{"id":31541,"date":"2026-09-24T14:06:10","date_gmt":"2026-09-24T18:06:10","guid":{"rendered":"https:\/\/havenrpg.net\/newsite\/?page_id=31541"},"modified":"2026-09-24T14:06:49","modified_gmt":"2026-09-24T18:06:49","slug":"h5-lore","status":"publish","type":"page","link":"https:\/\/havenrpg.net\/newsite\/h5-lore\/","title":{"rendered":"Lore"},"content":{"rendered":"\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:66.66%\"><div class=\"custom-category-posts-display \"><article id=\"post-31373\" class=\"category-display-post\"><a id=\"angelborn-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Angelborn Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\n<span style=\"color:#ffffff\">Also Read: Help Angelborn Mechanics<\/span><br><br>A long time ago, powerful flesh mages created the ultimate servants for<br>themselves.  They designed them to be beautiful, to have wings and the power<br>of flight for speedy transportation, and most importantly to be incredibly<br>supernatural empathic.  These beings would feel the wants, needs, pains and<br>dislikes of those around them more keenly than their own.  If you wanted a<br>message delivered, they wanted to deliver it, if you wanted your feet rubbed<br>they wanted to rub your feet.  They were the perfect servants, however<br>eventually the secret to creating them was lost and over time they died out.<br>Their descendants however, remain.  It&#8217;s unclear if they were named Angels<br>because of their similarity to the biblical beings, or if indeed the<br>biblical beings were named Angels because of their similarity to them.  <br><br>Their descendants today are referred to as Angelborn, none today still have<br>wings or any remnants of them, but many like heights and dream of flying. <br>They are also more attractive than most people and tend to live a little<br>longer.  Most importantly they still have some degree of the Angelic<br>empathy, while not nearly as strong, they still naturally want the same<br>things as those around them.  It works like a sort of unspoken peer<br>pressure, and draws them naturally to jobs and lifestyles that are more<br>selfless or service oriented.  It&#8217;s common to find them working in charities<br>or as aid workers, or even as masseuse or prostitutes.  <br><br>The tears of the Angelborn can be used to make a sort of love potion.  If<br>someone swallows a shot glass or so worth of Angelborn tears they will be<br>infected by a powerful version of angelic empathy, focused on the first<br>person they become aware of.  For the next 5-6 days that person&#8217;s wants and<br>desires will become their wants and desires and they&#8217;d do whatever they can<br>to fulfill them.  <br><br>Today angelborn genes are erratic like other supernatural genes.  Usually<br>activating only once every three of four generations.  The chances of any of<br>your direct family also being active angelborn is astronomically small, but<br>it possible for a grandparent or great grandparent to be.  There&#8217;s also a<br>decent chance that twins, both fraternal and identical will share the trait<br>if one has it.  <br><br>Angelborn much like faeborn and demonborn can be either latent, passive or<br>active.  <br><br>Latents are effectively entirely human, but there is a chance that at some<br>point in their adult lift the latent genes will activate and they will<br>become either active or passive.  <br><br>Passive angelborns are mostly human, but they have the appearance of<br>angelborn and their supernatural empathy.  They also have a special type of<br>blood that&#8217;s used in certain rituals.  <br><br>Active angelborns are passives until around the end of puberty, usually<br>seventeen to nineteen, when they activate.  They also sometimes activate<br>later in life, although this is very rare in people not living near the<br>Gate.  As well as the effects of passive angelborns actives also gain other<br>amazing supernatural powers.  <br><br><span style=\"color:#ffffff\">Note:<\/span> Angelborns are physically entirely human in appearance.  <br><br>When they were first created angels were given a vulnerability to obsidian<br>in case their empathy ever failed at keeping them in line.  While this has<br>never truly been needed the vulnerability is still present to this day. <br>Angels and their angelborn decendents become weakened whenever struck by<br>obsidian weapons and cannot break out of obsidian bonds or cages no matter<br>their preternatural strength.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#roleplaying-angelborn\">Roleplaying Angelborn<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#desire\">Desire<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-30982\" class=\"category-display-post\"><a id=\"arcane-society\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Arcane Society<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nWhile practitioners of magic are a very varied group, when they come<br>together there are some customs they all tend to follow.  <br><br>Due to the greater ease of stealing youth while somewhat physically old,<br>most arcanists tend to look in their forties or fifties.  <br><br>Arcanist or Practitioner are the most accepted terms for anybody who uses<br>magic, with Practitioner being preferred in non-supernaturally aware<br>society.  <br><br>Those who can use battle magic but not yet throw around pure force are<br>usually called Mancers, and battle magic of this type is generally referred<br>to as Mancing.  <br><br>Those who can throw around pure bolts of fire or lightning or similar forces<br>are called Sorcerers, and that type of magic sorcery.  <br><br>Most arcanists first spend time as an apprentice, working for their master<br>in exchange for tutelage.  In some organizations apprentices might be<br>apprenticed to a group instead of an individual.  In formal introductions<br>it&#8217;s customary to give the name of your master, and often even their master<br>even if the arcanist is no longer an apprentice.  Such as: &#8220;I am Jane Smith,<br>student of John Smith, student of John Doe.&#8221; , While an apprentice would<br>introduce themselves as &#8220;I am Jane Smith, apprentice of John Smith, student<br>of John Doe.&#8221;  <br><br>Apprenticeships vary significantly in length, few are shorter than one year<br>or longer than ten.  Abuse of apprentices if a very common practice in many<br>magical circles, but rarely discussed.  It is not uncommon for them to be<br>taken advantage of sexually by their masters, to be beaten physically for<br>poor performance, to be sacrificed in rituals if they do not perform, to<br>have their life force fed upon, or their possessions and finances claimed by<br>their master.  This is obviously far less common in organizations like the<br>white circle, and far more common in organizations such as the black.  When<br>it is brought up it is generally swept under the rug as simply, the cost of<br>the privilege of learning magic.  <br><br>The circles and their members are often simply referred to by color, such as<br>&#8220;He is a red&#8221;, or &#8220;I hear that happens in the black.&#8221;  <br><br>If someone is called a witch it generally means they are either a member of<br>the coven, or were taught by them.  <br><br>A rogue is someone who belongs to no arcane group.  <br><br>A hedge mage\/witch is someone who has been self taught and are generally<br>looked down upon.  <br><br>A magical duel is a fight in which neither participant may assault the other<br>except through magical means, and continues until either the participant is<br>no longer able to stand, or no longer able to keep fighting such as if they<br>have no sorcery and their minion has been dispelled.  Among mancers this<br>becomes in essence a test of minion against minion, with their mancing being<br>used to try and effect the outcome, among sorcerers however it usually<br>becomes much more a battle of energy vs energy.  It is almost impossible<br>under the rules of a standard magical duel for a mancer to defeat a<br>sorcerer.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#occult-subfactions\">Occult Subfactions<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31036\" class=\"category-display-post\"><a id=\"becoming-supernatural\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Becoming Supernatural<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nSupernatural development usually begins right as puberty starts to end. <br>The most typical age for this in males is 18, 16 for females.  Development<br>takes on average three years.  <br><br>Supernatural development generally begins quite subtly, with mild increases<br>in health and physical performance, those around the developing supernatural<br>might notice that they generally seem to have more energy than normal, and<br>begin to perform better in sports.  <br><br>The development takes it&#8217;s toll however, only a few months in most would be<br>supernaturals start to exhibit mental symptoms.  Mild to severe psychiatric<br>disorders, as well as irresponsibility, poor judgment, recklessness are all<br>common side effects.  While mental disease is no more common in adult<br>supernatural than adult naturals, a full 75% of them will have a past<br>history of mental disease or crime.  Short prison stints or periods in<br>asylums are relatively common.  <br><br>About mid way through the process actual supernatural abilities and talents<br>will begin to develop, usually starting off very uncontrollable and of<br>extremely mild power but slowly increasing in strength.  It&#8217;s also common at<br>this time for characters to begin to have dreams related to their ancestry. <br><br>As the process comes to a close, the mental effects fade away, the dreams<br>become much less common and the individual&#8217;s abilities both grow stronger<br>and come more completely under their control.  As far as the world is<br>concerned the individual has successfully managed to &#8216;turn their life<br>around.  &#8216;<br><br>There are two ways for supernatural development to be blocked.  The first is<br>insanity, characters who&#8217;re highly mentally unstable will be stuck in stage<br>where their powers are weak and uncontrollable, they also are often stuck<br>with the ancestry dreams as well, which can make them useful research<br>subjects for trying to glean more information about the past of<br>supernaturals.  This also means that despite their likely troubled past,<br>serious mental disorders of the mundane type are all but unheard of amongst<br>active supernaturals.  <br><br>The second is complete closed-mindedness to the possibility of the<br>supernatural.  This has to go far beyond normal scientific skepticism.  It<br>can occur when treatment for their mental illness is particularly severe and<br>effective, or when someone has been raised into a strong belief that<br>contradicts the existence of the supernatural.  Occasionally people with<br>particularly distressing powers or who&#8217;ve used them in particularly<br>distressing ways will create a subconscious block themselves preventing<br>their belief. Societies also occasionally brainwash people into this belief<br>in order to lock their abilities away.  <br><br>Mature development also occurs but is much rarer in the world at large. <br>Only 5% of supernaturals will develop late, but there&#8217;s no particular time<br>when it will occur if they do.  It&#8217;s much more common than this in Haven<br>however because of the proximity to the gate.  It also occurs if someone has<br>a block that occurred before or during supernatural development that then<br>breaks in later life.  Mature development is much faster, usually taking<br>place over only a few weeks.  