Welcome to Luxerion, Nebraska, the largest city in the state. That's right, the largest; we're not your typical small-town with big
secrets, we're just big all around. It's something of a magical epicenter, even, where magical and mundane collide in unexpected ways.
With everything from famous athletes, to vampire mafia leaders, to reborn gods running around, ACMA's got its hands full keeping
Luxerion in order. Luxerion International Academy offers mundane and magical students alike an impressive boost to their
educational resume-many businesses and companies have a high demand for LIA alumni. Whatever you're in Luxerion for, you'll
find it-and maybe a lot more, besides. 16+, 3.2.2 => 3.3.3.
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[n] the point in the orbit of a planet, asteroid, or comet, at which it is furthest from the sun
Most are aware of the concept of a vampire, but the truths of them are a little different than mundane Hollywood movies imagine. Some of them are close, but most couldn't be farther from right. Vampirism was a magical accident, technically, the result of toying with sorcery too much. Some consider it a curse, but it isn't entirely a terrible outcome.
Vampires all appear to be human, or at least, very close to it. Whatever age they were when they were turned is typically where they will freeze at, never ageing beyond this stage. The virus can be passed on from parent to child, and bloods rather true, but born vampires stop ageing at a seemingly random point; some stop rather early, but others take longer. Born vampires don't tend to stop much farther beyond physical maturity.
Notably, vampires have a slight glow to their eyes. Older vampires may have a brighter one. Vampires are physically stronger and more durable than humans are, can run fast enough to run across walls and water, and jump rather high. Falling from great heights does not hurt them; the older they are, the further up they can fall from. Their senses of smell, sight, and hearing, are enhanced to a fair degree, more so as they age, but their sight is dimmer during daylight hours. They are, however, allergic to UV rays, making most light sorcery very dangerous to all but the oldest vampires. They do recover from injury very rapidly, however, provided their diet is steady. Vampires are also telepathic amongst one another, and capable of flight via shadow melding. This appears as if the user bursts into a streak of shadow. Vampires can sense necromancers, just as necromancers can sense vampires.
Garlic is irritating, but does nothing to them. Most vampires subsist on a beverage called blood wine, which is created with human blood diluted with varying herbal and spice mixes. It tastes a bit like tea. It is, as it happens, designed to help younger vampires control themselves better, and is more filling for less of the content as drinking straight blood. Drinking anything but straight human blood, and blood wine, causes a vampire to become weaker. Due to how much pure, vibrant magic runs through a Sidhe's veins, vampires can actually become addicted to it, as it gives them a bit of a high, and may incidentally starve themselves by becoming single-mindedly focused on only finding Sidhe blood to sustain them.
All vampires have a natural connection to Sati. As he is the first vampire, he is safe, for them. His presence calms frayed nerves, and exudes a safe feeling. There is a small spark of recognition that goes off in their chest that signals he is the father of vampires. He also innately wards off non-physical attacks, such as psychic ones, from those that are vampires and within a certain range of him.
Interestingly, vampires can shapeshift between human and an animal form. Each vampire shifts into the same animal every time; at first, for around the first decade or so, it happens at random, when the vampire is stressed out, panics, or is overwhelmed by a strong emotion. In time, they learn to control their shifting, and will not do so if they do not want to. Given more time, they learn to shift on purpose. A newly turned vampire will most likely shift into an animal within the same subfamily as their sire's; ergo, a lynx vampire may sire a cheetah vampire, and a lion one, but will never sire a wolf vampire.
At the start of Egypts dynastic period, vampirism began. A young witch decided to toy with the limitations and applications of sorcery, but he went a little far, and his magic backfired. The virus spread across the planet like wildfire, though many died in the attempt to spread it. In time, the earliest vampires congregated together into the first coven, this being the Desert Storm. Shortly after, the pre-existing Drago di Napoli were largely turned, and more covens followed after. The father of vampires, Sati Lucain, chose to create a government body called the Vampire Council, on which sits the alpha of every coven in the world. The humans couldn't control them; the humans didn't understand them. The vampires would need to govern themselves.
Sati, and by proxy, the Desert Storm, and to a smaller extent the Drago di Napoli, have remained intolerant of vampires acting as if they have no sense, and are barbarians. The vampires dive mostly under human radar, because they control, maintain, and police themselves well. Errant members of vampire society, that trick, beguile, murder, or worse, humans or otherwise, are swiftly dealt with. Covens that overstep their bounds and begin to threaten other races with their barbarianism are quickly destroyed. Creatures of the night they may be, but that is unavoidable. Becoming a psychopathic monster is a choice, and neither Sati, nor his brother Surya, or the many coven alphas, have any tolerance for making such choices.
Vampires tend to stick to one another, and covens are scattered across the world. Each coven operates slightly different than the others, but rogue vampires are very rare. As a cultural courtesy, it is an unspoken rule that if a vampire sires another, he or she must teach the new vampire how to handle this change, and remain with them until they can control themselves and operate alone. Several covens across the world exist solely to take fledgling vampires that were abandoned by their sires, accidentally and unknowingly created, or have lost their sire, into their fold.
Vampiric society works akin to how wolf packs are imagined; an alpha is established, and the lower pecking order below that alpha. The alpha must continue to think of the entire coven before themselves, and show of weakness, selfishness, or foolishness, tends to result in the coven becoming tumultuous until a new alpha arises to power.
Variant and tricksters by nature, the Sidhe come in many different shapes and sizes. Despite their differences, they see no reason to separate one another, and instead insist they are all the same race, and are known to get notably annoyed when others continue to separate them with ignorant terminology like 'fairy,' and 'elf.'
It is difficult to give a standard for the Sidhe, as they do not really have one. Some may be pixies or fairies, while others more elfish in appearance. Selkies, most Japanese youkai, and more, all also fall under the header of Sidhe. As varied as the Sidhe are, their ageing and development are also varied. Some remain small, perhaps a few inches tall, with or without wings, while others may be about sized and shaped like a human, or even animals. Typically, however, Sidhe mature very rapidly, and then can appear any age they wish, as most Sidhe are capable of shape-shifting to some degree.
Sidhe are not, however, immortal. They live perhaps a few thousand years, assuming they aren't killed. Half-Sidhe live about half a full-blood Sidhe's span. Their ageing slows to compensate.
Sidhe ( shee ) are silvers of natural energy that pooled together and became sentient. It is said they are the first settlers of the world. Whether this is true or not has never been proven or debunked. As the first magical creatures to exist, Sidhe are believed to have discovered the different kinds of elemental magic.
Originally, the Sidhe lived in clusters, much like tribes, and the vast majority of Sidhe still are tribal, if left to their own devices. They prefer to live in harmony and balance with the natural world, because, as they are slivers of natural energy, they are the most in-tuned to the natural world, and the most impacted when that natural world is damaged in some manner. Many Sidhe tribes around the world have been impacted and ultimately destroyed by humans' inability to do... well, much of anything without causing some kind of collateral damage to the planet. With the natural, untainted, untouched world becoming smaller and smaller, the Sidhe tribes are steadily dying out, most often their tribe's home destroyed by humans' machines.
As such, many Sidhe don't hold much care for humans, and will often mess with their heads whenever they can. Their magic is not really designed to cause damage, just give others a headache, or a good laugh, or both, so one couldn't consider the Sidhe at war with humans; simply, certain ones may well make humans' lives harder for the sake of it.
Most Sidhe have, now, blended in with human societies. The sad fact of reality is, they must adapt and learn to grow with humans, or they will die out. The only remaining Sidhe tribes out there, which remain separate from humans, are learning this the hard way, as they die off, one by one by one. New Sidhe, however, are being born, those that have adapted and changed in reaction to the introduction of technology. There are some Sidhe, now, with some measure of control over and attunement to technology and mechanics. Very old Sidhe tend not to much care for these, viewing them as little more than unruly teenagers going through a phase, but these technologically adapted Sidhe are more likely to survive into the next eras.
Half-Sidhe are also becoming more common, as Sidhe blood finds its way into human and daeva lineages. Notably, however, Sidhe are very alive, and being bitten by a vampire will cause them to die entirely, not turn. Half-Sidhe will turn, but they will be cut off from their Sidhe half forever, as it completely dies off. Due to how much pure, vibrant magic runs through a Sidhe's veins, vampires can actually become addicted to it, as it gives them a bit of a high, and may incidentally starve themselves by becoming single-mindedly focused on only finding Sidhe blood to sustain them.
