoxical healer, one who could
inflict precise suffering to ultimately reduce it.
The family established Pierce Memorial Hospital in 1879, ostensibly as a
charitable institution but secretly designed with hidden facilities for
studying supernatural physiology. Over generations, the Pierces expanded their
medical empire to include research centers, pharmaceutical companies, and
specialized clinics, all while maintaining their clandestine studies of non-
human biology.
The demonborn trait has manifested consistently throughout the Pierce lineage,
creating generations of physicians with the same contradictory nature:
deriving satisfaction from pain while channeling that disturbing affinity
toward medical advancement. Family members without the demonborn trait
typically gravitate toward administration or research roles where their
normal, empathetic responses prove advantageous in managing public perception.
Pierce Pharmaceuticals, established in 1923, has become their most profitable
venture, producing medications derived partially from their supernatural
research. Their pain management drugs are particularly effective because they
target mechanisms understood only through the family’s unique perspective on
suffering. Several breakthrough treatments for previously untreatable
conditions have emerged from Pierce laboratories, creating a moral ambiguity
about their methods as to whether the ends justify the questionable means.
The family maintains a careful public image of philanthropy and medical
dedication while concealing their supernatural nature and more controversial
research. Their annual charity gala raises millions for public health
initiatives while secretly providing access to their supernatural medical
services for the non-human community.
Notable elder family members include:
Dr. Lawrence Pierce – In his early sixties, Lawrence combines his hereditary
demonborn sadism with genuine medical innovation. After a controversial military
career developing enhanced interrogation techniques, he redirected his
understanding of pain toward groundbreaking treatments for chronic conditions.
His leadership style is clinical and results-oriented, measuring success through
medical breakthroughs rather than profit. He maintains an uneasy alliance with
his more socially acceptable brother Nathan, who handles the family’s
corporate image while Lawrence pursues research others find disturbing.
Dr. Nathan Pierce – In his fifties, Nathan is the current CEO of Pierce
Pharmaceuticals. Though not demonborn himself, he has leveraged his “normal”
empathy to become the family’s public face while facilitating his relatives’
more questionable research.
Dr. Samantha Pierce – In her forties, Samantha is the family’s leading
researcher in supernatural physiology and Director of Special Projects at
Pierce Memorial Hospital. Her demonborn abilities assist her in understanding
how different supernatural species experience pain, making her
research particularly valuable for developing specialized treatments.
Dr. Marcus Pierce – In his late thirties, Marcus oversees the family’s network
of specialized clinics that secretly provide medical care to supernatural
entities. His demonborn nature makes him particularly effective at diagnosing
the severity of supernatural ailments by measuring the suffering of his
patients.
See Also
The Prometheans
Overview: Originally human servants who rebelled against divine slavery,
this faction has evolved into a sophisticated resistance movement fighting for
human autonomy against supernatural control. They operate cells across all
realms, liberating captives from gods, fae, and demons alike.
Typical Missions:
– Extracting humans from supernatural service
– Sabotaging divine infrastructure
– Stealing magical knowledge to level the playing field
– Establishing safe houses across realms
– Information gathering operations
– Recruiting sympathetic supernatural allies
See Also
The Ransom Family
The Ransom family stands as one of the oldest and most respected supernatural
lineages in New England, their roots extending deep into the pre-colonial
history of Massachusetts. As members of the Nipmuc people, they were already
ancient when European settlers first arrived on Ransom shores. Unlike many
supernatural families who amassed quick fortunes, the Ransoms built their
influence gradually through centuries of careful stewardship of both the land
and its secrets.
During colonial expansion, while many indigenous peoples faced devastation,
the Ransoms strategically positioned themselves as invaluable guides and
scouts. Settlers marveled at their seemingly preternatural ability to navigate
impossible terrain and predict weather patterns. What appeared as wilderness
intuition was often the family’s supernatural abilities at work.
By the 20th century, the family had established the Ransom Land Trust,
ostensibly a conservation initiative but secretly a means to protect ancient
power sites from development. These nexus points of supernatural energy, some
predating human habitation, remain under Ransom guardianship to this day.
Their modern environmental conservation organizations and sustainable
development companies serve dual purposes: preserving natural resources while
maintaining stewardship over places of power.
Though the Ransoms lack the ostentatious wealth of families like the Rothwells
or Fairchilds, they possess something far more valuable: territorial
advantage. The family’s unbroken connection to their ancestral lands grants
them an almost unbeatable home-field advantage. Supernatural conflicts that
unfold on wild Ransom territory inevitably end in their favor, regardless of
the opponent’s apparent strength. The very land itself seems to side with the
Ransoms, leading to a saying among supernatural circles for a hopeless cause:
“Fighting on Ransom turf.”