However it is also more dangerous, if the<br>individual develops psychological or behavioral problems they&#8217;re likely to<br>be much more severe, causing people to become raging psychotics or malicious<br>psychopaths for short periods of time before the effects fade.  <br><br>Many people attempt to become supernatural, fortunately a good portion of<br>the world&#8217;s population has some fragment of a supernatural gene within them,<br>and thus have a chance of manifesting it if they try.  When successful these<br>attempts produce something very similar to mature development, although the<br>psychological and behavioral side effects are usually less common, only<br>affecting about 25% of deliberately manifested people.  <br><br><span style=\"color:#008080\">Methods<span style=\"color:#ffffff\">:<\/span><\/span><br><br><span style=\"color:#ffffff\">Alchemy<span style=\"color:#008080\">)<\/span><\/span> Experimentation with potions comprised of mixtures of mundane and<br>supernatural ingredients can be effective at triggering a manifestation. <br>Although the exact same potion will never work on two different people.  <br><br><span style=\"color:#ffffff\">Gene Therapy<span style=\"color:#008080\">)<\/span><\/span> Modern science also has a solution, genetic therapies based on<br>the genes of manifested supernaturals can be effective at triggering<br>manifestation, although again each treatment is unique to the patient.  <br><br><span style=\"color:#ffffff\">Meditation<span style=\"color:#008080\">)<\/span><\/span> Some people are able to trigger manifestation after prolonged<br>periods of mastering monk like meditation practices.  <br><br><span style=\"color:#ffffff\">Ritualism<span style=\"color:#008080\">)<\/span><\/span> Experimentations with mystical rituals directed at the target can<br>be effective at inducing manifestation, although again the exact ritual will<br>be unique to the individual, it also tends to go through a lot of blood<br>before the right one is found.  <br><br><span style=\"color:#ffffff\">Trauma<span style=\"color:#008080\">)<\/span><\/span> Sometimes manifestation is brought on by serious physical or mental<br>trauma, in some cases this may be used to attempt to induce manifestation. <br>Sometimes in very primitive ways such as torture, other times in more<br>clinical ways such as anesthetized electroshock therapy.\n<\/div><\/div><\/article><article id=\"post-31369\" class=\"category-display-post\"><a id=\"demigod-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demigod Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nA demigod refers to anybody with divine ancestry.  Demigods usually<br>inherit some small degree of the perfection of their parents, they tend to<br>be more attractive, more physically capable, more resistant to disease and<br>injury, to heal quicker and age more slowly.  They often also tend to have a<br>psychological pre-disposition towards their god&#8217;s aspects, the descendant of<br>a thunder god for instance may enjoy being out in storms.  <br><br>Demigods also may be favored by their divine parent, who might take it upon<br>themselves to aid in their life or set them to tasks they wish to see<br>accomplished.  They however possess no real supernatural abilities beyond<br>their innate remarkableness.  <br><br>In ancient times to be taken as a god&#8217;s lover was a great privilege and the<br>gods bestowed a gift upon those they slept with, imbuing them with health<br>and longevity.  Some degree of this persists in their children.  After<br>having sex with a demigod a person will heal more rapidly for about two<br>days, as well as not aging or becoming sick in that period.  While this can<br>be a great gift from a demigod lover to their lover or spouse and even has<br>led to some demigod couples being effectively immortal rumors persist of<br>those who pay highly for captured demigods to use them forcibly in order to<br>stay young forever.  <br><br>Today demigod genes are erratic like other supernatural genes.  Usually<br>activating only once every three of four generations.  The chances of any of<br>your direct family also being an active demigod is astronomically small, but<br>it possible for a grandparent or great grandparent to be.  There&#8217;s also a<br>decent chance that twins, both fraternal and identical will share the trait<br>if one has it.  <br><br>Demigods much like Faeborn, Angelborn, and Demonborn can be either latent,<br>passive or active.  <br><br>Latents are effectively entirely human, but there is a chance that at some<br>point in their adult lift the latent genes will activate and they will<br>become either active or passive.  Passives are mostly human but they have<br>some degree of the resistance to disease and aging and tend to be more<br>attractive and capable.  They also have the effects of prolonging the life<br>of their sexual partners.  <br><br>Actives are passives until around the end of puberty, usually seventeen to<br>nineteen, when they activate.  They also sometimes activate later in life,<br>although this is very rare in people not living near the Gate.  As well as<br>the effects of passive demigods actives also gain other amazing supernatural<br>powers.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#gods\">gods<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31372\" class=\"category-display-post\"><a id=\"demonborn-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demonborn Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\n<span style=\"color:#ffffff\">Also Read:<\/span> Help Demonborn Mechanics<br><br>The demonborn are a disparate group, while some are indeed the descendants<br>of human and demon couplings these are very rare, far more common are humans<br>who were affected by demonic forces while still in the womb.  The result is<br>basically the same however, a human who is in some small part demon.  The<br>demonborn tend to be physically stronger and hardier than most humans, also<br>with a much higher tolerance for heat.  Many find themselves drawn to and<br>interested in fire as well.  The demonborn are also infected with the innate<br>demonic sadism.  They derive physical pleasure from the pain, discomfort or<br>unhappiness of others.  While this isn&#8217;t enough to make all of them turn<br>into psychopaths it does turn a lot and others tend to settle into some<br>lifestyle or profession that allows them to get their fix.  They are<br>commonly found as dominatrixes or in pain oriented kinky relationships, or<br>in professions such as soldiers, police, criminals, or professional<br>fighters.  <br><br>The blood of the demonborn is a potent mystical chemical accelerant.  It<br>will augment any natural chemical reaction such as those of explosives.  A<br>drop of blood into the gunpowder of a bullet can double its penetrative<br>power, while a glass of it can make any bomb much more deadly.  <br><br>Today demonborn genes are erratic like other supernatural genes.  Usually<br>activating only once every three of four generations.  The chances of any of<br>your direct family also being active demonborn is astronomically small, but<br>it possible for a grandparent or great grandparent to be.  There&#8217;s also a<br>decent chance that twins, both fraternal and identical will share the trait<br>if one has it.  <br><br>Demonborn much like faeborn and angelborn can be either latent, passive or<br>active.  <br><br>Latents are effectively entirely human, but there is a chance that at some<br>point in their adult lift the latent genes will activate and they will<br>become either active or passive.  <br><br>Passive demonborns are mostly human but then tend to be a bit stronger and<br>hardier than most, have more tolerance for hot temperatures as well as<br>possessing the innate demonic sadism and the properties of their blood.  <br><br>Active demonborns are passives until around the end of puberty, usually<br>seventeen to nineteen, when they activate.  They also sometimes activate<br>later in life, although this is very rare in people not living near the<br>Gate.  As well as the effects of passive demonborns actives also gain other<br>supernatural powers.<br><br><span style=\"color:#ffffff\">Note:<\/span> Demonborns are physically entirely human in appearance.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#demons\">Demons<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#suffer\">suffer<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31425\" class=\"category-display-post\"><a id=\"demons\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Demons<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nDemons are biological weapons, fashioned a long time ago by wizards in an<br>attempt to win a war.  They now run that world, which is called hell.  There<br>are billions of demons in hell and more are regularly being made.  Hell is<br>run by a group of archdemons, believed to be about twelve.  These are<br>unbelievably powerful sorcerer demons and are responsible for running hell<br>as well as creating most of the other types of demons.  <br><br>Several of the upper echelons of demons, including archdemons, can influence<br>earth, they have the ability to reach their magic across to affect things. <br>They use this power to make things worse where they can and often to improve<br>the life of those who agree to do their bidding on earth.  <br><br>When they were first created demons were given a vulnerability to quartz in<br>order to make controlling them easier.  While this ultimately failed they<br>and their decendants still have this weakness today.  Even powerful demons<br>may be incapacitated by a quartz stake through the chest and demonborn all<br>become weakened when struck by quartz weapons.\n<\/div><\/div><\/article><article id=\"post-30492\" class=\"category-display-post\"><a id=\"eidolon-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Eidolon Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nEidolon 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.<br><br><span style=\"color:#008080\">Origins<span style=\"color:#ffffff\">:<\/span><\/span><br>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.<br><br><span style=\"color:#008080\">Powers<span style=\"color:#ffffff\">:<\/span><\/span><br>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.<br>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.<br><br>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.<br><br><span style=\"color:#008080\">Ascension<span style=\"color:#ffffff\">:<\/span><\/span><br>If an Eidolon gains enough power and has a a catalyst they can use that power to transform themselves into something else. This usually requires rare and very powerful items as well and\/or complex rituals with exacting requirements. There is no specific limitation on what an Eidolon can transform themselves into given enough power but the two most typical forms of ascension are either to become physical, becoming an entity such as a god or true-fae or demon lord. Or to entirely transcend the mortal plane and become a kind of latent supernatural force in the world. Generally not even being really conscious anymore but rather existing in a sort of eternal dream state.<br><br><span style=\"color:#008080\">Destruction<span style=\"color:#ffffff\">:<\/span><\/span><br>The exact same things that empower Eidolons can be used to drain power from them with similar sorts of sacrifices, powerful objects and rituals. A powerful enough catalyst can even be used to destroy an Eidolon entirely by reducing its power below that which is required to sustain itself and causing the Eidolon to disperse away into nothingness.<br><br><span style=\"color:#008080\">Types<span style=\"color:#ffffff\">:<\/span><\/span><br>There are no specific rules on what an Eidolon can be, but there are several broad types into which they tend to fall.<br><br><span style=\"color:#008000\">Fae<span style=\"color:#ffffff\">:<\/span><\/span><br>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.