While the Sidhe have had disagreements, they generally don't fight among one another. Well, any more, anyway. Some of those ancient human wars may not have been so human at all...
The Daevas have existed for as long as humans have, in some form or another. Many believe them nothing more than a tale conjured up to give men hope, but they are quite real. They exist on a level beyond life and death, beyond a state where most can understand them, and they both are, and are not, a race, depending upon what criteria one uses to define a race.
Notably, Daevas cannot tell direct, actual lies. This does not, however, mean they always must tell the truth.
Both living and not, Daevas are the next stage up from the reincarnation cycle humans exist in. Once a human soul reaches a certain level of enlightenment, they are ascended into Daeva status by a mysterious being known as the Light, sometimes the Darkness. The Light recreates their physical shell from cosmic debris, and this may take only a few weeks, or a few months, before something in the vast universe destroys itself, that the Light can snatch its mass for reuse.
Most Daevas, being comfortable with it, will retain a human shape, never the same one they had in life, but some will shapeshift back into what they used to look like before their death. They can, however, shift into virtually any form as they have need of different ones; a core tenant of Daeva teaching is that one must not know a Daeva for what they are, until they have gone. Being as Daevas are deceased, technically, necromancers can pin-point a Daeva on sight, no matter what form they take, seeing a slight gold glow around them. Many necromancers will refer to Daevas as "shiny" due to this. As they are already dead, Daevas are far more durable than living humans. They are highly difficult to kill, nigh impossible. What would normally kill a human, Daevas can withstand many times over. Further, their magical power roof seems to be many times higher.
Daevas have both a set of horns, usually rather small, and wings. They can fly. The colours of a Daeva's wings give some insight into how they died. Those that die peacefully will have white wings. Those with drawn out, or painful, deaths, albeit still relatively peaceful, will tend toward gold and brown. Traumatic or particularly painful demises give rise to red wings. Those painfully and traumatically tortured to death will have maroon wings. These colours may blend together in varying amounts, if their death doesn't happen to very neatly fall into any one category. The Daeva of Death always has solid black wings, even if he or she's wings were not black before.
The originator, a collection of the experiences of mortals that have lived and died over millions of years, eventually calls souls back, that they may give their experience to the collective, and then return to the reincarnation cycle. A Daeva has become very close to returning to the originator. As they are, in effect, highly enlightened souls, they are given the task to guide and guard the mortal races, called a Focus. This Focus may be a single individual, a family or bloodline, or a specific, or not so specific, location. Sometimes, Daevas are set to guide and protect this Focus throughout the entirety of its existence; other times, only for a specific reason, or through a particularly difficult time of their lives.
To become a Daeva, one must reach a state of enlightenment; this means about themselves, and come to terms, and be at peace, with themselves, their lives, and the world around them. Inner turmoil, unresolved trauma, and varying other personal issues, such as abysmal self-esteem, will prevent this ascension. Most will die beforehand, spending time with the Light as a soul in the world between, before being sent back as a Daeva. Vampires, however, having already died once, can ascend into Daeva status without dying again, if absolutely necessary (ergo, the time in the world between would potentially be too long and cause complications, or their dying would be somehow problematic-most often this is in the case of very old coven Alphas, whose absence would send their coven into chaos).
One specific Daeva, called the Daeva of Death, exists for a specific reason. He or she was, before their death, a necromancer, and continue to be one after, set to command and oversee the flow of souls from one life to the next, sustaining the cycle of living and dying. The Daeva of Death holds dominion over all souls, incarnated or not, and is the source of the magic that keeps Daevas difficult to truly damage. Through the magic of the Daevas, and the Daeva of Death, other Daevas do not die when their Focus has come to a natural end, instead entering a crystallised stasis. When the Daeva is given another Focus, they reawaken, and continue on as before.
Power among the Daevas has always been in constant shift, but the true authority among them is the Light. At present, the Hamadaeva, or the Daevas' day-to-day leader, whom heads the Daeva Council (the five senior-most Daevas have a place on the Council, and they are known as the Daeva Warlords), is an older Daeva called Azrael. Some believe Azrael to be The Light, due to his powers feeling exactly like The Light's, and he has gathered a small cult of daevas that have turned from the real Light to Azrael. The Light is a shard of the originator, a shard that created, guides, and oversees the Daevas, that they do not lose their way, but some still might, someday. Even so, the Light chooses and ascends Daevas, assigns Focuses, gives the Daevas advice, and tries to ensure they don't stray too far from their path.
However, the Light is very benevolent, and his laws are few, as he still gives them quite a bit of free will. The overarching doctrine commonly subscribed to by the vast majority of the Daevas states, however, a list, of laws that supposedly come from the Light. These tenants are dogmatic. The Light never set these laws at all. The primary one is that a Daeva must never fall in love, particularly with his or her Focus, but the Light finds that coming to care for their Focuses makes the Daevas more efficient at their defensive duties. Only those that truly lose their way, become unable to hear his whispers, and become consumed by their own power, are those that are truly fallen, not the ones the Daeva Council tears the wings from and casts out of Daeva society.
The Daevas, many centuries ago, became embroiled in civil war, a war known as the Daeva Wars. These wars nearly led to the split of the Daevas into two different races, but an older daeva, Livia Asheron, interrupted the fighting, and through the Light's interference, the Wars were calmed. Many of the Daevas alive at the time were thrown into sudden crystal stasis, forcing the fighting to end, whether the Daevas liked it or not. In some ways, the current conflicts among the Daevas could be considered a continuation of the Daeva Wars.
The Daevas live on several floating islands, far above typically remote locations on earth. The largest of these is Maharaja, hundreds of miles above Madagascar, where the Daeva Council is centred. The Daevas are currently amid a Daeva of Death shift; the corrupt Daevas led by Azrael seek to murder the next one, before they are ready to ascend to Daeva status, and end the Daeva of Death cycle. Doing so would stop life and death from continuing; no one would be born, and no one would die. Several vampire covens and small clusters of necromancers and more sane Daevas seek to protect them until they can ascend. All anyone knows is the next daeva of death is a student at Luxerion International.
The Light has been, for the last about thirty years, female, when originally, the Light was male. The Light often communicates to the daevas telepathically, when a daeva needs to know something, but daevas can block the words out; often this happens because the daeva has reached a mental or emotional low, so far down the Light's words no longer reach them, but older daevas can block out the Light temporarily. The Light is currently incarnated as Kassander Essair, albeit most daevas do not know this. With the daeva of death presently absent, Kassander has shifted to keeping the cycle of life and death moving, but he was not meant for this, and it is proving to be tiring. To keep the daevas going while he focuses on other things, Kassander shed off part of his soul and gave it to Natalia Vasilyeva, one of the purest souls still in the reincarnation cycle, who is the voice daevas are now used to hearing. It is, however, an incomplete shard, that couldn't properly merge with Natalia's actual soul, and will eventually fade away, returning to where it belongs, most likely when the strain of keeping the life-death cycle going finally knocks Kassander out.
The current five Daeva Warlords are: Azrael, Gabriel, Michael, Kamael, and Samael. Each Warlord has five Generals below him or her. Gabriel and Michael have both turned from the Light to Azrael. Kamael has not decided one way or another, but Samael and the Generals below him have remained mostly on earth, doing what they know is right, and not bothering with Azrael and his brood, more for their own protection than anything. Collectively, the Warlords and their Generals are referred to as the Daeva Host.
Blood witches, descended from the first witch, in whom the All resided for a time, and non-human magical beings are all commonly born with inherent magical abilities. These are called active powers, albeit they are not always so active, but they can be used at will. This power causes a specialized, localized effect, and some powers tend to run in family lines, while others are more common in certain species. For instance, daevas tend to have vastly different powers that are typical to them than vampires. A power, like all magic, is not inherently good or evil; it is the manner in which it is used that determines this.
Magical characters may only have one power per ten years of their life; at a total of five powers, they stop being able to gain any more. If one has genetic or racial powers available to them, these do not count toward the five power cap, but have a cap of their own; start with at most three racial or genetic powers. Finally, one can gain powers that must be learned, but must either have actually learned them in their history, or learn them over the course of in-character play.
All magical beings have access to these abilities by default.
Divination The practice of predicting the future. This differs from premonition in that it uses varying outside means to make predictions, rather than being literal visions of future events, such as palmistry or tea leaf reading. Not all can make certain kinds of divination work for them, thereby some are great with tarot cards, and not so hot with crystal balls.
