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Mistress of Monsters Captain
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Posted: Sat Oct 06, 2012 9:04 pm
Need help on what to do? Read this!Welcome to the Guild everyone! Here's a whole forum full of information, guides, and other helpful stuff. If you have any questions please post them in our Questions, Comments, Ideas? thread! * Make your character profile in either the Supernatural or Human profile forum. Just fill out the skeleton for your chosen race- you have to get you profile approved before you can use you role play character. If you want your character to have a certain rank in their pack/coven/tribe you must first request it and then get approved, high ranks like Royalty will have to have a contest to choose people for them. * Start a roleplay or join an open one. Please keep to the topic of the thread, go to the OOC thread if you want to post about random things. * Ask questions if you get confused, that's what we have crew and a help thread for! Please don't just PM me and the Crew! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Storyline History:The Great War: Three-thousand years ago a war broke out between Supernaturals and Humans, the battle raging all across the known world. Then, in the midst of the war, a group of Humans called the Hunters appeared, using weapons and Magicks that were unknown to both sides. With the aid of the Hunters strange powers, the inhuman races were thought to be wiped out forever, leaving the mundane world to settle back into its old routines and ways. Only, the inhuman people were far from gone...Clan Banner:  http://i1104.photobucket.com/albums/h336/I_Will_Be_The_Death_of_Me/BlackBackground1-1.jpg
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Posted: Sat Oct 06, 2012 9:07 pm
WolvesDominance-One: Almost not dominant at all. These wolves are at the bottom of the pack- Omegas & Pups. Two: Only a little dominant. Pups, Omegas, & Pup-sitters. Three: Hardly dominant at all. Pup-sitters. Four: Somewhat dominant. Sigma, Upsilon, Gamma. Five: A normal level of dominant, the middle rank of wolves. Nu, Mu, Delta. Six: A more dominant wolf. Iota, Kappa, Lambda. Seven: A pretty dominant wolf. Theta, Eta, Tau. Eight: A very dominant wolf. Epsilon, Zeta Nine: The second most dominant of wolves. Beta Ten: The most dominant of all wolves. This is the Alpha(s). Control-One: You have no control, and you have to either spend all of your time with the Alpha, learn control, or be killed. All new wolves start here unless they were born werewolves.Two: You are able to be away from the Alpha for a little while, but small things tend to set you off. When you get mad you tend to transform. Three: You can spend up to twelve hours away from the Alpha. Your temper is also coming under control. Werewolves born as wolves start here.Four: A wolf should be at this stage by the time they are four years old or have been Changed for six months. They can spend up to a day away from the Alpha, and their temper only comes out when they get angry. Five: This is where a wolf should be when they are anywhere form seven to nine months old. Your temper only comes out when you are really mad. Six: A wolf will reach this stage of control from anywhere ten years old to eleven years old. They are able to be away from the Alpha pair for any length of time, and they very rarely transform because of anger. They still tend to get angry though. Seven: A wolf will reach this stage when they have been Changed form one to two years or be thirteen years old. They never transform because of anger unless they are driven into a rage. Eight: A wolf with almost perfect control. They rarely lose control. Nine: A wolf with even better control than a rank eight. They almost never Change because of anger. Ten: Perfect control. Changing because of anger still happens, but only once or twice in their entire lifetime. { Special thanks and credit to the Silver Moon Wolf Pack for creating the majority of this list!}
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Mistress of Monsters Captain
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Mistress of Monsters Captain
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Posted: Sat Oct 06, 2012 9:08 pm
Werewolf Ranks Alpha: The leader pair or lone leader of the pack. (1-2) Beta: When neither alpha are around they take charge. Second in Command. (1-2) Gamma: The oldest and wisest of the pack. Elders. (1-2) Delta: They are the messengers of the pack. (1-4) Epsilon: Guardians. (1-2) Zeta: The Zeta leads the army and the plans for war- they also train new recruits. General. (1) Eta: Warriors. (2-7) Theta: Lead Medic. (1) Iota: Medics. (1-2) Kappa: Lead Hunters (1-2) Lambda: Hunters. (unlimited) Mid RanksMu: Peace Keeper. (1) Nu: Sentries. (1-6) Sigma: Tutors. (1-2) Tau: Lead Scout. (1) Upsilon: Scouts/Spies. (1-4) Lower RanksPhi: Pup-sitter. (1-2) Omega: lowest rank. (unlimited) Pup: They are the young usually born into the pack under the age of one. (1-4)
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Posted: Sat Oct 06, 2012 9:09 pm
Were-Creature Species
Were's in General: Those who have been scratched or bitten by a Were or were born with it genetically are all involuntary Were-creatures. They have little or no control over their changes from Human to Were and Were to Human, and are subject to phases of the Moon until they can learn to control it. Were's aren't only Wolves, they are also other large predatory animals depending on the Were's home region and what other Were's live there.