<br><br>Fae Eidolons almost always seek to ascend into becoming true Fae and are frequently categorized by a focus on enjoyment and experience, they spend a lot of time possessing their followers and having them engage in more and more extreme hedonistic and thrill seeking behaviour.<br><br><span style=\"color:#00ffff\">Divine<span style=\"color:#ffffff\">:<\/span><\/span><br>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.<br><br>Divine Eidolons almost always seek to ascend into becoming a god themselves and their focuses are as varied as the gods who created them.<br><br><span style=\"color:#800000\">Demonic<span style=\"color:#ffffff\">:<\/span><\/span><br>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.<br><br>Demonic Eidolons ascension goals are highly varied, its common for them to seek ascension into a demon lord but also common for them to seek ascension into a malicious force to more effectively promote suffering throughout the world.<br><br>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.<br><br><span style=\"color:#808080\">Ghost<span style=\"color:#ffffff\">:<\/span><\/span><br>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.<br><br>Their ascension goals are varied but its common for them to seek to ascend into a non-sentient force as a way of seeking peace after death.<br><br>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.<br><br><span style=\"color:#008000\">Cthulian<span style=\"color:#ffffff\">:<\/span><\/span><br>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.<br><br>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.<br><br><span style=\"color:#808000\">Primal<span style=\"color:#ffffff\">:<\/span><\/span><br>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.<br><br>Primal Eidolons almost always ascend into non-corporeal spirits of natural force although rarely some will ascend into some sort of animalistic god.<br><br>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.\n<\/div><\/div><\/article><article id=\"post-31368\" class=\"category-display-post\"><a id=\"fae\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Fae<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\n<span style=\"color:#ffffff\">You need Occult Knowledge of at least two to know this information.  <\/span><br><br>Similarly to the gods, the lords of the Fae were once humans who became<br>extremely accomplished in fleshforming magic.  Unlike the gods however they<br>had no interest in power, leadership or responsibility.  Rather they were<br>hedonists who used their power only for their own pleasure, rendering<br>themselves immortal but not entirely unkillable.  They very early on created<br>their own realm.  The Fae is a world that is forever caught up in a never<br>ending party, over the centuries however increasing boredom has led to<br>entertainments become more and more extreme and the lords of the Fae have<br>long since lost any sort of human empathy.  Entertainments vary from simple<br>stories and dance to brutal life or death contests and recreational torture.<br><br><br>The Fae sometimes journey into the human world, taking on any form they<br>chose when they do so, male, female, or animal.  Sometimes they do this in<br>order to capture people to bring back with them to serve in the Fae world<br>forever.  Those chosen in this way may end up simple entertainers, or<br>fighting for their life against brutal and monstrous creations.  Almost no<br>one ever escapes from Fae after they&#8217;ve been captured, and none at all<br>escape after they&#8217;ve been there for more than a week or two.  <br><br>Sometimes they journey out in order to play pranks on the humans, as a sort<br>of vacation.  These pranks also are very variable, some are incredibly mild,<br>and may even end up helping their target, such as arranging things so that a<br>homeless bum becomes a millionaire overnight.  Others can be incredibly<br>cruel.  The Fae are masters of manipulating fate, having given themselves a<br>natural magical ability to do so, sorcery that can intelligently manipulate<br>a thousand small variables to bring about a desired result, seemingly simply<br>as a result of luck.  <br><br>Every now and again the Fae will sleep with a human, this is rarely done for<br>simple pleasure however and never for anything as trite as love.  It is<br>almost always part of some prank, sleeping with a man in the form of his<br>wife when she is stuck in traffic and watching the ensuing argument.  Or<br>impregnating a young religious girl and wiping from her mind the sexual<br>encounters so she has no explanation for her pregnancy for her parents.  The<br>chance of impregnation is low, about one tenth the chance of a human<br>impregnating another but can happen.  These offspring and their descendants<br>are called faeborn.  <br><br>Fae are unnaturally sensitive to magnetic fields and can even be kept weak<br>and near incapacitated by those that are powerful enough.  Even their<br>decendants show some signs of this vulnerability, being made slightly dizzy<br>by strong fields and when struck with ferromagnetic weapons.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#lore\">Lore<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#faeborn\">faeborn<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31371\" class=\"category-display-post\"><a id=\"faeborn-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Faeborn Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\n<span style=\"color:#ffffff\">Also Read: Help Faeborn Mechanics<\/span><br><br>The faeborn are those fae in their family line.  These fae genes activate<br>erratically, usually for one child in every three or four generations.  The<br>chances of any of your direct family being active faeborn is astronomically<br>small, but it is possible for a grandparent or great grandparent to do. <br>There&#8217;s also a decent chance that twins, both fraternal and identical will<br>share the trait if one has it.  <br><br>Faeborn tend to be smaller in stature than most humans, and have more<br>delicate, elfin like features.  They also tend to have a greater<br>predisposition towards mischief and often a bit less empathy for others<br>compared to most people.  The faeborn tend to attract extremes in luck,<br>being far more likely to for instance win the lottery, but also more likely<br>to be wrongfully imprisoned.  The faeborn&#8217;s natural uncontrolled influence<br>on fate can sometimes be harnessed.  If a faeborn is captured and held<br>prisoner by any person in any way, that person will benefit from greatly<br>improved luck for the duration of the captivity.  The faeborn also won&#8217;t<br>attract the same extremes in luck they normally would while held captive. <br>There are three basic types of faeborn latent, active and passive.  <br><br>Latent Faeborn are effectively entirely human, but there is a chance that at<br>some point in their adult life the latent genes will activate and they will<br>become either active or passive faeborn.  <br><br>Passive Faeborn are almost entirely human, but they have the appearance of<br>faeborn attract the same extremes in luck and have a special type of blood<br>that&#8217;s used in certain rituals.  <br><br>Active Faeborn are passives usually until around the end of puberty, usually<br>seventeen to nineteen, when they activate.  They also sometimes activate<br>later in life, although this is very, very rare in people not living near the<br>Gate.  As well as the effects of passive faeborns the Actives once they<br>activate have amazing and varied powers.  Often gaining supernatural<br>strength, magical abilities or shape shifting skills.  <br><br>Note: Faeborns are physically entirely human in appearance.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#fae\">Fae<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31127\" class=\"category-display-post\"><a id=\"ghosts\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Ghosts<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nGhosts are the imperfect copies created when a character whether NPC or PC dies.<br>Not all deaths create ghosts and the exact mechanism for doing so is unknown,<br>however many ghosts become obsessed with particular aspects of their previous<br>life.  Whether this is due to regret, being unable to let go, or simply because<br>of the brain-damage like condition in which all ghosts exist isn&#8217;t clear.<br> <br>Each ghost is as unique as the person who spawned it.  They&#8217;re unable to change,<br>but retain much of the special abilities they possessed in life.  Though ghosts<br>have no concrete form and can move through otherwise solid objects, any ghost<br>who could not fly when they were alive, for example, is similarly bound in death<br>if only by the belief that flying isn&#8217;t possible.  Ghosts who die while shifted<br>will be shifted ghosts and unable to shift back into human form.  Ghosts who<br>were not shifted when they died will not be able to shift into their alternative<br>form any more.<br> <br>Ghosts may not enter the Lodge or any home which has been ritually warded. <br>Furthermore, they are generally bound to Haven and can&#8217;t leave the city.  They<br>can only be seen by characters with clairvoyance and only heard by characters with<br>clairaudience.  Characters without either of these supernatural stats can detect<br>when a ghost enters or leaves a room with perception however and the higher that<br>character&#8217;s perception, the more likely they will notice the ghost&#8217;s movement. <br>Movement in peripheral rooms can not be detected in the same way.<br> <br>Ghosts do not precisely occupy the same space as the living and interacting with<br>them and their world is strenuous.  Though they may interact with other characters<br>who possess either clairaudience or clairvoyance with less restrictions, player<br>ghosts receive a pool of actions each day to represent their endurance.  This<br>pool is referred to as willpower and will be visible with the score command as a<br>ghost.  Willpower will not be depleted for actions taken which do not attempt to<br>breach the veil between the spirit and living spaces. Ghost walkers receive half<br>as much willpower to expend each day to represent their investment in the<br>corporeal world.<br><br>Some examples of actions that require manifestation are moving an object,<br>touching another character, being able to been seen or heard plainly, or<br>utilizing one of their supernatural powers.  Verbal actions in particular are<br>especially difficult for ghosts and even the most powerful ghosts can only<br>muster concrete language in a low voice or whisper.  Despite being able to<br>interact with their environment in limited ways, ghosts may not engage or be<br>engaged in combat.<br> <br><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">visible<\/span><\/span><\/span><br>  For ghosts, this command toggles whether or not the ghost is attempting to be<br>  visible in their next action.  Toggling it doesn&#8217;t eat away at any specific<br>  uses per day however while it is active, the ghost will be considered to be<br>  manifesting as well.  This will replace &#8220;something unseen&#8221; with <span style=\"color:#ffffff\">emote<\/span> and<br>  in actions with the ghost&#8217;s name or intro depending on whether or not the<br>  ghost is known to the viewer.  A special prefix &#8220;the ghost of&#8221; is attached<br>  before the ghost&#8217;s intro or name in the event that the viewer has at least<br>  clairvoyance 1 and can recognize the nature of the ghost immediately.<br> <br><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">manifest<\/span><\/span><\/span><br>  This toggle allows ghosts to determine whether or not the ghost will attempt<br>  to perform an action which can be detected without supernatural aid.  