Potion Making The ability to create potions, usually liquid but not always. Potions have a wide variety of effects, and depend on certain ingredients and specific amounts of each ingredient. Witch practitioners can often create working potions.
Scrying The ability to search for a lost object or person, using either a crystal point pendulum, or a reflective surface, such as a mirror or water. Witch practitioners can also often do this, too.
Spell Casting The ability to invent and cast spells, to varying effect. As spell verbiage is very important and precise an art, early attempts at spell invention can often backfire. Witch practitioners can cast spells that work, but often they will manifest in more subtle ways than the spells of true magical beings.
Can Be Learned
These powers are abilities that can be learned, rather than only being obtainable through that power being destined for you.
Astral Projection The ability to project the consciousness into an astral form outside of the body. While this ability can be learned, only magical beings can become physically solid in the material world. Other beings will be as ghosts, and can be seen by mediums and ghosts, and no one else.
Aura Manipulation At a basic level, aura manipulation allows one to visualise and control their own aura, and then those of others. Aura manipulators can clear blockages, or cause them, either augmenting someone's inherent magical ability and mental focus, or damaging instead.
Divination The practice of predicting the future. This differs from premonition in that it uses varying outside means to make predictions, rather than being literal visions of future events, such as palmistry or tea leaf reading. Not all can make certain kinds of divination work for them, thereby some are great with tarot cards, and not so hot with crystal balls. Even non-magical beings can learn effective divination.
Dream Leaping The ability to project into another person's dreams, and manipulate them. It takes a long time to learn to do, and non-magical beings need to use some kind of assist, such as technology, but it can eventually be learned. It starts with mastering your own dreams.
These powers are available only to beings of a certain race.
Clairaudience The ability to hear what people outside of natural hearing range are saying. Daevas have this with their focuses by default, as they need to be able to hear it when a charge of theirs is in trouble.
Dream Leaping The ability to project into another person's dreams, and manipulate them. Daevas can do this with their charges by default, but not all daevas learn how to do it.
Empathy The ability to feel others' feelings, from emotional states to physical pain. For daevas, again, this is only with their charge, and tends to be restricted to things that are either very strong, or potentially very dangerous, such as feeling the intense despair that drives one to suicide.
Glamouring The ability to change appearance to look like another person, creating an illusion.
Healing The ability to nigh instantaneously heal injury and disease of another, barring those that have already died, or those whom are evil. Only good aligned beings can heal. Daevas always can, but not all learn the trigger for it, and thus never learn how to activate it (it is triggered by love).
High Resistance The ability to survive otherwise lethal attack, whether from physical or magical origin.
Immortality Living forever without ageing, and being immune to disease.
Mediumship The ability to see and hear ghosts. As daevas are also technically dead, they can see and hear other deceased spirits.
Omnilingualism The ability to understand, speak, and read any language without consciously learning it. This ability is exclusive to daevas, and only activates when they are dealing with their charges. (The one exception is The Light; as he guides all daevas, he is innately omnilingual.)
Sparking A method of teleportation in which the user bursts into a swirl of small lights or sparks. The particular colour of the lights varies between user.
Super Strength Having magically-augmented physical strength and stamina.
Empathy The ability to feel others' feelings, from emotional states to physical pain. Necromancers are only empathic with ghosts, capable of feeling and sometimes even re-experiencing their pain and historical events that they are having trouble letting go of. The empathic connection with spirits is what separates a regular medium from a true necromancer.
Mediumship The ability to see and hear ghosts. Necromancers go beyond just seeing and hearing ghosts, as mentioned in the above entry, but the advanced connection with ghosts is what marks a powerful necromancer. Very weak, or very young, necromancers always have mediumship.
Necromancy The ability to manipulate death and spirit energy, and command spirits and the undead. This ability os specific to necromancers, but most don't develop true command of souls until later in life.
Beaming A method of teleportation in which the user appears and disappears in a coloured haze. Most often, this is pink, but it has also been blue and green.
Fauna Control The ability to command animals, including wildlife. While many sidhe will have this ability by default, not all will. It depends on the particular sidhe.
High Resistance The ability to survive otherwise lethal attack, whether from physical or magical origin.
Nature Control The ability to manipulate plantlife, causing plants to bloom, grow, or bring plants back to life. While many sidhe will have this ability by default, not all of them will. It depends on the particular sidhe.
Shapeshifting The ability to manipulate one's physical characteristics. Not all sidhe can shapeshift, but many can.
Water Teleportation A method of teleportation in which the user becomes water before teleporting, forms out of water when appearing, or teleports through water. It is very rare, and has only ever been used by a water-dwelling sidhe.
High Resistance The ability to survive otherwise lethal attack, whether from physical or magical origin.
Immortality Living forever without ageing, and being immune to disease.
Night Vision The ability to see clearly in darkness.
Shadow Stepping Shadow stepping looks like a teleportation ability, but it technically is not, it's merely a means of moving quickly. The user bursts into a dark puff of black smoke-like mist, and then rockets off toward wherever they intend to go. Because of the speed, most don't see the black smoke trail, only the user disappearing and appearing.
Shapeshifting The ability to manipulate one's physical characteristics. All vampires shapeshift into one kind of animal, depending on how they were made a vampire and by whom, but they can only ever shapeshift into that animal, nothing else.
Super Strength Having magically-augmented physical strength and stamina.
Telepathy The ability to hear the thoughts of others, and broadcast one's own thoughts to others. Vampires are telepathic among one another, and it tends to take a bit of time before it manifests.
Vitamorphing This is the ability to manipulate one's physical makeup, changing colouration and physical stature, and even biological sex at will. One cannot create matter; that which is added must come from something that is removed. Vitamorphing is genetic; only a vitamorph's descendants can become vitamorphs, but it is known to skip around bloodlines.
There are many kinds of teleportation abilities; this is a list of them all, descriptions of what they look like, and any particular character type they'd be common for. Having a teleportation style listed as being common for a certain race does not mean that race cannot learn another type of teleportation, only that it's common to them, unless otherwise stated.
Beaming A method of teleportation in which the user appears and disappears in a coloured haze. Most often, this is pink, but it has also been blue and green. This is common of sidhe.
Black Orbing A method of teleportation in which the user appears and disappears in a swirl of small, coloured light orbs, as darkly coloured as possible while still giving off light (very dark indigo). Black orbing is specific to the god of shadows, and cannot be learned by others.
Blinking An extremely common method of teleportation in which the user immediately disappears and reappears. It is activated by blinking the eyes, hence its name. It is common of most races.
Dusting A method of teleportation in which the user appears and disappears in a swirl of grey, dust-like particles.
Fading An energy-based method of teleportation in which the user seems to fade out of and into presence in an ethereal glow.
Flaming A method of teleportation in which the user appears and disappears in a burst of flames. This is very common of high-tier daevas; essentially the entire daeva host flames.
Glistening A method of teleportation in which the user appears and disappears in a glistening contour of the body. The eyes are the first thing to appear, and the last thing to disappear. It is becoming en-vogue with witches, and used to be a hallmark of seers and oracles.
Orbing A method of teleportation in which the user appears and disappears in a swirl of small, coloured light orbs, very bright white with a tinge of blue. Orbing is specific to the god of light, and cannot be learned by others.
Shimmering A method of teleportation in which the user appears and disappears in a blur, somewhat as if a reflection in water that has been disturbed by ripples. This is becoming common of daevas.
Shredding A form of teleportation in which the user disperses their molecules and reforms them elsewhere. Many vampires can shred.
Smoking A method of teleportation in which the user bursts into a swirl of grey smoke. This is typical of evil beings that were, at one time, good.
Individual actives that count for the five power cap.
Acid Secretion The ability to generate corrosive acid.
Adjusting The ability to resist and fight through molecular-based powers.
Adoptive Muscle Memory The ability to replicate any physical action after seeing it once.
Aerokinesis The ability to create, control, and manipulate the air and winds.
Age Shifting The ability to accelerate or reverse the ageing process, causing oneself to become younger or older at will.
Agility The ability to lighten one's body, becoming more agile.
Aquatic Breathing The ability to breathe underwater.
Atmokinesis The ability to control and manipulate all aspects of the weather at will.
Augmentation The ability to enhance the active powers of others.
Catoptromancy The ability to see distant people or places through mirrors.
Channelling The ability to use the active powers of others when in vicinity of them. Ergo, generating fireballs when near someone else that can, when one cannot innately do so themselves.
Clairsentience The ability to perceive the history of an object through physical contact.
Cloaking The ability to make someone invisible, and unable to be detected.
