The Children of Gaea
On earth there have been WereCreatures for centuries. There have been myths and hearsay as to how the condition is spread or passed on, of general weaknesses, of temperament and connection to the moon. Much of this is false, but some of it contains a kernel of truth.
Weres can be any animal, not merely a wolf. Mammals are most common since they are closest to the human form, followed by marsupials, reptiles and avians, amphibians and finally the scarce few insects, crustaceans or arachnoids. Each Were can choose when to shift, and ease or skill in shifting increases with practise and natural aptitude that seems connected to how in-tune one is with their full nature. A Were has four stages of shift:
Skin Husk - those in their 'human' form. In this state, Weres display the least amount of their beast characteristics, though some personality quirks may still exist. Their strength, speed and senses are normal.
Channelled - those calling forth only a few key characteristics - such as eyes/tail/wings/claws etc. They are still bipedal in this form, though they begin to exihibit simpler mental functions, heightened senses and increased speed or strength.
Anthropomorphic - those in a 'half-beast' state, where they reach a middle point between human and beast, usually still bipedal, and vaguely humanoid, but displaying full height, strength and speed, as well as still retaining limited mental functions. Speech is usually (though not always) impossible in this form, but fighting prowess is at a maximum hybrid capacity.
Beast Core - those in a full beast form. This looks like a much larger version of the normal animal, taking bipedal/quadrupedal etc form as based on one's beast. No speech remains in this stage, and mental powers are at their most dulled. However, sensory perception, instinct and reaction/speed/strength and endurance is at its highest point. Communication with others of your species - that aren't Weres - is also possible in this stage.
There are some Weres that manifest some special ability - anything from differential gravity, to berserker frenzy to regenerative healing, to natural warding. These gifts are rare and can manifest at any time or never on a case by case basis. Many gifts will only be usable in specific forms of one's transformation. Those who possess them are called Gaea Blessed, and are believed to have a stronger connection to Gaea.
On earth there have been WereCreatures for centuries. There have been myths and hearsay as to how the condition is spread or passed on, of general weaknesses, of temperament and connection to the moon. Much of this is false, but some of it contains a kernel of truth.
Weres can be any animal, not merely a wolf. Mammals are most common since they are closest to the human form, followed by marsupials, reptiles and avians, amphibians and finally the scarce few insects, crustaceans or arachnoids. Each Were can choose when to shift, and ease or skill in shifting increases with practise and natural aptitude that seems connected to how in-tune one is with their full nature. A Were has four stages of shift:
Skin Husk - those in their 'human' form. In this state, Weres display the least amount of their beast characteristics, though some personality quirks may still exist. Their strength, speed and senses are normal.
Channelled - those calling forth only a few key characteristics - such as eyes/tail/wings/claws etc. They are still bipedal in this form, though they begin to exihibit simpler mental functions, heightened senses and increased speed or strength.
Anthropomorphic - those in a 'half-beast' state, where they reach a middle point between human and beast, usually still bipedal, and vaguely humanoid, but displaying full height, strength and speed, as well as still retaining limited mental functions. Speech is usually (though not always) impossible in this form, but fighting prowess is at a maximum hybrid capacity.
Beast Core - those in a full beast form. This looks like a much larger version of the normal animal, taking bipedal/quadrupedal etc form as based on one's beast. No speech remains in this stage, and mental powers are at their most dulled. However, sensory perception, instinct and reaction/speed/strength and endurance is at its highest point. Communication with others of your species - that aren't Weres - is also possible in this stage.
There are some Weres that manifest some special ability - anything from differential gravity, to berserker frenzy to regenerative healing, to natural warding. These gifts are rare and can manifest at any time or never on a case by case basis. Many gifts will only be usable in specific forms of one's transformation. Those who possess them are called Gaea Blessed, and are believed to have a stronger connection to Gaea.