Notable family members include:
Elder Miriam Ransom – A shaman in her nineties whose communion with the land
spans over seven decades. Though physically frail, her spiritual authority is
unquestioned. She has memorized the locations and purposes of every site of
druidic power in Massachusetts and serves as the family’s living archive.
Joseph Ransom – In his sixties, Joseph is the CEO of Ransom Sustainable
Development and the family’s primary interface with human business and
politics. A werewolf who learned to channel his aggressive instincts into
environmental activism and corporate negotiation. His company’s construction
projects mysteriously never encounter permit delays.
Dr. Leah Ransom – In her forties, Leah is a biologist whose groundbreaking
research on forest ecosystems has won international acclaim. Her werewolf
senses allow her to detect environmental changes imperceptible to scientific
instruments. She leads the family’s scientific branch while maintaining their
traditional knowledge systems.
Twins Daniel and Diana Ransom – The family’s security specialists who
coordinate protection of sacred sites. Both werewolves, they’ve developed a
fighting style that combines modern tactical training with traditional Nipmuc
warrior traditions. Supernatural trespassers who encounter them rarely make
the same mistake twice.
See Also
The Rothwell Family
The Rothwells of Massachusetts trace their lineage to the early 17th century,
when Josiah Rothwell, a stern demonborn merchant, arrived on American shores
with his angelborn wife, Elizabeth. Their union, unusual for the time,
established a dual supernatural lineage that would define the family for
generations to come.
The family’s fortune began in shipbuilding and maritime trade, with their
vessels known for always returning with profitable cargo regardless of storms
or pirates, a success attributed to the demonborn captains’ ruthlessness and
uncanny ability to inspire fear. By the early 19th century, they had
diversified into manufacturing and banking. Their supernatural heritage gave
them advantages in both human and supernatural circles; Rothwell demonborn
used their innate ability to sense others’ dread to pressure vulnerabilities in
negotiations, while angelborn family members could harness their empathy to find
agreeable compromises with even the most inscrutable supernatural entities.
The Rothwells formalized their approach to their supernatural heritage during
the Victorian era under the iron rule of Bartholomew Rothwell (1818-1892). He
established what became known as “The Rothwell Covenant”; demonborn males were
groomed for leadership in both human businesses and supernatural councils,
their natural ruthlessness celebrated as necessary strength. Angelborn females
were prized as perfect diplomatic envoys to volatile supernatural factions,
their ability to adopt others’ desires making them exceptional mediators.
Meanwhile, angelborn sons were hidden away in the family’s private institution
or forced into supportive roles, while demonborn daughters were similarly
sequestered.
The Rothwell Institute, ostensibly a school for “sensitive constitutions,”
housed generations of the family’s “inappropriate” offspring until it was
finally closed in 1975 after journalist and distant family member Victoria
Rothwell (demonborn) exposed its conditions in a series of articles.
The conservative Western Branch of the family still subtly encourages
angelborn sons to remain closeted, often directing them to serve as archivists
or lore-keepers where their traits can be disguised as scholarly dedication.
Meanwhile, the more progressive Eastern Branch has seemingly embraced all
manifestations of their supernatural heritage since the 1980s.
Rothwell Holdings now spans technology, pharmaceuticals, and finance, with the
family maintaining significant influence in both human and supernatural
affairs. Their regular Galas draw supernatural dignitaries from across
the continent, serving as neutral ground where ancient rivals can negotiate
under the watchful eyes of Rothwell mediators.
Notable Figures:
Helen Rothwell – In her early nineties Eleanor presides over the family with a
velvet-gloved iron fist. Though she publicly embraces modern
sensibilities, she privately maintains the old ways. Her reputation as a
peacemaker among supernatural factions belies her manipulative nature; she has
subtly influenced supernatural politics for decades.
Harrison Rothwell – In his late seventies Harrison is the former CEO of
Rothwell Holdings and Eleanor’s brother-in-law.
His legendary business acumen earned him the nickname “Bloodless Harry” for
his ability to sense and exploit weaknesses in competitors. Now semi-retired,
he serves as the family’s representative on several shadowy supernatural
councils and conservative political action groups. Despite his age, younger
family members still fear his sharp tongue and sharper mind.
Josephine “Jo” Rothwell-Wu ” In her sixties Jo is known as the family rebel
who fought against her consignment to the Rothwell Institute in the 1970s. She
later became a prominent civil rights attorney before moving into private
practice to serve as head of legal for Rothwell Holdings.
Thomas Rothwell – In his late fifties now, Eleanor’s youngest son spent his
early years in the Institute, he now maintains the family’s library and
collection of antiquities and is rarely to be seen in public.