Cloning The ability to create duplicates of oneself.
Conjuration The ability to create something from nothing. How objects manifest is variant; some conjurers do so in a puff of smoke, others in a flash of light. Conjuration can also be achieved by spellcasting.
Cryokinesis The ability to generate, control, and manipulate ice and cold.
Deflection The ability to deflect and cancel out the active powers of others.
Deviation The ability to return attacks back to where they came.
Elasticity The ability to stretch and bend one's body like a rubber band.
Electrokinesis The ability to control and generate electricity, and throw lightning.
Empathy The ability to feel others' feelings, from emotional states to physical pain.
Empathic Manipulation The ability to control one's own emotions, and the emotions of another.
Energy Balls The ability to throw electrically-charged energy balls.
Energy Magic The ability to project energy, and shape and manipulate it as desired.
Enhanced Intuition The ability to anticipate or sense danger before it occurs. This often stems from psychic abilities.
Enhanced Memory The ability to quickly absorb and accurately retain great amounts of information.
Enhanced Senses The ability of having heightened carnal senses. Either one, several, or all five may be heightened.
Fauna Control The ability to command animals, including wildlife.
Fire Balls The ability to generate balls of fire.
Fire Breathing The ability to emit fire from one's mouth.
Fire Throwing The ability to throw streams of flame from the hands.
Flight An advanced form of levitation, this allows users to fly high, and control the direction they go. While daevas can fly, they cannot do so unaided (they need their wings), while a flight power is unaided flight.
Force Blasts The ability to generate concussive force waves. This can be linked to aerokinesis.
Force Fields The ability to create and control a shield of concentrated force, essentially creating barriers.
Geokinesis The ability to control earth, and earth-based materials, such as metal and sand.
Glamouring The ability to change appearance to look like another person, creating an illusion.
Healing The ability to nigh instantaneously heal injury and disease of another, barring those that have already died, or those whom are evil. Only good aligned beings can heal. The trigger for it is love.
High Resistance The ability to survive otherwise lethal attack, whether from physical or magical origin.
Holograms The ability to create holographic, light-based images. Similar to illusions, but others not directly affected by them can perceive them.
Hovering The ability to rise into the air, and hover in one place.
Hydrokinesis The ability to create and manipulate water.
Hyper Speed The ability to move extremely fast.
Illusions The ability to create illusions. These alter the target's perception of their surroundings and their sensory input, but some particularly skilled illusionists can create illusions that are tangible.
Immortality Living forever without ageing, and being immune to disease.
Knowledge Absorption The ability to psychically absorb knowledge from others.
Laser Bolts The ability to generate darts of electromagnetic radiation, which burn the target on contact.
Levitation The ability to rise in the air in apparent defiance of gravity. Levitating can be used while in motion, while hovering cannot.
Light Darts The ability to generate small darts of light energy that burn on contact.
Literary Absorption The ability to read and retain literary material by simply touching written word.
Liquification The ability to turn oneself into water momentarily.
Manifestation The ability to continue existing in spirit form after the body is gone. Some can self-resurrect after this, but typically must remain in spirit form for a period of time.
Mediumship The ability to see and hear ghosts.
Memory Manipulation The ability to make an individual re-experience forgotten or past memories, change memories, or erase memories.
Memory Storage The ability to transfer memories into inanimate objects.
Molecular Acceleration The ability to speed up molecules, causing something to heat up, melt, or burn.
Molecular Combustion The ability to speed up molecules to the point they combust.
Molecular Deceleration The ability to slow down the molecules of an object or being, making them move slower, and become chilled.
Molecular Immobilisation The ability to slow the molecules of an object or being to the point they become immobilised. Note: Molecular-based powers can be fought through and resisted via adjusting, and are temporary states. The effects of molecular powers are only able to last, at peak strength, a few minutes.
Nature Control The ability to manipulate plantlife, causing plants to bloom, grow, or bring plants back to life.
Night Vision The ability to see clearly in darkness.
Phasing The ability to pass through solid objects at will.
Photokinesis The ability to produce and manipulate light.
Plasma Balls The ability to throw balls of plasma energy. This appears very similar to energy balls, but is exclusive to ghosts.
Plasmakinesis The ability to create, control, and manipulate plasma.
Power Mimicry The ability to temporarily copy and use the powers of another.
Power Replication The ability to permanently copy another's powers if they are used on oneself.
Precognitive Dreaming The ability to see future events through dreams.
Premonition The ability to receive visions of future events. Often these are triggered by touching an object related to the person the vision is about, or the person themselves, but not always. This is the one power that cannot be "controlled;" it just happens.
Psychokinesis The ability to move objects that are not in one's line of sight.
Pyrokinesis The ability to generate and control fire.
Rapid Cell Regeneration The ability to quickly regenerate lost cells; i.e. regrow limbs.
Regeneration The ability to heal rapidly from injury. The specific rate depends on how powerful one is.
Sand Manipulation The ability to create and control sand.
Shadow Blasts The ability to fire powerful blasts of darkness.
Shapeshifting The ability to manipulate one's physical characteristics.
Suggestion The ability to plant thoughts into the mind of another.
Summoning The ability to conjure a being into the user's vicinity.
Super Strength Having magically-augmented physical strength and stamina.
Synesthesia The ability to see sound waves as light and manipulate them into concussive blasts.
Technopathy The ability to control and manipulate technology, often even being able to comprehend computer-speak (binary), and communicate with machines directly.
Telekinesis The ability to move objects or individuals using one's mind.
Telepathy The ability to hear the thoughts of others, and broadcast one's own thoughts to others.
Thermal Blasts The ability to fire blasts of thermal energy from the hands.
Thermokinesis The ability to manipulate temperature.
Thought Projection The ability to conjure thoughts and imagination into reality.
Transmogrification The ability to alter one's form into inanimate objects.
Transmutation The ability to turn one form of matter into another.
Umbrakinesis The ability to generate, control, and manipulate shadows and darkness.
Voice Manipulation The ability to manipulate one's own voice, or copy another's.
Zoolingualism The ability to understand and communicate with animals.
Once living people that have been born and reborn many times, gaining many lifetimes of experience, the daevas are guides appointed by the Light to other races. Each daeva has a focus, which may be a single person, family, group, region, or nation, that the daeva is meant to look after, guide, and protect. Sometimes, this is for their whole lifetime, and other times, through a particular period of their life. When their focus has ended, the daeva returns to crystal stasis, a state of sleep, and someday, vanish, returning to the creator.
Normal, every-day humans, mundanes cannot use magic, and generally cannot see much of what a supernatural being will see. They may be aware of supernatural occurrences, but are typically incapable of seeing magical energy, or its effects. This includes weaker ghosts, but very strong ones, and daevas, can be seen by mundane humans if they wish to be seen by them.
Carrying a trait passed down since Roman times, necromancers act as a bridge between the living and the dead. They can innately see, and interact with, even weak ghosts, but this goes a bit beyond just being mediums. Necromancers can feel and experience the pain of ghosts that are too lost in despair to move on, and help them find closure. A slight caveat is that not all ghosts know how, or are mentally and emotionally capable, of interacting back, and often haphazardly transfer emotions and memories to, or cause hallucinations in, a necromancer in order to communicate. This can be highly disturbing, and difficult for a necromancer to handle. While necromancers are capable of controlling spirits, a well-trained one knows that doing so is exceedingly dangerous, and won't unless necessary. They exist to help those that cannot move on by themselves do so, and sometimes this means helping them come to terms with their own death, or complete unfinished business. As a ghost continues to remain in the living realm, they tend to become angrier, or fall deeper into despair, and can be very difficult to reason with.
Some are reincarnated innately different. While they may be supernatural, depending upon their bloodlines, they have extra abilities and powers from their soul being aligned to a god-like aspect. These are natural forces, occurrences, and emotions, that play a large part in the lives of humans. When humans were still strongly believing of gods, these reborns carried with them the strength of their worship, and were known as many names in many places across the world, but they are not quite gods as most know the term, instead existing to ensure the continuation of the natural forces they command. How much of their former incarnations, and what they are, they know and understand, varies between reborn. See the reborn listing to see which aspects are taken.
The sidhe are sentient creatures born of the natural world. One could liken them to manifestations of the world's elements, personifications of natural cycles, and likewise. The sidhe are varied, and were, at one time, many, but as humans expand their empire and their actions damage the planet, more and more sidhe tribes die off as a consequence. Most sidhe now have blended into human society in order to survive, and some have taken on interesting adaptations in reaction to how the planet is changing. The sidhe may be fairies, pixies, selkies, most Japanese youkai, elves, and more; but they all call one another sidhe, and see no reason to separate them.