The Spirit World
The Veil, or Spirit World is a metaphysical layer, like a bubble that exists in the same space as the physical planet and which includes a number of forces that are loosely referred to as Spirits. At times these forces can be sensed by mortals, and it is from these occasions that many myths and stories have been created regarding Dryads, Elves, Angels and the like. There are five types of Spirits:
Wraiths: ghosts and otherwise disembodied souls, are often only visible to those with the Sight, such as Demons, Weres and Warlocks. Wraiths are what's left behind when a body is improperly separated from its spirit, as in the case of curses, murders or possession.
Dryads: the spirits of the elements of the planet itself. An element is collective, and can have a representative anywhere its physical form exists, i.e. an Aquas Dryad can exist anywhere there is water. The dryads themselves all have individual personalities and personal memories, but they also embody the memories and knowledge of all the Dryads of their element that came before, and so are often considered one of the oldest known forces in the world. They can travel through their element and manifest anywhere their element connects them to. There are ten forms of Dryad, one for each Spiritual Element.
The Blesséd: Sometimes called Angels or Fairies, the Blesséd are an ancient and powerful race of beings existing everywhere and in everything. Fully non-coporeal, they are able to manifest themselves at will, but can pass in and out of matter, energy and time. It is speculated that they originated between, or entirely outside of all other worlds.
The Faded: After a world is consumed by Hell, all of those who were still alive during the transition become the Faded. They exist halfway between death and dreams, intangible and inconsistent. They drift in time, unable to remain anchored in any one location. They are occasionally able to interact with the living world for brief, chaotic moments and these occurrences are called 'poltergeists' by humans. The Faded are not able to communicate in a normal sense of the word, as they cannot order their thoughts and memories into any chronological order, but they can ocassionally inspire people by passing through them. Those few truly gifted individuals throughout history (i.e. Leonardo da Vinci, Wolfgang Amadeus Mozart, Madamme de Pompador, etc) are speculated to have a Faded caught within their aura.
Seraphim: A race of beings from another realm that Hell once tried to conquer and overthrow. This realm managed to seal itself off, with the Seraphim left with the power to step outside those barriers. Because of this they are rare and often fill the role of bringing warnings, knowledge or protection to realms threatened by Hell's advances. They are yet susceptible to Hell's Seeds, and those which are fully converted become the Demons known as Light Bringers. For this reason, they are highly coveted by Demons as the only way to regain footholds in their sealed off realm.
Elements:
There are ten elements of the Spirit World, these are used as manifestations and as 'magic' by Spirits, the Dryad most overtly expressing these manifestations. The Warlocks also connect to these elements to perform their magics or summon their familiars:
Pyros: The essence of Fire, Pyros is energizing, initiating and empowering.
Aeros: The essence of Air, Aeros is communicating, educating and traveling.
Aquas: The essence of Water, Aquas is calming, emoting, and transforming.
Terras: The essence of Earth, Terras is supporting, strengthening, and growing.
Ignis: The harmony of Fire and Air, Ignis (sometimes called Mind) is inspiring, controlling, and creating.
Purgus: The harmony of Fire and Earth, Purgus (sometimes called Spirit) is purifying, healing, and summoning.
Nuxos: The harmony of Water and Earth, Nuxos (sometimes called Body) is concealing, protecting, and warding.
Sanctus: The harmony of Air and Water, Sanctus (sometimes called Holy) is balancing, tuning, and perceiving.
Lumos: The union of opposites Fire and Water, Lumos (sometimes called Light) is illuminating, banishing, and releasing.
Aethos: The union of opposites Air and Earth, Aethos (sometimes called Darkness) is transferring, solidifying, and channelling.
The Veil, or Spirit World is a metaphysical layer, like a bubble that exists in the same space as the physical planet and which includes a number of forces that are loosely referred to as Spirits. At times these forces can be sensed by mortals, and it is from these occasions that many myths and stories have been created regarding Dryads, Elves, Angels and the like. There are five types of Spirits:
Wraiths: ghosts and otherwise disembodied souls, are often only visible to those with the Sight, such as Demons, Weres and Warlocks. Wraiths are what's left behind when a body is improperly separated from its spirit, as in the case of curses, murders or possession.
