the old gods ;;
also known as ;; ancients
recorded old gods ;; none recorded
Deities who did not take human shape, and as such wander the mortal plane as fantastical creatures.
Old Gods were in power long, long ago, before Zefiryn created humans. They resisted the change to human shape and so remained as what they had always been, and retain a great deal of their original power. They are largely uninterested in mortals though, and subsequently spend most of their time in the god plane.
(As it sounds, this plane is accessible singularly to gods, or mortals escorted there by gods. It is effectively a reflection of the mortal plane but devoid of mortals. The Old Gods can primarily be found here, in whatever shape they are currently fancying. These forms can change at will.)
There are no recorded Old Gods because humankind has all but forgotten them. The gods know each other of course, and have names that they do not share with humans.
recorded old gods ;; none recorded
Deities who did not take human shape, and as such wander the mortal plane as fantastical creatures.
Old Gods were in power long, long ago, before Zefiryn created humans. They resisted the change to human shape and so remained as what they had always been, and retain a great deal of their original power. They are largely uninterested in mortals though, and subsequently spend most of their time in the god plane.
(As it sounds, this plane is accessible singularly to gods, or mortals escorted there by gods. It is effectively a reflection of the mortal plane but devoid of mortals. The Old Gods can primarily be found here, in whatever shape they are currently fancying. These forms can change at will.)
There are no recorded Old Gods because humankind has all but forgotten them. The gods know each other of course, and have names that they do not share with humans.
the gods & goddesses ;;
also known as ;; deities, the new gods
recorded gods & goddesses ;; refer to 'pantheon' page
Most of the current 'new gods' are actually simply Old Gods who did take a human shape, or the children of Old Gods themselves. Zefiryn, the first of the Old Gods and the queen of the new, has created some gods herself to fill roles left vacant by the previous generation.
Gods are specialized to specific functions, but most have very broad abilities, and there is a great deal of overlap between them. (For example, as the mortal populations expanded so did the count of death gods, to handle the influx of deaths.) Gods tend to have abilities specific to their realm, whatever they might be; Nudge has more of a way with animals than the other gods do, and his touch with plants is rivaled only by Sefina.
The gods are capable of combining their powers, though this is an unusual affair and Zefiryn largely forbids it. It is too dangerous to do so, should one of the gods lose control. This has happened in the past however.
Zefiryn is considered the queen of the gods without fanfare or fuss; it has always been this way, and it will be this way forever. She is ageless and her rule has never been disputed. For the most part she functions more as a mother figure than a leader; the gods are only loosely organized in the way of families, and as she can sense them wherever they are she does not feel it necessary to require their presence somewhere.
As stated above, the gods spend a great deal of time in the god plane, even the 'new gods'. Most deities consider this plane their home, no matter how much time they spend among the mortals.
recorded gods & goddesses ;; refer to 'pantheon' page
Most of the current 'new gods' are actually simply Old Gods who did take a human shape, or the children of Old Gods themselves. Zefiryn, the first of the Old Gods and the queen of the new, has created some gods herself to fill roles left vacant by the previous generation.
Gods are specialized to specific functions, but most have very broad abilities, and there is a great deal of overlap between them. (For example, as the mortal populations expanded so did the count of death gods, to handle the influx of deaths.) Gods tend to have abilities specific to their realm, whatever they might be; Nudge has more of a way with animals than the other gods do, and his touch with plants is rivaled only by Sefina.
The gods are capable of combining their powers, though this is an unusual affair and Zefiryn largely forbids it. It is too dangerous to do so, should one of the gods lose control. This has happened in the past however.
Zefiryn is considered the queen of the gods without fanfare or fuss; it has always been this way, and it will be this way forever. She is ageless and her rule has never been disputed. For the most part she functions more as a mother figure than a leader; the gods are only loosely organized in the way of families, and as she can sense them wherever they are she does not feel it necessary to require their presence somewhere.
As stated above, the gods spend a great deal of time in the god plane, even the 'new gods'. Most deities consider this plane their home, no matter how much time they spend among the mortals.
demigods ;;
also known as ;; demis
recorded demigods ;; refer to 'pantheon' page
As the children and grandchildren of gods, demigods retain some small magnitude of their ancestor's powers. Demigods are technically mortal, but their lifespans fluctuate dramatically depending on their power level. The vast majority of demigods burn hot and die young; those lucky few that manage old age usually contain little more magic than a regular human. Not many manage children of their own.
