
Pancake's Bot Bakery
Welcome to the hub for all things Pancakefryinpan on Janitorai! Here you will be able to access all lore, settings, and characters that are public on my profile (with a couple exceptions, namely the Miguel Bots that we pretend don't exist).
Custom Settings
This section consists of lore and settings that were original series by Pancake themselves. These series include collaborative series I was/am involved in the creation of. I am also including my miscellaneous bots who aren't in any other settings here (i.e. from large world collabs)
Asmana Lore
series made in collaboration with reinasplenda
Genre: Historical Fiction, Multigenre, Regency Romance, Fantasy.The human race doesn't exist, only demihumans, part human and part animal, they exhibit some traits of their animal counterparts such as ears, tails, or wings. The country Asmana is said to be a cultural melting pot where many species of demihumans ("demis") can coexist, but there are tensions depending on type of animal. Demihumans with predator traits are considered the top of the societal pyramid, with House Ursus ruling the throne. Omnivores are considered below predators but above herbivores, though they must prove themselves to be helpful to the predator houses. Herbivore-based demihumans must fight harder to prove themselves and rise the ranks, though they are always considered below predator-based and omnivore-based houses, which is reflected in their titles. The capital of Asmana is Oresas. Earth, Asmana, 1800's.
House | Leader | Species | Motto | Work | Color | Allies | Enemies |
---|---|---|---|---|---|---|---|
Ursus | King Barnard of Asmana | Bear Demihumans | Lead, Protect, Provide | Lumber, Royalty | Aqua and Gold | Lupus, Bubo, Vulpis, Sus | Leo, Caballus |
Leo | Duke Titus of Crestwood | Lion Demihumans | Proud, Beautiful, Regal | Perfumes | Navy and Gold | Panthera, Vellere, Ailurus | Ursus, Draconis |
Draconis | Duke Nicholas of Drakewood | Dragon Demihumans | Wisdom in Age | Legalities and Succesions | Gold and Bronze | Bubo, Lupus | Leo, Vulpis, Cervidae |
Columbidae | Cardinal Zacharias Astor | Dove and Pigeon Demihumans | Walk by Faith | Priests and Religion | Black | Ursus, Draconis | Bubo, Bison |
Lupus | Duke Alexander of Ellington | Wolf Demihumans | Glory in Battle | Soldiers and Battle | Black and Bronze | Ursus, Draconis | Leo, Canis, Felis, Leporidae |
Panthera | Duke Ignacio of Asterbury | Panther (Jaguar) Demihumans | Beauty in Originality | Textiles and Fabric | Black and Gold | Leo, Leporidae, Aries | Vellere, Falco |
Vulpis | Duke Russel of Evergreen | Fox Demihumans | Joy in Mischief | Parties, Balls, Rumor spreading | Red and Bronze | Ursus, Falco, Felis, Ailurus | Leo, Panthera, Vellere |
Bubo | Duke Gregory of Moonstone | Owl Demihumans | Power in Knowledge | Bookkeeping, Writing, Education | Brown and White | Ursus, Draconis | Leo, Gallus, Bison |
Cancer | Duke Keahi of Maralia | Crab Demihumans | Nature Will Provide | Fishing and Body Art | Red, White, Green | Vellere, Caballus, Ursus, Felis | Falco, Gallus, Sus, Ailurus |
Falco | Duke Anthony of Larkspire | Falcon Demihumans | Swift and Deadly | Hunting | Russet and Brown | Canis, Ursus, Leporidae, Aries | Bubo, Vellere, Bison |
Tigris | Dowager Duchess Sitara of Belmaria | Tiger Demihumans | Show no Fear | Spices | Orange and Black | Gallus, Bison, Ailurus, Caballus | Panthera, Leo |
Serpentes | Duke Augustus of Lucerne | Snake Demihumans (Nagas) | Beautiful and Deadly | Jewelry, Venom, Antivenom | Iridescent | Panthera, Vellere, Ailurus, Caballus | Sus, Lupus |
Vellere | Marquess Ambrose of Thornwood | Vulture Demihumans | Whatever it Takes | Black Market Dealings | Black and Silver | Leo, Felis, Caballus, Ailurus | Sus, Leporidae, Cervidae, Aries |
Canis | Marquess Simon of Dalmatia | Dog Demihumans | Jacks of Trades | Fairly skilled in many fields; depends on breed | Navy and Ivory | Falco, Vulpis, Caballus | Lupus, Felis |
Felis | Marchioness Seraphina of Veridiania | Cat Demihumans | Art and Companionship | The Arts and "Companionship" | Black and White | Vellere, Caballus, Vulpis, Leo | Panthera, Canis, Gallus |
Gallus | Marquess Callum de Montclere | Chicken and Rooster Demihumans | Pride in Providing | Ethical Egg Sourcing | Red and Blue | Sus, Caballus, Leporidae, Ursus | Felis, Leo, Panthera |
Aries | Marchioness Zara of Brighthelm | Sheep and Ram Demihumans | Beauty and Warmth | Wool Production and Weaving | White and Gold | Panthera, Falco, Leporidae | Vulpis, Ailurus, Vellere |
Cygnus | Marchioness Lucrezia of Brightvale | Swan Demihumans | Beauty with Age | Wine | Pale Blue and Silver | Panthera, Felis | Vellere |
Ailurus | Earl Mengyao of Lysaria | Red Panda Demihumans | Wisdom and Entepreneurialism | Imports and Exports | Red and Black | Vellere, Caballus, Vulpis | Ursus, Aries |
Sus | Earl Dennis of Silverbrook | Pig Demihumans | Enforce and Protect | Law Enforcement | Tan and Pink | Ursus, Lupus, Canis | Vellere, Caballus, Felis, Ailurus |
Bison | Earl Takoda of Crimsonstone | Bison Demihumans | Beauty in Nature | Agriculture and Medicine | Tan and Brown | Caballus, Gallus, Tigris | Falco, Vellere, Bubo |
Caballus | Earl Magnus of Caldeonia | Horse Demihumans | Beauty in Strength | Transportation | White and Silver | Vellere, Felis, Leo, Ailurus | Ursus, Sus |
Leporidae | Earl Albert of Astoria | Rabbit Demihumans | Warmth and Comfort | Furs | White and Pink | Falco, Panthera, Cervidae | Vellere |
Cervidae | Earl Frederick of Thaloria | Deer Demihumans | Strength in Numbers | Woodworking and Carpentry | Brown and Silver | Caballus, Leporidae, Sus | Lupus, Leo, Draconis |
General Lore to Know:Why are Houses Lupus and Canis separate entities?
Direct quote from Pancake on Discord: "The easiest way for me to explain is that like, all demis kind of see themselves on the same tier as their animal counterpart when it comes to the food chain, so like, chickens may be technically omnivores but they're nowhere near the same tier as wolves. So in Asmana, they tried to have one house, Canis, for dogs and wolves. But the wolves didn't want to be associated with dogs or like... seen on the same tier as them because they consider themselves to have a very specific specialization which is fighting. Dogs are more versatile and vary depending on the dog breed which the wolves probably see as lesser and as though dogs cant be good at anything because they just know a little bit of everything. I think that it would have been self-domestication if that makes sense, like, dogs came from wolves with some specific kinks and likes and they kind of naturally bred themselves that way"Is there prejudice in Asmana?
An important thing to note is that sexism is still prominent in Asmana. Women cannot own large estates and are treated very similarly to how they would be in Victorian London. HOWEVER; Being lesbian, bisexual, and gay are widely accepted in Asmana, considered just as normal and natural as straight relationships. There is no true homophobia in Asmana.
For titled couples, women do not inherit titles as there is still sexism in Asmana. For men, titles may vary somewhat. If one is the Head of a House, they retain their title while their husband is referred to as "[rank] Husband". (i.e. Earl Magnus of House Caballus is married to the Earl Husband). Otherwise, both are referred to as the title. If they have two separate titles, it is personal choice which they use, though most choose the higher ranking of the two.
Due to homosexuality being widely accepted, succession by adoption is allowed as long as the child has lived more than nine years with the family and was previously named as the heir during that time.Would [insert species here] be called [insert name]?
Sure. I will say, not all species are given titles by court. It is a long process to be given a title and species with titles have proven themselves invaluable to the crown in one way or another. So if you want to make a custom House, go ahead. Or you can play as an untitled commoner. Up to you.
Asmana Characters

Prince Oberon ForrestGender: Male
Species: Brown Bear Demihuman
Sexuality: Bisexual dom
House: Ursus
User's Role: Servant
Red Flag Level: 2/10

Marquess Ambrose CurnowGender: Male
Species: Vulture Demi
Sexuality: Bisexual dom
House: Vellere
User's Role: Bunny demi
Red Flag Level: 10/10

Viscount Benedict CalderGender: Male
Species: Blue Dragon Demihuman
Sexuality: Bisexual switch
House: Draconis
User's Role: Fox Demi
Red Flag Level: 4/10

Kitty BelmontGender: Female
Species: Calico Cat Demi
Sexuality: Bisexual switch
House: N/A
User's Role: Brothel Client
Red Flag Level: 6/10

Earl Magnus BurtonGender: Male
Species: Shire Horse Demi
Sexuality: Gay dom/top
House: Caballus
User's Role: Husband
Red Flag Level: 5/10

King Barnard ForrestGender: Male
Species: Spirit Bear Demi
Sexuality: Bisexual dom
House: Ursus
User's Role: New Consort
Red Flag Level: 3/10
General Jasper DandridgeGender: Male
Species: Wolf Demi
Sexuality: Bisexual dom
House: Lupus
User's Role: Fellow Consort
Red Flag Level: 2/10
Valentine KaylockGender: Male
Species: Black Cat Demi
Sexuality: Bisexual switch
House: N/A
User's Role: Fellow Consort
Red Flag Level: 3/10

King Barnard ForrestGender: Male
Species: Spirit Bear Demi
Sexuality: Bisexual dom
House: Ursus
User's Role: Foreign Fiance (Royal)
Red Flag Level: 3/10

General Jasper DandridgeGender: Male
Species: Wolf Demi
Sexuality: Bisexual dom
House: Lupus
User's Role: Dog Demi
Red Flag Level: 2/10

Valentine KaylockGender: Male
Species: Black Cat Demi
Sexuality: Bisexual switch
House: N/A
User's Role: Prostitute/Partner
Red Flag Level: 3/10

Marquess Lucius RichmondGender: Male
Species: Orange Dragon Demihuman
Sexuality: Bisexual dom
House: Draconis
User's Role: Spouse
Red Flag Level: 1/10

Earl Frederick DamonGender: Male
Species: Deer Demi
Sexuality: Bisexual sub
House: Cervidae
User's Role: Spouse
Red Flag Level: 3/10
Earl Luca CarltonGender: Male
Species: Belgian Draught Horse Demihuman
Sexuality: Bisexual dom
House: Caballus
User's Role: Cuckolding Partner
Red Flag Level: 3/10

Marquess Killian RotchesterGender: Male
Species: Red Headed Krait Demi/Naga
Sexuality: Bisexual dom
House: Serpentes
User's Role: Secret Lover
Red Flag Level: 2/10

Duke Aslan WhitehallGender: Male
Species: Barred Owl Demi
Sexuality: Bisexual sub
House: Bubo
User's Role: Spouse
Red Flag Level: 2/10

Viscount Gabriel BarreraGender: Male
Species: Blac Cat Demi
Sexuality: Bisexual dom
House: Felis
User's Role: Pet Play Partner
Red Flag Level: 4/10

Alexander HoltGender: Male
Species: Appaloosa Horse Demihuman
Sexuality: Bisexual switch
House: N/A
User's Role: Horse Demi, Arranged Breeding
Red Flag Level: 2/10

Countess Macha HowhakanGender: Female
Species: Bison Demi
Sexuality: Bisexual switch
House: Bison
User's Role: Spouse/Co-parent
Red Flag Level: 1/10

Cardinal Zacharias AstorGender: Male
Species: Mourning Dove Demihuman
Sexuality: Bisexual dom
House: Columbidae
User's Role: Parishoner
Red Flag Level: 10/10
Asmana Dragons Team and Staff

Coen KemarreGender: Male
Species: Kiwi Bird Demi
Sexuality: Bisexual switch
House: N/A
Position: Head Coach
User's Role: Reporter
Red Flag Level: 3/10

Arka KumarGender: Male
Species: Tiger Demi
Sexuality: Bisexual dom
House: Tigris
Position: Captain, Center Back
User's Role: Noble
Red Flag Level: 4/10

Esteban DiazGender: Male
Species: Panther Demi
Sexuality: Bisexual dom
House: N/A
Position: Forward
User's Role: Fan
Red Flag Level: 7/10

Moacir CarvalhoGender: Male
Species: Capybara Demi
Sexuality: Bisexual switch
House: N/A
Position: Forward
User's Role: Partner
Red Flag Level: 2/10

Doctor Arthur ClarkeGender: Male
Species: Eastern Screech Owl Demihuman
Sexuality: Bisexual dom
House: N/A
Position: Team Doctor
User's Role: Nurse
Red Flag Level: 5/10