Beings of the night, the vampires are a magical accident, created when a magical experiment went awry. Some say they are cursed, but, older vampires eventually become rather powerful in return. Due to this, the first few vampires have put in place a vampire council, on which sits the heads of every vampire coven in the world, and strict regulations, to prevent vampires from ever going out of control.
Witches are fairly populous; they are humans that have the ability to use magic, descended from the first witch, whom merged with the All and was granted power over reality. Blood witches are born, they are not made, but some mundane humans can be in tune with natural forces enough to hold some measure of basic magical ability in potions and scrying. Witches remain severe minorities in comparison to mundane humans, but there are enough for them to have their own central government bodies; in the US, this is ACMA, the American Center for Magical Affairs, which works with mundane government and law enforcement to handle supernatural trouble. Witches blend in with every day society, but some may have more magical job descriptions than the typical office worker. Both males and females are called witches. There are several different school complexes across the world that accept magical students, including witches, and teach magical subjects, Luxerion International being one. Witches do not tend to gather together into covens; that's a vampire thing, but there are many witches present in several different vampire covens, typically the oldest covens.
Magic, also referred to as the Craft, is the supernatural energy that originated from the All. Capable of altering the fabric of reality, and defying the laws of nature, in the wrong hands, magic can be dangerous, but in and of itself, it is neutral, neither good nor evil, it just is, and it is one's intent and the way one uses it that decides whether the magic has become one or the other. Both hereditary and a learned art, magic enables one to brew potions, cast spells, scry, and possess powers; one who is born with and practices magic is generally termed a "witch," however there are also other, non-human beings capable of using magic.
Humans that were born without magical powers, but adhere to the tenants of Wicca (primarily the Wiccan Rede), are called "witch practitioners." While practitioners do not have powers of their own, they do tend to have a natural affinity to magic, and can tap into external sources of power, nature, and cast spells and brew potions. Practitioners can occasionally be mistaken for birthright witches, and are often both allies for birthright witches, and individuals witches must protect.
Birthright witches are born with their powers, but what powers they get are not always logical, and the magic may skip a generation, but rarely ever two. The powers one is destined to have lie in one's blood, and a mortal that comes into contact with that blood can gain those powers, as well. However, a mortal that is not meant to have those powers will eventually be driven insane, as their body and mind are not equipped to handle them. While the ability to use active powers almost always manifests in early childhood, in some cases, even from the womb, there are those whose powers remain dormant until quite late in life, usually late teens or early twenties.
Magic can manifest in the form of an active power, a special ability that operates a specific way, and is one of the quickest ways of using magic without spellcasting. These powers are a biological part of the magical being that it is used by, residing in the blood. An active power may manifest in several ways; at the onset of puberty, as a reflex when its user is in direst need, or simply when that individual is ready for it. Powers are possessed by many different magical beings, and the same power can be found in multiple individuals living at any given time, but can be altered and changed based upon their user's moral alignment.
Find below a list of possible active powers, that are available besides the standard potion brewing and spell-casting, along with the guidelines that go with them.
Curses and Enchantments
Enchantments are a type of magic used to grant an object or individual a magical power it should not have, or intended to cause the target to behave abnormally. Curses are a subset of enchantments, which are designed specifically to produce a negative effect. Curses take rather the powerful magic user to last beyond a few years, and the maximum time-frame a curse can remain also depends on the strength, and how long it lasts, of the caster's ill will. Ergo, cursing your best friend because they pissed you off would probably wear off in a few days, if not a few hours. Curses intended for an object, to serve a specific purpose (i.e. killing those that steal the object) will last much longer, often more than one decade, because they are not exactly curses, but not exactly enchantments, either.
A potion is a magical substance, typically a liquid, but it may take other forms, that produces a certain effect. Potions are quite versatile, and can be used for a wide variety of purposes, from putting others to sleep, to transmuting one object into another. Potions work either by being consumed, or being thrown, typically at the feet of its target. Like spellcasting, the ability to make potions which work is exclusive to magical beings. Humans that are not witch practitioners that happen to mix up the right ingredients will find their potion does nothing.
Spells are spoken verses, often rhyming, that produce magical effect based upon composition. Magical beings can invent and cast spells that do whatever they wish the spell to do, and other than active powers, spellcasting is the quickest way of using magic. The more powerful and creative the magic user, the quicker he or she would be able to conjure up the right spell. Older and more powerful magical beings can cast non-verbal spells. The spoken lines must be arranged and worded in the right way to achieve intended effect; at early stages, it's quite common for spells to "backfire," or produce an unintended effect, due to poor wording choices.
Book of Shadows
It is typical for witch bloodlines to pass down a Book of Shadows, in which is written spells and potion brews, through their family, with each generation adding to the book. Particularly powerful magical lines have quite impressive and enchanted books, with much knowledge within, and many powerful protective enchantments laid on them. These books grow as the lineage does, and in some cases, may learn as their primary witch does.
Witch practitioners also may hold a Book of Shadows, but this is often a more personal recording of that witch's learning and experience with the Craft. Some may pass these books on to their children, but more often, the practitioner's book dies with them.
Per Aspera Ad Astra • Through Hardship to the Stars
Welcome to Luxerion International Academy, one of the only schools in the nation that offers a middle school, high school, and a college, on the same campus. Reaching your life's goals has never been easier. Luxerion Academy is staffed with skilled and experienced staff, ready to help you take the leap toward your future. With six education departments, a boarding option, tuition and financial assistance, and a compassionate faculty, Luxerion Academy is ready to help you dive into life.
HISTORY Founded in the 1700s, Luxerion Academy has grown with the city it calls home. From a small set of buildings, to a nine building, three mile spawling campus, to say the least, it's evolved. One of the most progressive and open-minded schools in the nation, LIA boasts a top level of educational excellence and technological implementation.
Traditionally, Luxerion Academy had been influenced by the Native Americans present in the area before the European expansion. LIA takes a Native proverb to heart: Tell me, and I will forget. Show me, and I may not remember. Involve me, and I will understand. In recent years, the school has gained some semblance of independence from the United States Board of Education, allowing them more freedom in tailoring classes and learning materials to meet the needs of their diverse student body. In 2014, the school began utilizing virtual classrooms, a kind of internet meet-up that would allow classes to take place from the comfort of a student's home. Students are also often allowed to attend virtually over Skype or Google Hangouts, enabling them to attend class and participate even when on the go.
It's unknown how long the magical half of LIA has existed. It's entirely possible that it was there when the school was originally founded. Magical students and mundane students interact on a regular basis. Instead of trying to sequester the magical community away from the mundane one, LIA aims to mix them together, so that both are familiar with each other. Magical beings are still subject to mundane laws, customs, and social order, and LIA believes that it is better for them to learn to live within that mundane world, than try and ignore it.
BOARDING Students are given the option of boarding with LIA, or living off-campus. Students that are underage are kept to a curfew policy of dusk; all underage students must be in one of the buildings by the time the sun has set, or they are truant, and will be picked up by campus security. Overage students are allowed to come and go completely at will. They are adults, and LIA will treat them like adults -- but if you skip class a lot and blow off your homework, don't say nobody warned you that you'd fail. Do note, that students on a scholarship or financial assistance will need to maintain a passing GPA.
There are three towers for boarding, one the middle school tower, one the high school tower, and the other the college tower. Dorms are a two-bedroom small apartment, with a living space, kitchen, dining area, and one bathroom, thus all students have just one dorm-mate. All students at the same grade level in the same tower are housed on the same floor. The school is co-ed, but by default, students will not be assigned to the same dorm as someone of the opposite sex. Transgender and asexual students may choose which one they'd feel more comfortable sharing a dorm with, and all students are asked on the boarding sign-ups if they would be okay sharing a room with such a student. Room transfers are processed during the first three weeks of school.
TERM DATES Term begins on August 17. Students are given winter, spring, and summer breaks, which are long enough students may return home if they choose. Summer classes are available, which run from June 1 to August 15. Fall semester ends on May 20, and students are advised to return to campus for the next term, if they are not still present for summer classes, by August 15.
POLICIES Luxerion Academy maintains the utmost level of campus security, and is an open, no discrimination tolerated, campus. Those found to be bullying, discriminating, harassing in any form, another student, or making them uncomfortable or fearful, will be immediately expelled. This extends to social media and the internet; if the school staff can prove the source is you, you will be removed. This expulsion can be appealed, but you'd best have a very good explanation.