A demigod's abilities depend entirely on their parent deity. Many demigods are entirely unaware of who their parents are (Uschi being a prime example of this), and some don't even know they're demigods.
Demigods are generally favored over magicians, in terms of power; but unlike witches, they have no reliable method of containment. A demigod will only stay under someone's control for as long as they will it. They can be hurt like mortals of course, but witches can be magically bound to a master or another witch -- no such thing exists for demigods.
Few demigods are properly trained in their abilities, and as such most are unreliably powerful. A majority of them cannot control their powers at all, or have aspects of their abilities that respond unconsciously.
Some deities will murder the demigod children of other gods out of spite, and many mortals regard demigods with a mix of contempt and dislike; so demigods mostly keep to themselves, and few are open about what they are. There is a sensation around demigods that can tip off someone who is familiar with them to what they are; it is said to vary depending on the demigod's parent/s, but usually induces a fight-or-flight response in mortals.
It is usually more difficult to hurt a demigod than a human, and if they live long enough they usually look far younger for far longer. Most can recognize a fellow demigod when they cross paths with one, although it is usually too dangerous to keep company with another for very long. (Two demigods are a lot harder to overlook than one, especially with the skin-crawling feeling of being around a demi being doubled.)
Some demigods are said to be able to combine their abilities with another, as is told in the old stories of the gods, but there is no evidence of this in modern times.
recorded demigods ;; refer to 'pantheon' page
As the children and grandchildren of gods, demigods retain some small magnitude of their ancestor's powers. Demigods are technically mortal, but their lifespans fluctuate dramatically depending on their power level. The vast majority of demigods burn hot and die young; those lucky few that manage old age usually contain little more magic than a regular human. Not many manage children of their own.
A demigod's abilities depend entirely on their parent deity. Many demigods are entirely unaware of who their parents are (Uschi being a prime example of this), and some don't even know they're demigods.
Demigods are generally favored over magicians, in terms of power; but unlike witches, they have no reliable method of containment. A demigod will only stay under someone's control for as long as they will it. They can be hurt like mortals of course, but witches can be magically bound to a master or another witch -- no such thing exists for demigods.
Few demigods are properly trained in their abilities, and as such most are unreliably powerful. A majority of them cannot control their powers at all, or have aspects of their abilities that respond unconsciously.
Some deities will murder the demigod children of other gods out of spite, and many mortals regard demigods with a mix of contempt and dislike; so demigods mostly keep to themselves, and few are open about what they are. There is a sensation around demigods that can tip off someone who is familiar with them to what they are; it is said to vary depending on the demigod's parent/s, but usually induces a fight-or-flight response in mortals.
It is usually more difficult to hurt a demigod than a human, and if they live long enough they usually look far younger for far longer. Most can recognize a fellow demigod when they cross paths with one, although it is usually too dangerous to keep company with another for very long. (Two demigods are a lot harder to overlook than one, especially with the skin-crawling feeling of being around a demi being doubled.)
Some demigods are said to be able to combine their abilities with another, as is told in the old stories of the gods, but there is no evidence of this in modern times.
witches ;;
also known as ;; magicians, magic-users
recorded witches ;; hotaru, eira, gwenllian, belisara
recorded familiars ;; eira's nia, gwellian's iwan, belisara's sylvari
No one quite remembers the origin of witches. It is said that they were simply accidents when humankind was first conceived; that they are unintended mistakes that were never properly weeded out. Whatever they are, they contain the same bit of magic as the gods, just minimized to fit within a mortal.
The majority of witches live mortal lives, and many of them manifest their powers in only small, minimal ways. It is both a blessing and a curse to receive greater power, as it makes it fundamentally harder to stay under the radar from those looking for magicians. Having a witch on the payroll is highly desired, and having a witch under lock and key to your every whim even moreso.
Witches can be any genders, and usually come into their magic at puberty, though it is not uncommon for the particularly strong ones to have magic in infancy. A witch's magic has a scent particular to that witch; ie, when they cast a spell, there is a scent that accompanies it. They can be identified by this smell if someone recognizes it. Witches need to be trained to get very far with their powers; if they are untrained and without a familiar, they usually live far shorter lives. Uncontrolled magic is dramatically more dangerous than no magic at all, especially without a familiar.