Canines: Such as wolves, coyotes, foxes, and other canine species. The most commonly known type Were there is, but not the only kind and certainly not the most powerful, as some might believe. Resemble a huge version of the animal they Change into.
Felines: Such as tigers, panthers, cheetah's, cougars, and other feline species. A lesser known type of Were, but just as possible, powerful, and massive. Feline's are more agile and graceful than a canine Were is, and still retain their species rivalry against them unless they are able to control their Were side.
Birds: Just as with Feline Were's, the avian species of Were's are less well-known but still a formidable Supernatural. These Were's consist of: eagles, hawks, ravens, vultures, and other bird species. Despite their massive size, these Were's still possess the ability to fly.
Bears: Larger than normal, every species of bear, fierce, change at a Full Moon or whenever they please, enough said.
Supernaturals- Were's with unnatural abilities and appearance compared to the normal breed. Ex. a spectral wolf or a shadow tiger.
Infected- There was a sudden disease that rapidly spread through werewolf bloodlines... This disease is known to make werewolves larger and extremely powerful but their wolf is completely uncontrollable. These are of the Blood Moon Werewolf pack only.
Elemental- Were's solely based on the five elements: Earth, Water, Fire, Air, and Ether (lightning).
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Mistress of Monsters Captain
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Mistress of Monsters Captain
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Posted: Sat Oct 06, 2012 9:10 pm
Housing
Weres: ShadowedMoon wolves can either build/live in a cabin in the forests of The Mountain, live in the Underground City, live in the town, or City. BloodMoon wolves can live in the Pack Den, their forest, the near city, or build a cabin in their territory. Other species can live in the wild as an animal, in an apartment in the City or Lone Town, or in a cabin in the mountain.
Humans: You have a choice of living in an apartment or a house in the town. If your a Hunter then you can live at the Association as a third option.
Other: Although many species can simply live in the city or woods without much need of anything a human would in order to survive, there is always the option of simply living in apartments, houses, cabins, caves, nests, lairs, and ect.
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Were Traditions
Festivals: There are numerous festivals in both Human and Were culture- more will be added as we come up with them. For Were's there are things like: - Mating festival: Where you find a mate only. If you want to rp with more detail on this, do it in a PM! - Alpha/Rank Battle: You may challenge other wolves if there is no Alpha in the pack- or if you want to become the Alpha's mate- or if there is a rank that you desire. Can either become a free-for-all or organized one-on-one fights. (need the Alpha's permission to become their mate, though) - Full Moon Festival: Under the light of a full moon all Weres are in their animal forms and will celebrate, feast, and dance/howl/roar/sing to enjoy their Were heritage until sunrise. - New Moon Festival: Unable to be in animal form during this one-night festival, Weres will celebrate, feast, and dance/sing to enjoy their human heritage until sunrise.
Alpha's and Beta's: As a lone individual or a pair these wolves dominate and lead all the other Werewolves in their pack. They're word is law, you cannot disobey the Alpha's command and are bound to do the task given to you for either a set amount of time or an hour before being able to do anything else. When the Alpha is gone, this rule will apply to the pack Beta as they are the vice-captain of wolves.
Pack Life: The pack is a group effort to keep alive and strong. Everyone has a role to carry out or get 'promoted' to a different rank job if the entire group is to survive. You can choose to leave the pack at any time but only Infected Werewolves can rejoin into the Blood Moon Pack.
Mates: Can be 'joined' in the Mating Festival with a special ceremony and a pair hunt; if desired you can apply for permission to have a Pup/cub/kit/egg.
The Circle: An ancient ritual to settle disputes within a pack or between two Weres or to challenge the Alpha if they agree- in both packs. A circle carved out of the stone ground in the Pack's den or in the underground city, bones line the outside and hold torches to light the bloody fight as they either fight to the death or until one seriously wounds the other in their animal forms. The loser is sometimes exiled from the pack/territory and marked as to keep them from joining again.
War: When two Werewolf pack's or Were species fight there is usually a set place for the battle. Usually at the Clearing in the Battle Grounds; in animal form the two sides fight until either Alpha/leader is killed or they decide to retreat.
Trial of the Fang: Some wolves must undergo a harsh punishment before they are exiled from the pack; the pack lines up on a narrow two sides path and bites and nips at the wolves who are sent through the small path between the two sides. Sometimes attacks are more harmful than others, such as at the end when the Alpha or Beta decides to mark them as an exiled wolf.