Dryads: the spirits of the elements of the planet itself. An element is collective, and can have a representative anywhere its physical form exists, i.e. an Aquas Dryad can exist anywhere there is water. The dryads themselves all have individual personalities and personal memories, but they also embody the memories and knowledge of all the Dryads of their element that came before, and so are often considered one of the oldest known forces in the world. They can travel through their element and manifest anywhere their element connects them to. There are ten forms of Dryad, one for each Spiritual Element.
The Blesséd: Sometimes called Angels or Fairies, the Blesséd are an ancient and powerful race of beings existing everywhere and in everything. Fully non-coporeal, they are able to manifest themselves at will, but can pass in and out of matter, energy and time. It is speculated that they originated between, or entirely outside of all other worlds.
The Faded: After a world is consumed by Hell, all of those who were still alive during the transition become the Faded. They exist halfway between death and dreams, intangible and inconsistent. They drift in time, unable to remain anchored in any one location. They are occasionally able to interact with the living world for brief, chaotic moments and these occurrences are called 'poltergeists' by humans. The Faded are not able to communicate in a normal sense of the word, as they cannot order their thoughts and memories into any chronological order, but they can ocassionally inspire people by passing through them. Those few truly gifted individuals throughout history (i.e. Leonardo da Vinci, Wolfgang Amadeus Mozart, Madamme de Pompador, etc) are speculated to have a Faded caught within their aura.
Seraphim: A race of beings from another realm that Hell once tried to conquer and overthrow. This realm managed to seal itself off, with the Seraphim left with the power to step outside those barriers. Because of this they are rare and often fill the role of bringing warnings, knowledge or protection to realms threatened by Hell's advances. They are yet susceptible to Hell's Seeds, and those which are fully converted become the Demons known as Light Bringers. For this reason, they are highly coveted by Demons as the only way to regain footholds in their sealed off realm.
Elements:
There are ten elements of the Spirit World, these are used as manifestations and as 'magic' by Spirits, the Dryad most overtly expressing these manifestations. The Warlocks also connect to these elements to perform their magics or summon their familiars:
Pyros: The essence of Fire, Pyros is energizing, initiating and empowering.
Aeros: The essence of Air, Aeros is communicating, educating and traveling.
Aquas: The essence of Water, Aquas is calming, emoting, and transforming.
Terras: The essence of Earth, Terras is supporting, strengthening, and growing.
Ignis: The harmony of Fire and Air, Ignis (sometimes called Mind) is inspiring, controlling, and creating.
Purgus: The harmony of Fire and Earth, Purgus (sometimes called Spirit) is purifying, healing, and summoning.
Nuxos: The harmony of Water and Earth, Nuxos (sometimes called Body) is concealing, protecting, and warding.
Sanctus: The harmony of Air and Water, Sanctus (sometimes called Holy) is balancing, tuning, and perceiving.
Lumos: The union of opposites Fire and Water, Lumos (sometimes called Light) is illuminating, banishing, and releasing.
Aethos: The union of opposites Air and Earth, Aethos (sometimes called Darkness) is transferring, solidifying, and channelling.
The Witchblooded
There are humans who can do magic. These few are made up of families, or Covenants, who keep their bloodline strong by breeding with other magic-users. They are loosely referred to as Warlocks, though technically Warlocks are the males and Witches are the females. There is no known history on where exactly the magic began, or why it began, but the truth of it being passed down through the mother's line is undisputed. The most powerful covenants can trace their lineage through the witch burnings, the plagues and the courts for centuries.