Margaret Rothwell – In her late forties, Margaret is the current CEO of
Rothwell Pharmaceuticals and the family’s most public face. While ostensibly
the face of the more progressive turn of the family, there are many who
believe her commitment to most causes comes a distant second to her personal
ambition.
See Also
The Syndicate
Overview: An alliance of criminal organizations throughout Earth and even
frequently offworld. They specialize in trafficking people, artifacts,
substances, and information flow through their networks between all realms.
While primarily motivated by profit, The Syndicate also trades in favors and
secrets, making them dangerous enemies and unreliable allies as the politics
between the various criminal organizations can be among the most dangerous and
complex. The Syndicate are particularly infamous for the ruthlessness with
which they pursue those who have betrayed their secrets.
Typical Missions:
– Acquiring rare specimens or artifacts for clients
– Smuggling contraband between realms
– Eliminating competition or threats
– Gathering compromising information
– Establishing new trafficking routes
– Debt collections
– Thefts and robberies
See Also
The Treaty of Venice
The Treaty of Venice is a set of accords that most groups in the
supernatural world are signatories too. It lays out a set of common rules
and understandings that allows members of different groups to get along when
they need to. The treaty was signed in Venice in 1584, replacing the older
Byzantium accords.
The largest difference between the Treaty of Venice and the Byzantium
accords is the strict rules about the revelation of the supernatural world
to unaware humans and it’s no coincidence that this change was made during
the height of the witch trials.
Under the treaty of Venice any member of the signatory organizations may be
executed if revealing the existence of the supernatural to a human causes
significant harm to any other signatory member. In modern times this
accusation is difficult to make stick, and generally requires fairly clear
cut examples of someone revealing the supernatural to a human only to have
that human turn to a path of vengeance, supernatural hunting or spreading
the word indiscriminately. It also doesn’t apply if the human goes on to
join a signatory group before doing said harm, allowing organizations like
the Temple to continue recruiting.
The other main principles of the Treaty are:
Oaths: A member of the supernatural world is considered bound by any oath
they make invoking the Treaty of Venice. Anyone who violates this oath owes
reparations to the injured party, if they do not pay, their organization
will be compelled to on their behalf. While formally this involves stating,
I swear by the Treaty of Venice, it is almost always accepted to also simply
say, I give you my Venetian word, or I make a Venetian promise.
Treaties: Members of different organizations may at times need to work
together, in order to facilitate that the Treaty covers temporary alliances
between different members known as Venetian truces. Again the general
requirement is to mention the word Venice of Venetian in your proposal of a
truce, as well as to stipulate until when it will last either by a date or
time or by a particular event. Such as “I offer you a Venetian Truce until
sundown.” Or “Venetian Truce until we catch this guy?” While under a truce
any hostile actions are considered violations. A failure to help your new
ally however is not considered a violation.
Hospitality: In order to successfully host meetings and settle disputes,
members of different organizations may often need to work together. To
extend someone Venetian hospitality covers that individual until they leave
the residence or place of business in question. Any harm that befalls them
there that you did not do your best to prevent is considered a violation.
Whenever a violation occurs, reparations are determined. The general
principle is that the aggrieved is paid back for the offense threefold. If
they lost a hundred dollars, they must be paid back three hundred. If they
lost a finger, the guilty will lose three fingers. If they were killed, the
guilty and two members of his or her family will be put to death.
Such matters are generally resolved by a council involving a representative
from each of the two involved organizations and a representative of one
other signatory organization, determined by random draw. In most clear cut
cases however, the matter does not proceed this far and an organization
simple forces their member to par the threefold reparations.
The Twilight Bureau
Overview: A loose affiliation of supernatural-aware agents from various
law enforcement agencies (FBI, Interpol, local police) along with private
investigators and bounty hunters who work to maintain some semblance of legal
order in the face of supernatural crime. Many countries have dedicated secret
sub-departments for this work, while in others it is up to individual officers
to take on the responsibility themselves.
Typical Missions:
– Investigating supernatural crimes
– Apprehending dangerous criminals
– Protecting witnesses with supernatural connections
– Gathering evidence that will stand up in court
– Navigating jurisdictional issues between realms
– Training law enforcement in supernatural threats
See Also
The Untamed
Overview: A coalition of primal forces from The Wilds and Earth, including
werewolf packs, nature spirits, wildlings, and environmental activists. United
by their connection to the natural world, they stand in opposition to the
exploitation of
natural resources. Though diverse in methods and temperament, all members
share a commitment to protecting the wild places of all realms.