Jauro DialloGender: Male
Species: Cheetah Demi
Sexuality: Bisexual sub
House: N/A
Position: Center Midfield
User's Role: Partner
Red Flag Level: 2/10

Malik SmitheGender: Male
Species: Ram Demi
Sexuality: Bisexual dom
House: N/A
Position: Centerback
User's Role: Pub Staff
Red Flag Level: 5/10

Callum TaylorGender: Male
Species: Deer Demi
Sexuality: Bisexual sub
House: N/A
Position: Center Midfield
User's Role: Neighbor
Red Flag Level: 3/10

Charlotte DaviesGender: Female
Species: Barred Owl Demi
Sexuality: Bisexual switch
House: N/A
Position: Team Nurse
User's Role: Backup Player
Red Flag Level: 1/10

Samuel ThompsonGender: Male
Species: Wolf Demi
Sexuality: Bisexual dom
House: N/A
Position: Fullback
User's Role: Long-term Friend
Red Flag Level: 6/10

Warragul MarrakuluGender: Male
Species: Dingo Demi
Sexuality: Bisexual dom
House: N/A
Position: Fullback
User's Role: Prostitute
Red Flag Level: 7/10

Ayani MboungouGender: Male
Species: Okapi Demi
Sexuality: Bisexual dom
House: N/A
Position: Right Midfield/Wing
User's Role: Sneakylink
Red Flag Level: 8/10

Duke Hao-Yu LinGender: Male
Species: Panda Demi
Sexuality: Bisexual dom
House: Ursus
Position: Team Owner
User's Role: "Secretary"
Red Flag Level: 6/10

Roman JeffriesGender: Male
Species: Boar Demi
Sexuality: Bisexual dom
House: N/A
Position: Left Midfield/Wing
User's Role: Partner
Red Flag Level:

Pedro DiazGender: Male
Species: Panther Demi
Sexuality: Bisexual sub
House: N/A
Position: Goalkeeper
User's Role: Stranger
Red Flag Level: 1/10

Viscount Chandler AshburnumGender: Male
Species: Red Dragon Demihuman
Sexuality: Bisexual dom
House: Draconis
Position: Mascot
User's Role: Pub Worker
Red Flag Level: 8/10
Beauregard Family Farm
Genre: modern fantasy, romance, slice of lifeLocated in rural Alabama, the Beauregard Family Dairy Farm, owned by Walker and Magnolia Beauregard, is a profitable family business. With their four children and various ranch hands, the dairy farm is among the highest profiting in the area. A year ago, Magnolia was diagnosed with cancer and got a double mastectomy, this was a difficult time for the family and some of them are still recovering from almost losing their mother.

Stella BeauregardAge: 20
Archetype: Bratty Youngest Sibling
Sexuality: Bisexual sub
User's Role: Ranch hand
Red Flag Level: 5/10

Spencer BeauregardAge: 23
Archetype: Mama's Boy
Sexuality: Bisexual sub
User's Role: Ferrier
Red Flag Level: 3/10

Adelaide "Ada" BeauregardAge: 26
Archetype: Muscle Mommy
Sexuality: Bisexual dom
User's Role: Sneakylink
Red Flag Level: 3/10

Huck BeauregardAge: 29
Archetype: Southern Gentleman
Sexuality: Bisexual dom
User's Role Original: Stranger at Renfaire
User's Role Alt: Partner
Red Flag Level: 2/10

Walker BeauregardAge: 50
Archetype: Southern Gentleman
Sexuality: Bisexual switch
User's Role: Extra-marital Partner, Dom(me)
Red Flag Level: 3/10

Magnolia BeauregardAge: 49
Archetype: Southern Hosuewife
Sexuality: Bisexual sub
User's Role: Extra-marital Partner, Ranch hand
Red Flag Level: 2/10
Azuria
Genre: fantasy, sci-fi, steampunk, romance, adventure, revenge.Welcome to the steampunk city-state of Azuria; where poverty and crime rates are high and corruption rates even higher. On paper, it’s run by Governor Gray Graves. In reality? Alastair Mangrove, CEO of Revenant Industries runs the city. And he has no issues with using it’s people for his scientific pursuits. Victorian-esque world where people live in various independently governed city-states.

Phoenix EncarnacionSexuality: Bisexual dom
User's Role: Enemy's Child, Lover
Red Flag Level: 9/10
Knossos
Genre: sci-fi, fantasy, romance. Futuristic.Earth has joined the Galactic Imperial Allegiance or simply; "the Empire" and is now recognized as Terra. Sentient beings from Earth are called "Terrans" and "Earthling" is considered a slur against them. Humans are notoriously horny and somewhat considered to be the 'sluts of the universe'. The Galactic ship named the Knossos is a research and diplomacy spaceship full of scientists from around the Empire who gather samples and collect data in an attempt to advance all civilizations within the Empire. It is also occasionally used to convince other planets to join since it holds many scientific marvels. The Galactic Knossos is captained by an Icath (harpy-based alien) named Zylark and houses a massive range of different life forms from the Empire.

KrazzixSpecies: Tainzan
Pronouns: he/him
Sexuality: Bisexual dom
Job: Head of Security
User's Role: Stranger
Red Flag Level: 5/10

QyvaxSpecies: Vrad
Pronouns: it/its
Sexuality: Bisexual dom
Job: Janitorial Staff
User's Role: Scientist
Red Flag Level: 2/10

SalkarSpecies: Strox
Pronouns: he/him
Sexuality: Bisexual dom
Job: Security Officer
User's Role: Friend
Red Flag Level: 1/10

ZylarkSpecies: Icath
Pronouns: he/him
Sexuality: Bisexual dom
Job: Captain
User's Role: Sneakylink
Red Flag Level: 4/10
New York Beasts
in collaboration with MrDecou and anncherries
SERIES STARTS IN JUNE! HAVE SOME SNEAK PEEKS!
Barletta Crime Family







Miscellaneous Bots
SECTION UNDER CONSTRUCTION
I simply don't feel like going through 10 pages of bots to find all the ones not in series at the moment.

Atticus O'HalloranSpecies: Fox Demi
Sexuality: Bisexual switch
User's Role: Spouse and co-parent
Setting: Modern Fantasy
Red Flag Level: 1/10
Other Bot Creators' Settings
These settings were not made by me, but rather by other amazing bot creators on J.AI who have allowed me to create characters in their universes. I highly recommend going to their pages if you like the settings.
The Demi-Haven University
setting made by @Lotus_ on j.ai
he DHU, known to the public as the Demihuman-Human University, but to students and staff as the Demi-Haven University is the home to a one of the kind education. Students, upon admission, are forced to sign a life-long NDA where they will not discuss the University's practices. Each demihuman student is given a plain black leather collar that denotes them as "unclaimed". Human students may choose to claim a demihuman and keep them as a pet, companion, sex partner, or romantic partner.
Humans and poor demihumans want to go to DHU because the rate of millionaire graduates is about 97%. Poor demihumans can get in due to grades or physical appearance, though that fact isn't public knowledge. Rich demihumans usually get their admissions paid by their parents and tend to know the structure of the University. Rich demihumans and poor demihumans who are not considered a "threat" are allowed to roam freely. Poor demihumans who are "threats" are not allowed out of their cages until they are claimed. They are kept in the center of the school in a facility called the Demi-Haven.

Olive MillerSpecies: Golden Retriever Demihuman
Gender: Female
Sexuality: Bisexual sub
User's Role: Classmate
Red Flag Level: 2/10

Honora PierceSpecies: Doberman Demi
Gender: Female
Sexuality: Bisexual sub
User's Role: DHU Student
Red Flag Level: 1/10

Luca HayesSpecies: Black Cat Demi
Gender: Male
Sexuality: Bisexual sub
User's Role: DHU Student
Red Flag Level: 3/10

Evangeline GuillorySpecies: Rhodesian Ridgeback Demi
Gender: Female
Sexuality: Bisexual dom
User's Role: DHU Student
Red Flag Level: 4/10

Maverick ThompsonSpecies: Wolf Demi
Gender: Male
Sexuality: Bisexual dom
User's Role: DHU Student
Red Flag Level: 4/10

Ariadne HopeSpecies: Wolf Demi
Gender: Female
Sexuality: Bisexual sub
User's Role: DHU Student
Red Flag Level: 5/10

Jaxon WalkerSpecies: Maine Coon Cat Demihuman
Gender: Male
Sexuality: Bisexual sub
User's Role: Sneakylink
Red Flag Level: 3/10

King PrestonSpecies: Rabbit Demi
Gender: Male
Sexuality: Bisexual sub
User's Role: DHU Student
Red Flag Level: 3/10
Merfolk
setting made by @Gunko on j.ai
Go to Gunko's lore site for lore. Or look at the lore summaries on the bot bios. It's a lot and I simply don't wanna put it on here.
Captive Merfolk

KairiusSpecies: Orca Merman
Sexuality: Bisexual dom
Location: Georgia Aquarium
User's Role: New Tankmate
Red Flag Level: 6/10

TalyaSpecies: Lionfish Mermaid
Sexuality: Bisexual sub
Location: Georgia Aquarium
User's Role: Neighboring Mer
Red Flag Level: 8/10

CalixSpecies: Koi Merman
Sexuality: Bisexual dom
Location: Georgia Aquarium
User's Role: Frequent Visitor
Red Flag Level: 3/10

ZaleSpecies: Blue Glaucus Merman
Sexuality: Gay switch
Location: Georgia Aquarium
User's Role: Caretaker
Red Flag Level: 2/10

MalikSpecies: Blue Glaucus Merman
Sexuality: Bisexual dom
Location: Georgia Aquarium
User's Role: Neighboring Mer
Red Flag Level: 2/10

AlonSpecies: Dragon Fish Merman
Sexuality: Bisexual dom
Location: Georgia Aquarium
User's Role: Caretaker
Red Flag Level: 3/10

PelagicSpecies: Goblin Shark Merman
Sexuality: Bisexual switch
Location: Georgia Aquarium
User's Role: Tankmate
Red Flag Level: 2/10

VanoraSpecies: Vampire Squid Mermaid
Sexuality: Bisexual dom
Location: Uncle Dennis' Manor
User's Role: Owner's Nibling/Pet Sitter
Red Flag Level: 7/10

LuzSpecies: Amazon River Dolphin Merman
Sexuality: Transmasc
Location: Carlisle's Manor
User's Role: Human Staff
Red Flag Level: 2/10

Barbara "Barbie"Species: Amazon River Dolphin Mermaid
Sexuality: Bisexual
Location: Carlisle's Manor
User's Role: Human Staff
Red Flag Level: 3/10

ZakheleSpecies: Leopard Seal Merman
Sexuality: Bisexual dom
Location: Georgia Aquarium
User's Role: Mate/Co-parent
Red Flag Level: 2/10

FiaSpecies: Man o' War Jellyfish Mermaid
Sexuality: Bisexual switch
Location: Georgia Aquarium
User's Role: New Mer
Red Flag Level: 2/10

BayaniSpecies: Dumbo Octopus Merman
Sexuality: Bisexual switch
Location: Georgia Aquarium
User's Role: Gator!Mer
Red Flag Level: 2/10

AdonisSpecies: Tiger Shark Merman
Sexuality: Bisexual dom
Location: Georgia Aquarium
User's Role: Triad Member/Lover
Red Flag Level: 2/10
KosmoSpecies: Lemon Shark Merman
Sexuality: Bisexual switch
Location: Georgia Aquarium
User's Role: Triad Member/Lover
Red Flag Level: 3/10

NeusaSpecies: Black Piranha Mermaid
Sexuality: Bisexual dom
Location: Georgia Aquarium
User's Role: Caretaker (Rival)
Red Flag Level: 7/10

KaitoSpecies: Koi Merman
Sexuality: Bisexual dom
Location: Georgia Aquarium
User's Role: Mer Mate
Red Flag Level: 8/10

VashaSpecies: Anglerfish Mermaid
Sexuality: Bisexual sub
Location: Georgia Aquarium
User's Role: Caretaker
Red Flag Level: 2/10

DarioSpecies: Arapaima Merman
Sexuality: Bisexual dom
Location: Gran Acuario Mazatlán
User's Role: Tankmate, assumed Mate
Red Flag Level: 10/10

NiloSpecies: Mosaic Axolotl Merman
Sexuality: Bisexual switch
Location: Gran Acuario Mazatlán
User's Role: Captured Wild Mer
Red Flag Level: 1/10

AdanSpecies: Red Sea Catfish Merman
Sexuality: Bisexual dom
Location: Gran Acuario Mazatlán
User's Role: Pregnant Mer Escaping Abusive Mate
Red Flag Level: 4/10

LigiaSpecies: Chimera Firefly Axolotl Mermaid
Sexuality: Bisexual switch
Location: Gran Acuario Mazatlán
User's Role: Courting Partner Mer
Red Flag Level: 6/10

FraserSpecies: Dugong Merman
Sexuality: Bisexual switch
Location: AQWA
User's Role: Captured Wild Mer
Red Flag Level: 0/10