Familiars specifically help to conduct and control a witch's magic. Familiars are usually regular mortal animals who feel an inexplicable call to a specific witch; and they are since bound to the witch's soul, and the life force is shared between the two of them. Familiars will not die before their witches; if they are killed, the shock of it kills the witch as well. When familiars have found a witch they gain a human intelligence and the ability to speak themselves, though few speak to anybody but their own witch.
Familiars are not inherently magic. There are stories of some familiars who can use their witch's magic like it is their own, but these are largely discarded as baseless rumors.
recorded witches ;; hotaru, eira, gwenllian, belisara
recorded familiars ;; eira's nia, gwellian's iwan, belisara's sylvari
No one quite remembers the origin of witches. It is said that they were simply accidents when humankind was first conceived; that they are unintended mistakes that were never properly weeded out. Whatever they are, they contain the same bit of magic as the gods, just minimized to fit within a mortal.
The majority of witches live mortal lives, and many of them manifest their powers in only small, minimal ways. It is both a blessing and a curse to receive greater power, as it makes it fundamentally harder to stay under the radar from those looking for magicians. Having a witch on the payroll is highly desired, and having a witch under lock and key to your every whim even moreso.
Witches can be any genders, and usually come into their magic at puberty, though it is not uncommon for the particularly strong ones to have magic in infancy. A witch's magic has a scent particular to that witch; ie, when they cast a spell, there is a scent that accompanies it. They can be identified by this smell if someone recognizes it. Witches need to be trained to get very far with their powers; if they are untrained and without a familiar, they usually live far shorter lives. Uncontrolled magic is dramatically more dangerous than no magic at all, especially without a familiar.
Familiars specifically help to conduct and control a witch's magic. Familiars are usually regular mortal animals who feel an inexplicable call to a specific witch; and they are since bound to the witch's soul, and the life force is shared between the two of them. Familiars will not die before their witches; if they are killed, the shock of it kills the witch as well. When familiars have found a witch they gain a human intelligence and the ability to speak themselves, though few speak to anybody but their own witch.
Familiars are not inherently magic. There are stories of some familiars who can use their witch's magic like it is their own, but these are largely discarded as baseless rumors.
morsi
singular ;; morses
also known as ;; mors
recorded morsi ;; peregrine
Morsi began as one of Zefiryn's discarded attempts at creating life.
They were conceived long before even the idea of humans, and built improperly for lack of experience; but Zefiryn could not bring herself to rid the world of them, and so they dispersed into the wilds under her blind eye. In their most basic form they are twisted mortal souls -- they have unusually long lifespans but no inherent magical ability, and they look human enough to get away with it.
Morsi can and do eat 'human' food, but their main diet consists of pain. They do not take away pain when they feed on it, so the legends that have sprang up around their presences are usually torturous and violent, and the few morsi that have been open about what they are have risen inevitably to dictatorial heights.
Morsi are largely considered myth, however, as there have been no public figures for over a hundred years and the stories have been since reduced to falsehood. Morsi always have low fertility rates; most only have one or two children even in their long lifetimes, and some are incapable of even that. This has effectively capped the population, as morsi cannot be created and must be born.
The majority of morsi today are hiding in plain sight. Many of them feed on the pain of day-to-day life and avoid messing their own hands. Most mortals are in minimal amounts of pain on the daily, and a desperate morsi can even feed on emotional pain (though it is substantially less filling). They are incapable of feeding on themselves and each other, and cannot feed on someone who does not feel pain. Their preferred meal is another monster; witches and demigods in particular are so overpowered that even their pain levels are amped up. It is not uncommon for witches and demigods to kill any morsi they uncover singularly for preemptive self-defense.
They can easily recognize one another (primarily due to the unsettling lack of pain), and most other monsters. Morsi themselves can only be confidently identified by a very specific test, whose details have since been lost to history. Morsi prefer to live alone, and are leery especially of their own kind. Few of the ones that reach adulthood see humans as anything past their next meal, and as such reduced to hermits in strange backwater towns.
also known as ;; mors
recorded morsi ;; peregrine
Morsi began as one of Zefiryn's discarded attempts at creating life.