Typical Missions:
– Stopping corporate exploitation of resources
– Protecting endangered species (mundane and magical)
– Sabotaging anti-environmental operations
– Escorting visitors safely through The Wilds
– Containing threats from mutated wildlife
– Recruiting powerful allies for environmental causes
See Also
The Vasquez Family
Unlike the old-money dynasties that have shaped supernatural New England for
centuries, the Vasquez family represents a newer, more dynamic form of power.
Their rise began in the 1970s when Magdalena Vasquez, a charismatic vampire
embraced during the Spanish Civil War, arrived in Massachusetts with little
more than ambition and decades of accumulated wisdom.
Recognizing that traditional supernatural families relied on bloodlines,
Magdalena pioneered a different approach, using strategic vampiric embraces to
create a chosen family bound by blood and loyalty rather than genetics. She
first established a small nightclub in Boston’s North End that catered to both
human patrons and supernatural entities seeking neutral ground. The success of
“Sangre Nocturna” provided the foundation for what would become the Vasquez
empire.
Magdalena’s brilliance lay in her selective embracing, she identified
individuals with specific talents and connections, particularly from immigrant
communities overlooked by established supernatural powers. Each new vampire
brought unique skills and networks into the family fold, allowing the Vasquez
influence to expand exponentially. This approach was revolutionary in
supernatural circles, where “made” families were historically viewed as
inferior to those with inherent supernatural bloodlines.
By the 1980s, the Vasquez portfolio had expanded to include nightclubs across
New England, and by the 1990s, they had diversified into boutique hotels,
restaurants, and entertainment venues. Their flagship property, the Obsidian
Hotel in downtown Boston, serves as both a luxury destination for wealthy
humans and a supernatural sanctuary with specialized accommodations for
various non-human needs.
Today, the Vasquez family’s greatest strength lies in their nearly peerless
information network. Through their hospitality venues and deep connections
with immigrant communities, they have eyes and ears throughout the region.
Waitstaff, hotel employees, and nightclub bouncers report valuable
intelligence to the family leadership. This information economy has become the
Vasquez’ most valuable currency in supernatural politics, allowing them to
trade secrets rather than relying solely on traditional forms of power.
Notable elder family members include:
Magdalena Vasquez – In her physical early forties but chronologically over a
century old, Magdalena remains the undisputed head of the family. Her vampiric
abilities have been honed through decades of practice, granting her
exceptional mental influence over mortals. She personally approves every
embrace into the family, maintaining strict quality control over their
supernatural lineage.
Carlos Vasquez – Embraced in 1979, Carlos was a brilliant financial analyst in
life and now manages the family’s legitimate business holdings. Selected by
Magdalena for his keen intellect and almost perfect recall, he is being
groomed into an immortal trove of knowledge to rival Elizabeth Chandler-Wei.
He appears to be in his mid-thirties.
Mary Vasquez – Embraced in 1985, Mary was formerly an immigration lawyer who
now serves as the family’s primary liaison with human authorities, and manages
their extensive network of informants. She maintains her aging practice as
cover for the family’s activities. She appears to be in her mid-forties,
giving her the semblance of being older than Magdalena herself.
Lucas Vasquez – Embraced in 1992, Lucas oversees security for all Vasquez
properties and serves as Magdalena’s enforcer when diplomatic approaches fail.
Before his embrace, he was a decorated Marine lauded for his efforts in the
Gulf War. He appears to be in his mid-thirties.
See Also
The Washington Family
The Washington family’s legacy of truth-seeking traces back to William
Washington who, after his emancipation, leveraged his demigod ability to hear
whispered truths and unspoken desires to found The North Star Observer in
Virginia during reconstruction.
The family and their network of small to medium sized newspapers slowly spread
up the East Coast, propelled by the family’s natural talent for finding
secrets and uncovering corruption.
By the 1920s the Washingtons had expanded their holdings to include multiple
newspapers across Massachusetts but
suffered significantly during the Great Depression and had to slowly build
their fortunes back up over time under the skilled guide of Elizabeth
Washington who took advantage of the Harlem Renaissance to help further
diversify their business interests.
The family experienced various ups and downs over the next few decades and
throughout the civil rights movement before one of their publications landed a
vital, groundbreaking expose in the eighties and since then their trajectory
have been ever-upwards, diversifying into different branches of media but
maintaining the focus on exposes and uncovering secrets that the family had
proven to be so adept at.
Today, Washington Media Holdings encompasses traditional print publications,
television networks, digital platforms, and data analytics companies. Their
flagship newspaper, “The Boston Chronicle,” remains one of the region’s most
respected news sources, known for investigative journalism that consistently
uncovers stories others miss. Their broadcast division, Meridian Networks,
operates news and entertainment channels with a reputation for programming
that seems perfectly calibrated to audience interests before trends fully
materialize.
