roamings species

FAERIE
→ faeries include faeries only. we know it can often broadly include other species, but in our game it is a much stricter form of the term. only fae from the fae realm are included.
→ there are two main fae courts: seelie (generically good) and unseelie (generically bad). these are then broken up into seasons. seelie has spring and summer, and unseelie claims autumn and winter. fae can further be divided into elemental type: earth, water, fire, air.
→ yes, all fae actually do age. they just age so much slower a decade in human years is barely any time at all to a fae.
→ their blood is addicting to vampires but to try to keep selling of fae blood to respectable levels please alert mods if you plan to have your fae selling their blood or otherwise giving it away and know that there will be repercussions, no fae can be an everlasting fountain of blood. too much blood loss is dangerous


GHOSTS
→ ghosts do not have a physical form.
→ ghosts are relegated to where they died, their haunting ground, and very very important places to them when they were alive. they cannot travel wherever they wish whenever they wish.
→ there is one exception to this above rule and that are ghosts linked to an item rather than a place. a ghost may be attached to a 'talisman' and thus wherever this talisman goes, the ghost goes as well.

SEA CREATURES
→ this encompasses anything whose origins come from the sea which can include (but is not limited to): mermaids, sirens, tritans, sea witches, selkies, nereids, and yacuruna, as well as gods that relate to the sea.
→ they must remain close to the sea at all times, the further from it they get and for longer the period the sicker they shall become.
→ they must immerse themselves in salt water, most preferably the sea itself, at least once a week. gods are exempt from this.
→ mermaids will grow a tail when they come in contact with salt water. no exceptions.

VAMPIRES
→ all vampires stem from lilith, say hi to mom.
→ no vampire can walk in the sunlight without a special sunlight artifact, which you cannot have your character have unless given permission from the mods. these may be awarded in game during events, though!
→ stay away from holy relics, and please don't run into any stakes.
→ while we're at it, be careful of mirrors around mortals, or you'll really scare them.
→ many advancements have been made in the centuries vampires have been around and yet they still require human blood to live. this will never change and no vampire is free of this curse.


WITCHES
→ witches include: regular witches, wizards, sorceresses, mediums, warlocks, shapeshifters, druids, shamans, and necromancers, among other similar species.
→ sorry, witches, your biggest downfall is your mortality. you live regular human lifespans. you also have all the same weaknesses as a human would.
→ witchcraft is something you have to be born with and it usually runs in families, but sometimes it can crop up out of the blue.
→ the only exception to the above rule are natural born humans who are gifted powers by a demon. in order to follow this path you must have said demon in game. a demon may only sponsor one witch.
→ if you get turned, by either a werewolf or a vampire, you lose your witchcraft. witchweres are not a thing, sorry.

WEREWOLVES
→ yes, you must change during the full moon. no exceptions. whether you change outside of one is up to you. but you can't fight the moonlight, leann rimes says so.
→ silver is, and always will be, a werewolves kryptonite. also, wolfsbane is called such for a reason.
→ if you thought with the horror of transitioning at least you would only have to live a humans lifespan? think again. werewolves live longer. but hey, at least you're not immortal.
→ congrats! you have the ability to take those pesky vampires down. or, at least your blood does. while they might really love fae blood, they really hate yours. your bite is also pretty dangerous to them so feel free to take a nibble.