While all drugs are criminalized in Nebraska, Luxerion Academy notably does not always enforce these laws, so long as students stick to lighter drugs such as marijuana. Smoking or growing weed on the grounds will not necessarily result in the staff taking action.
ANUBIS Designed after the security system of the Drago di Napoli (Luxerion International was founded by a former Drago), Anubis is half-technology, half-magic, and watches the Academy campus day and night. Yes, it does know when you're tardy, when you stay out too late, and it will tattle. It doubles as a communication system, capable of linking to many different communication lines across the world. Like the Drago's Apollo, it also has many different surveillance and security features and functions.
As of now, however, no one seems to be able to command Anubis the way Kassander commands Apollo, and so it's unknown if Anubis has aura cannon or barrier functionality. Several different languages have been tried, and while it will respond to its name, it does not seem to respond to words in any language anyone can think of.
COURSES Luxerion Academy offers a wide range of course options, and which courses are available to you changes as you progress in grade. Grades 6 and 7 will stick with core courses, but at the end of 7th grade, students are allowed to choose a minimum of two additional courses as electives. At the end of 10th grade, students may choose to drop courses, and add new ones, if they wish, though they may also merely drop courses outright and not replace them, if they so desire. Students attending for college have a lot of leeway with their course options, but do need to fulfill basic requirements for their chosen major, and their future goals.
LIA tailors your educational plan based on what you wish to pursue as a career post graduation. For those who know what they are after, courses may be tailored for future goals even before reaching college level.
DUAL ENROLLMENT This is exactly what it sounds like -- being enrolled in and attending courses in both secondary school and college levels at once. Typically, this is allotted to students who have not reached college level yet, who wish to take a course only available to college students. This may also be arranged for students whom are a little more advanced in a course than their grade level. However, non-witch magical students who are older than is typical for the grade they are in may opt to take secondary level courses for a few specific subjects, while still primarily attending classes at college level.
If you are interested in dual-enrolling, please speak with a counselor. Students at a lower grade will still not have a major or minor, but may be able to earn credits for college level while attending college classes, that will be put toward a degree, and shorten the time they need to complete it when they get there.
MAJORS At the end of 12th grade, students are allowed time slots to, if they choose, meet with counselors and career advisers. The purpose of this meeting is to discuss what ambitions and goals a student has for the future, following their graduation. Students may decide to continue their education with Luxerion Academy beyond this point, but those that choose to do so will have many options for their future. Collegiate students have at least one major -- students may not always have a minor, but they may. Some students also choose to dual major.
CHOOSING MAJORS For the most part, deciding on a major is up to the player. Whatever makes sense for what your character wants to do with their life following graduation, go with it. There are no rules written in stone, here, no strict guidelines -- we have purposely left much of this loose. If you are unsure if your choice makes sense, you're welcome to consult a staff member, or even consult a school faculty member in-character, or, if you'd like, look at real-world college majors for inspiration. For the most part, if it makes sense, and feels right to you, go for it.
DUAL MAJORS Dual-majors are possible with Luxerion Academy. However, keep in mind coursework will be rigorous, and you may not have time for courses that are just for fun. Dual majoring is a hallmark of overachievers, but may also be useful for very specific career goals -- for instance, Strikers are others aiming for a specific position with the American Center for Magical Affairs. It is useful for healers that wish to have the ability to heal both physically and mentally, as well, and magical students that want both a magical and mundane major.
CAREER PROGRAMS There are several specific career programs available; these count essentially as majors, and will angle your course load toward getting you into a specific career. While they may be somewhat difficult, they are, however, a little quicker than taking the typical route. Alchemy Program • Aims to place the student among respected alchemists. Journalism Program • Aims to place students with one or several news outlets. These may be magical or mundane outlets. Law Program • Aims to place students, eventually, among either law enforcement, mundane government, or the American Center for Magical Affairs. Nursing Program • Aims to place students into nursing or healing positions. Striker Program • Aims to place students in the Striker department of the Force. Wandmaker Program • Aims to place the student among respected wandmakers.
INTERNSHIPS Several, more demanding course choices, and all of the above educational programs, eventually require an internship of some form, with at least one existing establishment. Sometimes this establishment will be with the school itself, other times it will be the establishment a student aims to eventually work for. These internships are often paid.
SPORTS & EXTRACURRICULAR
Luxerion International competes under the name Luxerion International Cougars. While the middle and high school levels do not have international competition opportunities, the collegiate does. There are a wide range of sports, teams, and clubs in the school to participate in.
The caveat is that LIA does have academic requirements for its athletes. All those participating in sports, teams, or clubs, must meet and maintain a 3.0 GPA, in order to continue participating. LIA accepts athletic scholarships, but requires a more well-rounded academic resume for its athletes on scholarship. Furthermore, it has no tolerance for misbehavior, even among its athletes, and will not hesitate to expel any student that violates its policies or rules, regardless of how good an athlete they are. The safety and comfort of its student base comes first, and if one makes a major mistake, they will face the consequences of that mistake.
Athletics Sports marked with a * are available at middle and high school level. Otherwise, they are collegiate only.
Archery Badminton * Baseball * Basketball * Cheerleading * Field Hockey * Football Griffon Racing * Gymnastics * Horseback Riding Ice Hockey Judo * Karate Kendo * Lacrosse Mixed Martial Arts Muay Thai Piguazhang * Polo Snowboarding * Soccer * Swimming Tennis * Track and Field
Clubs Alchemy Art Audio Engineering Dueling Drama Fashion Mathematics Science Yearbook Yoga
Joining Aphelion is fairly straight-forward, but, for those that need it, here's a step-by-step guide!
First, please register. Always register using your OOC name, and then create characters using the Character Manager. The software will automatically log you in when you've registered, but by default, this is only for an hour. It is recommended to log out, and back in, when you first register, ticking 'stay logged in' on the way back in. You will lose data if you're doing something when the automatic log-in times out!
Once registered and logged in, click the Character Manager option on the top bar ( the dark one ), and from there, click Manage Characters.
Once there, click Create New Character, and go for it.
When you're done with it, tick the Ready for Play box at the bottom, and save with it checked; Aphelion does not have an approval process, so you will be able to use the new character immediately after marking it complete. You can edit everything except Character Group post-completion, so make sure you're sure you've placed them where they go.
That's... pretty much it! Now, you can go post somewhere, and there'll be a drop-down selector for it at the top on the posting screen, and in quick reply. Change this to post with a character. Yep, that's it!
After creation, you'll have a row of buttons under their entry. This allows you to manage them after creation. Transfer will allow you to give a character to another player. It has a drop-down selector of all players on the site, so you don't have to type anything fancy in, just select the right one and click save. The thread tracker button does what it sounds like; from this screen, you can remove tracker entries (perhaps ones added on accident?), and add notes and summaries to the entries that are in their tracker. The journal button allows you to add, edit, and delete journal entries for that character. Journal entries display in their own tab in the character's biography, useful if you want a diary or such for your character.
We recommend you have a plotter, a lot of members don't feel comfortable PMing, and find it easier to plot in threads. Alternatively, post an open! We're really kind of more of a 'do it' community, instead of a 'talk about it' one, so we tend to just dive into things. If you wanna give diving into things a go, boy are we the people for you.
Our rules are simple. Treat others as you would like them to treat you. Recognise that not everyone will live, or role-play, like you, and just accept these differences. If you don't like someone, avoid them.
Any issues that come up with, or between, players, will be dealt with on a case-by-case basis, with respect to circumstance and situation, as they come up, should they come up. Something not being "against the rules" is not an excuse.
We have no word count, no required app, no strict activity checks, no character caps/ratios/bans.
Do not use bright, neon, or otherwise blinding colors, do not make the font size smaller than it already is, and do not use gif images anywhere.
Avatar sizes are 250x250. The larger image in profiles is 500x500. Signature images must not cumulatively go beyond 500px in width and 200px in height.
Communicate; if you're busy, not feeling a thread, or not feeling a character, just say that.
Play bys are optional. Players may also opt to use CG artwork from video games instead (just try and keep it realistic).
Our site rating is 3.2.2/PG-13 by default. It goes above that into 3.3.3/nc-17. One has to input their birth date into their OOC profile to be able to see these. By doing so, you are affirming you are above eighteen (18) years old and are okay with seeing mature content (and we're not talking just sex, gore and extreme violence can also happen). Should one choose to unlock these threads, the staff cannot be held responsible for what they read.