The magic they use is not the flash and fantastical of the Demons and Spirits. Human magic is far more subtle, slow-acting and moderated. Theirs is the mixing of potions to hinder or heal, the creation of talismans for health, luck, prosperity or love. They have skill with herbal healing, with warding danger, and with manipulation of existing elements in the world. They have at times been known as druids or wiccans, as alchemists or enchantresses.
In the city of Westshore, where the stories of Primal Crusades take place, a very powerful and well-known Covenant exists, that of the Blackmoore family. The Blackmoore Covenant has been around for centuries, and can trace its lines back to the old world. Each Covenant is made up of all manner of Warlocks and Witches, each who is assigned their role by the Covenant's Oracle. The Oracle is generally the oldest member of the Covenant, but each Covenant must have one in order to be recognized by other Warlocks. The roles of Warlocks are as follows:
Alchemists: They infuse objects with energy to turn them into something other than what they appear at a physical level. They create Golems, hybrids, talismans, enchanted objects, wands, and philosopher's stones.
Apothecarists: They create things from ingredients and synthesize them with energy or elements. They do home-based, around the house, low-level modifying magics, such as potions, salves, smudges, tinctures, medicines and healing stones.
Sages: They are the Lore-keepers, librarians and historians, compiling and protecting a Covenant's family tree, spells, practices and secrets. The Sages are given the elixir of life, and live exceptionally long times, sometimes for hundreds of years as they guard their troves. For this reason, they almost never take a lover or family.
Magus/Magi: These are the balancer types, druids who work with the natural world to ensure order. These are the Warlocks who are best able to communicate with the more flighty of the Spirit World, such as the Faded or the Seraphim. They tend to have many familiars and Summons, and often have a great aptitude for gardening or animal care.
Warders: They are in charge of creating protective wards, crests, binding, banishing and safe houses. The Warders are those who can best protect against Demons, as they can create spaces Demons cannot sense or enter. The myth that a Vampire needs to be invited to enter a space is actually the work of a Warder.
Grim Mages: Those with the ability to condense their will into their casting, enabling a strong offensive attack. Grim Mages have become increasingly valuable in the fight against Demons, as they are especially good at binding members of the Spirit World to summon to their aid. Some few and potent Grim Mages are even capable of binding Demons, though this is considered dangerous and only to be attempted by the most wise and experienced witchblooded. In some Covenants, it is strictly forbidden to bind Demons.
Sacrifices: While not technically an active function of a Warlock, sometimes one is chosen by the Oracle to be a Sacrifice. There are two forms of these Sacrifices. One is to Gaea, in which a ritual is performed that forces open a one-way portal to Gaea and the Warlock is sent through as a gift to Gaea's spirit. The other is they are sent out of the Covenant to work with the Weres against the Demons. The second is a much more antiquated practise that hails from the time when Weres and Warlocks were enemies. Nowadays, they are able to work cooperatively without needing to leave the Covenant.
Breeders: There are some who are chosen to simply pass the genes on to another generation. While one's blood may be strong, they may not have the constitution, mental prowess, or sheer spiritual power or connectivity to become a good caster. These Warlocks are chosen to marry and breed to increase the family tree, and thereby the Covenant's strength.
There are humans who can do magic. These few are made up of families, or Covenants, who keep their bloodline strong by breeding with other magic-users. They are loosely referred to as Warlocks, though technically Warlocks are the males and Witches are the females. There is no known history on where exactly the magic began, or why it began, but the truth of it being passed down through the mother's line is undisputed. The most powerful covenants can trace their lineage through the witch burnings, the plagues and the courts for centuries.
The magic they use is not the flash and fantastical of the Demons and Spirits. Human magic is far more subtle, slow-acting and moderated. Theirs is the mixing of potions to hinder or heal, the creation of talismans for health, luck, prosperity or love. They have skill with herbal healing, with warding danger, and with manipulation of existing elements in the world. They have at times been known as druids or wiccans, as alchemists or enchantresses.