The Washingtons maintain significant influence in both human and supernatural
communities, their ability to discover and control information making them
valuable allies and dangerous adversaries.
Notable Family members include:
Dr. Thomas Washington – In his seventies, Thomas serves as the family
patriarch and Chairman of Washington Media Group. He compliments the ability
to hear the wishes of others with incredible insight, making him a formidable
interviewer and negotiator. His landmark interviews with political figures have
often revealed truths subjects never intended to disclose.
Maya Washington – In her late forties, Maya serves as Editor-in-Chief of The
Boston Chronicle and has expanded its investigative unit into one of the most
respected in journalism. Her preternatural ability to sense when someone is
hiding information has led to several major exposes of corporate and
governmental misconduct.
Mason Washington – In his early forties, Mason oversees the family’s digital
media operations and community investment initiatives. His demigod strength
and enhanced senses make him particularly effective at protecting journalists
investigating dangerous subjects, though publicly he’s known simply as an
innovative media executive with a commitment to community development.
Antoinette Washington – In her early fifties, Antoinette is a grizzled
investigative journalist who operates mostly out of DC and is famed for her
no-nonsense attitude.
See Also
Trinity
Overview: Trinity is the premiere magical association in the world, in
history it was formed of the combining of three distinct schools of magic,
White, Black and Red. More recently, the Coven has also joined the
organization, belying its name and causing significant internal consternation.
This unified magical organization maintains the balance of arcane knowledge
and power. While internal philosophical conflicts remain between the paths of
benevolence, knowledge, and power, they present a united front to outsiders.
Typical Missions:
– Retrieving lost magical artifacts
– Researching unusual magical phenomena
– Containing arcane disasters
– Training promising magical talents
– Negotiating with extra-dimensional entities
– Maintaining important wards and spells on earth.
– Dealing with escaped magical spells and constructs.
See Also
Vampires
Vampires have existed for as long as anyone can remember. There are many
theories as to their origin, ranging from that they are a type of demon to
cursed souls.
Vampires are immortal, or, rather, immune to death by disease or old age.
Their bodies are unlike those of typical humans, requiring blood in order to
keep
their muscles working. Although they don’t have a beating heart, blood
suffuses their entire form in an almost sentient manner. Maintaining
themselves
requires a vampire to feed normally once or twice a week.
Feeding:
Most vampires feed from humans once or twice a week to maintain a typical
level of activity. Very active vampires, particularly vampires who fight
a lot, are likely to feed twice as much, while inactive vampires can feed
much less.
Many vampires have an innate talent with hypnotism, allowing them to
place prospective prey in a trance state to feed. The human is left with
no memory of the incident, at most feeling a recent rush of vertigo.
Most vampires will kill about one person a year from feeding. This is not
usually intentional, but a side effect of picking a target who has a weak
heart, high level of blood toxicity, thin blood or who has recently lost
blood. Regardless of how careful a vampire may be, it is impossible to
prevent occasionally killing someone so long as a vampire feeds on humans.
See help bite for information on feeding on PCs.
Vampire Blood:
Also known by street names such as V, Juice, Red and Hype.
See help vampire blood.
Turning:
New vampires are made by an existing vampire fully draining his target, then
feeding the target some of his own blood. Mechanically, this can be done
by using the force change command on a helpless target.
Turning does not directly affect a new vampire’s psychology. However,
the combination of access to power and the hunger that drives vampires
to occasionally kill do cause changes. Some newly turned vampires cannot
adapt and end up killing themselves, but this is rare. Most do adapt,
with world views ranging from balancing out their deeds with good works,
to the belief that it is their right to be natural predators or monsters.
Characters who are already dead, including ghosts and wights, cannot be
turned.
Death:
Though they are capable of surviving wounds and injuries that the living
cannot, a vampire can still die if they take enough physical damage. Vampires
who are killed disintegrate into ash.
Staking:
See help stake.
Sunlight:
Vampires are nocturnal creatures. They do not combust with exposure to
sunlight, but do find it extremely unpleasant. Sunlight is very bright
and painful to them, and is blinding without protection. Exposure to
direct sunlight burns them in a manner similar to a sunburn, but much
more quickly, particularly at midday.
Some vampires can develop a resistance to sunlight. However, even if they are
resistant, the noon sun is
still extremely painful to them.
Reflected and Reproduced Images:
Vampires do produce reflections, but these reflections are unnatural. A
brief glance may not discern anything unusual, but prolonged exposure to
a vampire’s reflection first causes an uneasy feeling that gradually will
intensify to the point it can cause insanity. Even the vampires themselves
are not immune to this, causing them to use mirrors very sparingly.