They were conceived long before even the idea of humans, and built improperly for lack of experience; but Zefiryn could not bring herself to rid the world of them, and so they dispersed into the wilds under her blind eye. In their most basic form they are twisted mortal souls -- they have unusually long lifespans but no inherent magical ability, and they look human enough to get away with it.
Morsi can and do eat 'human' food, but their main diet consists of pain. They do not take away pain when they feed on it, so the legends that have sprang up around their presences are usually torturous and violent, and the few morsi that have been open about what they are have risen inevitably to dictatorial heights.
Morsi are largely considered myth, however, as there have been no public figures for over a hundred years and the stories have been since reduced to falsehood. Morsi always have low fertility rates; most only have one or two children even in their long lifetimes, and some are incapable of even that. This has effectively capped the population, as morsi cannot be created and must be born.
The majority of morsi today are hiding in plain sight. Many of them feed on the pain of day-to-day life and avoid messing their own hands. Most mortals are in minimal amounts of pain on the daily, and a desperate morsi can even feed on emotional pain (though it is substantially less filling). They are incapable of feeding on themselves and each other, and cannot feed on someone who does not feel pain. Their preferred meal is another monster; witches and demigods in particular are so overpowered that even their pain levels are amped up. It is not uncommon for witches and demigods to kill any morsi they uncover singularly for preemptive self-defense.
They can easily recognize one another (primarily due to the unsettling lack of pain), and most other monsters. Morsi themselves can only be confidently identified by a very specific test, whose details have since been lost to history. Morsi prefer to live alone, and are leery especially of their own kind. Few of the ones that reach adulthood see humans as anything past their next meal, and as such reduced to hermits in strange backwater towns.
bellunas
also known as ;; bells, lunas
recorded bellunas ;; jackdaw, zvoruna, muraco, marama
Bellunas are a creation of one of the Old Gods, and were shaped alongside caedoeles.
These beasts are the root of all werewolf legends, and although their prowess has been since grossly over-exaggerated there is some truth in the stories. Bellunas are more inclined to base instincts around the full moon, although they are not forced to shed their human shapes. Most in fact retreat from civilization altogether and become little more than another animal in the woods; but there is a small percentage that struggle to hold onto mortal life, and bend the transgressions of their being in order to fit in.
Bellunas share their souls with a chunk of the Old Gods of meat and predation, and consequently have another physical shape. Mostly they are wolves, but other types exist; certainly they are carnivores. They desire meat even on a day to day basis, and few can properly stomach vegetative meals in any quantity. Bellunas are usually assumed to be reckless people, because it is difficult for them to deny their instincts, and harder yet as the moon grows closer. Many cannot successfully maintain a human facade for more than a year, the pressure of conforming to civilized standards wearing through their defenses.
Those that do spend time in human shape (which is, as stated, the minority of the species) share some attributes with the beasts they can call upon. The pieces of the Old Gods have since settled, and so bellunas do not have a 'split' soul, at least not in the sense that there is another entity in their body. They do however feel unusual non-human cravings, and this can overwhelm their mortal mind. Bellunas are sensitive to smells and loud noises, dislike being touched and often can be found grinding their jaw. They are usually athletes in some sense or another, as exercise serves to burn off the more haggard edges of their beast.
Bellunas cannot be born, and in fact all bellunas are rendered sterile upon their first change. Bellunas must be bitten (specifically in the shifted form), and the majority of people infected do not survive their first change anyway. In this way, bellunas remain a figure of myth; there has never been a big enough population of them to earn an acknowledged spot on humankind's predators.
When bellunas are upset, their eyes tend to flash to the eyes of their altered state. This is complete with color and iris change, and is startling enough to out bellunas living among humans. For this purpose bellunas sometimes come across as frigid, because they have to keep such restraint on their emotions.
Bellunas mostly prefer living in groups or packs, and few can stomach being alone for more than a couple days at a time. They are quick to share with those people they consider 'theirs', but in the same vein are wildly possessive. Endlessly loyal, they make excellent friends if one can be found.
recorded bellunas ;; jackdaw, zvoruna, muraco, marama
Bellunas are a creation of one of the Old Gods, and were shaped alongside caedoeles.