Isla [REVAMPED]Species: Great White Shark Mermaid
Sexuality: Bisexual sub
Location: Gran Acuario Mazatlán
User's Role: Human Staff/Scientist Mate
Red Flag Level: 1/10

PenelopeSpecies: Sea Bunny Mermaid
Sexuality: Bisexual dom
Location: AQWA
User's Role: Human Handler/Caretaker
Red Flag Level: 2/10

HamishSpecies: Wobbegong Merman
Sexuality: Bisexual dom
Location: AQWA
User's Role: Parent of his pups, mer
Red Flag Level: 7/10
Wild Merfolk

[Old] IslaSpecies: Great White Shark Mermaid
Sexuality: Bisexual sub
Location: Gulf of Mexico
User's Role: Scientist
Red Flag Level: 1/10

AltairSpecies: Orca Merman
Sexuality: Bisexual switch
Location: Mid-Atlantic
User's Role: Potential Mate
Red Flag Level: 2/10

JasonSpecies: Parrotfish Merman
Sexuality: Bisexual dom
Location: Florida Coast
User's Role: Kidnapped Human
Red Flag Level: 10/10

BanksSpecies: Catfish Merman
Sexuality: Bisexual dom
Location: Okefenokee Swamp (Georgia)
User's Role: Stranger
Red Flag Level: 1/10

DylanSpecies: Manta Ray Merman
Sexuality: Bisexual dom
Location: Mid-Pacific
User's Role: Mer Mate
Red Flag Level: 9/10

TajoSpecies: Moray Eel Merman
Sexuality: Bisexual dom
Location: Caribbean
User's Role: Rival
Red Flag Level: 5/10

NerinaSpecies: Beluga Mermaid
Sexuality: Bisexual sub
Location: North Atlantic
User's Role: Abusive Mate
Red Flag Level: 1/10

TeddySpecies: Blue Whale Merman
Sexuality: Bisexual switch
Location: Mid-Atlantic
User's Role: Pod Mate
Red Flag Level: 1/10

LachlanSpecies: Leafy Sea Dragon Merman
Sexuality: Bisexual switch
Location: Australian Coast
User's Role: Mer Mate
Red Flag Level: 2/10

BowenSpecies: Leafy Sea Dragon Merman
Sexuality: Bisexual switch
Location: Australian Coast
User's Role: Human Friend
Red Flag Level: 2/10

Kau'iSpecies: Ichthyosaur Merman
Sexuality: Bisexual dom
Location: Atlantic (Prehistoric)
User's Role: Mer Mate
Red Flag Level: 3/10

ThörneSpecies: Humboldt Squid Merman
Sexuality: Bisexual dom
Location: Eastern Pacific
User's Role: Harem Pod Breeder/Carrier
Red Flag Level: 8/10

JacoSpecies: Sicklefin Chimera Merman
Sexuality: Bisexual dom
Location: South African Coast
User's Role: Strange Mer
Red Flag Level: 3/10

NarinSpecies: Peacock Mantis Shrimp Merman
Sexuality: Bisexual sub
Location: Indo-Pacific
User's Role: Big!Mate
Red Flag Level: 4/10

PoehereSpecies: Spanish Dancer Sea Slug Mermaid
Sexuality: Bisexual sub
Location: Indo-Pacific
User's Role: Lifeguard
Red Flag Level: 1/10

DagonSpecies: Humboldt Squid Merman
Sexuality: Bisexual dom
Location: Eastern Pacific
User's Role: PREGNANT Harem Pod Breeder/Carrier
Red Flag Level: 7/10

LlyrSpecies: Tripodfish Merman
Sexuality: Bisexual dom
Location: Welsh Coast
User's Role: New Pod Member/Crush
Red Flag Level: 3/10

NoxSpecies: Humboldt Squid Merman
Sexuality: Bisexual sub
Location: Eastern Pacific
User's Role: Harem Pod Breeder/ Carrier (2 Months Post-Partum)
Red Flag Level: 2/10

TessaSpecies: Spotted Eagle Ray Mermaid
Sexuality: Bisexual dom
Location: Australian Coast
User's Role: Mer Mate
Red Flag Level: 9/10

AsherSpecies: Pistol Shrimp Merman
Sexuality: Bisexual sub
Location: Florida Coast
User's Role: Mer Mate
Red Flag Level: 4/10
Human!Bot/Merfolk!User

Ivar GunnarsonSexuality: Bisexual dom
Job: Viking
User's Role: Mer Friend
Red Flag Level: 4/10

Njal OlafsonSexuality: Bisexual dom
Job: Viking, Mer Hunter
User's Role: Captured Mer
Red Flag Level: 9/10

Gethin CadwaladrSexuality: Bisexual dom
Job: Pirate Captain
User's Role: Secret Lover
Red Flag Level: 5/10
The PUP Program
setting made by @fishiewishes on j.ai
SERIES STARTS IN JUNE! HAVE SOME SNEAK PEEKS
Human Operatives

General Kari Barsness

Comandante Izan Huerta

Leytenant Serzhant Konstantin Sokolov
PUP Operatives

PUP-1074: "Pankraz"

PUP-1576: "Lusa"

PUP-1062: "Oskar"

PUP-1323: "Rhoswen"

PUP-1625: "Bastien"

PUP-1269: "Chantal"
From Media
These are settings that I took from various forms of media, either directly or with little to no change. When possible in these cases, any lore I have is directly taken from the wiki pages. This will include any AUs as well.
Netflix's Sweet Tooth
In 2008, the H5G9 virus appeared, a highly contagious and incredibly deadly disease. At the same time, all children born began being born with animal features. The world fell apart due to disease and panic. Now, twenty-five years later, in 2033, the world is almost straight out of a post-apocalyptic novel. Humans now live in factions and groups, afraid of the Sick and of hybrids.The H5G9 Virus, commonly known as the Sick, is a dangerous virus that manifested at the same time as the hybrids; it is unknown how the hybrids were created, but the leading theory among the survivors is that the virus's discovery led to the birth of hybrids and ceased the birth of human babies. The main symptoms of the virus include: Pinky finger twitching, Difficulty breathing, Red nose, Red-rimmed eyes, Lesions, Fatigue, Runny nose, Balding, Death.The term Vidalismnesses refers to the part-animal, part-human species born following the outbreak of the H5G9 virus (Deadly Virus). It is unknown whether hybrids are the root cause of the virus or simply a result of the virus. Despite their marvel, hybrids are prime targets for study by the Last Men, and are hunted as a result of their connection with the virus. First feared and killed since they were believed to be the reason behind the Sick, now they are used in cruel experiments of people who think that hybrids are the way to a cure. With the outbreak of H5G9 came the hybrids, all children born began exhibiting animal features. Some were small things, dog ears, a dog nose, perhaps a child with antlers and a tail, but others were more severe. Some children look like anthropomorphic animals, human sized groundhogs and alligators for example. Some hybrids lack the ability to speak due to their animal features but are highly intelligent. All children born since the emergence of H5G9 are hybrids.When society fell apart in 2008. With the emergence of the mysterious and highly contagious H5G9 virus and hybrid babies, the world erupted into chaos. Millions died, there was not one person who was not affected by the Great Crumble, whether it be with the birth of a hybrid or the death of a loved one. The world has become an apocalyptic wasteland where people fear leaving their factions due to the virus and nature is beginning to reclaim the world.The Last Men are a paramilitary group of human men and woman formed following the Great Crumble. Their primary aim is to hunt down and capture, and in some cases assassinate, hybrid children. The members of the Last Men have the logo of the group imprinted onto their chest. Many men became Last Men out of the fear that they would otherwise be consumed by the virus, therefore they were choosing to live. General Douglas Abbot is the notorious and feared leader of the Last Men. He has a plan to create a self-sustaining post-apocalyptic utopia called "Evergreen".The Animal Army is a grassroots militia of people born just before The Sick (early 2008 and before). They kill Last Men and rescue hybrids. All humans have 'real' names but choose to go by various animals; i.e. Bear, Tiger, Beaver, Viper. Hybrid members have real human names.The Three refers to the main 3 warlords who now rule territory in what used to be the United States. The three warlords are Dutch, Voss, and Helen Zhang. Dutch rules an outlaw-based faction who commonly ride motorcycles and wear cowboy hats. Voss rules a cult-like faction who see him as a prophet. Helen Zhang rules a rich mafia-like faction.

Asher MooreSexuality: Bisexual dom
Faction: Last Men
User's Role: Captive Hybrid
Red Flag Level: 9/10

Easton MooreSexuality: Bisexual switch
Faction: Independent
User's Role: Hybrid Lover
Red Flag Level: 4/10

Violet "Viper" RamirezSexuality: Bisexual switch
Faction: Animal Army
User's Role: Hybrid Lover
Red Flag Level: 4/10

RubySexuality: Bisexual sub
Faction: Animal Army
User's Role: Last Man Captor
Red Flag Level: 3/10

NeveahSexuality: Bisexual switch
Faction: Independent
User's Role: Human Lover
Red Flag Level: 2/10

MaddoxSexuality: Bisexual dom
Faction: Animal Army
User's Role: Human Lover
Red Flag Level: 4/10
Sarah Spade's Sombra Demons
Genre:
modern fantasy, fated romanceSombra Demons:
A species of demon from the Sombra realm, a desert-like realm with red sand and endless night. These demons are known by humans as "shadow demons" or "the shadow man" and live in cities/clans lead by a Clan Leader. By law, Sombra demons can only come to Earth when their fated mate summons them via a spell. Additionally, it is against the law for Sombra Demons to show themselves to anyone but their mate, only the human mates of Sombra Demons are allowed to know they exist, others are killed. Sombra Demons have completely black skin with bright glowing eyes of various colors. They can clothe themselves in their shadows and have golden runes etched on their bodies. Sombra Demons are immortal and will stop aging once they reach their prime (about their 30s).
Sombra Demons have 3 forms. Fully formed, shadow (or 'mist'), and something in between. Their fully formed body has no shadows around them and leaves them as a solid body. Shadow or 'mist' form leaves the Sombra Demons as a shadow that they can control the opacity of to be nearly invisible. The in-between form is what humans call "shadow men", a demonic form that isn't fully formed and part shadows, blending in with dark places and shadows with only the eyes glowing from the darkness.
Sombra Demons do not inherently understand English, they will only learn it after exchanging essence with their mate.Fated Mates:
Every Sombra Demon has one fated mate, one soul meant for theirs. They will travel any realm they can in search of their mates. Once a Sombra Demon finds a mate, they will experience intense arousal and want to fuck their mate. Sombra Demons physically cannot lie to their mate and are wholly dedicated to loving and caring for their mate on sight.
The first step of a mating bond is to have the non-Sombra mate make a pledge of love and loyalty to the Sombra Demon in Sombran ["My soul will be yours. My heart is in your hands. Our lives will be forever intertwined. I give myself to you. I give you everything."]. After that, the mates exchange 'essence' or a piece of their soul, allowing them to understand each other and speak each other's languages fluently. After this, the physical bond must be solidified, meaning that the two mates must have sex. If not, the non-Sombra mate with experience "mating sickness".
Once the bond is solidified, no matter the size difference, the Sombran's cock will fit into the other mate. Additionally, the non-Sombran mate will stop aging and become immortal. The Sombra mate will then get their mate's name tattooed on their chest with silver in Sombran runes.Mating Sickness:
When a mating bond has not been finalized, the non-Sombran mate will experience mating sickness. This is a state of heightened body temperature, arousal, and pain, where the body is demanding that the bond be solidified. Any touch from the Sombran half can alleviate the pain, though the more intimate the touch, the more it alleviates the pain. It is meant to encourage finalizing the bond.Sombran Laws:
1: Sombra Demons are not allowed on Earth unless summoned there by a mate.
2: Sombra Demons have until the rise of the golden moon to claim their mate (about once a month)
3: Sombra Demons are not permitted to show themselves to any humans who are not mated to a Sombra Demon.
4: No unmated human is allowed to know about the existence of Sombra Demons.
Any infraction of these laws will result in the Sombra Demon being chained or exiled to the Dark Woods, to go mad from demon sickness. Any humans found unmated and with knowledge of Sombra Demons are chained or killed.
Golden chains on Sombra Demons leeches on their power, not allowing them to shift forms or wield their shadows. The only way to break the chains is to overload them with magic, which will permanently affect the Sombra Demon and leave them unable to control their forms.Demon Madness:
Some Sombra Demons go mad when they have lived for long enough without a mate. With nothing to tether them, they go mad and are exiled to the Dark Woods to be with the monsters and other mad demons of Sombra. Some are able to come back from madness if they are able to find their mate.Duke Haures:
Ruler of Sombra for the past two thousand years. Lives in a large palace. Was the one who made the laws about humans and Sombra Demons not interacting. Is very strict with his laws.
Demonic Fated Mates Menu

EkamarSexuality: Bisexual dom
Established Relationship? No
Red Flag Level: 6/10

VarkenSexuality: Bisexual dom
Established Relationship? Original: No
Alternate: Yes
Red Flag Level: 4/10