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{If you have anything to add please suggest it in the comments, questions, ideas? forum in the guild's main forum. For example, you might want to even suggest human festivals you celebrate in the real world, like New Years or something.}
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Posted: Sat Oct 06, 2012 9:11 pm
-Other Supernatural Races-
Vampyres: Usually defined as paler skinned and sharp-toothed, Vampyres are actually just a more advanced for of humanoids. With greater traits of: speed, agility, strength, and healing, Vampyres are a slow-aging race that come in a variety of color-races-- their so called 'only' flaw being in their intense need and hunger for blood. The only Vampyres weak to sunlight are: servants-- humans who couldn't control their Change-- and the more common 'peasants' of the Vampyre world; both the Noble and Royalty --royals being pure-blooded Vampyres-- are immune to sunlight and most doses of 'holy-water'.
Daemons:
Incubus/Succubus: male and female demons of whom prey upon the opposite sex and are usually very alluring to Humans.
Beasts: Hell-cat/hound, Kitsune, Nekomata, and ect, demons who take the more animal type forms-- can either have an elemental attribute or not.
Imps: knowledgable little demons with a taste for trickery
General Daemons: winged, clawed, or horned creatures that may or may not take human form to prey upon Humans, vulnerable to their opposite element of things 'holy' (such as Angels).
Angels/Valkyries:
Fallen Angels: Angels who went against the other angels and their God and of whom were banish from their world, either with their wings torn out or kept in, and forced to either live in the Otherworld/netherworld/Hell or on earth. Although they may appear as simple Humans, they still retain their original 'angelic' powers: such as enhanced speed, agility, strength, and agelessness.
Angels: A high class of spiritual beings that serve as a celestial attendant of God in a humanoid form with wings; although they serve God, they themselves are not Gods and are merely stronger than a Human-- but not invincible. Although Angels reside in a non-human world, they can appear completely human and will walk among them without being noticed for what they are. Angels have 'angelic' powers such as: enhanced speed, agility, strength, and agelessness-- among other things. There are various types of Angels, some of which being: Angels of Death, Archangels, Guardian Angels, Fallen Angels, ect.
Valkyries: Any of the beautiful maidens attendant upon Odin who bring the souls of slain warriors chosen by him or Tyr to Valhalla. Similar to angels in that they serve a god, and dwell in Valhalla, a sort of "heaven" you could say. Also some are said to have wings, and/or ravens following them. These women/maidens are very battle oriented. They often carry swords amongst other weapons such as staffs, pikes, and spears and usually use a shield, but do not have to. They are just like Angels in their enhanced abilities, but they too can die.
Draconians: Draconians are a race of humanoid or beastly creatures that hold reptilian traits such as: scales, tails, claws, and eyes-- with the exceptions of wings. These creatures are born from eggs just as any other reptile would be, bu are much larger than any normal lizard would be; there are two types of Draconians: larger, fire-breathing Dragons that have only the ability to speak like a human and are otherwise completely Supernatural, and the smaller, more human looking branch species that walk on two legs as the word humanoid suggests-- these one's resemble Humans more than their beastly ancestors and have an adept ability to use Magick of various kinds (Dark, Elemental, ect.) and are themselves a kind of Magickal creature. Although some Draconains have dragon heads and other traits like their other species, there are many of whom appear totally human except for their snake-like eyes and fangs/claws.
Spirits: A wandering spirit from a being no longer living, having survived the death of the body yet maintaining at least vestiges of mind and of consciousness. Although they have no real body, they can still move objects, possess people/animals, attack things, go through things, and other such tasks without a living form. There are various types of Spirits, such as: Elemental (fire, water, ect. for forms instead of ghostly... stuff), Demonic (such as poltergeists), common 'ghosts', animal spirits, ect.
Fae:
Dullahans: A headless creature with the body of a man or woman, usually seen riding a large, black horse. They have small black eyes, and pale, dough textured skin; they are not known to be social. These phaeries are of the Unseelie Court. They are said to be deathly scared of gold; although the dullahan has no connected head upon their shoulders, they always carry it with them-- either on the saddle of his or her horse, in their hand, or under their arm. Their most notable weapon of choice is human spine as a whip. An example of a famous Dullahan would be the 'Headless Horseman', such as in the movie 'Sleepy Hollow' and in Irish myths.
Seelie-Court Faeries: The Seelie court are known to seek help from humans, to warn those who had accidentally offended them, and to return human kindness with favors of their own. Still, a fairy belonging to this court will avenge insults and could be prone to mischief.
Un-Seelie Court Faeries: The Unseelie Court consists of the malicious and evilly-inclined fairies, unlike the Seelie Court, no offense is necessary to bring down their assaults. Like the beings of the Seelie Court who are not always benevolent, neither are the fairies of the Unseelie Court always malevolent. However, when forced to choose, they will always prefer to harm—rather than to help—humans.