This is<br>  both a safety mechanism to prevent ghosts from depleting their daily pools<br>  unwittingly and to differentiate between the limited and unlimited version of<br>  some commands such as <span style=\"color:#ffffff\">say<\/span>, <span style=\"color:#ffffff\">emote<\/span>, and <span style=\"color:#ffffff\">private<\/span>.<br> <br><span style=\"color:#008080\">Willpower Costs<span style=\"color:#008000\">:<\/span><\/span><br>  Private         10<br>  Emote           15<br>  Manifestations  20<br>  Speech          25<br> <br><span style=\"color:#008080\">Note<span style=\"color:#008000\">:<\/span><\/span> If an action qualifies for multiple categories, it will use the greater<br>  cost.<br> <br>Some rituals such as <span style=\"color:#ffffff\">binding<\/span>, <span style=\"color:#ffffff\">unbinding<\/span>, and <span style=\"color:#ffffff\">banishment<\/span> can effect ghosts.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#more-rituals\">More Rituals<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#rituals\">Rituals<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#possession\">Possession<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31367\" class=\"category-display-post\"><a id=\"gods\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Gods<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\n<span style=\"color:#ffffff\">You need Occult Knowledge of at least two to know this information.  <\/span><br><br>The gods were all once men a long, long time ago.  Men and women who became<br>so accomplished at the now lost art of fleshforming that they were able to<br>create for themselves new, perfect bodies.  Bodies that could not be<br>damaged, would never age or die, truly immortal.  As time passed and these<br>individuals continued to not age and grow stronger their influence became<br>all the greater.  Some humans began to worship on their own, others assumed<br>the identity of pre-created pagan deities.  <br><br>As their power and influence grew, different groups came more and more into<br>conflict and the world was half torn apart by the fighting between these<br>powerful beings.  Finally they met and settled on an accord of peace and<br>non-interference.  Creating for themselves their own pocket dimension in<br>which to retreat peacefully into, a realm called Asgard, Olympus or any one<br>of a number of other names.  From there they continued to have some limited<br>interaction with the human world, often venturing into it in disguise or<br>taking it upon themselves to help certain favored individuals but mostly<br>remained aloof and apart from it.  Masters of fleshforming they have filled<br>their world with various amazing and dreadful creatures, as well as<br>semi-human servants and vassals.  <br><br><br>Sometimes a god will sleep with a human while visiting the human world, at<br>times they do this while in the visage of another, such as the human&#8217;s<br>lover, at other times they do not.  The reasons can be as varied as falling<br>in love with a human to a simple lark.  The chance of a god impregnating or<br>being impregnated by a human is low, about one tenth of the chance of a<br>human with a human but can happen.  These offspring and their descendants are<br>called demigods.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#lore\">Lore<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#demigod\">demigod<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31152\" class=\"category-display-post\"><a id=\"lore-primer\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lore Primer<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nThe most important thing to understand about Haven lore is that it is a<br>pseudo scientific, logical take on the supernatural.  That means that the<br>supernatural doesn&#8217;t overtly contradict known science such as evolution or<br>the laws of physics.  Issues like creation of energy are dealt with through<br>drawing it from another dimension etc.  <br><br>It&#8217;s a world that&#8217;s largely built upon our own, the fae, gods and most big<br>demons all used to be humans, before fleshforming themselves into other<br>things, and retain their human core.  The monsters and creatures were all<br>made by these beings, for some purpose.  <br><br>We took this approach for two reasons, the first is simple credibility, the<br>second is to make it easier to access for a player.  When encountering a<br>monster you can use your reason to think about who made this, and why and<br>from what to make intelligent guesses about it&#8217;s characteristics, when<br>dealing with gods etc you can apply some of your understanding of human<br>psychology similarly.  This allows players and characters to think about<br>challenges and discuss them intelligently, without needing huge amounts of<br>lore.  <br><br>This system and the lore of fleshforming can allow for a huge variety of<br>stories, and give a lot of creative freedom to SRs, however it also can make<br>it challenging to copy stories directly from mythology or fantasy settings. <br>Since things need to make some sort of sense, and often issues of folklore<br>etc, do not.  <br><br>Regarding death and religion, the game deliberately doesn&#8217;t prove or<br>disprove the existence of higher gods, if humans have a soul there&#8217;s no<br>proof of it, and it goes off to wherever it goes when someone dies.  There<br>is however proof of psychic transference, which is to say minds or parts of<br>minds being copied or replicated into other things.  Ghosts are one such<br>phenomena, where a part of someone&#8217;s mind transfers into a psychic<br>non-physical medium when they die.  It is never a perfect copy however,<br>memories will be missing, their behaviour may be odd or particularly<br>fixated, much like someone who has sustained some brain damage.  Vampires<br>are another instance, a near perfect transference of their mind from their<br>brain to a psychic medium inside their blood.  <br><br>Strictly speaking, resurrection is impossible, but beings capable of<br>fleshforming can remake individuals.  Much like ghosts the mind of the new<br>individual is imperfect, often missing memories or having flaws or oddities<br>in their behaviour, they&#8217;re remade more accurately the more information the<br>being has on them, such as their recent body, or memories of people who knew<br>them, or a ghost of them, but it&#8217;s never ever a perfect remake.  <br>People brought back may be brought back different from how they<br>originally were on purpose as well.\n<\/div><\/div><\/article><article id=\"post-31376\" class=\"category-display-post\"><a id=\"magic\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Magic<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nThere are many types of magic in the world, only a few are very well<br>documented.  <br><br><span style=\"color:#ffffff\">Sorcery<\/span><br>Basically sorcery consists of drawing on a source of energy and directing<br>and shaping it.  What this source of energy is exactly is unclear, it&#8217;s<br>pretty well known that it is extra dimensional however.  It&#8217;s often called<br>simply &#8216;The source&#8217; or &#8216;The Ocean&#8217; some believe it&#8217;s an ocean of energy on<br>some other world, others believe it&#8217;s some kind of god.  <br><br>Opening a way to this energy allows it to flood through, opening the way<br>further, it can then be transformed into other forms of energy and directed<br>as the wielder wishes.  <br><br>Humans are not usually capable of this type of magic.<br><br><span style=\"color:#ffffff\">Rituals<\/span><br>Rituals are a type of magic that can be performed by almost anyone.  All<br>they require is access to the proper instructions which every society<br>library should have.  They also require specific ingredients however, in<br>particular they require human blood.  <br><br>It&#8217;s believed that rituals function by draining a form of energy from this<br>blood, which is then fed through the ritual to spirits who carry out the<br>request.  Exactly what these spirits are or where they come from is unclear.<br><br><br><span style=\"color:#ffffff\">Gate Magic<\/span><br>Gate Magic is another type of ritual, and again anyone with access to a<br>society library should be able to perform it.  However it doesn&#8217;t invoke<br>spirits or take blood, rather it draws power from the Gate to enact it&#8217;s<br>effects, most usually those effects are related to the Gate itself, such as<br>opening bridges to other worlds.  A benevolent practitioner could use it to<br>end a drought through making a bridge to the plane of water, while a<br>malicious one could flood the world with a similar bridge.  Luckily gate<br>magic takes some time to perform and is usually detectable by seers so it&#8217;s<br>unlikely anybody could end the world without people noticing and trying to<br>stop them.\n<\/div><\/div><\/article><article id=\"post-30456\" class=\"category-display-post\"><a id=\"noctilith-lore\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Noctilith Lore<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\n<span style=\"color:#ffffff\">Noctiliths<\/span><br><br>Noctiliths are a kind of demon: possessing spirits born from nightmares. A Noctilith comes to someone after they have had a particularly bad nightmare. When the dreamer wakes, it has come with them. From then on it lives inside them, and it drives them to make people afraid and to do evil.<br><br><span style=\"color:#ffffff\">Living with one<\/span><br>No two hosts carry a Noctilith in quite the same way.<br><span style=\"color:#ffffff\">    &#8211;<\/span>Some remember nothing of what it does. For them, being possessed is only lost time: they come back to themselves hours later, somewhere they do not remember going.<br><span style=\"color:#ffffff\">    &#8211;<\/span>Some are generally in control of their own bodies, and lose that control only when the Noctilith takes over. Then they watch from outside themselves while it acts. Even when they have their bodies back, they cannot tell anyone what is happening to them or do anything against it.<br><span style=\"color:#ffffff\">    &#8211;<\/span>Some are never in control at all. They are passengers in their own minds, watching the Noctilith live out their lives and terrorize the people around them.<br><span style=\"color:#ffffff\">    &#8211;<\/span>For others it never takes over at all. It whispers in their mind and twists what they see and believe, until they carry out what it wants of their own free will.<br><br>Those who lost their memory to it generally get it back when the Noctilith leaves them or is driven out.<br><br><span style=\"color:#ffffff\">Moving on<\/span><br>A Noctilith can leave its host for someone new. The host it leaves never knows who it went to. Even so, they often find themselves, without knowing why, more trusting of the new host and more ready to help them.<br><br>See also: <span style=\"color:#008080\">help noctilith mechanics<\/span>, <span style=\"color:#008080\">help noctilith sieges<\/span>.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#noctilith-mechanics\">Noctilith Mechanics<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#noctilith-sieges\">Noctilith Sieges<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31374\" class=\"category-display-post\"><a id=\"setting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Setting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nHaven is a small town on the coast of Massachusetts, not far from Boston<br>and an easy commuting distance from Brown University.  To most of the world<br>that is all it is, and even to most of the residents its not so different. <br>They have a few extra rules they live by, like dont venture out into the<br>forest alone and never go outside when its misty no matter what you hear. <br>But apart from these they live much as anybody else does.  <br><br>For others though, for the members of the supernatural world Haven is<br>something entirely different.  It is a place where one can cross between the<br>worlds, a waystation and the last one of its kind on earth.  This makes it a<br>place of great import, where supernatural groups can use these connections<br>to gather valuable and powerful materials and goods from those other planes.<br>It is also where any threats from outside earth would first arrive, making<br>it an important fortress and beachhead should earth ever be attacked.  <br><br>For these reasons it drew the interest of the three most powerful<br>supernatural organizations in the world, The Hand, The Order and The Temple.<br>These organizations all shared a common goal in holding Haven as a defensive<br>bastion, but also are all in competition over the resources that can be<br>obtained from it.  Many attempts to strike an accord between them failed,<br>until finally they settled on a less diplomatic solution.  The three<br>factions came together to work a great magic over the town, called Sanctuary<br>this magic protects anybody inside the town from serious harm by others. <br>And this protection is where the towns name derives, although not all are<br>equally protected and several ways to bypass the protection have since been<br>discovered.  The spell allowed the factions to compete and conflict with<br>each other, without ever being at risk of weakening the forces they have set<br>to guard the earth from intrusion. After WWII when the three factions faded<br>into history, the town continued to be fought over by secretive supernatural<br>societies, making use of it in a similar way.  <br><br>Others also found the town of interest, supernatural scholars and magical<br>practitioners came to experiment with the supernatural power to be found<br>there.  Others came to make use of sanctuary to hold conferences or shady<br>meetings with those they couldnt otherwise trust.  And the town drew the<br>attention of a criminal supernatural element as well. In Haven, with<br>sanctuary, enforcing supernatural law was almost impossible freeing up<br>certain types of criminals to do as they wished as long as they didn&#8217;t need<br>to kill anyone.<br><br>When supernaturals fight, they usually do so in a shadow world, a darker<br>mimicry of our own called the nightmare.  There they can conflict freely,<br>without ever being seen or noticed by the normal members of humanity.<br><br>A manipulation of the spaces between worlds called pathing, allows some<br>supernaturals and those they take with them to travel vast distances very<br>quickly.  Due to the latent power of Haven pathing to and from it tends to<br>be a fair bit faster than elsewhere, and societies often deploy operatives<br>there for just that reason, wanting to take advantage of their ability to<br>quickly deploy to missions or conflicts around the globe.\n<\/div><\/div><\/article><article id=\"post-31097\" class=\"category-display-post\"><a id=\"supernatural-history\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Supernatural History<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nSupernatural forces have existed for as long as mankind, but they used to be fairly primitive.  There were no monsters or gods, just tribal shamans and priests whose powers were rather limited except when they made human sacrifices.  The other worlds were closer to earth however, and people often accidentally stumbled from one to another.  <br><br>This first began to change in Mesopotamia around 8500BCE, Sorcerers began to develop in earnest, and the knowledge of magical forces increased.  These sorcerers broke into several dynastic lines, teaching their children their knowledge following an oral tradition.  Experiments in fleshforming started around 2000 years later, and in 6000BCE the first reports of vampires and werewolves occurred.  Several sorcerous dynasties combined with the rise of the Sumarians to form what&#8217;s now known as the Council of Babylon, despite at the time it existing in Kish, some distance from where Babylon would be erected.  The council existed on other worlds as well, having determined ways to walk between them and was the ruling power in most other earth-like planes.  They were also spreading to the developing Egypt.  The Council were immortal and in 2400 BCE the first God was created.  <br><br>The council continued to grow in influence, and spread with civilization, many of the oldest and most powerful members were now Gods whilst others were simply immortal.  In 1800 BCE in one of the other realms, known as Sirinia at the time, two of the more powerful members fell into a feud over a woman.  The feud grew in fervor and the rest of the council in that plane eventually joined sides.  As the war raged, no longer really about a woman, each side turned to more and more dangerous fleshforming until they lost control over their fleshformed creatures.  The council members in other planes worked quickly to seal Sirinia away from themselves, so that what had been created could not break free, that world is now known colloquially as Hell.  <br><br>Shortly afterwards on the east coast of the Mediterranean sea rose the first group of anti-supernatural warriors, who were set on destroying any supernatural creation and severing the ties to other worlds under their leader Abraham, himself some kind of immortal although he was not a vampire or sorcerer.  The group made good progress for a hundred years until they came into brutal conflict with the council and were sorely defeated, the people broken and scattered, although their descendants would eventually come together again in Canaan around 1400 BCE as the first of the Israelites.  <br><br>This kingdom began to grow again, quietly, keeping largely to itself although anti-supernatural sentiment still ran strong, just when it had started to reach real power the council of Babylon, remembering the war with the Israelites ancestors used the Kingdom of Babylon to smash the Kingdom of Judah, destroying the First Temple and sending most of their people once more into exile, this time mostly in Babylon and Egypt.  With their common enemy crushed the council began to drift apart and few new members were accepted, they each began to work on separate projects and it was during this time that great empires began to develop in Greece, Persia, India, China, South America and eventually Rome.  <br><br>Alexander the great was the son of one of the most powerful councilmembers and constituted the last serious involvement in the affairs of men by the council.  He was eventually slain by another who was able to subvert his protections and the council fell to bickering amongst themselves, until they settled upon an accord of non interference with the world.  An accord which they would frequently break, but generally only in small or deniable ways.  They accepted no new members, and vigilantly protected the secrets of fleshforming.  <br><br>The withdrawal of the Council created something of a power vacuum and it was filled by several new groups by around 300BCE.  They were mostly made up of the descendants of those whod served the council of Babylon in some way, priests, companions or servants.  Those whod seen the use of magic and had some idea on how to go about it, or where to look for clues to go about it.  Relatively weak councils formed in South America, Western Europe, and Scandenavia now typically called the Incan Council, the Druidic Council, and the Viking Council.  A significantly more powerful one formed in China, known as the Eastern Council, and by far the most powerful formed in Italy, known as the Council of Rome.  The Roman council had many advantages over the others, being close to the seat of Alexanders power, and the closest to Babylon and all the artifacts and knowledge of that area.  Despite their relative power they had no access to the higher mystical arts or to fleshforming, and many turned to vampirism as a way to extend their lives and authority.  Rome became the vampire capital of the world even as it grew much more powerful under the guiding hand of the Roman Council.  <br><br>Meanwhile the Israelites slowly began to pick themselves back up leading eventually to the formation of the Hasmonean Dynasty in 165 BCE.  Remembering the history of the Israelites as powerful anti-supernatural warriors the Council of Rome pushed Rome into invading and conquering Judaea in 63 BCE.  By 50BCE the Incan council had fallen apart, and the Viking council had fragmented into several warring sects, meanwhile the Eastern Council grew in strength and formed into the group called The Dynasty.  <br><br>In 33 AD the new religion of Christianity was formed out of that of Judaism, and although nobody noticed much at first it&#8217;s influence started to rapidly spread, almost as if it was being supernaturally aided.  In 64 AD The council of Rome had noticed this disturbing upswing in the influence of the descendants of Israel and Emperor Nero blamed Christians for the great Fire of Rome that year, creating a massive wave of persecution against Christians throughout the Empire.  In spite of this however, the new religion continue to flourish and many of it&#8217;s supplicants in secret began working against the supernatural.  More and more ties to the other realms became broken and the Gods finally decided to leave Earth to make their primary residence in another plane, many of the lesser councilmembers who hadn&#8217;t attained full godhood broke away into their own faction and founded a Golden city in yet another realm in this period leading up to around 300AD, a few remaining on earth and instead heading north away from civilization.  These lesser members are now known as the Fae.  <br><br>When Christianity was finally adopted by the Roman Empire officially it was considered a great victory against the council of Rome and ever since the supernatural have been pushed into hiding.  It was around this time when the council of Rome started to be known as Manus, or The Hand.  While the anti-supernatural faction within Christianity and Judaism was called The Temple.  In 150 AD what was left of the Viking council fell to a growing faction of werewolves in Scandinavia.  <br><br>The Druidic council, long forgotten to the northwest grew strong under the influence of the Fae who traveled there instead of to the Golden City, far removed from the area in which the struggles between the supernatural and natural occurred, from Babylon and the old gates to hell much greater trust existed between the Druids and their people, and they practiced magic openly.  <br><br>While the Hand and Temple fought for control of Rome, the long forgotten and newly powerful druidic council, or as it came to be known, the Order, and it&#8217;s barbarian tribes began to push south, culminating in the collapse of the Western Roman Empire.  At the same time, the Dynasty were being heavily punished by the Mongols and their shamans.  <br><br>During most of the Medieval period control of Europe was divided between the Hand, the Order and the Temple.  The Temple had control of Spain, and Russia, as well as influence in the middle east, whereas the Hand still controlled Italy and England, with the Order retaining control of most of the rest of Europe.  The Temple&#8217;s influence through Christianity however exerted a heavy hand and they were the most powerful faction for most of this time, all supernaturals needing to exist in secret.  The Viking lands to the north remained largely uncontrolled by the factions, instead being the home to several powerful packs of werewolves.  <br><br>The factions and their agent empires continued to wage war throughout Europe, until the Industrial revolution.  