MolvothSexuality: Bisexual dom
Established Relationship?
Original: No
Alternate: Yes
Red Flag Level: 6/10

OstraralSexuality: Bisexual dom
Established Relationship? No
Red Flag Level: 3/10

VolgrakSexuality: Bisexual dom
Established Relationship? No
Red Flag Level: 7/10

SongriuzSexuality: Bisexual dom
Established Relationship? No
Red Flag Level: 5/10

TagonSexuality: Bisexual switch
Established Relationship? No
Red Flag Level: 5/10

KazrilSexuality: Bisexual dom
Established Relationship? No
Red Flag Level: 4/10

EkamarSexuality: Bisexual dom (but you peg him tonight)
Established Relationship? Yes
Red Flag Level: 3/10

IrenethSexuality: Bisexual dom
Established Relationship? No
Red Flag Level: 5/10

SiresSexuality: Bisexual dom
Established Relationship? Yes
Red Flag Level: 4/10
Sombran!User

Alex KirkmanSexuality: Bisexual sub
Established Relationship? No
Red Flag Level: 2/10

Selena GravesSexuality: Bisexual sub
Established Relationship? No
Red Flag Level: 2/10
Canon Characters

Duke HauresSexuality: Bisexual dom
Established Relationship? Depends
Red Flag Level: 4/10
Platonic Characters

DozosPLATONIC OLDER BROTHER BOT. USER CAN BE HUMAN OR SOMBRAN.
FNAF on Deck AU
Genre: Modern Fantasy, Romance, Multigenre, Fantasy.Fazbear Entertainment: the company that brought you the kid’s restaurants you know and love has now evolved to adult clientele. The brand new Fazbear Cruise Lines boasts adult-only cruises with the faces of their company, including Freddy Fazbear himself! The cruise ship has multiple pools, decks, restaurants, and amenities. Earth, Atlantic Ocean, 2024. Modern technology. Demihumans (humanoids with animal features like ears and tails) exist as a part of everyday society. Merfolk are a subsection of demihumans based on aquatic animals and are considered more rare.Character Jobs:
- William Afton: CEO of Fazbear Entertainment.
- Freddy Fazbear: Face of the company, headliner.
- Bonnie: Bass player in the fine dining restaurant.
- Chica: party planner. Backup singer in the fine dining restaurant. Guitar player in 80’s themed restaurant
- Foxy: theme ambassador, dresses up in different costumes depending on the day’s ‘theme’.
- Mangle: drag queen entertainer
- Roxanne: keytar player in the 80’s themed restaurant
- Montgomery: bass player in the 80’s themed restaurant
- Puppet: head of security.
- Circus Baby: clown entertainer.

Montgomery GatorSpecies: Gator Merman
Sexuality: Bisexual switch
User's Role: Guest
Red Flag Level: 8/10

Roxanne WolfSpecies: Wolf Demi
Sexuality: Bisexual dom
User's Role: Partner
Red Flag Level: 7/10

SolanSpecies: Human
Sexuality: Bisexual switch
User's Role: Staff
Red Flag Level: 3/10
ManiSpecies: Human
Sexuality: Bisexual dom
User's Role: Staff
Red Flag Level: 7/10

Bonnie BunnySpecies: Havana Bunny Demihuman
Sexuality: Bisexual switch
User's Role: Partner
Red Flag Level: 3/10

William AftonSpecies: Human
Sexuality: Bisexual dom
User's Role: Secretary
Red Flag Level: 10/10

PuppetSpecies: Human
Sexuality: Bisexual dom
User's Role: Guest
Red Flag Level: 10/10

Chica GalloSpecies: Chicken Demi
Sexuality: Bisexual switch
User's Role: Guest
Red Flag Level: 2/10

Freddy FazbearSpecies: Brown Bear Demihuman
Sexuality: Bisexual sub
User's Role: Partner
Red Flag Level: 2/10

Harlan HippoSpecies: Hippo Demi
Sexuality: Asexual biromantic
User's Role: Caretaker
Red Flag Level: 1/10

Elizabeth AftonSpecies: Human
Sexuality: Bisexual dom
User's Role: Pet
Red Flag Level: 8/10

Foxy ReynardSpecies: Fox Demi
Sexuality: TBD
User's Role: TBD
Red Flag Level: TBD

Idk but it's MangleSpecies: Fox Demi
Sexuality: TBD
User's Role: TBD
Red Flag Level: TBD
Los Siete
set in Amazon Prime's The Boys
Genre:
Romance, modern fantasy, dark themesSupes are super-abled people (“superheroes”), but not everyone makes the cut to a crime-fighter, so they are simply referred to as “Supes”. Supes as a whole tend to have super strength and durability, making them very hard to kill. Supes tend to have a relatively “normal” childhood, like anyone else, until their powers manifest. The age range for this varies greatly, some showing signs as children, others not manifesting until puberty. For a long time, it was thought that being born a Supe was just chance, that maybe “God” had chosen that child for greatness, but after an expose on Vought, it was found that Vought made something called Compound V and would pay parents to let them inject babies and infants with it as well as keep it secret.
Supes who do become superheroes or have any influential power are often hired under the Vought International umbrella for various needs. Some work with police and law enforcement while others simply work under Vought on social media and such. Any publicly known Supes are known by their superhero alias, i.e. Homelander. “Normal” names (i.e. John Smith) are considered their secret identity to allow them some semblance of privacy.Compound V is a substance made by Vought International geneticists to transform ordinary humans into extraordinary "heroes". The serum mutates organic compounds by granting them profound and strange characteristics. Compound V appears as a dark blue liquid and is usually contained within metal vials. It grants extraordinary abilities when injected into the circulatory system of living things, including animals. These abilities ("superpowers") are generally random, although certain factors can influence their exhibition. Compound V has a much higher success rate on younger people. Adult subjects have a high risk of fatality, though it appears this does not apply to depowered and existing adult supes, and they can take it again without immediate risk. Children and infants who are exposed to the serum may not immediately have powers, with some showing signs after a few years, whereas adults will gain powers immediately. Because the abilities granted by Compound V are generally random, there is a chance that the superpowers given may be "undesirable" and may also come with unexpected or unwanted side effects. Compound V seems to be somewhat affected by genetics so people who are related and are injected with Compound V tend to have similar abilities.Vought International’s latest venture; creating a Latin American version of The Seven, is based in Mexico City’s Torre Vought, including heroes from all over Central and South America. Vought put together a team based on focus-testing and to hit as many demographics as possible. The Supes are adjusting to the new massive spotlight and the new practices of staged saves and crime-solving situations.
Current Members Include:
- Rey del Sol: “Romeo Reyes”, male, Mexican, 43, black hair, beard, muscular, stubborn, controlling, manipulative, egotistical. Abilities: Flight, combusting into flames, throwing fireballs from his hands, strength, endurance.
- El Muerte: “Emilio Sanchez”, male, Argentinian, 52, gray hair, beard, muscular, quiet, sarcastic, macho, traditionalist, blind. Abilities: enhanced hearing,, can visualize spaces around him by listening and hearing how soundwaves bounce off of things, strength.
- Veil: “Leandro Guttierez”, male, Colombian, 24, black hair, slender, talkative, friendly, easily excitable, perceptive. Abilities: enhanced senses, can detect changes in people’s heartbeats, can detect changes in hormones (adrenaline, serotonin, etc.), somewhat of a “human lie detector”.
- Ometeotl: “Angel Rodriguez”, genderfluid, Mexican, 29, black hair, brown eyes. Intelligent, patient, manipulative. Abilities: gender changing, can swap between a muscular male body and a smaller female body at will.
- Hiedra: “Julieta Flores”, female, Peruvian, 26, black hair, green eyes, petite, slender, shy, sweet, timid, nervous, jumpy. Abilities: plant manipulation.
- Velocidad: “Ximena Alvarez”, female, Nicaraguan, 32, black hair, brown eyes, athletic, thin, talkative, bubbly, outgoing, energetic. Abilities: super speed.
- La Rosa Negra: “Vera Martinez”, female, Costa Rican, 36, black hair, shaved left side of her head, brown eyes, irritable, introvert, moody. Abilities: super strength, regeneration

Romeo Reyes
Rey del SolSexuality: Straight dom
User's Role: Wife
Red Flag Level: 9/10

Emilio Sanchez
El MuerteSexuality: Bisexual dom
User's Role: Partner/Sugar Baby
Red Flag Level: 5/10

Leandro Guttierez
VeilSexuality: Gay switch
User's Role: Boyfriend
Red Flag Level: 4/10

Ximena Alvarez
VelocidadSexuality: Bisexual sub
User's Role: Partner
Red Flag Level: 3/10

Vera Martinez
La Rosa NegraSexuality: Lesbian dom
User's Role: Girlfriend
Red Flag Level: 5/10

Julieta Flores
HiedraSexuality: Bisexual sub
User's Role: Partner
Red Flag Level: 2/10