These beasts are the root of all werewolf legends, and although their prowess has been since grossly over-exaggerated there is some truth in the stories. Bellunas are more inclined to base instincts around the full moon, although they are not forced to shed their human shapes. Most in fact retreat from civilization altogether and become little more than another animal in the woods; but there is a small percentage that struggle to hold onto mortal life, and bend the transgressions of their being in order to fit in.
Bellunas share their souls with a chunk of the Old Gods of meat and predation, and consequently have another physical shape. Mostly they are wolves, but other types exist; certainly they are carnivores. They desire meat even on a day to day basis, and few can properly stomach vegetative meals in any quantity. Bellunas are usually assumed to be reckless people, because it is difficult for them to deny their instincts, and harder yet as the moon grows closer. Many cannot successfully maintain a human facade for more than a year, the pressure of conforming to civilized standards wearing through their defenses.
Those that do spend time in human shape (which is, as stated, the minority of the species) share some attributes with the beasts they can call upon. The pieces of the Old Gods have since settled, and so bellunas do not have a 'split' soul, at least not in the sense that there is another entity in their body. They do however feel unusual non-human cravings, and this can overwhelm their mortal mind. Bellunas are sensitive to smells and loud noises, dislike being touched and often can be found grinding their jaw. They are usually athletes in some sense or another, as exercise serves to burn off the more haggard edges of their beast.
Bellunas cannot be born, and in fact all bellunas are rendered sterile upon their first change. Bellunas must be bitten (specifically in the shifted form), and the majority of people infected do not survive their first change anyway. In this way, bellunas remain a figure of myth; there has never been a big enough population of them to earn an acknowledged spot on humankind's predators.
When bellunas are upset, their eyes tend to flash to the eyes of their altered state. This is complete with color and iris change, and is startling enough to out bellunas living among humans. For this purpose bellunas sometimes come across as frigid, because they have to keep such restraint on their emotions.
Bellunas mostly prefer living in groups or packs, and few can stomach being alone for more than a couple days at a time. They are quick to share with those people they consider 'theirs', but in the same vein are wildly possessive. Endlessly loyal, they make excellent friends if one can be found.
caedoeles ;;
singular ;; caedoel
also known as ;; caeds
recorded caedoeles ;; caiman
Built alongside bellunas by an Old God, caedoeles are said to be the improved conception of morsi.
While morsi must be in the vicinity of pain in order to feed (and subsequently frequently inflict pain themselves for an easier meal), caedoeles do not. They feed specifically on blood, but they can often glamour the weak-minded and their bites can be mostly ignored. They have a numbing agent in their saliva that effectively renders the bite itself painless, and extended feeding is said to be pleasurable for mortals. (This is only said in certain circles, obviously, and usually whispered under someone's breath.)
Caedoeles can survive on any kind of blood, though many of them have preferences. For most it's human blood; for the more adventurous, another monster's. For the stupidly brave it is usually demigod blood, although of course demigods are mostly reluctant to part with any of that.
Caedoeles do not eat regular food, and while they can stomach small amounts if they attempt to eat a portion closer to a meal it will make them terribly sick. They can process some meats, but most everything else is out of the question. They can go without sustenance for a very long time, and the caedoeles that have lived long enough to train themselves to ignore the hunger pangs can be without blood for months.
There are very few caedoeles living, for two reasons. The first being that, like morsi, caedoeles must be born and cannot be created, and caedoeles themselves have very low fertility rates. The second is that caedoeles are immediately and viscerally recognizable, even to the uneducated. Their eyes turn red when they are hungry, and it is not a deep black-red that could be explained away but a viscous scarlet. They have the fangs of legend as well, though they can be retracted. The eyes can be brought on willingly, like when a caedoeles fights or feeds.
Although there are some falsehoods in the old legends, there is truth as well. Caedoeles have no adverse reaction to the sun or to religious artifacts; but they do stop aging once they hit their twenties, and will remain as such until they are killed. They cannot be sick with regular viruses, but can be killed by 'sick' blood (such as blood-borne diseases, if ingested). Many caedoeles can turn their pain sensors off, for virtue of needing to subdue their prey, and the ones that can't tend to have a high pain tolerance anyway.
also known as ;; caeds
recorded caedoeles ;; caiman
Built alongside bellunas by an Old God, caedoeles are said to be the improved conception of morsi.