The rise of science diminished the powers of the supernaturals comparatively, while the declining power of religion damaged the Temple.  The factions continued to compete however through attempts to out expand each other, with The Hand locking down territory in Australia and North America, the Order also found some purchase in north America while the Temple claimed much of central and South America.  <br><br><br>At around 1900 the power structure was as follows: The Order controlled most of Canada, and southeastern US.  They also controlled most of Central Europe, and Ireland.  The Hand controlled the economic centers of the US, Italy, Egypt, England and Australiasia, The Temple controlled Mexico, Peru and Brazil, Russia and some parts of the US, particularly central and southern US.  They also controlled Russia, and had a fair hand in the middle east.  Another group, calling themselves the Dynasty held most of Asia, while central south America, and Africa were controlled by regional shamans with little progress being made by the factions into those areas.  Scandinavia continued to be werewolf territory.  The Hand managed to take control of France from The Order, and this kicked off world war one, beginning with a coup in Italy organized by the Order and then their backing of the powers of Germany to try to reclaim France and then England, pushing The Hand entirely out of Europe.  The Temple originally stayed out of the conflict, but then eventually joined on the side of The Hand when it seemed like the Order might be too successful.  The Order was eventually defeated and went into a period of remission, with the Hand reclaiming Italy.  <br><br>The supernatural group responsible for world war two is unclear, but the effect upon the supernatural world was massive.  All three of the great supernatural factions at the time were broken, most of their members dead or fled they splintered into hundreds of different groups.  <br><br>The cold war between Russia and the United States exacerbated affairs with numberous secrective groups forming and dissolving every few years as supernaturals fought for influence in the shadows.  <br><br> <br>For as long as the supernatural world has existed there have been those who can foresee the demise of others. While not always guaranteed or perfectly accurate these warnings have been a source of comfort and\/or distress for many in the supernatural world depending on their own mindset.<br><br>On the 29th of October 2023 these prophesies included dates covering the entirety of the 21st century but on the 30th of October there no longer was a single one that was later than the 5th of September, 2037. News of this fact spread slowly and then faster and faster as it was more broadly verified. Whats more many residents of Haven reported having a strange shared dream where they were all huddled in the lodge while hte world outside died.<br><br>A Venetian council was called and experts and investigators were all questioned to try and establish what exactly changed that day and what exactly the nature of the doom that faced the world could be.<br><br>There was little information to be had, however and even less consensus. For the residents of Haven many found they awoke from the strange dream with holes in their memory, forgetting people or places or events, sometimes even highly cherished ones.<br><br>For those who thought this fate was yet preventable the supernatural cold war began to grow ever hotter. Whether the world was to face its end at the hands of a demonic horde, being swallowed by the void or just at the hands of humans with far too many powerful weapons the best defence was a good offence. To ascend as many Eidolons who would side with them as they could over the next decade and destroy those likely to be a liability. Of course, few could agree on which were which and plenty simply saw the chaos as a new opportunity to rise.\n<\/div><\/div><\/article><article id=\"post-31061\" class=\"category-display-post\"><a id=\"superpowers\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Superpowers<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nFae, Demons and Gods are considered the superpowers of the supernatural<br>world, generally beyond the ken of most normal society members to deal with.<br><br><br><span style=\"color:#ffffff\">Supernatural Deals<\/span><br><br><span style=\"color:#ffffff\">Demons<\/span>:<br><br>You will never come out of a deal with a demon with the world being a better<br>place, you may end up ahead personally however.  Demons are all about<br>maximizing suffering, and will generally stick to deals as long as that<br>happens, they will break their word the second they are robbed of that<br>opportunity however and have no tolerance for word games.  They also tend to<br>hate people who aren&#8217;t afraid of them.  <br><br><span style=\"color:#ffffff\">Fae<\/span>:<br><br>Fae love to play word games, and usually are looking to trick people trying<br>to make deals with them to suffer some awful fate.  They love rules<br>lawyering, but are very good sports when beaten, since they care less about<br>winning or losing than they do the game.  <br><br><span style=\"color:#ffffff\">Gods<\/span>:<br><br>Gods generally care more about the spirit of the deal than the letter of it,<br>and consider it binding.  Attempts to cheat them are usually met with<br>horrible wrath although they won&#8217;t go back on their word, it&#8217;ll just be of<br>less use to you once you&#8217;re dead.  <br><br><span style=\"color:#ffffff\">Combat<\/span><br><br>Fae will almost never join a fight personally, and will simply run away once<br>their soldiers and monsters have been defeated.  Demons sometimes run away<br>and sometimes fight, and can even fight to the death sometimes although<br>players would rarely if ever be in a position to actually fight a demon<br>given they&#8217;re all sealed away in hell.  Gods will usually fight for a while,<br>but after they get hit enough will decide they don&#8217;t like it much anymore<br>and fuck the hell off.  <br><br><span style=\"color:#ffffff\">Lieutenants<\/span><br><br>Demons typically operate through vassals, humans or abominations who&#8217;ve<br>gained power through a Faustian deal and are now beholden to the demon. <br>Abominations working for demons can often be even stronger than typical<br>abominations, and would require large groups to eliminate in a direct fight.<br>Vassals want what their master wants, usually to an unhealthy degree, the<br>level of suffering inflicted upon them if they fail is pretty insane, they<br>will lie, cheat and steal if necessary to obtain it, its not uncommon to see<br>a Vassal put themselves through incredible suffering just to make sure they<br>succeed.  <br><br>Fae usually work through humans or monsters of their own creation, these are<br>often very strong but are more designed to evade direct conflicts in most<br>situations.  They are not particularly loyal to their masters as much as<br>they are expressing their natures.  The Fae made them to cause mischief and<br>so they will, but not necessarily in the way the Fae intended.  Humans<br>lieutenants are usually more straightforward and are simply doing it for<br>money or power, or fun or sex, the consequences of their failure are usually<br>less dire than that of demons, although depending on the Fae can still be<br>pretty fucked up.  <br><br>Gods work through angels, angels are 100% loyal and are really simply an<br>expression of the god&#8217;s will although they may be quite intelligent and<br>powerful of their own accord, wingless ones are usually preferred for work<br>on earth.  Angels think nothing of sacrificing themselves for their cause. <br><br><br>Lieutenants rarely operate alone and with their group they&#8217;re typically more<br>than a match for a small group or even society, taking them out requires a<br>coordinated attack by several societies, which is fairly well and<br>strategically implemented.  These plans will usually go horribly wrong if<br>someone tips the bad guys off about them.  <br><br><span style=\"color:#ffffff\">Agents<\/span><br><br>Demonic agents are people who they&#8217;ve made deals with demons but not granted<br>particularly remarkable power, or those demons have fleshformed or had their<br>lieutenants manipulate.  They love to work with corrupt police officers in<br>particular, and often will jack them up physically slightly although the<br>officers are unaware of it.  They also enjoy corrupting people and using<br>their influence to force their employees to do work for them.  They consider<br>agents utterly disposable and generally employ them for singular tasks or to<br>support a lieutenant.  <br><br>Fae agents are people or creatures they&#8217;ve manipulated or fleshformed<br>somehow, or very often a luck manipulated figure.  They might turn a person<br>into some sort of monster, just to watch what happens, or give them the<br>craving for the flesh of a particular person they dislike, but rarely stoop<br>to giving them actual instructions.  Otherwise they&#8217;ll use their ability to<br>make luck direct someone down a certain path, over the course of a year or<br>two they can quite comfortably take a man from a wealthy and influential<br>position to a homeless wreck obsessed with revenge.  They don&#8217;t care about<br>the lives of their agents exactly, but do care that they go out in an<br>interesting way and last to get there.  <br><br>Godly agents are usually people who the gods have visited in some sort of<br>vision, while they often appear as their pantheonic identities, other times<br>they&#8217;ll take on the guise of an angel or Jesus or whatever suits that<br>person&#8217;s particular religious beliefs.  They then typically charge their<br>agent with some quest, some gods are very protective of their agents, while<br>others don&#8217;t remotely care.  Depending on the strength of an agent they can<br>usually be defeated by an individual, or small group of three or so.  <br><br>Demons, Fae and Gods almost never come do stuff personally, almost entirely<br>working through agents and lieutenants.  Not all Fae are antagonistic, about<br>a third of them can be considered generally friendly towards humans, while<br>about two thirds of gods are friendly.\n<\/div><\/div><\/article><article id=\"post-31116\" class=\"category-display-post\"><a id=\"the-families\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Families<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nThe six Founding families of Haven are considered Haven&#8217;s elite class. <br>From the lowly trailer park Moores to the dangerous Wilsons, the six<br>Founding families are all influential in their own right.  While not as<br>powerful as the Societies, their support in Haven is sought after by many,<br>and crossing them is ill-advised.  The families include the Moores, the<br>Reeves, the Swanns, the Arkwrights, the Wilsons and the Inigos.  <br><br>It costs 5k Karma to play a member of these families, which is selected just<br>by creating a character with the relevant surname. See &#8216;Help Family&#8217; and<br>&#8216;help Recollect&#8217; for useful tools.<br> <br>Characters who abuse FF characters will have a flag placed on their account<br>which will render them unable to create them in the future.\n<\/div><\/div><\/article><article id=\"post-30981\" class=\"category-display-post\"><a id=\"the-treaty-of-venice\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">The Treaty of Venice<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nThe Treaty of Venice is a set of accords that most groups in the<br>supernatural world are signatories too.  It lays out a set of common rules<br>and understandings that allows members of different groups to get along when<br>they need to.  