Our site stores cookies in one's browser. This cookie is solely to keep a user logged in, and may be cleared from browser at will. This will log you out, however. By logging in and using the site, you're agreeing to have this cookie stored. There are a few others that keep certain user settings, such as the category collapse states and read/unread topics, stored.
All information stored into the database is voluntarily added. Profiles may be filled out at will as one wishes, however, there are a few logs, such as the ones that remember what threads/posts a user has read, that are generated automatically. These cannot be accessed by anything by the forum software, and are employed solely to ensure the site's function, nor are they personally identifiable.
Our software also collects and logs all user IP addresses. These addresses are numerical routing values used by computers to talk to one another; no matter what you're doing online, you are broadcasting an IP address. Users can opt to hide this address, but do so at their own risk. This IP address is stored only for reference, is not identifiable, and cannot be used to pin-point exact real-world location.
Any personal messages that go through the site can and may be read by staff; if they are reported, it goes straight to the staff, and we can and may check the database logs to make sure nobody's tampered with anything, particularly if something doens't add up, or we get the sense someone is lying.
Users that wish to leave the site may do so, and if they wish for their information to be removed, can save their profile(s) blank. After a certain period of time, accounts will be removed, but if one would like them removed sooner, may request such. Posts may be removed on request, we would prefer to keep them in-tact for story archive purposes, but users can request them removed. If one deletes their account, they cannot request post removal afterward. It is not easily doable, and we cannot verify that the user is who they say they are.
Our site does not sell information to anyone else, and do not track signals from browsers are adhered to (we use Google Analytics for traffic insights, and reCaptcha to help fight spam). Email input will never cause emails to be sent out; if one forgets their password, please post in the Help Desk to retrieve this, as the default method of doing so does not work.
He needed more complication in his life, he did. So the universe answered, apparently, and here he was, nine pregnancy tests later (every fucking one was positive), sitting on the swinging bench on the front porch, watching the sunset and trying not to have a giant melt-down. That sounded worse than he meant it, really. Any other time, maybe he'd even be kind of excited, you know, having a baby was a capital Big Deal, your life changed in all kinds of ways, and that was sort of the point of life, he figured. Having kids, continuing your bloodline, making a difference in other people's lives, these were things that weren't always tangible, but generally ended up meaning the most. Being remembered, that was how people that weren't innately immortal lived forever, and teaching the next generation to do better was how the world changed and improved.
It was kind of nice, in a sense, to have the opportunity to be a part of that, but he had other problems, too, maybe problems that didn't necessarily set him up on the best foundation for raising a kid. Didn't people do things where they went to doctors and stuff all the time when they were pregnant? It wasn't like he'd know. He didn't know anyone that'd been pregnant around him. Aunt Nat hadn't even glanced in the direction of having children, which was unfortunate, because she'd make a great mom, already did as far as Axel was concerned. She'd been the mom his own mom couldn't be there to be, and no, Axel wasn't bitter about it. It wasn't like his mom had been like, okay, I had this fucked up mess of a child, let me die now. (He wouldn't admit it, but sometimes, he wondered about that, usually when he'd had a few too many cheap beers.)
He should tell them. He didn't have medical coverage, though, prenatal care might be rather expensive. Having the kid in the first place would probably be pretty expensive. What he actually needed was a better job, or to work more, as he didn't put in enough hours to make nearly enough to support a kid. They needed, like, diapers and food and clothes and they were constantly outgrowing their clothes, too, and he wasn't sure if they had any of the stuff from when he was a kid, if not, he'd need furniture and whatnot. Mostly, he'd been avoiding thinking about it. Because thinking about it always eventually led back to wondering whose it was, then remembering there was no real way of knowing anyhow, and even if there was, it wasn't like either he or the kid would have any sort of relationship with them.
He should tell them. Mikhail was pretty skilled at picking up on Axel-is-hiding-something, and aunt Nat wasn't far behind (apparently, she knew he was a he before he did). What if they asked normal questions to ask? Like, whose it was? What was he supposed to say? Sure, Axel had flings, but he never had irresponsible ones. And when he said he didn't know, because he didn't, it'd be pretty obvious what happened. And honestly, Axel wasn't sure he was ready to admit it happened. Because in saying it did, however indirectly, it made it a little more real, harder to ignore, and yes, he knew he shouldn't ignore it anyway, but what the fuck else was he supposed to do with it? And he knew, he'd known walking out on the Tigers would end badly. He knew that. He did it anyway. So it wasn't like he had room to complain about it, because, what, it was bad in a way he didn't like? Tough shit, right?
Uuugh. He slid down in his seat, switching from staring at the trees to staring at the porch ceiling. It wasn't like he hadn't been off since then, anyway. The usual vibrance was only sort of there, and when it was, it was strained, like he had to try too hard, and he did. Had he ever mentioned he was bad with his own feelings? He was.
@Lenara Viki prolly. yeah. lol only took an age, my bad.
"Maybe it's because I'm protecting something," Cygnus said, thoughtfully. "There's something that keeps trying to get the star in Kassi's soul. I don't know what it is, but, it can't have it. That's all I need to know." He knew what the star was, but, he also didn't know. It was important, and it was powerful; with it in him, somehow, he could make himself come out, corporeal enough to touch. Whatever it was, Cygnus just knew, it wasn't supposed to be anywhere but in Kassander. It was dangerous, and only Kassander knew how to use it, could bear its weight without crumbling under its power, or losing his head. It was dangerous, and important, and it needed to be protected, so, Cygnus did.
No, he never really did get better at thinking about things deeper than that. In some situations, sure, but it didn't really matter if he understood the semantics in this situation. These kinds of semantics, they were better suited to Kassi, not him. Not to say Cygnus could tell Kassi these kinds of things.
Well, it wasn't like Cygnus knew better. He'd just have to take Sepheres' word for it. He seemed okay. It was, honestly, the best Cygnus could really hope for, and maybe that wasn't all that grand in the long run, but it was what it was. "Nah," Cygnus answered. "It never seemed like a good time. And, honestly, I forgot about it a lot. My fault, really." It was too late, now. It was fairly likely that, eventually, he'd go where he was supposed to originally, and he wouldn't know Sepheres anymore.
It was kind of sad to think about, but, that was how it should've been all along. But if he hadn't stayed, who knew how things would've turned out? Maybe Kassi wouldn't have the star anymore. Nah... he had a feeling the star was protecting itself, and the only way he would have moved on, like he was meant to, was if the corruption wasn't after it. It had been, for a long time. It was hard to imagine it leaving the star alone. What was it? And where was it, because the only way of ending the threat to the star, would be destroying the corruption. Cygnus didn't know what it was, or where.
Maybe, he should find it. Maybe he was close to finding it, and that was why he could leave Kassi's soul, now. Something was always after Kassi, that was nothing new, but Cygnus couldn't defend him if he couldn't be outside of him. He should find Icarus. Icarus remembered; maybe he'd even know what the star was.
"I think I should bug Icarus before morning." Fortunately, Icarus was a morning person. Thana, not so much, but, it was fairly unavoidable that Cygnus would likely end up waking him up, too. "What time is it?" They had little boxes that told the time, now, if he remembered right.
Open Names <700 | Must be vampire | Everything else is open
Basically, Sati's really old, and honestly, probably has a lot of kids. It's actually also possible he's got kids from back at Rome, so there may be a handful that are two thousand instead of under 700. Anyway, the ones that are Rakaia's should be under 700 in age. They'll all have to be vampires, to still be alive now, but there's that.
Sati's the sort of dad that kind of gives you more freedom than most expect. He realizes he cannot protect his loved ones from everything, and so he gives his kids the room to make mistakes, and teaches them to defend themselves in the instances that he can't do it for them. It's probably a bit weird, but it works out. He and his brother's kids come out very self-sufficient and having of a very solid concept of action and consequence, and personal responsibility. I will say, if any of Sati's kids came out really actually screwed up, like morally bent all to hell and like sadistic or something, he'd just outright kill them. So, just getting that out of the way now. He may love his kids, but he also considers them his responsibility, and as much as he does not want to, he can and he will take them down himself, because he exists to guide, protect, and make sure they don't turn into fucking monsters.
Strange? Yes. Effective? Also yes.