While morsi must be in the vicinity of pain in order to feed (and subsequently frequently inflict pain themselves for an easier meal), caedoeles do not. They feed specifically on blood, but they can often glamour the weak-minded and their bites can be mostly ignored. They have a numbing agent in their saliva that effectively renders the bite itself painless, and extended feeding is said to be pleasurable for mortals. (This is only said in certain circles, obviously, and usually whispered under someone's breath.)
Caedoeles can survive on any kind of blood, though many of them have preferences. For most it's human blood; for the more adventurous, another monster's. For the stupidly brave it is usually demigod blood, although of course demigods are mostly reluctant to part with any of that.
Caedoeles do not eat regular food, and while they can stomach small amounts if they attempt to eat a portion closer to a meal it will make them terribly sick. They can process some meats, but most everything else is out of the question. They can go without sustenance for a very long time, and the caedoeles that have lived long enough to train themselves to ignore the hunger pangs can be without blood for months.
There are very few caedoeles living, for two reasons. The first being that, like morsi, caedoeles must be born and cannot be created, and caedoeles themselves have very low fertility rates. The second is that caedoeles are immediately and viscerally recognizable, even to the uneducated. Their eyes turn red when they are hungry, and it is not a deep black-red that could be explained away but a viscous scarlet. They have the fangs of legend as well, though they can be retracted. The eyes can be brought on willingly, like when a caedoeles fights or feeds.
Although there are some falsehoods in the old legends, there is truth as well. Caedoeles have no adverse reaction to the sun or to religious artifacts; but they do stop aging once they hit their twenties, and will remain as such until they are killed. They cannot be sick with regular viruses, but can be killed by 'sick' blood (such as blood-borne diseases, if ingested). Many caedoeles can turn their pain sensors off, for virtue of needing to subdue their prey, and the ones that can't tend to have a high pain tolerance anyway.
ghosts ;;
also known as ;; spirits, phantoms, apparitions
recorded ghosts ;; caledonia, blackbird's bird companion
One of the few beliefs that survived Valise's purging are the idea of ghosts.
Most people cannot see or sense ghosts, though there are some who can. (For the most part, other monsters are aware of ghosts, at least by the chill that usually accompanies them.)
Ghosts are largely regarded as human souls who have not yet been tended to by a psychopomp to lead them to the underworld, and as such are viewed with empathy. Burials are a large part of Valisen culture, as it is believed that a proper burial can attract a psychopomp more quickly.
Ghosts can be bound to some animals, though this is a belief that has most been attached to birds. There are a number of superstitious stories to do with particular birds visiting a home and what they do there that mean this or that from a dead relative. Most of them are not true, though Blackbird and Nausicaa both have attached souls to birds before.
Spirits can linger on the mortal plane if they have unfinished business as well, or if they were an especially bad person and dread seeing where they end up. Mostly the death gods need to take care of these particular few, though of course their work goes unnoticed. Most of Valise has forgotten the old beliefs in the gods, and so attribute ghosts staying someplace to missing psychopomps.
More sensitive people (including regular mortals/humans) can usually sense ghosts, as stated above, by the chill that accompanies them.
recorded ghosts ;; caledonia, blackbird's bird companion
One of the few beliefs that survived Valise's purging are the idea of ghosts.
Most people cannot see or sense ghosts, though there are some who can. (For the most part, other monsters are aware of ghosts, at least by the chill that usually accompanies them.)
Ghosts are largely regarded as human souls who have not yet been tended to by a psychopomp to lead them to the underworld, and as such are viewed with empathy. Burials are a large part of Valisen culture, as it is believed that a proper burial can attract a psychopomp more quickly.
Ghosts can be bound to some animals, though this is a belief that has most been attached to birds. There are a number of superstitious stories to do with particular birds visiting a home and what they do there that mean this or that from a dead relative. Most of them are not true, though Blackbird and Nausicaa both have attached souls to birds before.
Spirits can linger on the mortal plane if they have unfinished business as well, or if they were an especially bad person and dread seeing where they end up. Mostly the death gods need to take care of these particular few, though of course their work goes unnoticed. Most of Valise has forgotten the old beliefs in the gods, and so attribute ghosts staying someplace to missing psychopomps.
More sensitive people (including regular mortals/humans) can usually sense ghosts, as stated above, by the chill that accompanies them.