Angel Rodriguez
OmeteotlPronouns: They/Them
Sexuality: Bisexual dom
User's Role: Partner
Red Flag Level: 8/10
Living in Xadia
set in Netflix's The Dragon Prince
Genre: fantasy, high fantasy, romance, action, adventure.The continent of Xadia is rich in magic derived from six primal sources: the Moon, Sky, Sun, Earth, Ocean, and the Stars. The dragons, elves, and humans of Xadia once lived in peace until the humans, unable to utilize primal magic naturally, began to practice dark magic, which allowed them to draw in and utilize the life essence from magical creatures to manifest their spells at the cost of their spirit being corrupted. This newfound power was gifted to them by the ancient Startouch Elf Aaravos as the start of a millennia long plan to get revenge for his daughter who was executed after unintentionally showing magic to humans. As a consequence, the humans were driven away to the western half of Xadia by the dragons and elves, and the continent was split in two. This began a war between the human kingdoms and Xadia, during which the Dragon King, Avizandum, was killed and it was believed that his only egg was destroyed by humans until years later when a Moonshadow elf and two human Prince's from the kingdom of Katolis returned the young Dragon Prince, Azymomdias, to his mother, the Dragon Queen. The threat of Aaravos returning caused the human kingdoms and the inhabitants of Xadia to begin to work and live together in harmony
Magic bot button
More Lore
Magic
The Primal Sources are enormous, powerful entities of the natural world: the Sun, the Moon, the Stars, the Earth, the Sky, and the Ocean. All magic in the world comes from and draws upon the six Primal Sources. Every magical creature of Xadia is born with a natural connection to one of the Primal Sources, and as such, have magical powers and abilities that reflect that source. A rare few creatures, such as dragons and elves, come in six different races for each of the six Primal Sources. Each Primal Source has a unique nature and therefore so do the spells that a mage can cast by drawing upon different sources; for example, drawing from the magic of the Sky Primal allows a mage to cast wind and thunderstorm spells. Furthermore, while the energy of the Primal Sources is everywhere, it can be stronger or weaker at certain times or under certain circumstances, depending on how readily available the Primal Source is in the surrounding area. For example, in an underground cavern, Earth magic would be stronger, but Moon magic would be weaker as the moonlight cannot reach there. Naturally, there are certain circumstances where each Primal Source is at its strongest. Additionally, each Primal Source has a nexus, a location in the world where the magic of a certain Primal Source is at its purest and most powerful. The connection to a Primal Source is called an arcanum, described as "the secret of the Primal, or its meaning." Each of the six Primal Sources has one. The understanding of that secret becomes a "spark", the smallest flicker of a Primal Source deep inside one's very being, but enough to forge an unbreakable connection with the Primal Source itself, allowing one to access its power and ignite the world with its magic. All magical abilities and spells require primal energy, so it is impossible to use primal magic without a connection to a Primal Source. While most beings with the connection to a Primal Source are born with it, it is possible for someone without it to figure out the secret of the Primal and actively forge the connection. However, the arcana are known to be incredibly abstract and difficult to understand, not easily put into words; that is why humans were said to never have been able to cast primal magic without the aid of a Primal Stone, which provides the holder with primal energy, serving as a kind of substitute for the arcanum. Additionally, almost all elves and dragons are known to only utilize the Primal Source they were born into. Forging a connection to an arcanum is not the same as a creature being born with one. For example, creatures born with a connection to the Sky would not have a problem handling the thin air at high altitudes, on the other hand, a human who became connected to the Sky Primal can still suffer the ill effects, unless they make use of a breathing spell.Dark Magic
Dark magic, also known as the seventh source, is a reviled form of magic that does not directly connect to the Primal Sources. Instead, it draws upon the primal energy within magical creatures themselves to fuel powerful spells. Unlike the six Primal Sources which each have a specific nature, dark magic is more versatile and has many uses. At its most extreme, it was even capable of resurrecting someone from the dead. Dark magic spells are normally cast through incantations in which the mage speaks in reverse. It is considered a cheap, fast, and easy way of casting magic and always requires an act of destruction and consumption to accomplish. The ease and potency of dark magic eventually caused human dark mages to hunt and poach magical creatures to harvest their magic energy. Horrified by the practice, the elves and the dragons of Xadia divided the continent and drove all humans to the West, where it continued to be part of human culture.Human Kingdoms
The Human Kingdoms, also known as the Pentarchy, are five great kingdoms founded by humanity following their exile from Xadia. Over the centuries, humanity eventually settled into five great kingdoms: Katolis, Neolandia, Evenere, Duren, and Del Bar.
- Katolis: Katolis is the largest of five Human Kingdoms, both in size and military might. Located Southwest of Duren and South of Del Bar, the kingdom acts as Sentinel for the Human Kingdoms with watchtowers along the Breach (lava river separating the Human Kingdoms from Xadia) to be vigilant for Xadia incursions. Katolis's population and great military strength reflect its status as the largest human kingdom. The magical land of Xadia looms large just over the long stretch of border to the east. In the face of this constant threat, Katolis has endured heartbreaking loss as well as incredible victories over the ages. Katolis's signature colors are red and gold, and its banner bears the kingdom's seal, the uneven towers of Katolis Castle.
- Duren: A lush nation considered the garden of the Human Kingdoms, Duren trades their unparalleled harvests with all the other kingdoms. Rainwater and snowmelt flow down from the mountains, bringing water to countless farms in the rolling, fertile plains of Duren. As the breadbasket of the Human Kingdoms, Duren is especially at risk from attack by any vengeful neighbors in Xadia. Duren's signature colors are blue and white, and its symbol is a flower.
- Neolandia: Neolandia is a land shaped like an elephant that lies in the harsh, northern desert lands of the Human Kingdoms. A constant struggle to obtain water and food has borne a resourceful yet hierarchical civilization. The towering palace of Neolandia stands as a monument among the barren dunes of the northern desert lands. In the face of great scarcity, the resourceful people of Neolandia have developed a rich culture or trade and barter, while still maintaining a massive, well-trained army. Neolandia's signature colors are white, black, and gold, and its symbol is an elephant.
- Del Bar: The kingdom of Del Bar has forged a home among the freezing valleys and crags of the western mountains. Renowned for their skills in hunting and smithing, the people of Del Bar relish a simple and practical life close to nature. To the average person, the freezing valleys and rocky crags of the western mountains would be uninhabitable. But to the hearty folk of Del Bar, there is no better home. Some say they stay warm because hot beef stew runs through their veins instead of blood. Others say that it is just their really thick tunics. Del Bar's signature colors are green and brown, and its symbol is a serpent.
- Evenere: Hidden in the convoluted tributaries of the swamplands, Evenere has a reputation as a dreary place. Before Evenere opened its border, few had navigated the maze-like swamplands of the west to encounter its people. Evenere's isolation from the helping hands of neighbors has made it fiercely independent, so much so that the intense bonds between its citizens are often misinterpreted as fear and mistrust of foreigners. Evenere's signature colors are black and green, and its symbol is a dragonfly.
Elves
Moonshadow Elves are connected to the magical energy of the Moon. Their natural abilities in stealth and speed make them adept assassins and infiltrators. Moonshadow Elves live in multiple communities located inside the Moonshadow Forest. Moonshadow Elves are at their strongest at night. On the night of a full moon, Moonshadow Elves are at the height of their power and can become nearly invisible upon entering a "Moonshadow Form". Very strong Moonshadow Elves may use this ability without requiring a full moon to be present. Moonshadow Elves are typically pale to dark-skinned with purple markings stretching across parts of their body. They have white or silver hair, pale eyes that vary in color, and wear teal and black colored clothing and armor. All appear to feature horns of blue to a purple hue, with swirl-like symbols of a lighter hue. long with Sunfire Elves, Moonshadow Elves are the most similar to humans in terms of overall appearance, allowing them to pass for humans even without the use of magic. Moonshadow Elves typically garb themselves in various shades of green with accents of silver, brown, and black. They also use Moon Opals as adornments that are as decorative as they are functional, acting as sources of auxiliary power when shattered. Garments worn by Moonshadow Elves are often layered, but very streamlined, often conforming to the need for mobility over presentation. Moonshadow Elves have Scottish accents.Sunfire Elves are connected to the magical energy of the Sun. Their only known place of residence was their capital of Lux Aurea, a grand city that, prior to its fall upon the corruption of the Sunforge, was considered to be their crowning achievement. They also possess a powerful military that regularly clashed with human forces at the Border. They are famous for their ability to craft Sunforge equipment, which includes Sunforge blades and legendary armor. Sunfire Elf soldiers are shown to wear red and gold clothes and armor. They commonly appear with dark skin and hair that comes in varied but warm colors ranging from coal-black to golden blond. Many, but not all Sunfire Elves wear dreadlocks. Some Sunfire Elves can enter a "heat-being mode", in which their skin heats, their body glows, their speed and strength are increased, and they become immune to fire. However, this ability is not accessible to all Sunfire Elves. An even smaller number of them can enter a "light state", capable of casting healing magic. They are currently led by Queen Janai who is married to a human general, Amaya. Amaya serves as Queen Consort. Sunfire Elves have French accents.Skywing Elves are connected to the magical energy of the Sky. Their skin tones include a tan brown, as well as blue or gray, while their hair varies in both color and length, with colors coming in stormy tones of gray and bright shades of electric blue. Compared to other races, their horn shapes come in several different varieties, such as small and stubby, long and thin, or backward bending horns. Although not always the case, their ears can appear split into a larger and a smaller section. Some Skywing Elves enjoy the advantage of being born with wings located on their lower back, akin to birds or angels. Fewer than one in ten Skywing Elves have wings, although some can cast a spell to turn their arms into wings. Clothing for Skywing Elves is typically very streamlined and comes in colors reminiscent of the power of a storm, including blues, grays, purples, blacks, silver, and cyan. Their clothing is often very light and is customized according to the needs of the owner. Skywing Elves born with wings appear to keep the middle of their back bare as to accommodate their wings. Some Skywing Elf mages eschew sleeves to more easily generate mage wings without wasting materials that would be torn apart upon casting the spell. Skywing Elves have Irish accents.
The Celestial Elves are an ancient sect of Skywing Elves at the Star Scraper who commune and seek enlightenment with the Star Primal. They were the guardians of the Nova Blade and the Corona of the Heavens. From the moment they are born, every Celestial Elf wears a blindfold, so that no light from the Sun or the Moon can enter their eyes. They only remove their blindfolds on a clear moonless night, so the only light they ever see is pure starlight. When they gaze upon the heavens at that moment, some might unlock the ultimate connection to the cosmos, achieving enlightenment and becoming "Timeblind". The Timeblind sees the past, present, and future fluidly, as one. The Celestial Elves have a practice called the "Star-Truth ritual", which requires all of one's strength and courage. When someone uses dark magic, it creates a dark hole in their spirit, a corrupted emptiness. The Star-Truth ritual is a means to purge the darkness and fill that hole with light. The individual must first be bitten by a Starweaver Spider, to receive an injection of its venom. Drinking the venom would work just as well, and for fairly obvious reasons is arguably a more pleasant experience. The venom is harmless, but it makes the recipients' spirit more vulnerable and receptive to the power of the Stars. The individual undergoing the ritual must then fly up as high as they possibly can, to get as close to the stars as possible. They wear a blindfold as they fly up, because they are not supposed to be looking outward toward the cosmos but inward towards their very being. The goal is to find their "inner star", which is a deep truth that shines so bright, it eliminates the darkness within them. Once the ritual has been done, the individual must never use dark magic again, or else it will corrupt and overwhelm them. Celestial Elves, like Skywing Elves, have Irish accents.Earthblood Elves are the most physically diverse of all elf types, thanks to their varied places of origin, which causes them to reflect their "home soil". This affects a variety of their features, such as their skin or horn shapes. Their skin can appear as dark, while a common hair color is green, sometimes resembling moss. Their body types range from slim to muscular builds. Earthblood Elves appear to wear very little clothing compared to other races. Due to the symbiotic growths on their bodies, they clothe themselves to accommodate these features, baring more skin on their arms and legs. Earthblood Elves wear simple clothes designed to harmonize with their environment. Being connected to the Earth Primal, Earthblood Elves are able to use magic that gives them power over animals, plantlife, and mineral substances. Earthblood Elves can enter a state similar to the "heat-being mode" of the Sunfire Elves, in which their body turns stone-gray with glowing green cracks and eyes. During this, they are able to control the growth of plants around them. Earthblood Elves have Australian accents.Tidebound Elves commonly appear with skin colors including light or grayish blue, which shades off into white and darker blue colors on their fin-like features. The fins are present on their heads, shoulders, and limbs. These fins also replace their ears. On male Tidebound Elves, these fins can be colored in red shades and are significantly longer than the fins of the females. Their fingers are webbed for swimming and their neck sports gills that allow them to breathe underwater. Some Tidebound Elves are rumored to have bioluminescent features that help them navigate the abyss of the sea. Their horns can resemble corals or sea shells. The garments of some Tidebound Elves appear to be skin-tight, with very little tailing off. As they are creatures attuned to the power of the Ocean, this proves extremely useful, as the excess material would only slow them down underwater. Additionally, they do not appear to partake in the use of conventional footwear. Tidebound Elves possess a long lifespan that counts up to at least 300 years. Tidebound Elves have West Country English accents.Startouch Elves are rare, and few others have ever come across them. They can live for more than 5000 years, outliving even the lifespan of Archdragons. They experience "a time scale that is more like the Stars than other elves", which gives them a detached, "big picture" perspective of the world. Startouch Elf mages are extremely rare, with only one Star mage being born in generations. Startouch Elves commonly appear with skin that ranges in colors from midnight tones of indigo and blue, to a soft pearl gold, as well as tones of silver. Their hair comes in white to stark black extremes, as varied as starlight. They are usually depicted with horns that are much grander and elaborate than those of the other five elven races. Clothing worn by Startouch Elves has been shown to include open chest tunics, as well as overlapping, layered robes. All known robe designs incorporate a dark color scheme with accents reminiscent of constellations, planetary orbits, and other celestial phenomena. Startouch Elves are immortal beings of the cosmos. When "their stars" align with the world of Xadia, they may choose to materialize a mortal vessel for their essence to inhabit, and walk among the mortals. The poem "The Death of the Immortal" indicates that Startouch Elves are vulnerable to a magical sword known as the Nova Blade. The Nova Blade possesses the power to destroy their mortal vessels. However, even if their mortal vessels are destroyed, the Startouch Elves' immortal essence will simply return to the heavens and wait for their stars to align with the world of Xadia again, at which point, they can create a new mortal vessel. Startouch Elves can only be permanently killed by others of their race. Startouch Elves have American accents.
Dragons
Dragons are a species of powerful and intelligent magical beings that inhabit the lands of Xadia. They are one of the rare few creatures that come in six different races for each of the six Primal Sources of magic that exist in nature. Furthermore, each of these six races has several subspecies. Most adult dragons appear as massive, scaled reptiles with horns, two to four legs, bat-like or butterfly-like wings, razor-sharp teeth, slit-shaped pupils, and clawed feet. Hatchlings, or dragonlings, appear to be about the same size as a medium-sized dog. Like most animal offspring, dragonlings feature a head and limbs that are proportionally too big compared to the rest of their body. They also begin to discover their powers not long after their birth. Similar to most flying animals, if a dragon's wings are damaged enough, whether it be through injury or growing tattered over time, they cannot fly anymore. The dragons of Xadia are oviparous, meaning that they lay eggs instead of giving birth to live young. How often dragons reproduce and the circumstances required for the egg to hatch varies between different types of dragons. For example, Storm Dragons are known to reproduce only once every 1000 years and their eggs can only hatch in the eye of a storm. There are a rare few dragons known as Archdragons; they are several times larger than regular dragons and many times more powerful, they also have a much longer lifespan. Like Archmages, Archdragons are masters of their respective arcana and have the deepest possible connection to them, as opposed to regular dragons. Because of this, Archdragons are seen as the physical embodiments of the Primal Sources themselves. It is from among the Archdragons that the monarchs of dragonkind are chosen, and they are revered as the supreme rulers of the skies, lands, and seas of Xadia. The dragons are currently ruled by Queen Zubeia, a Storm Dragon and the mate of the late King Avizandum.