This effect happens with all images that may be considered live, with the
vampire in the same room. Filming a vampire live or taking a picture which
involves a digital screen will cause this effect. Flat images (photograph
prints and portraits) and previously taken video or video not broadcasted
in the same room will not cause this effect.
Urban Legends:
Vampires are not repelled by garlic, but find the smell unpleasant. They
are not affected by religious symbols or holy water.
Slumber:
Vampires feel the urge to sleep during the day, which feels more or less
the same as typical tiredness. However, regardless of whether the vampire
has chosen to sleep during the day, all tiredness washes away with sunset.
Fatigue:
Vampires do not experience typical fatigue from physical exertion. Instead,
they get hungry. Blood for them is similar to fuel for a car, and the more
they exert themselves, the more hungry they feel, until they top up.
Physiology and Aging:
All vampire fluids are tinged with blood, including tears and saliva.
Vampires can reactivate their physiology with some concentration. Only by
doing this may they mimic typical human physiology in a limited form,
allowing them to digest large amounts of food and drink or engage in
sexual activity.
This reactivation can be emotionally driven, but such concentration does
require being awake. Theoretically, a female vampire can reactivate her
body to the point she is able to carry a child for nine months, but the
effort would require her not ever sleeping. Male vampires can impregnate
a living female with much less effort, though it would still require some
concentration to do. Sexual activities are the most common cause for
vampire activation.
Reactivating their physiology causes vampires to age while active. Their
day to day business may require activation, though vampires are able to
activate parts of their body at a time. Typically, it will take about
100 years to visibly age 1 year, although this can be reduced by refraining
from activation.
Note: Reactivation is not a coded mechanic, but entirely roleplayed.
Food, Drink and Drugs:
Vampires can imbibe small amounts of food and drink without too many problems.
To
consume large amounts, they must reactivate their physiology. Drugs taken
by typical means do affect vampires, but at a very reduced rate (roughly
a third of the rate they would affect a human). Drugs consumed by feeding
on the blood of those who have taken drugs affect vampires the way regular
consumption affects humans.
Vanguard
Overview: A highly classified joint task force combining elite operatives
from various intelligence agencies (CIA, MI6, Mossad) and special forces units
(SEALS, Delta Force, SAS). Originally formed during the Cold War to counter
Soviet psychic research, Vanguard evolved into a deniable black ops unit
specializing in supernatural threats to national security. Operating on black
budgets with complete autonomy, they maintain facilities in several key
locations worldwide. Vanguard’s existence is known only to a few, with other
officers forced to wonder why toilet seats cost the military thousands of
dollars.
Typical Missions:
– Neutralizing supernatural threats to national security
– Recovering and securing dangerous artifacts before they fall into enemy
hands
– Extracting high-value targets from other realms
– Conducting counterintelligence against supernaturally-enhanced foreign
agents
– Field-testing experimental weapons and technologies
– Kidnapping supernatural entities for study and potential weaponization
– Covert assassination of individuals compromised by supernatural influences
– Establishing sleeper cells in strategic locations across all realms
See Also
Werewolves
Also Read: Help Werewolf Mechanics.
Werewolves have been around for as long as humans, they are made whenever a
werewolf bites a human while in non human form, the bite must pierce the
skin. Not all bites are infectious, usually the more severe the bite the
more likely it will infect if the victim survives. Werewolves who wish to make
another usually will bite the same place repeatedly. Cauterizing wounds soon
after
being bitten usually prevents infection.
Werewolves can transform at will into very large wolf shapes, larger than a
man
and twice the size of a natural wolf.
Werewolves are much stronger than humans, they also regenerate quickly from
wounds and have heightened senses of smell. They are at home in nature,
enjoying the smell and feel of the natural world, by contrast highly
artificial smells and environments make them uncomfortable, such as smog or
cigarette smoke.
Werewolves and the moon
Werewolves transformations aren’t entirely linked to the moon, they can
change at any time. However they are much weaker during the new moon. Also
during the full moon werewolves are subject to a condition known as Lunacy.
Lunacy is a kind of rage or insanity that sets upon werewolves during the
full moon, it makes them anger extremely quickly and be very prone to
violence, some even hallucinate during it. It’s very common for werewolves
to transform during this time and rampage, and a full nine tenths of new
werewolves are bitten on the full moon from werewolves under the influence
of Lunacy. Werewolves who can resist changing for 2-4 months are able
to partially resist lunacy and are much less likely to end up killing
people during it.