In the city of Westshore, where the stories of Primal Crusades take place, a very powerful and well-known Covenant exists, that of the Blackmoore family. The Blackmoore Covenant has been around for centuries, and can trace its lines back to the old world. Each Covenant is made up of all manner of Warlocks and Witches, each who is assigned their role by the Covenant's Oracle. The Oracle is generally the oldest member of the Covenant, but each Covenant must have one in order to be recognized by other Warlocks. The roles of Warlocks are as follows:
Alchemists: They infuse objects with energy to turn them into something other than what they appear at a physical level. They create Golems, hybrids, talismans, enchanted objects, wands, and philosopher's stones.
Apothecarists: They create things from ingredients and synthesize them with energy or elements. They do home-based, around the house, low-level modifying magics, such as potions, salves, smudges, tinctures, medicines and healing stones.
Sages: They are the Lore-keepers, librarians and historians, compiling and protecting a Covenant's family tree, spells, practices and secrets. The Sages are given the elixir of life, and live exceptionally long times, sometimes for hundreds of years as they guard their troves. For this reason, they almost never take a lover or family.
Magus/Magi: These are the balancer types, druids who work with the natural world to ensure order. These are the Warlocks who are best able to communicate with the more flighty of the Spirit World, such as the Faded or the Seraphim. They tend to have many familiars and Summons, and often have a great aptitude for gardening or animal care.
Warders: They are in charge of creating protective wards, crests, binding, banishing and safe houses. The Warders are those who can best protect against Demons, as they can create spaces Demons cannot sense or enter. The myth that a Vampire needs to be invited to enter a space is actually the work of a Warder.
Grim Mages: Those with the ability to condense their will into their casting, enabling a strong offensive attack. Grim Mages have become increasingly valuable in the fight against Demons, as they are especially good at binding members of the Spirit World to summon to their aid. Some few and potent Grim Mages are even capable of binding Demons, though this is considered dangerous and only to be attempted by the most wise and experienced witchblooded. In some Covenants, it is strictly forbidden to bind Demons.
Sacrifices: While not technically an active function of a Warlock, sometimes one is chosen by the Oracle to be a Sacrifice. There are two forms of these Sacrifices. One is to Gaea, in which a ritual is performed that forces open a one-way portal to Gaea and the Warlock is sent through as a gift to Gaea's spirit. The other is they are sent out of the Covenant to work with the Weres against the Demons. The second is a much more antiquated practise that hails from the time when Weres and Warlocks were enemies. Nowadays, they are able to work cooperatively without needing to leave the Covenant.
Breeders: There are some who are chosen to simply pass the genes on to another generation. While one's blood may be strong, they may not have the constitution, mental prowess, or sheer spiritual power or connectivity to become a good caster. These Warlocks are chosen to marry and breed to increase the family tree, and thereby the Covenant's strength.
The Hellions
The force that is trying to destroy Earth are a number of types of Demons working for Hell. Many of these types have made their way into folklore and fantasy, and like Weres have largely been misrepresented, such as Succubi, Vampires, and Banshees.
Hell is an ethereal realm, something like Gaea or the Spirit World that is parasitic in nature. It latches onto a world, and by creating footholds, thresholds and seeds, gains enough connectivity to cross the boundaries and consume the world. When a world is consumed, Hell detaches and moves on to find the next source to drain.
There are many many forms of Demons. There are some that would constitute 'races' and others that are created, or simply come into being. The main classifications of demons are as follows:
Royals: a demon of any type that belongs to the nobility hierarchy of Hell.
Hellions: any type of basic Demon from hell that doesn't belong to the ranks of the outcasts or the royals.
Dealers: special types of Demons that wield powers unique to Hell, such as magic, curses or manipulation.
Leeches: special types of demons that can extend/maintain their life by feeding on some portion of mortals.
Outcasts: any demon that has been cursed or otherwise banished from Hell either by others Demons or by those outside Hell who can wield magics or other gifts.