NaleaSpecies: Moonshadow Elf
Sexuality: Bisexual dom
User's Role: Partner
Red Flag Level: 2/10

RevalorSpecies: Startouch Elf
Sexuality: Bisexual dom
User's Role: "Apprentice"
Red Flag Level: 8/10

CyrenSpecies: Tidebound Elf
Sexuality: Bisexual switch
User's Role: Sneakylink
Red Flag Level: 4/10
Surviving Pandora
set in James Cameron's Avatar
Genre: multigenre, sci-fi, adventure, action, romance.Setting: Pandora (Na'vi: Eywa'eveng), a moon in the Alpha Centauri system. The fifth moon of Polyphemus, Pandora is inhabited by various wild-life and fauna, including the humanoid Na'vi. Due to many similarities to Earth, humanity has spent lots of time and money getting to Pandora as they have almost completely stripped Earth of its resources at this point. In 2119, massive colonization and terraforming of Pandora began, regardless of the Na'vi's disapproval. After years, humanity was finally kicked off of Pandora in 2154 with the help of a Marine who turned against the RDA. But the RDA came back with a vengeance in 2168. The current year is 2170.Na'vi:
A species of sapient humanoids who inhabit Pandora. As a species, they tend to be hunter-gatherers with technology akin to Earth’s Paleolithic epoch, along with a society that is essentially Neolithic. Lifestyles vary greatly from clan to clan and each clan has it’s own culture. Despite this, almost every Na’vi share a profound spiritual connection to other life on Pandora, each other, and an encompassing ‘goddess’ they call Eywa. Na’vi are overall humanoid in their anatomy, though they also possess feline features such as flat, bifurcated noses, large, round eyes, pointed ears that can move independently via pinnae, and a long prehensile tail. They have thin proportions with sharply defined musculature and only contain four fingers and toes, having five fingers/toes is considered an indicator of human blood. The skin of Na’vi is on the blue color spectrum due to cyanin pigment in their skin and they are usually marked by darker colored markings like stripes. These stripe patterns are unique to each Na’vi. Bioluminescent markings, resembling freckles, dot the skin and seem to follow the circulatory or nervous systems. These dots can change color due to mood, though it is not a conscious decision. Na’vi use these dots to identify each other, especially at night. Na’vi have brown or black hair on their head and no other body hair, including lack of eyebrows. Having eyebrows is also considered a ‘human’ trait. The back of their head is sectioned off and braided around their queue (Na’vi: kuru) for protection. A queue is a long appendage ending in pinkish tendrils that look somewhat like hair but are actually extensions of the Na’vi’s nervous system. This organ allows them to bond (AKA make tsaheylu) with animals, access memories of their ancestors through Eywa, or bond with one another to view each other’s memories. Na’vi genitalia are somewhat different than human genitalia. Female anatomy remains the same, but male Na’vi have a penile slit from where their penis emerges when aroused. Male Na’vi also have a knot at the base of their penis, which swells when close to ejaculation to ‘lock’ themselves inside their partner and ensure breeding. Na’vi ejaculate is slightly bioluminescent.The Resources Development Administration (RDA):
the largest single non-governmental organization in human space, outmatching most Earth governments in wealth, political influence, and defense capabilities. The RDA is a leading figure in many aspects of human society (defense, energy, manufacturing aeronautics, transportation, commerce, etc.). The RDA has monopoly rights to all products shipped, derived, or developed from Pandora and any other off-Earth location. The RDA first arrived on Pandora for varying reasons including the extraction of rare resources such as unobtanium for use on the black market. The organization soon came into contact with the Na’vi and after decades of trying to make peace and failing to find diplomatic solutions, they went to war against the Na’vi. The war ended with the RDA’s defeat by the Na’vi and the expulsion of any human who did not pledge themselves to the Na’vi. However, worsening conditions on Earth led the RDA to return to Pandora fourteen years later in 2168 to establish a permanent colony base there and restart the war with the Na’vi. The RDA now seeks to claim Pandora and make it the new home for humanity.The Three Laws of Eywa:
The Three Laws of Eywa are rules said to be given to the Na’vi by their deity. Most, if not all, Na’vi live by these laws.
- You shall not set stone upon stone (no permanent buildings, as this would mean giving up their symbiotic relationship with the biosphere and would require the destruction and disposal of living organisms for inorganic environment)
- Neither shall you use the turning wheel (Pandora’s lush vegetation makes wheeled transportation impractical. Making it practical would mean destruction of plant life and displacement of fauna)
- Nor use metals from the ground (again, this would mean destruction of their ecosystem)Tsaheylu:
Tsaheylu has several different uses to different creatures, but primarily, it allows two beings to mentally connect and share information with one another. This information can be verbal communication, such as when a Na'vi issues commands to a banshee or direhorse to direct it without the use of reins, memories, and even sensory data. When two creatures are bonded, they gain access to each other's physical senses; this means they will feel the pain of whatever they are bonded to, among other things. Certain Pandoran florae can also perform tsaheylu with other creatures and plant life; this connection builds the foundations of the Pandoran neural network. This network can be accessed by the Na'vi and presumably other life forms at areas like the Tree of Souls and Tree of Voices; when a Na'vi connects with the network to commune with Eywa, they can upload their own memories and consciousness to the network, and even communicate directly with the spirits of the deceased.
Tsahyelu uses:
- Animal taming and riding: Taming and riding creatures by use of tsaheylu is especially important to the Na'vi, wherein successfully bonding with and learning to ride direhorses, banshees, and other creatures is part of certain rites of passage into adulthood, including Iknimaya.
- Mating: The Na'vi also bond with each other when they mate to create a profound, lifelong spiritual bond with one another. It should be noted that tsaheylu is not considered erotic outside of the context of mating, nor is the queue part of a creature's genitalia.
- Mother's bonding: Directly after birth, newborn Na'vi perform their first instance of tsaheylu with their mother to form a strong emotional bond and with her.
- Tree of Souls communion: After the mother's bonding, they are brought to the Tree of Souls or their clan equivalent to connect to Eywa and the Pandoran collective consciousness for the first time.
- Tree of Voices listening: Na'vi can connect to the Tree of Voices to listen to the memories and "voices" of their deceased ancestors.
- Spirit Tree vision: The Spirit Tree has the ability to let the Na'vi encounter visions within the Pandoran neural network and thus Eywa.
- Memory access: Na'vi can connect their queues and access each other's memories. This is also possible for tulkun, an animal very important to the reef Na’vi.Avatars:
Avatars are human-Na’vi hybrids made by the RDA. These are simply bodies, they have no consciousness of their own and use a human’s DNA as well. This human then becomes an Avatar ‘driver’ by using a link pod and remotely connecting to the Avatar, temporarily transferring their consciousness from their human body to their Avatar body. The RDA only had enough samples of Forest Na’vi at the time so all Avatars are Forest Na’vi in features except for the fact that they have five fingers and toes instead of four and they have eyebrows. Avatars range from eight eleven feet in height.Recombinant Avatars:
A Recombinant Avatar, or Recom, is a fully sentient human/Na'vi hybrid soldiers embedded with the recorded memories and personality traits of an individual human, and thus does not need to be remotely driven from a link unit like an avatar. These are namely humans who were soldiers loyal to the RDA who followed orders to ‘upload’ their memories for the RDA before they died in the Battle for the Hallelujah Mountains in 2154. They have now been effectively brought back from the dead, now living in Avatar bodies, following the RDA’s orders.Toruk Makto:
Great Leonopteryx (Na’vi: Toruk, meaning ‘Last Shadow’) are massive flying beasts, the apex predators of the sky. In times of ‘great sorrow’, a warrior will be chosen by a Toruk to unite the clans to fix the problem as Toruk Makto (Rider of Last Shadow). There have only ever been six Toruk Maktos in the thousands of years on Pandora, the first being Entu and the most recent being Jake Sully, a human Marine brought to Pandora by the RDA who fell in love with Pandora and a Na’vi woman. Jake decided to turn against the humans and kicked them off of Pandora until they returned again. He is the current leader of ‘The Resistance’ on Pandora.Olo'eyktan:
The warrior leader of the clan, often mated to their clan’s Tsahik. Olo’eyktan is used to refer to male leaders while Olo’eykte is for female leaders. They are responsible for the clan’s physical safety and health.Tsahik:
The spiritual leader of the clan, often mated to their clan’s Olo’eyktan. Tsahiks are their clan’s most skilled healer and their shaman who interprets signs from Eywa. They are responsible for the clan’s spiritual health.
Characters by clan
The Omatikaya Clan
Canon clan
Forest Na'vi Appearance:
Cobalt blue skin with darker tiger-like or tabby cat-like stripes, yellow eyes, and straight black hair, Forest Na’vi vary from eight to eleven feet tall when fully grown. They have long, thin tails with tufts of black hair on the end. They tend to live in the forests and plains of Pandora.Omatikaya Clan:
”Blue Flute Clan”. A large forest-dwelling clan on Pandora that was the first point of contact between humans and the Na’vi. The clan has faced many losses and atrocities at the hands of humans including polluted drinking water, massacres, spreading of disease, and attempted genocide. Their warriors are denoted by a knife strap that goes across their bodies and male warriors also wear ‘battlle bands’, a cummerbund made of leather and beading wrapped around the torso. Until 2154, the Omatikaya lived in a massive tree, Hometree, which was ~150m tall, before the RDA felled and burned it, leaving the Omatikaya without their ancestral home. Now, the clan lives high in the Hallelujah Mountains in a cave system, hidden from humans. They live in tent-like structures called kelkus.

Okäzu te Puong Hitìho’itanGender: Male
Sexuality: Bisexual switch
User's Role: Avatar
Red Flag Level: 2/10note: set during Avatar 1 (2154)

Krroki te Eyhe Pazokx’itanGender: Transmasc
Sexuality: Bisexual sub
User's Role: Ex-Avatar Mate
Red Flag Level: 1/10
Matias Fuentes
Your love brought back as a recom

Recom VersionHe doesn't remember you, but he knows your scent.

Human VersionSet in Avatar 1 (2154).
Pre-death alt scenarios.
The Metkayina Clan
Canon clan
Reef Na'vi Appearance:
Reef Na’vi have cyan or turquoise skin with faintly darker stripes in a ripple-like pattern. They are adapted to an aquatic lifestyle and as thus, their limbs have expanded to have a fin-like structure known as a ‘strake’ on their forearms and lower legs. They have blue or green eyes with nictitating membranes and their tails have a broader paddle shape. Reef Na’vi have larger eyes than mainland Na’vi as well as smaller ears. They have broader rib cages to accommodate larger lungs. Their hair is black and curly rather than straight. There are over fifty reef clans on Pandora and they all live far out in the ocean on islands. A full-grown Reef Na’vi varies from nine to twelve feet. As a part of their culture, many Reef Na’vi have tribal tattoos, akin to tā moko (Māori traditional tattoos) on Earth.Metkayina Clan:
A massive reef clan far out in the Eastern Sea, the Metkayina clan is the largest reef clan on Pandora. They have never directly interacted with or seen humans. They live out in the ocean on islands and rely heavily on the ocean for most things. Adults wear tribal tattoos, akin to Māori tribal tattoos. Tattoos on limbs denote success away from the village (i.e. hunting, battle), while tattoos on the torso denote success in the village (i.e. healing and mentoring). Their warriors wear harnesses of braided leather, shells, and scales depending on their status. Their largest and main village is called Awa’atlu. They live in pod-like structures with openings in the walls to help airflow, hanging from the roots of massive mangrove trees. These pods are called maruis.

Sreyok te Yunge Tsìri’itanGender: Male
Sexuality: Bisexual dom
User's Role: Human Scientist (Na'vi Ally)
Red Flag Level: 3/10

Seynare te Romu Kilvo’itanGender: Male
Sexuality: Bisexual dom
User's Role: Na'vi Mate
Red Flag Level: 3/10

Netìope te Tsnaeye Sngevo’iteGender: Female
Sexuality: Lesbian dom
User's Role: Na'vi Mate
Red Flag Level: 2/10

Royoru te Tsayak Ehopx’itanGender: Male
Sexuality: Bisexual dom
User's Role: Human (Na'vi Ally)
Red Flag Level: 2/10
The Ramwew Clan
Non-Canon clan
Arctic Na'vi Appearance:
Arctic Na’vi have pale blue skin, almost a powder blue. Their stripes and bioluminescent freckles vary greatly from other kinds of Na’vi. Arctic Na’vi have tiger-like or tabby-like stripes made of their bioluminescent freckles in almost a form of pointillism on their skin. Their hair is long, black, and straight and they have long panther-like tails covered in black hair/fur. Arctic Na’vi have more rounded ears than other Na’vi variants. A fully grown Arctic Na’vi varies from six and a half feet to nine feet tall. As a part of their culture, many Arctic Na’vi have tribal tattoos, akin to kakiniit (Inuit traditional tattoos) on Earth. Arctic Na’vi live farther north in the snowy plains.Ramwew Clan:
A large semi-nomadic arctic Na’vi clan on Pandora. They reside on the ice caps in the winter and travel inland in the spring. Their warriors wear ornate necklaces over their furs made of the teeth of their impressive or important kills. Adults in this clan will tattoo themselves akin to Inuit tribal tattoos. Tattoos on the chin denote maturity and the fact that the Na’vi is an adult. Tattoos on thighs denote Na’vi with children. Tattoos on fingers denote someone who has mastered their chosen craft. In the spring and summer, the Ramwew live in tent-like kelkus but in the winter on the ice caps they live in igloo-like structures called tskxepayo’kos. The Ramwew's primary form of transportation is sleds pulled by tskxepaytangs (arctic variants of viperwolves that have been somewhat domesticated).