The change
The change takes about a month and begins gradually, the new wolf’s senses
first begin to develop, then strength and healing abilities. The ability to
transform tends to come quite late in the month, and many don’t realize they
can transform until their first full moon.
Werewolves and silver
Silver causes itchiness and rashes to werewolves that wear it for prolonged
periods, additionally silvered weapons are liable to cause temporary
in werewolves struck by them.
Werewolves and magic
Werewolves are close to nature and have an intrinsic sense of what is and is
not natural, as well as an innate dislike for unnatural things. While
technically
werewolves could perform magic, it causes a strong unpleasant feeling
whenever it’s performed, most believe that this feeling is nature crying out
against it and are strong proponents of it stopping being used. Werewolves are
somewhat more resistant to magic than others, but the werewolves who force
themselves to practice the arcane arts find their magic weaker than their
peers.
Werewolves and vampires
Werewolves are the embodiment of natural world, vampires of the unnatural
and there has always existed a degree of antipathy between them. Vampires
and werewolves find each other’s presence unpleasant. This doesn’t preclude
some from becoming friends or getting along, it is more akin to a person
having
bad BO. Unpleasant to be around, but not debilitating. Again many
Werewolves believe this is nature telling them that the vampires should be
destroyed. The fangs and claws of a shifted werewolf are capable of dealing
quite a lot of damage to a vampire’s ordinarily resilient flesh, further
cementing that belief for many.
Werewolves and death
Upon dying a werewolf will turn back into their human form, this isn’t
instant however and normally takes about an hour.
Werewolf pregnancies
Werewolves can get pregnant just like normal humans, there is a chance the
child will be born a werewolf. Having a werewolf mother gives about a fifty
percent chance for the child to be a werewolf, a werewolf father about a ten
percent chance. Werewolves can transform and are subject to lunacy at any
age, even as infants, although changing is usually beyond their control
until around the age of ten. Because of this even werewolves who want wolf
children usually prefer to have a human child and turn them once they’re old
enough. Children born werewolves almost invariably have to be hidden from
the world until they reach an age where they can control themselves.
Werewolf Hide
The skin of a transformed werewolf is a prized possession, garments made from
werewolf furs or tanned werewolf leather are extremely tough, wind
resistant, yet light and supple. Most werewolves can smell when a piece of
clothing is made from their skin and it’s normal for those who wear it to be
targeted for vengeance by the pack. Because of the werewolf’s
transformation upon death, the hide must be harvested very quickly or even
in some cases, while they are still alive.
Werewolf Psychology
Werewolves are mostly mentally unchanged from the humans they were before,
except that they tend to have a tendency towards anger, violence and group
socializing. These tendencies aren’t so profound as to change their
underlying nature however.
Some werewolves go primal, embracing the Lunacy. Most try to control
themselves during that time, or lock themselves up. Werewolf psychology
tends to shift towards very naturalist world views, they tend to oppose
industrialization and many have been linked to eco-terrorist groups.
Werewolf Combat
Werewolves are often considered among the most dangerous foes in
close quarters combat, a combination of this and how easily
they can create more if the need presents itself leads to them
being some of the most sought out mercenaries in the supernatural world.
Westrend
Westrend stands defiant against the churning seas that batter its rocky
shores; a vast continent of mist-shrouded valleys, ancient forests, and
mountains that pierce the very clouds. Here, the people are as unyielding as
the land itself, organized into clans and holds that have waged war and forged
peace in cycles as predictable as the harsh winters that blanket the land.
The Five Great Holds dominate the political landscape, each centered around a
massive stone fortress carved into mountain sides or perched atop seemingly
inaccessible peaks. Largest among these is Grimhold, whose granite walls stand
three hundred feet high and enclose enough land to feed its population even
during the longest sieges. Its current lord, Jarl Hrothgar Bonetide, claims
descent from Westrend’s legendary first king, though such claims are common
among the nobility.
Between these mighty strongholds lie countless smaller settlements, from
coastal fishing villages to isolated hunting lodges deep within the primeval
Blackwood Forest. Life in these communities follows the rhythms of nature:
summer months spent farming, fishing, and raiding; winter spent in great
communal halls where skalds recount ancient sagas and craftspeople ply their
trades by firelight.
The coastal waters surrounding Westrend teem with leviathans and sea serpents,
making fishing a profession as dangerous as it is necessary. The most feared
of these creatures, the Kraken of Stormscar Deep, is said to be massive enough
to engulf entire ships within its maw. Yet even the cousins of this great
creature are hunted by the daring sailors of the Northfjord Harpooners, who
seek its ink for scribing
unbreakable contracts and its bones for crafting weapons of extraordinary
strength.