In any case, Sati is very old, and very wise, and at this point, he generally knows exactly where you're at at any given time, as he's learned to sense raw aura patterns. He knows what you're up to. You'll have a pretty hard time hiding anything from him, and while he may not call you on it, expect that he just, knows. Obviously, he encourages talking to him about whatever it is, and he maintains a pretty open relationship with his children; whatever it is, talking about it openly will get you in far less trouble than you trying to hide it and lie to him, and he wants his kids to know that he's always there if they need him, no matter how stupid the subject matter seems to be. That's his job as your parent, and he's going to do his part of it, if you'll let him.
These kids may be part of the Desert Storm, or the Ten no Ikari; actually, the Drago di Napoli is also a viable choice, given the Lucains and the Essairs, and thereby the Storm and the Drago, tend to operate as one ( same thing with the Storm and the Ikari ), and their cousin Sepheres is already Drago. So, yeah. Big family, lots of connections to a lot of people, come be an awesome vampire.
Rakaia Lucain 882 | Female | Sati. @Alexios', and Makoto's wife | Ten no Ikari Alpha | Suggested PB: Ahn Sohee Her wand was an amethyst and apple.
Rakaia is sort of solidified already, there's some specifics to how she was designed to function that are important parts of her persona.
During the time-frame when Rakaia was turned, by a sire that uhh we have no idea what happened to, maybe Rakaia killed them at some point, if not, Sati did, anyway, vampirism was rumored to be a thing but no one really knew how to deal with it in Japan. The Japanese were still illogically superstitious, and considered her possessed by a youkai, and tried torturing this youkai out of her. Obviously, there wasn't one, and well... let's just say she went nuts. Her memory center more or less broke; short-term memories tended to drop off randomly, she'd forget her friends, forget her name, forget where she was, what year it was, etc etc. Wands became a trigger for her, besides her own, and seeing one would send her into a mad frenzy of wild violence. She also could not catch sight of herself in a mirror, because her internal perception of herself was warped to such a point that she saw things that were not there, and flipped out. She also started calling herself 'we,' as in, we are legion, not royal we.
Makoto was turned by her; he was her boyfriend before she lost her head, and he caught her off-guard, startled her, and she attacked and turned him. While he was more controlled than she was, he too basically left a trail of bodies, and Sati came to find them both hiding in the mountains. Fortunately, Rakaia reacted to the spark that Sati has from being father of vampires, and she let him intervene and calm her down. Sati was the only person she'd respond positively to, and listen to, for a while, and then Makoto came to be on the list, and then Alexios and Surya. Sati built the Ten no Ikari around her, to give her a 'home' and a grounding. It worked. Makoto did okay managing the more specific management of the coven, and no one in Japan ended up like her again. In time, though, Sati, Rakaia, Makoto, and Alexios came to care for one another a lot more deeply than expected. Sati and Alex were already a thing for a long time, but eventually, Rakaia and Makoto were added to that, and they became a quad.
Rakaia, remembering enough to know she didn't remember a lot of anything, even often forgot who her closest and dearest were, sometimes flirting with her own kids, found a healer, on her own, and she got her head back, over time. Layer by layer, she uncovered and dealt with varying traumas, and nowadays, she's not forgotten anything significant in quite a long time. Still calls herself 'we,' still can't stand her reflection, doesn't totally flip it now she just doesn't like seeing it, and still becomes a hurricane of murder-death when threatened or pissed off.
Alex died some fifteen years ago, now, and didn't come back. The Ikari also followed the Storm to Luxerion, so they've been helping keep Luxerion International safe. ... and Sati's been moping a lot, so Rakaia and Makoto have probably been cuddling him a lot.
Makoto Lucain 883 | Male | Sati. @Alexios', and Rakaia's husband | Ten no Ikari Alpha | Suggested PB: Uhhh Matsushita Yuya I think
Read the above one, because beyond that, the rest is up to you. Makoto probably does not have a wand anymore, because they used to set Rakaia off, but aside, he's fairly open-ended.
Open Name 16-22 | Male | Axel's brother from another mother via gang ties | White Tigers member | Suggested PB: Kwon Jiyong ( G-Dragon )
Axel's got Aren, his best friend in general, and then there's this guy. This was his closest friend while he was in the Tigers. They got along mostly by virtue of being equally sarcastic and throwing each other the same amount of shit and shade, but by the end of it, when Axel finally left, it was pretty obvious they'd actually gotten pretty close. This friend could've left not long after Axel did, or stayed, may be a bit miffed Axel left without him, you know. I'm up for idea banter.
Axel's still Axel, though, and, I promise, he will probably flirt with this guy sooner or later; he flirts with everyone, though, so it's really kind of questionable how seriously this character would take it. In any case, Axel's got another character, Entei, on his tail because he left, so he's accustomed to the Tigers being upset he left. Here shortly, the Tiger leader will suddenly have a heart attack and die, and the Tigers will splinter into multiple different factions, and one of those factions may or may not become either concerned Axel's going to take lead of the Tigers, or actually outright back him for it without him asking them, so that's a thing too.
Axel actually ends up joining the Drago sooner or later. And that probably shuts that crap down pretty quick, Axel's just not really known for running, so it'll be a bit before he gives up.
Kaspian rolled his eyes. "I'm not being a dumb-ass," he mumbled, really more to himself, than anything, but, Kassander was a vampire, and had stunningly good hearing. Was he? Was this really so stupid as Kassander kept making it out to be? It wasn't like he'd learned how to do anything else. Kaspian had, at least, graduated from high school, but all he knew how to do was skate. That was all he was good at. So what the fuck else was he supposed to do? Yeah, he was kind of rich now, maybe he could get away with sitting around on his butt until he figured it out, but since when had Kaspian ever sat around on his butt?
He supposed, he had enough money to. It wasn't like he was broke, or, actually anywhere near it. If he sold his estate in Sweden, even, he'd have wads of money. Ugh, that wasn't the point. Kaspian wasn't the sort to be able to sit around and do nothing, anyway, and Kassander should fuck all well know that.
... yes, at this point, Kaspian was just being stubborn, sheerly for the sake of being stubborn.
He also knew, that was pretty dumb. Kaspian still didn't know what else to do. If he wasn't on the ice, then what? Exactly, and he was afraid of what the answer would be, so he didn't bother thinking past that. "You seem a little annoyed today," Kaspian started, crossing his arms. "Not that you're really the sharing type, but, feel like sharing?" Sometimes, Kassander would talk about it. Other times, he'd just glare, shrug, and maybe stalk off somewhere. It was worth a try, or at least, Kaspian thought so.
Besides, this consistent glaring at him was starting to grate his nerves.
Aerodynamics operated much, much differently when one had wings, apparently. Being honest about it, Kaspian shouldn't be terribly surprised. He was, at least, annoyed, that was a word. If he hit the ice one more time, he was going to freaking implode the entire rink. ( Maybe that was a bit much... ) Kaspian had been skating for most of his life, it was just vexing that suddenly, he couldn't seem to do it. He'd fallen on a jump a few days ago! It was just a double toe loop!
Most likely, this was as simple as just getting the new aerodynamics down, figuring out how to pull his wings close enough to his body that he wouldn't bust his ass. That was, at the moment, easier said than done. He hadn't even actually gotten accustomed to the weight of his wings, either. He could fly, at least, he supposed that was a bright side ( were airplanes a concern for daevas? Probably ). Losing control of his spins repeatedly did have a neat side-effect of reminding him of where he'd started. Kaspian had really just been a terribly stubborn little kid, and no matter how many times he hit the ice, he always got back up. Before he'd died, that was starting to get more painful. How did younger-him manage to tolerate falling so often, anyway?
It hurt, and didn't, now. His joints did kind of squeak a little, but, only a little.
And this guy, over here, was being absolutely no help. "You know," he started, skating over to the boards, "you could use to be less serious. It's like you're constantly glaring. And I know you know how to work around this, so a little help would be appreciated, too." Just so Kassander knew what he thought. Mind, Kaspian was starting to get the impression Kassander didn't terribly care what he thought about this, given they'd been going in circles for weeks about him going back to skating. Kassander thought he should retire. Kaspian, of course...
Well, he'd thought about it. It seemed like he hadn't, but he had, still was. The problem was, Kaspian didn't know what else to do, if he wasn't skating. He'd been at it for years, now, long enough he'd never really done much else outside that. A bit of publicity, few commercials, some modeling and product endorsement. Perhaps he could follow those lines, but, if he was being honest with himself, he was tired of being in the lime-light. It was a sad thing to realize, wasn't it? He was tired of being in the lime-light, but he didn't know what else to do with himself, either.