HalfBreeds: usually refers to a half-demon half-mortal spawn, but can also be a half-breed between two different kinds of demons. They typically present differently than others of their parent races and often have unique talents. Some say the HalfBreeds are Hell's equivalent of the Gaea Blessed.
Demons are for all general purposes the enemy of life on Earth, and are in a constant war with the Were creatures and the Spirit World in the effort to gain dominance. There are a select few Outcasts and others who have chosen to work against Hell. Some overtly help the Weres, and others simply get in the way of Hells plans. These neutrals are not to be relied upon, but are for all intents and purposes, helping the cause. The Royals of Hell don't have a particular beef with Weres, but they are the only force on Earth preventing Hell from simply taking over. The Spirit World is a combination of ethereal powers of Earth which can sometimes step forward and interfere with Hell's plans, but usually not without mortal help, and the dregs of previous worlds Hell has destroyed. The Demons' response to these creature varies between Demons from fear, loathing, irritation and indifference.
Every Demon possesses an innate ability called a Glamour. This is what prevents normal humans from seeing the effects of Hell on Earth. The Glamour can disguise a Demon to make it look like something more palatable to mortals, it can completely disguise the Demon so that it cannot be sensed with any number of the five senses, it can even mask entire areas where a Demon is operating to hide anything out of the ordinary. A Demon can choose to drop its Glamour in whole or in part at any moment, but sometimes under duress or from the force of opposing magics, a Glamour can be broken through.
The force that is trying to destroy Earth are a number of types of Demons working for Hell. Many of these types have made their way into folklore and fantasy, and like Weres have largely been misrepresented, such as Succubi, Vampires, and Banshees.
Hell is an ethereal realm, something like Gaea or the Spirit World that is parasitic in nature. It latches onto a world, and by creating footholds, thresholds and seeds, gains enough connectivity to cross the boundaries and consume the world. When a world is consumed, Hell detaches and moves on to find the next source to drain.
There are many many forms of Demons. There are some that would constitute 'races' and others that are created, or simply come into being. The main classifications of demons are as follows:
Royals: a demon of any type that belongs to the nobility hierarchy of Hell.
Hellions: any type of basic Demon from hell that doesn't belong to the ranks of the outcasts or the royals.
Dealers: special types of Demons that wield powers unique to Hell, such as magic, curses or manipulation.
Leeches: special types of demons that can extend/maintain their life by feeding on some portion of mortals.
Outcasts: any demon that has been cursed or otherwise banished from Hell either by others Demons or by those outside Hell who can wield magics or other gifts.
HalfBreeds: usually refers to a half-demon half-mortal spawn, but can also be a half-breed between two different kinds of demons. They typically present differently than others of their parent races and often have unique talents. Some say the HalfBreeds are Hell's equivalent of the Gaea Blessed.
Demons are for all general purposes the enemy of life on Earth, and are in a constant war with the Were creatures and the Spirit World in the effort to gain dominance. There are a select few Outcasts and others who have chosen to work against Hell. Some overtly help the Weres, and others simply get in the way of Hells plans. These neutrals are not to be relied upon, but are for all intents and purposes, helping the cause. The Royals of Hell don't have a particular beef with Weres, but they are the only force on Earth preventing Hell from simply taking over. The Spirit World is a combination of ethereal powers of Earth which can sometimes step forward and interfere with Hell's plans, but usually not without mortal help, and the dregs of previous worlds Hell has destroyed. The Demons' response to these creature varies between Demons from fear, loathing, irritation and indifference.
Every Demon possesses an innate ability called a Glamour. This is what prevents normal humans from seeing the effects of Hell on Earth. The Glamour can disguise a Demon to make it look like something more palatable to mortals, it can completely disguise the Demon so that it cannot be sensed with any number of the five senses, it can even mask entire areas where a Demon is operating to hide anything out of the ordinary. A Demon can choose to drop its Glamour in whole or in part at any moment, but sometimes under duress or from the force of opposing magics, a Glamour can be broken through.