The treaty was signed in Venice in 1584, replacing the older<br>Byzantium accords.  <br><br>The largest difference between the Treaty of Venice and the Byzantium<br>accords is the strict rules about the revelation of the supernatural world<br>to unaware humans and it&#8217;s no coincidence that this change was made during<br>the height of the witch trials.  <br><br>Under the treaty of Venice any member of the signatory organizations may be<br>executed if revealing the existence of the supernatural to a human causes<br>significant harm to any other signatory member.  In modern times this<br>accusation is difficult to make stick, and generally requires fairly clear<br>cut examples of someone revealing the supernatural to a human only to have<br>that human turn to a path of vengeance, supernatural hunting or spreading<br>the word indiscriminately.  It also doesn&#8217;t apply if the human goes on to<br>join a signatory group before doing said harm, allowing organizations like<br>the Temple to continue recruiting.  <br><br>The other main principles of the Treaty are:<br><br>Oaths: A member of the supernatural world is considered bound by any oath<br>they make invoking the Treaty of Venice.  Anyone who violates this oath owes<br>reparations to the injured party, if they do not pay, their organization<br>will be compelled to on their behalf.  While formally this involves stating,<br>I swear by the Treaty of Venice, it is almost always accepted to also simply<br>say, I give you my Venetian word, or I make a Venetian promise.  <br><br>Treaties: Members of different organizations may at times need to work<br>together, in order to facilitate that the Treaty covers temporary alliances<br>between different members known as Venetian truces.  Again the general<br>requirement is to mention the word Venice of Venetian in your proposal of a<br>truce, as well as to stipulate until when it will last either by a date or<br>time or by a particular event.  Such as &#8220;I offer you a Venetian Truce until<br>sundown.&#8221;  Or &#8220;Venetian Truce until we catch this guy?&#8221;  While under a truce<br>any hostile actions are considered violations.  A failure to help your new<br>ally however is not considered a violation.  <br><br>Hospitality: In order to successfully host meetings and settle disputes,<br>members of different organizations may often need to work together.  To<br>extend someone Venetian hospitality covers that individual until they leave<br>the residence or place of business in question.  Any harm that befalls them<br>there that you did not do your best to prevent is considered a violation.  <br><br>Whenever a violation occurs, reparations are determined.  The general<br>principle is that the aggrieved is paid back for the offense threefold.  If<br>they lost a hundred dollars, they must be paid back three hundred.  If they<br>lost a finger, the guilty will lose three fingers.  If they were killed, the<br>guilty and two members of his or her family will be put to death.  <br><br>Such matters are generally resolved by a council involving a representative<br>from each of the two involved organizations and a representative of one<br>other signatory organization, determined by random draw.  In most clear cut<br>cases however, the matter does not proceed this far and an organization<br>simple forces their member to par the threefold reparations.\n<\/div><\/div><\/article><article id=\"post-31375\" class=\"category-display-post\"><a id=\"vampires\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Vampires<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nVampires have existed for as long as anyone can remember. There are many<br>theories as to their origin, ranging from that they are a type of demon to<br>cursed souls.<br> <br>Vampires are immortal, or, rather, immune to death by disease or old age.<br>Their bodies are unlike typical humans, requiring blood in order to keep<br>their muscles working. Although they don&#8217;t have a beating heart, blood<br>suffuses their entire form in an almost sentient manner. Maintaining this<br>requires the vampire to feed normally once or twice a week.<br> <br><span style=\"color:#008080\">Feeding<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> Most vampires feed from humans once or twice a week to maintain a typical<br> level of activity. Very active vampires, particularly vampires who fight<br> a lot, are likely to feed twice as much, while inactive vampires can feed<br> much less.<br> <br> Many vampires have an innate talent with <span style=\"color:#ffffff\">hypnotism<span style=\"color:#c0c0c0\">, allowing them to<br> place prospective prey in a trance state to feed. The human is left with<br> no memory of the incident, at most feeling a recent rush of vertigo.<br> <br> Most vampires will kill about one person a year from feeding. This is not<br> usually intentional, but a side effect of picking a target who has a weak<br> heart, high level of blood toxicity, thin blood or who has recently lost<br> blood. Regardless of how careful a vampire may be, it is impossible to<br> prevent occasionally killing someone so long as a vampire feeds on humans.<br><br> See <span style=\"color:#ffffff\">help bite<span style=\"color:#c0c0c0\"> for information on feeding on PCs.<br> <br><span style=\"color:#008080\">Vampire Blood<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> Also known by street names such as V, Juice, Red and Hype. <br> See <span style=\"color:#ffffff\">help vampire blood<span style=\"color:#c0c0c0\">.<br> <br><span style=\"color:#008080\">Turning<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> New vampires are made by an existing vampire feeding on his target, then<br> feeding the target some of his own blood. Mechanically, this can be done<br> by using the <span style=\"color:#ffffff\">force change<span style=\"color:#c0c0c0\"> command on a helpless target.<br> <br> Turning does not directly affect a new vampire&#8217;s psychology. However,<br> the combination of access to power and the hunger that drives vampires<br> to occasionally kill do cause changes. Some newly turned vampires cannot<br> adapt and end up killing themselves, but this is rare. Most do adapt,<br> with world views ranging from balancing out their deeds with good works,<br> to the belief that it is their right to be natural predators or monsters.<br> <br> Characters who are already dead, including ghosts and wights, cannot be<br> turned.<br> <br><span style=\"color:#008080\">Death<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> Vampires can die if they take enough physical damage. Vampires who are<br> killed disintegrate into ash.<br> <br><span style=\"color:#008080\">Staking<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> See <span style=\"color:#ffffff\">help stake<span style=\"color:#c0c0c0\">.<br> <br><span style=\"color:#008080\">Sunlight<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> Vampires are nocturnal creatures. They do not combust with exposure to<br> sunlight, but do find it extremely unpleasant. Sunlight is very bright<br> and painful to them, and is blinding without protection. Exposure to<br> direct sunlight burns them in a manner similar to a sunburn, but much<br> more quickly, particularly at midday.<br> <br> Some vampires can develop a resistance to sunlight, and a rare few are<br> predisposed to it. However, even if they are resistant, the noon sun is<br> still extremely painful to them.<br> <br><span style=\"color:#008080\">Reflected and Reproduced Images<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> Vampires do produce reflections, but these reflections are unnatural. A<br> brief glance may not discern anything unusual, but prolonged exposure to<br> a vampire&#8217;s reflection first causes an uneasy feeling that gradually will<br> intensify to the point it can cause insanity. Even the vampires themselves<br> are not immune to this, causing them to use mirrors very sparingly.<br> <br> This effect happens with all images that may be considered live, with the<br> vampire in the same room. Filming a vampire live or taking a picture which<br> involves a digital screen will cause this effect. Flat images (photograph<br> prints and portraits) and previously taken video or video not broadcasted<br> in the same room will not cause this effect.<br> <br><span style=\"color:#008080\">Urban Legends<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> Vampires are not repelled by garlic, but find the smell unpleasant. They<br> are not affected by religious symbols or holy water.<br> <br><span style=\"color:#008080\">Slumber<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> Vampires feel the urge to sleep during the day, which feels more or less<br> the same as typical tiredness. However, regardless of whether the vampire<br> has chosen to sleep during the day, all tiredness washes away with sunset.<br> <br><span style=\"color:#008080\">Fatigue<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> Vampires do not experience typical fatigue from physical exertion. Instead,<br> they get hungry. Blood for them is similar to fuel for a car, and the more<br> they exert themselves, the more hungry they feel, until they top up.<br> <br><span style=\"color:#008080\">Physiology and Aging<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> All vampire fluids are tinged with blood, including tears and saliva.<br> <br> Vampires can reactivate their physiology with some concentration. Only by<br> doing this may they mimic typical human physiology in a limited form,<br> allowing them to digest large amounts of food and drink or engage in<br> sexual activity.<br> <br> This reactivation can be emotionally driven, but such concentration does<br> require being awake. Theoretically, a female vampire can reactivate her<br> body to the point she is able to carry a child for nine months, but the<br> effort would require her not ever sleeping. Male vampires can impregnante<br> a living female with much less effort, though it would still require some<br> concentration to do. Sexual activities are the most common cause for<br> vampire activation.<br> <br> Reactivating their physiology causes vampires to age while active. Their<br> day to day business may require activation, though vampires are able to<br> activate parts of their body at a time. Typically, it will take about<br>100 years to visibly age 1 year, although this can be reduced by refraining<br> from activation.<br> <br> <span style=\"color:#00ffff\"><span style=\"color:#008000\">Note<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"> Reactivation is not a coded mechanic, but entirely roleplayed.<br> <br><span style=\"color:#008080\">Food, Drink and Drugs<span style=\"color:#008000\">:<span style=\"color:#c0c0c0\"><br> Vampires can imbibe small amounts of food and drink without problems. To<br> consume large amounts, they must reactivate their physiology. Drugs taken<br> by typical means do affect vampires, but at a very reduced rate (roughly<br> a third of the rate they would affect a human). Drugs consumed by feeding<br> on blood affect vampires the way regular consumption affects humans.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#bite\">Bite<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#habit\">Habit<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#hypnotism\">Hypnotism<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#stake\">Stake<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#vampire-blood\">Vampire Blood<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#vampire-mechanics\">Vampire Mechanics<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31377\" class=\"category-display-post\"><a id=\"werewolves\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Werewolves<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\n<span style=\"color:#ffffff\">Also Read:<\/span> Help Werewolf Mechanics.  <br><br>Werewolves have been around for as long as humans, they are made whenever a<br>werewolf bites a human while in non human form, the bite must pierce the<br>skin. Not all bites are infectious, usually the more severe the bite the<br>more likely it will infect if the victim survives. Werewolves who wish to make<br>another usually will bite the same place repeatedly. Cauterizing wounds soon after<br>being bitten usually prevents infection.<br><br>Werewolves can transform at will into very large wolf shapes, larger than a man<br>and twice the size of a natural wolf.<br><br>Werewolves are much stronger than humans, they also regenerate quickly from<br>wounds and have heightened senses of smell.  They are at home in nature,<br>enjoying the smell and feel of the natural world, by contrast highly<br>artificial smells and environments make them uncomfortable, such as smog or<br>cigarette smoke.  <br><br><span style=\"color:#ffffff\">Werewolves and the moon<\/span><br>Werewolves transformations aren&#8217;t entirely linked to the moon, they can<br>change at any time.  However they are much weaker during the new moon.  Also<br>during the full moon werewolves are subject to a condition known as Lunacy. <br><br>Lunacy is a kind of rage or insanity that sets upon werewolves during the<br>full moon, it makes them anger extremely quickly and be very prone to<br>violence, some even hallucinate during it.  It&#8217;s very common for werewolves<br>to transform during this time and rampage, and a full nine tenths of new<br>werewolves are bitten on the full moon from werewolves under the influence<br>of Lunacy. Werewolves who can resist changing for 2-4 months are able<br>to partially resist lunacy and are much less likely to end up killing<br>people during it.<br><br><span style=\"color:#ffffff\">The change<\/span><br>The change takes about a month and begins gradually, the new wolf&#8217;s senses<br>first begin to develop, then strength and healing abilities.  The ability to<br>transform tends to come quite late in the month, and many don&#8217;t realize they<br>can transform until their first full moon.  <br><br><span style=\"color:#ffffff\">Werewolves and silver<\/span><br>Silver causes itchiness and rashes to werewolves that wear it for prolonged<br>periods, additionally silvered weapons are liable to cause temporary<br>in werewolves struck by them.<br><br><span style=\"color:#ffffff\">Werewolves and magic<\/span><br>Werewolves are close to nature and have an intrinsic sense of what is an is<br>not natural, as well as a dislike for unnatural things.  While technically<br>werewolves could perform magic it causes a strong unpleasant feeling<br>whenever it&#8217;s performed, most believe that this feeling is nature crying out<br>against it and are strong proponents of it stopping being used.  <br><br><span style=\"color:#ffffff\">Werewolves and vampires<\/span><br>Werewolves are the embodiment of natural world, vampires of the unnatural<br>and there has always existed a degree of antipathy between them.  Vampires<br>and werewolves find each other&#8217;s presence unpleasant, this doesn&#8217;t preclude<br>some from becoming friends or getting along, it is akin to a person having<br>bad BO.  Unpleasant to be around, but not debilitating.  Again many<br>Werewolves believe this is nature telling them that the vampires should be<br>destroyed.  <br><br><span style=\"color:#ffffff\">Werewolves and death<\/span><br>Upon dying a werewolf will turn back into their human form, this isn&#8217;t<br>instant however and normally takes about an hour.  <br><br><span style=\"color:#ffffff\">Werewolf pregnancies<\/span><br>Werewolves can get pregnant just like normal humans, there is a chance the<br>child will be born a werewolf.  Having a werewolf mother gives about a fifty<br>percent chance for the child to be a werewolf, a werewolf father about a ten<br>percent chance.  Werewolves can transform and are subject to lunacy at any<br>age, even as infants, although changing is usually beyond their control<br>until around the age of ten.  Because of this even werewolves who want wolf<br>children usually prefer to have a human child and turn them once they&#8217;re old<br>enough.  Children born werewolves almost invariably have to be hidden from<br>the world until they reach an age where they can control themselves.  <br><br><span style=\"color:#ffffff\">Werewolf Hide<\/span><br>The skin of a transformed werewolf is a prized possession, garments made from<br>werewolf furs or tanned werewolf leather are extremely tough, wind<br>resistant, yet light and supple.  Most werewolves can smell when a piece of<br>clothing is made from their skin and it&#8217;s normal for those who wear it to be<br>targeted for vengeance by the pack.  Because of the werewolf&#8217;s<br>transformation upon death, the hide must be harvested very quickly or even<br>in some cases, while they are still alive.  <br><br><span style=\"color:#ffffff\">Werewolf Psychology<\/span><br>Werewolves are mostly mentally unchanged from the humans they were before,<br>except that they tend to have a tendency towards anger, violence and group<br>socializing.  These tendencies aren&#8217;t so profound as to change their<br>underlying nature however.  <br><br>Some werewolves go primal, embracing the Lunacy.  Most try to control<br>themselves during that time, or lock themselves up.  Werewolves psychology<br>tends to shift towards very naturalist world views, they tend to oppose<br>industrialization and many have been linked to eco terrorist groups.  <br> <br><span style=\"color:#ffffff\">Werewolf Combat<\/span><br>Werewolves are generally considered the most powerful soldiers amongst<br>the supernaturally gifted, a combination of that and how easily<br>they can create more if the need presents itself leads to them<br>being the most sought out mercenaries in the supernatural world.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#shift\">shift<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#werewolf-mechanics\">werewolf mechanics<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#habits\">habits<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31214\" class=\"category-display-post\"><a id=\"worlds\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Worlds<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nHaven is at the center of a soft spot between our world and others, the<br>known other worlds are listed below.  <br><br><span style=\"color:#ffffff\">The Other<\/span><br>Also known as the realm of the Fae.  This is the world from which magic<br>flows strongest and the one that is naturally closest to ours. It is a world<br>of strange forests and sweeping planes, filled with monsters, bands of<br>wildlings and the fabled Golden City.  The Golden City is where the Fae<br>normally live, from a distance it is incomparably beautiful, shimmering<br>like a golden diamond day or night.  But nobody who has ventured close to it has ever returned.  <br><br><span style=\"color:#ffffff\">The Godrealm<\/span><br>This is the place where the gods reside; it is also supposedly filled with<br>monsters and wondrous things.  No sane person would ever use gate magic to<br>access this place, as the Gods often do not take kindly to such things and<br>do not need bridges to travel to other planes themselves.  <br><br><span style=\"color:#ffffff\">Hell<\/span><br>Hell used to be a world not unlike our own, but a long time ago a vicious<br>war broke out between two groups of powerful sorcerers, and they turned to<br>fleshforming to create living weapons to send to the battlefield.  Creatures<br>with no purpose but to kill, destroy and cause suffering.  As the war<br>progressed these creatures became more and more deadly until the sorcerers<br>created creatures capable of creating even better creatures.  From this<br>point it wasn&#8217;t long before the entire world was overrun by these living<br>weapons, now usually called demons.  Magic users from all other planes<br>sealed the doors between their worlds and hell, trapping them inside.  But<br>they are always there, and always looking for a way to cross over and carry<br>out their only goal, to bring death, destruction and misery.  <br><br><span style=\"color:#ffffff\">The Void<\/span><br>This is a place that even the forces of hell fear.  The void is nothingness,<br>a huge black vacuum.  Far from lifeless however it is home to a myriad of<br>mammoth Cthulian nightmares that float through the darkness and wait for<br>millions of years in the void, always hungry.  The creatures of the void<br>have no known disciples on earth and nobody not entirely genocidal would<br>ever open a door there, the entire world could be sucked through like<br>opening a black hole or one of the creatures could come through and set<br>about devouring our universe as they did their own.  <br><br><span style=\"color:#ffffff\">The Wilds<\/span><br>The Wilds is a world not unlike how ours must have been a few million years<br>ago, it is also the home of the wildlings, although they are often found in<br>the Other as well far more exist in the wilds.  The Wildlings are humans<br>who live in the Wilds, depending on the location they vary in sophistication<br>from spear-wielding tribesmen to castle building kings.  The Wilds is also<br>home to amazing earth-like creatures, both animals that exist today as well<br>as animals that did exist or present ones grown to a huge size.  It is a<br>place with wolves the size of houses, mammoths and even dinosaurs.  <br><br><span style=\"color:#ffffff\">The Elemental Planes<\/span><br>These are worlds that are made entirely of a particular element, this is a<br>water plane, a fire plane, a lightning plane and so on.  Far from lifeless<br>however these planes are filled with creatures made entirely from those<br>elements, some primitive but some remarkably sophisticated and intelligent.\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#traveling-offworld\">Traveling Offworld<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#world\">World<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><\/div><\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:33.33%\"><div class=\"custom-category-post-list \"><ul><li><a href=\"#post-31373\">Angelborn Lore<\/a><\/li><li><a href=\"#post-30982\">Arcane Society<\/a><\/li><li><a href=\"#post-31036\">Becoming Supernatural<\/a><\/li><li><a href=\"#post-31369\">Demigod Lore<\/a><\/li><li><a href=\"#post-31372\">Demonborn Lore<\/a><\/li><li><a href=\"#post-31425\">Demons<\/a><\/li><li><a href=\"#post-30492\">Eidolon Lore<\/a><\/li><li><a href=\"#post-31368\">Fae<\/a><\/li><li><a href=\"#post-31371\">Faeborn Lore<\/a><\/li><li><a href=\"#post-31127\">Ghosts<\/a><\/li><li><a href=\"#post-31367\">Gods<\/a><\/li><li><a href=\"#post-31152\">Lore Primer<\/a><\/li><li><a href=\"#post-31376\">Magic<\/a><\/li><li><a href=\"#post-30456\">Noctilith Lore<\/a><\/li><li><a href=\"#post-31374\">Setting<\/a><\/li><li><a href=\"#post-31097\">Supernatural History<\/a><\/li><li><a href=\"#post-31061\">Superpowers<\/a><\/li><li><a href=\"#post-31116\">The Families<\/a><\/li><li><a href=\"#post-30981\">The Treaty of Venice<\/a><\/li><li><a href=\"#post-31375\">Vampires<\/a><\/li><li><a href=\"#post-31377\">Werewolves<\/a><\/li><li><a href=\"#post-31214\">Worlds<\/a><\/li><\/ul><\/div><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"class_list":["post-31541","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/31541","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/comments?post=31541"}],"version-history":[{"count":0,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/31541\/revisions"}],"wp:attachment":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/media?parent=31541"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}