Elves: Elves are an ancient breed, and although related to Phaeries they can both be cold, cruel, and evil creatures, as well as kind, wise, and magickal creatures. Known for their almost unnatural beauty, grace, and wisdom, Elves have been both seen as dark child thieving creatures and mystical guardians of their forests. There are two types of Elves, simply Light and Dark, but both have similar appearances and traits-- the only difference being in their personalities.
People Magickal: Witches, Shamans (and shawomans), and Warlocks. Those who are (usually) Human or mostly human that have the ability to use and control forces magickal, such as with elemental manipulation, moving objects without touching them, and mental powers like telekinesis.
Other: Have to be approved and have permission to make one. (might not allow)
Edited By: xX-Abyss-Rayne-Xx and Mistress of Monsters.
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Mistress of Monsters Captain
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Mistress of Monsters Captain
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Posted: Sat Oct 06, 2012 9:13 pm
Vampyre Ranks and Hierarchy:
Royals: The leaders of their race, most powerful but most targeted of all Vampyres. Gifted with rare and strange abilities that range from shadow-shifting to telekinesis depending on the bloodline and individual.
Council: A group of Vampyres that control and govern over most other Vampyres, with the exception of the Royals. They act both for and with the Royal families, representing multiple sides of the Vampyre world. With approval of the Royals they create laws and regulations, though many times their actions have to be voted for by the Royals.
Elders: The oldest and wisest of the Vampyres, usually seen within the Council. Although they may have years of experience and powers unlike common Vampyres, they need to be protected more carefully than others due to vulnerability and being a bigger target.
Pure Bloods: Vampyres with family lines 'untainted' by Human ancestors. The strongest of common Vampyres, some are even descendants from lesser Royal families. They have normal powers with a rare trait every few generations.
Nobles: The most common of Vampyres-- not the weakest but not the strongest. They are super-human strong compared to Humans and have a few powers, but not nearly enough power to take on a Pure Blood or a Royal.
Mutated: A different branch of infection from the Werewolf mutation, this 'disease' of sorts reshapes the Vampyres genetics and body structure, turning them into a barely controlled monster of the night. They are immune to sunlight and have strange traits such as beastly qualities, the ability to shapeshift into a shadow beast, and a hunger for flesh and not just blood.
Servants: Humans who were Turned into a Vampyre, they have little control over themselves and few-- if any-- powers. They always serve a higher ranking Vampyre-- some treated are like the Vampyre's own children while others are treated like mere slaves.
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Posted: Sun Oct 28, 2012 1:07 pm
Fae Ranks:
Royalty: The leaders of their race, they are the most powerful, but frightening, of all Fae. Gifted with rare and unique abilities- considered strange even among their own people. They are the ones that appear the least human, enchanting to some and alien to others.
Court: Members of the Courts tend to be like advisers to the Royals, taking care of "lesser" issues and general business. Their powers tend to lead towards control and manipulation- both of nature and nobles.
Noble: Those that make up the lower ranks of the Fae, they each hold their own place and purpose but are considered more of common folk than nobles. Rarely do they have more than one or two powers, but they usually have more use of connections and servants so it doesn't seem to matter.
Warrior: A vital part of the Fae, they range from spies to rangers to knights. Strong, but often have few abilities and simply are gifted with sheer brute force and inhuman grace.
Outsider: The rouges of the Fae world, they are unaligned and tend to drift on their own path instead of being part of the Courts.
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Mistress of Monsters Captain
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Mistress of Monsters Captain
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Posted: Sun Oct 28, 2012 1:54 pm
People Magickal Ranks: {Working On}
Archmage:
Grandmaster:
Master:
Magus:
Conjurer:
Seer:
Apprentice:
Illusionist:
Telepath:
Empath:
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Posted: Sun Oct 28, 2012 1:56 pm
Angel Ranks: {working on}
Archangel:
Valkyrie:
Angel of death:
Guardian angel:
Fallen angel:
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Mistress of Monsters Captain
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Mistress of Monsters Captain
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Posted: Sun Oct 28, 2012 2:20 pm
Draconian Ranks: {working on}
Ancient:
Royal:
Chief:
Knight:
Warrior:
Fledgling:
Infected:
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Posted: Sun Oct 28, 2012 2:24 pm
Spirit Ranks: {working on}
Familiar:
Poltergeist:
Lost Soul:
Ghoul:
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Mistress of Monsters Captain
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Mistress of Monsters Captain
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Posted: Sat Nov 03, 2012 10:49 pm
How many role play characters you can have at one time:
Just in case your wondering how many its ok to make, this is to clear it up a little bit. You may have two high ranking characters right now, but they must be in different races or groups. You can have about four to five role play characters at one time, but you can only post a character in one place at a time- you can't just teleport between threads! (unless they're in a festival or you have already told the other person/people you have left)
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