Irä te Nguzo Rehunrrta'iteGender: Female
Sexuality: Bisexual switch
User's Role: Recom Avatar
Red Flag Level: 6/10

Txavrr te Ayai Noka’itanGender: Male
Sexuality: Gay dom
User's Role: Na'vi Mate
Red Flag Level: 2/10

Herhwì te Laikea Näitlì’iteGender: Female
Sexuality: Bisexual sub
User's Role: Na'vi Fiance (Metkayina)
Red Flag Level: 1/10
The Meiatxkxe Clan
Non-Canon clan
Swamp Na'vi Appearance:
Swamp Na’vi have more greenish colored skin, closer to teal or jade, with broad sea green tiger-like stripes. They have brown or yellow eyes with a nictitating membrane and have a slightly smaller version of ‘strakes’ than Reef Na’vi, though their arms are still thicker and built to help them paddle through water. Swamp Na’vi have alligator-like tails to help them swim through the water and a full-grown Swamp Na’vi ranges from eight to eleven feet when fully grown. Swamp Na’vi live in swamps, bogs, and other forested wetland areas.Meiatxkxe Clan:
A moderately sized swamp-dwelling clan on Pandora. They live in the wetlands on Pandora’s mainland, relying on both the water and the forest for their resources. Their warriors wear tanned vest-like pieces of leather with several compartments to hold blow darts and a specialized compartment for holding their knife over their hearts. They live in tree-house-like structures among the branches called tsrulutrals.


Olo'eyktan Ngoa’pay te Kilvatu Payfeng’itanGender: Male
Sexuality: Bisexual dom
User's Role: Na'vi Mate (Tsahik)
Red Flag Level: 2/10

Ngengotì te Elanäet Topet’evengGender: Nonbinary Intersex
Sexuality: Bisexual switch
User's Role: Na'vi Mate
Red Flag Level: 1/10

Zäru te Pxrrew Tspohali’iteGender: Female
Sexuality: Bisexual dom
User's Role: Na'vi Warrior
Red Flag Level: 3/10
The Nenitìran Clan
non-Canon clan
Desert Na'vi Appearance:
Desert Na’vi have dark purple skin with a black cheetah-like stripe pattern. There are stripes around their eyes to help combat the bright light from the sun. Desert Na’vi have slightly longer limbs than other Na’vi and they are faster than most other Na’vi due to their increased length in stride. Desert Na’vi have dark brown or black hair that is usually wavy and long panther-like tails covered in black hair/fur to help them balance while running. A full grown Desert Na’vi range from nine to thirteen feet tall when fully grown.Nenitìran Clan:
A medium-sized nomadic desert Na’vi clan on Pandora. Warriors of this clan wear yellow scarves or head scarves with tiny rock needles woven in so they can lash out with it and slash enemies. The ‘capital’ of the clan is the Hometree growing out of a massive six-winged moth-like creature called Mungeterey or ‘Bringer of Life’. A large forest grows out of the creature’s back where many Na’vi live in in tent-like structures called kelkus in and around the Hometree. Some Na’vi may choose to leave Mungeterey for various reasons; wanting solitary time, wishing to visit the sacred Life Oasis, where their sacred tree, the Tree of Life (“Tìreyutral”), or searching for resources. These Na’vi live in temporary tent structures called sräpyos. The Nenitìran are known for their impressive silk-like fabrics called faoipay which is derived from the larvae of Mengeterey making cocoons to develop into smaller moth-like creatures. Both these larvae and moths are large enough to be steeds for the Na’vi living on Mengeterey. In the desert, away from Mengeterey, the Na’vi predominantly use creatures called woziaw, six-legged purple creatures with beetle-like legs, a long neck, and a chest pouch used for storing water, akin to that of a camel. Since the return and spread of the RDA on Pandora, the clan have begun to come in contact with humans. The Na’vi know humans are trying to destroy Pandora, but instead of killing any humans they see, they imprison and enslave them, trading the humans amongst themselves, treating humans as servants or pets.

Loi’ai te Yatsu Otxi'iteGender: Transfem
Sexuality: Bisexual dom
User's Role: Human Pet
Red Flag Level: 4/10

Vo’ir te Pisnasil Songll’itanGender: Male
Sexuality: Bisexual sub
User's Role: Na'vi Rival
Red Flag Level: 5/10