The horses of Westrend deserve their legendary reputation; as swift as
mountain
winds, intelligent enough to respond to whistled commands from hundreds of
yards away, and brave enough to charge directly at creatures twice their size.
The finest specimens come from the Thunder Plains, where semi-wild herds roam
under the loose stewardship of the nomadic Plainstrider clans. Exceptional
Westrend thoroughbreds can cost as much as a small ship and is considered a
diplomatic gift worthy of kings.
Recent decades have seen increasing contact between the Holds and foreign
powers, particularly merchants from the Kingdom of Nar seeking to establish
trade routes for Westrend’s prized iron, furs, and horses. These overtures
have been met with characteristic suspicion by most jarls, though a growing
faction advocates for stronger alliances to counter the looming threat of
Imperial expansion.
Worlds
Haven is at the center of a soft spot between our world and others, the
known other worlds are listed below.
The Other
Also known as the realm of the Fae. This is the world from which magic
flows strongest and the one that is naturally closest to ours. It is a world
of strange forests and sweeping planes, filled with monsters, bands of
wildlings and the fabled Golden City. The Golden City is where the High Court
of the Fae normally convenes, from a distance it is incomparably beautiful,
shimmering like a golden diamond day or night. But no human who has ventured
close to it has ever returned.
The Godrealm
This is the place where the gods reside; it is also supposedly filled with
monsters and wondrous things. Few sane men cross the gateway into the realm of
the Gods without due caution, for the politics of the God Houses are fierce
and brutal, and the divine do not take kindly to unwanted intrusion.
Hell
Hell used to be a world not unlike our own, but a long time ago a vicious
war broke out between two groups of powerful sorcerers, and they turned to
fleshforming to create living weapons to send to the battlefield. Creatures
with no purpose but to kill, destroy and cause suffering. As the war
progressed these creatures became more and more deadly until the sorcerers
created creatures capable of creating even better creatures. From this
point it wasn’t long before the entire world was overrun by these living
weapons, now usually called demons. Magic users from all other planes
sealed the doors between their worlds and hell, trapping them inside. But
they are always there, and always looking for a way to cross over and carry
out their only goal, to bring death, destruction and misery.
The Void
This is a place that even the forces of Hell fear. The void is nothingness,
a huge black vacuum. Far from lifeless however, it is home to a myriad of
mammoth Cthulian nightmares that float through the darkness and wait for
millions of years in the void, always hungry. The creatures of the void
have no known disciples on earth and nobody not entirely genocidal would
ever open a door there – the entire world could be sucked through like
opening a black hole or one of the creatures could come through and set
about devouring our universe as they did their own.
The Wilds
The Wilds is a world resembling the primordial, wild Earth, as it was millions
of years ago. It is also the home of most wildlings; although there is a human
diaspora to be found in the Godrealm and the Other, the vast majority call
this untamed realm home. The Wildlings are humans who live in the Wilds,
depending on the location they vary in sophistication from spear-wielding
tribesmen to castle building kings. The Wilds is also home to amazing
earth-like creatures, both animals that exist today as well as animals that
did exist or present ones grown to a huge size. It is a place with wolves
the size of houses, mammoths and even dinosaurs.
The Elemental Planes
These are worlds that are made entirely of a particular element, this is a
water plane, a fire plane, a lightning plane and so on. The only creatures to
inhabit these inhospitable climes consist entirely from the same elements as
the planes they call home. While many such creatures are quite primitive, some
exhibit remarkable sophistication and intelligence.
- Angelborn Lore
- Anupharis
- Arcane Society
- Atlantis
- Babylon
- Becoming Supernatural
- Biringan
- Black Sun
- Camelot
- Celestriana
- Demigod Lore
- Demonborn Lore
- Demons
- District 82
- Eidolon Lore
- El Dorado
- Fae
- Faeborn Lore
- Faecloth
- Fate Crafting
- Gharrek
- Ghosts
- Gods
- Lauriea
- Magic
- Moral Tier
- Navorost
- Navvere
- Nissenia
- Northgard
- Rhagost
- Setting
- Shangrila
- Superpowers
- The Boardroom
- The Chandler-Wei Family
- The Concordat
- The Fairchild Family
- The Free
- The Grey
- The Harrington Family
- The Invisible College
- The Mercer Family
- The Montrose Family
- The Numinous Accord
- The Pierce Family
- The Prometheans
- The Ransom Family
- The Rothwell Family
- The Syndicate
- The Treaty of Venice
- The Twilight Bureau
- The Untamed
- The Vasquez Family
- The Washington Family
- Trinity
- Vampires
- Vanguard
- Werewolves
- Westrend
- Worlds