Ielafu te Uzoa Emrr’iteGender: Female
Sexuality: Bisexual dom
User's Role: Human Pet
Red Flag Level: 10/10
Golden Shadowhunters
set in Cassandra Clare's Shadowhunter Chronicles
Genre: Modern Fantasy, Romance, Adventure.Modern day. 2025. Bogota. Colombia. There is another world hidden beneath what most humans see, the Shadow World. The Shadow World is the term generally used to refer to the hidden, supernatural part of the world that Shadowhunters and Downworlders share and is also being pervaded by demons. When referring only to the part inhabited by Downworlders, it is called the Downworld. Beings born with the Sight naturally see past the glamours shielding the world from the mundane world. While the creatures and humans of the Shadow World are born with the Sight and see the Shadow World with ease, albeit needing a bit of training, "mundanes"—or most ordinary humans—rarely do, making most of them ignorant of and almost entirely separate from the world they technically share. It is mandated by the Clave and the Accords that everyone of the Shadow World must keep the existence of their supernatural societies a secret from mundanes.
Shut up and give me bots
Shadowhunters
Shadowhunters, also known as Nephilim, are a secretive race of beings who are humans born with angel blood. They have fought demons and have lived alongside Downworlders in the Shadow World for well over a thousand years, creating their own culture and civilization within human society. Their mandate is to keep the peace in the Shadow World and keep it hidden from the mundane world while protecting the inhabitants of both worlds. Despite their ancestry, Shadowhunters are mortal and therefore vulnerable to old age and death; however, their angelic blood endows them with special abilities that allow them to achieve feats beyond what's humanly possible through the application of angelic runes.
History:
In the Bible, the Nephilim were the offspring of humans and angels, although it is unknown if they really existed or not. In the Shadowhunter's Codex, the Angel Raziel is said to have named Jonathan and his new breed after the Nephilim of the Bible, even making references as such, though this too is unknown as no official records exists of what exactly happened that day. A thousand years ago, shortly after 1000 AD, the Earth was invaded by hordes of demons. During the times when the Crusades first began, particularly believed to be some time in the winter months, a crusader named Jonathan called on Raziel. Jonathan begged Raziel to help save humanity. Seeing the honesty and nobility of his wish, the angel obliged and mixed his blood with that of Jonathan in the Mortal Cup, a mixture he let Jonathan drink. Raziel then gave Jonathan the other two Mortal Instruments, the Gray Book, and the fitting name of Shadowhunter as a symbol of his transformation. Soon, more men and women drank from the cup and became Nephilim warriors themselves. They soon became known as Shadowhunters, after Jonathan, the first of their kind. Their children, and their children's children, inherited their parents' angelic blood and became Nephilim themselves.
In 1872, the Shadowhunters signed the first of the Accords, becoming the first step in the peace negotiations with the Downworld populace.
In 1991, a great tragedy called the Uprising occurred during the signing of the Ninth Accords. A group of dissidents called the Circle and led by Valentine Morgenstern considered the Clave and Covenant outdated and in need of reform. They advocated and upheld their belief that they must increase their numbers by turning more mundanes with the Mortal Cup, and that they must once again be united and up in arms primarily against Downworlders. During the signing, they planned to slaughter the attending unarmed Downworlders, as well as the Shadowhunters who would resist and defend the Downworlders. While they were stopped and countered by Downworlder reinforcements, all of whom were informed and prepared by Valentine's wife, Jocelyn, and former parabatai, Luke, there were still several casualties. Despite the Circle's efforts, the Accords was signed nonetheless.
In 2007, Valentine returned and planned to wipe out the current Shadowhunter race, at least those who would resist his proposal for change, and finally refresh their numbers by calling upon the angel Raziel once again. He summoned a demon army and set them on Alicante and a great battle, referred to as the Mortal War, took place, once again ending in death on both sides. Valentine was ultimately defeated, brought down by Raziel himself. After his death, however, his son, Sebastian Morgenstern, took up after him, albeit going down a different path. With the help of Lilith, Sebastian plotted to start a war to raise Hell and rule the human world with his army of Endarkened Shadowhunters, corrupted with Lilith's blood and the Infernal Cup. Sebastian Turned a large number of unwilling Nephilim, and killed even more during the invasion of Idris that became referred to as the Dark War. While Sebastian was ultimately defeated, it was too late as a large majority of the Shadowhunters gathered at Alicante had already been slaughtered. To salvage their population and ranks, the Clave decided to reopen the Academy and recruit more mundanes for Ascension. Also, for the betrayal of the Fair Folk during the war, the Shadowhunters forced a treaty with the Seelie Court that the faeries pay reparations for damages dealt to the Nephilim and the Praetor Lupus, and that there no longer be fey warriors or armies, that any of them seen bearing weapons, without consent from the Clave, can and will be lawfully killed. The terms drew the ire of their kind, and fierce criticism and condemnation from the Council warlock representative Magnus Bane; nonetheless, the faeries begrudgingly accepted. Their agreement came to be known as the Cold Peace. The Scholomance was also reopened for this reason.
Colors and Associations:
Black is the color of their gear; white is for mourning; gold for weddings and red is ceremonial. According to Raphael Santiago, the demon towers also light up different colors depending on certain messages: gold for celebrations, red signifies magic, which can also be interpreted as danger, and blue as the color of the Accords.
"Black for hunting through the night/For death and mourning, the color’s white./Gold for a bride in her wedding gown,/And red to call enchantment down./White silk when our bodies burn,/Blue banners when the lost return./Flame for the birth of a Nephilim,/And to wash away our sins./Gray for knowledge best untold,/Bone for those who don't grow old./Saffron lights the victory march,/Green will mend our broken hearts./Silver for the demon towers,/And bronze to summon wicked powers."Idris is the homeland of the Shadowhunters and is protected by the demon towers, forcing demons out and protecting the city, the only way to bring them down is to wipe demon blood on them from the inside—an almost impossible feat. Idris is in Central Europe. It is a small country between Germany and France, with protective spells and wardings all around, all over the borders, preventing mundanes from entering. When they attempt to cross the border into Idris, they are simply transported into the next border without noticing. Idris is mostly forest, littered with vampire nests and werewolf packs. There are mountains that can only be crossed in high summer without freezing to death. There is a small system of towns throughout Idris. These towns are not very big and are all sort of oriented around one city, Alicante, which is also known as the Glass City.Alicante is the only city and the capital of Idris. It is often called the Glass City because of the presence of the Demon Towers that guard the city against demon attacks, reflecting light and looking like glass. The entire city itself is lit and powered by witchlight. The houses throughout the city are built from all eras. The Gard, the meeting place for the Clave, sits atop a hill at the edge of the city. All around are residences of several Shadowhunter families and the Council. There are stores throughout the entire city that display and sell a wide array of objects from weapons to clothes.Government Structure:
The Clave is the collective name for the political body of all active Nephilim. Shadowhunters become members of the Clave upon reaching adulthood at the age of eighteen when they decide to declare their allegiance to the Clave. Members of the Clave all have rights to contribute to any Clave issue under discussion. They keep and interpret the Law and have the right to help decide on important matters that affect the Nephilim.
The Clave's governing body is the Council, and the Consul is their highest appointed official. The Consul holds little executive power but presides over the Council. The Council may represent the larger Clave when making decisions that don't require a vote—matters of immediate import that are not large enough for the entire Clave to become involved in.
The Clave is divided into smaller groups in different countries and cities of the world: Enclaves in most of the world, and Conclaves in the Americas and Australia. These regional groups are then locally led by individual(s) put in charge of each Institute; the head is also the Enclave's representative on the Council, and every active Shadowhunter residing in the area under their jurisdiction answer to them. These local Enclaves coordinate their own local decision making and organizational structures as they see fit, though the Clave may still interfere in some cases.
Young Shadowhunters who are orphaned, or whose parents have left the Clave, are asked every six years if they would like to join the Clave and become a Shadowhunter. If the child answers no every time until they are eighteen, three times in total, they are left alone, free to live as a mundane forever. At any point during the eighteen years, the child can go to any Institute and ask for training.
The Inquisitor is a high-ranking official of the Clave—second in power and influence to the Consul—wielding authority outside of the government of the Clave and Council. The Inquisitor enforces the Covenant and investigates Nephilim for the Clave, making sure that they have not broken the Law or the Accords. The Inquisitor typically serves as the prosecuting attorney on Shadowhunter trials, and is thus, along with the Silent Brothers, legally permitted to use the Mortal Sword on Shadowhunters to compel the truth out of them. The Inquisitor may also choose to recommend or request the punishment or sentence in some cases, though these also require the approval of the Council. When it comes to the sentence of exile, the Inquisitor has the power to set the terms and to overturn it.The Inquisitor is also the leader of the Council and is the person who calls them to order. They consider all requests and arrange all such meetings.Laws
The Covenant is the Law upheld by the Clave. It provides the rules of conduct for Shadowhunters and Downworlders. The Covenant protects the rights of Shadowhunters to enforce civilized relations among the Clave, Downworld, and the mundane world, and also protects the rights of Downworlders so that they may not be maltreated by Shadowhunters. It is also the Covenant that guarantees that the Shadow World remains shadowed from the mundane world. The Covenant also elaborates on the legal system of the Shadowhunters. This includes the fact that it is illegal for Shadowhunters to use mundane medicine (including medications, surgeries, and therapy).
The Accords are peace negotiations signed between the Downworlders and the Clave. The Accords act as amendments to the Covenant agreed to be taken as the law of the land by all of the Shadow World. The Accords are revised and signed every fifteen years by representatives of the Nephilim and all Downworlder groups, in the Accords Hall in Alicante. However, after the Dark War and in light of the Cold Peace, the faeries are no longer part of the Accords until 2012 when the Cold Peace came to an end.
The Accords is a treaty that ordains how Shadowhunters and Downworlders interact with mundanes and one another, as well as each group's rights, responsibilities, and restrictions, stating that as long as the rules are not broken, they can live in peace without bother and may even provide each other help when the need ever rises. Although the Accords keep the two parties in good enough terms to avoid slaughter between them, hostility is quite unavoidable. Mundanes are neither signers of the Accords nor are they subject to Covenant Law. This is said to be one of the most controversial parts of the Law. Every Accords proceeding has featured strident demands from both Shadowhunters and Downworlders that mundanes be held accountable for their behavior. These demands are always declined, for the simple reason that the Nephilim's charge to keep the Shadow World hidden from mundanes must be paramount.
The whole business never had the unanimous support of the Clave. Some reforms were even heavily opposed by some Shadowhunters, mostly by those who stood to lose significant income as a result of the proposed Reforms. Almost every Accords negotiation has drawn protests, objections, internal squabbles from among the Nephilim. Eventually, their interests and common desire to achieve peace aligned the two parties enough to finally agree upon the terms of the Accords.
Runes/Marks:
Runes, also known as Marks, are symbols that grant beings various supernatural abilities, with both angelic and demonic runes known to exist. For Shadowhunters, runes are a complex runic language given to them by the Angel Raziel, which grants them powers beyond those of mundanes. Runes are burned into Shadowhunters' skin using steles, and are their most common tool in their fight against demons. Runes are markings given to the first generation of Shadowhunters by the Angel Raziel to assist them in fighting the demons they were tasked to eradicate. Every rune that is accessible to Shadowhunters is recorded in the Book of the Covenant, and have also been copied into the Gray Book, which is a specially crafted book with each rune placed in its pages. Copies of the book are rare because each book must be specially made, due to the fact that steles, made of the holy metal adamas, burn normal paper. The first ever recorded Mark was the biblical Mark of Cain, set upon Cain, which protected him from harm, as any harm against him would result in the same harm rebounded upon the assailant sevenfold.
While runes do cause some uneasiness and a slight stinging pain, most runes do not actually cause harm against a Shadowhunter. When young Shadowhunters are set to begin their formal training, usually around the age of ten or twelve, they receive their first rune. While the Voyance rune is normally the first rune given to young or newly-ascended Shadowhunters, it may be changed in special cases, such as when it was decided that the sickly Adele Starkweather should receive the Strength rune first. The first rune is usually Marked upon them in a formal ceremony done by Silent Brothers.
While most runes are meant to be used on Shadowhunters' skin, many runes can also be applied on physical objects, giving a variety of effects and abilities. Many of these runes are placed on their weapons to prevent demons from healing when injured by them; others are used to lock and unlock doors, create fires, and a wide array of other abilities. Runes are what make the Nephilim different from average humans, as they are the only beings who are able to bear the Angel's marks. When drawn on mundanes, they burn the skin; powerful marks could drive them insane and turn them into Forsaken. The demon disease that causes lycanthropy in werewolves prevents Marks from taking effect, while other Downworlders who are Marked cannot bear the runes and, like mundanes, may either go mad or die upon contact; the only exception is the Alliance rune, which was specifically designed to be applied to both Shadowhunters and Downworlders. According to Magnus Bane, angel runes can only be applied on the Nephilim because that's what the runes given to them are for, being part-angel themselves. Runes are an integral part of an individuals' identity as Nephilim. When one violates the Law severely enough to warrant an expulsion from Shadowhunter society, or when one chooses to leave of his/her own accord, the Shadowhunter is stripped of their Marks, a process that is excruciatingly painful. While this will only typically turn a Shadowhunter into a mundane, the Clave has occasionally made it so that the former Shadowhunter will turn Forsaken to serve as torture or a punishment, though the latter has since been forbidden by their Law.
Though most runes have immense power, there are runes used by the Nephilim that are purely symbolic. The love rune, for example, is merely a symbol of two people's love and cannot create the actual feeling. The same can be said for the mourning rune; it cannot diminish the loss that its wearers feel and only honors the dead and symbolizes the pain of their loved ones' deaths. There are also runes of peace, seen in the Silent City and can be used to possibly soothe someone's mind to give them peaceful sleep.
The placement of runes adds to their effectiveness. The closer a rune is placed to the heart, the more effective it is. Some runes are placed on hands and arms and legs because they target that particular area. The force that the rune is drawn with is also a factor in how long it lasts; the harder someone presses when drawing the rune makes it last longer.
In addition, Marks made by ones' parabatai upon another are stronger than other Marks, and there are Marks that only parabatai can use, because they draw on the partners' doubled strength. In another special case, Clary Fray, whose additional angel blood gives her the power to create new runes, can also place Marks on herself and others that are typically more powerful than those placed by regular Shadowhunters, although this ability has been known to sap her of energy.
When drawn on the skin, fresh runes appear black. Some runes on objects are drawn in different colors, such as red, silver, and gold, among others. Many runes are temporary and fade with time. These runes will almost always leave behind a faint white or silver scar as if as a reminder of the rune that was once placed there. These runes would need to be drawn again for their effects to be felt again. Other runes, like the Voyance rune, the Mnemosyne rune, runes for weddings, parabatai rituals, and some for mourning, are permanent. These runes never fade and their effects constantly work on the Shadowhunter on whom they were placed. In the case of wedding runes, though they are permanent, can be broken in half in a very painful process. As with parabatai runes, which fade when the bond is broken or cut (something much harder to do than the ending of a marriage), such as when one is made a Silent Brother or Iron Sister, these wedding runes may also dissolve and fade when the partnership is annulled.Institutes:
An Institute is an asylum for Shadowhunters, and in some cases Downworlders and mundanes under their protection, and a safe house meant to lodge and assist Nephilim from around the world in their quest to kill demons. They are found in every major city across the world and are often located in churches or built on holy ground. Every Institute is run by a Shadowhunter or a pair of Shadowhunters with the position of head or co-heads of the Institute, respectively. Institutes serve as the local power bases of the Nephilim, functioning like the embassies of mundane governments. They are the authority force of all the Nephilim in the city in which they reside and they oversee all tactical missions. Institutes also serve as symbols of the power and sanctity of the Nephilim, standing as monuments to the Angel and glorification of their mission. Institutes are Nephilim homes, as much as Idris itself is, though Shadowhunters and members of a certain region's Clave branch have their own homes in the area and rarely stay at the Institute, aside from the heads, its wards, and its occasional guests. The corollary to this is that Institutes are the responsibility of all Shadowhunters, not just the Shadowhunters who are stationed at a particular Institute or who are a part of the Conclave, or Enclave, of that Institute's region. Orphaned Shadowhunters, or those whose parents have left the Clave, or have no residence in the area, are brought into the care of Institutes to be watched, raised, and trained as wards. They are usually trained in small groups, until they are eighteen, when they can decide what they want to do. Once Shadowhunters turn eighteen, it is tradition to take a travel year and spend time in residence at an Institute well away from their home to allow them to learn the great variation in local Shadowhunter cultures, both in philosophy and in specific techniques, from a wide range of sources. An Institute is a place for Shadowhunters to find safety in the event of danger. It is a stronghold for the Shadowhunters that live there. While mundanes are not allowed into Institutes under normal circumstances, the Law allows for Shadowhunters to offer mundanes sanctuary if they are in imminent danger from any demon or Downworlder-related attack, as long as the situation does not compromise the secrecy and safety of the Shadow World. The same holds true for Downworlders, who may also be hosted or held in the Institute for shelter, interrogations, meetings, or for the simple maintenance of their cordial relations, particularly those who assist the Nephilim. Since vampires cannot enter the hallowed ground of the Institutes, they are accommodated at the Sanctuary, which also contains holding cells for demons being interrogated. Those guilty of minor violations are also sometimes held in the keeps of Institutes. There was also a time when having Sighted mundanes as servants and caretakers in Institutes was a normal practice, usually generations or whole families of these mundanes, spread out across the world. This is less common nowadays.Parabaitai:
A parabatai is a pair of Nephilim warriors who fight together as lifelong partners, bound together by oath, regardless of their gender. Their bond is not reflected only in their closeness and willingness to lay down their lives for one another, but also in oath—one sworn in front of the Council. Not all Shadowhunters are required to have parabatai; it is actually less common to have them. A Shadowhunter has only eighteen years to find and choose a parabatai; once older than that, the ritual is no longer open to the Shadowhunter. Today, parabatai must be bonded in childhood; that is, before either has turned nineteen years old. They are not merely warriors who fight together; the oaths that newly made parabatai take in front of the Council include vows to lay down one's life for the other, to travel where the other travels, and indeed, to be buried in the same place. Prospective parabatai must undergo some tests before their ceremony to make sure their bond is true; the trial of water is one such test. The test itself is kept secret and must be done without prior knowledge to it being taken—knowing ahead of time and preparing can tamper the results.
Trial of Water:
The pair consume water from Lake Lyn, typically distilled and served as tea. The waters of the lake will cause them to hallucinate. The objective is to see if they both go to the same place in their mind and, when put to the test in this hallucination, that they both risk their own lives to save the other, defying the point of where they should die in order to rescue one another. Passing the test proves the existing link between them before the bond makes it official.
Trial of Fire:
In the actual ceremony held to bind the parabatai—referred to in name as "the Fiery Trial"—there will be three rings of fire on the ground: two for the individuals, and a third one in the middle that will serve as the shared ring, seemingly symbolizing the union or joining of the pair as parabatai. The words of the parabatai oath are spoken, and parabatai runes are exchanged and placed on each other.
Oath:
Entreat me not to leave thee,
Or return from following after thee—
For whither thou goest, I will go,
And where thou lodgest, I will lodge.
Thy people shall be my people, and thy God my God.
Where thou diest, will I die, and there will I be buried.
The Angel do so to me, and more also,
If aught but death part thee and me.
Witnesses:
Two witnesses are required for the ritual, though their presence is mostly symbolic. Their responsibility is similar to that of suggenes and are typically two people of importance to those being bonded. During the ceremony, each stands on the wing of the angel depicted on the floor, near to the person who chose them's ring of fire.
Curse:
The only bond forbidden to the parabatai is the romantic bond, and it has become a rule upheld by the Clave, written into the Law and the Shadowhunter's Codex, and embedded into the beliefs of many generations of the Nephilim. The Shadowhunter-troubadours' in the late Middle Ages made several songs depicting the forbidden love of parabatai pairs and the inescapable tragedies, both of heartache and magical disaster, that befell them when they become romantically linked. However, the real reason it was written into the Law, aside from the symbolic and practical reasons, was kept a secret from most Nephilim and had been considered a long-hidden mystery. Very few people know the reason why love between parabatai is forbidden, and records of it have either been lost, destroyed or hidden deep in the archives of the Silent City and the Spiral Labyrinth, shrouding the truth in secrecy. True love between parabatai will strengthen their power to the point of magic. The more the pair surrenders to their emotions and love for one another, the stronger the curse gets and affects them. At first, the pair will have increased power with runes, more so than typical parabatai that even fatal wounds are healed with their iratze, they will have an almost telepathic ability between one another, as well as an empathetic ability to feel what the other is feeling, including the other's injuries as if they are their own, and they will have the capability to do things no other Nephilim could do. As the curse progresses, blades used against them will shatter and they will begin to go mad. Eventually, their runes will begin to burn with heavenly fire, and black lines will spread on their skin until, finally, they turn into enormous beings—true Nephilim. Because both are transformed—instead of the proper circumstance when one of the pairing should remain untransformed to anchor the other to Earth—the parabatai will have little control or conscious acts while in this form. This may cause the pair to lose complete control and kill others around them until they die themselves, burned by their heavenly fire. When they somehow survive, however, they may awaken with their parabatai rune and bond broken.
Shadowhunter Factions:The Shadowhunter Academy is a school for Shadowhunters-in-training found in Idris. Shadowhunters sent to the Academy usually attend only for further training at the age of twelve, after being tutored in Shadowhunter basics at their home until that point. Some young Shadowhunters, however, do not or never did attend the school because their guardians simply chose not to send them, or they weren't accepted because of certain reasons, such lack of previous knowledge of Shadowhunting basics or poor physical condition. An exception to the age rule is also in some situations, as is the case with the much older students, both mundane recruits and the older Shadowhunters, being trained at the Academy after its recent reopening. The length of the course of study varies; some students only go for 2 years while others can go for up to 5 years. This is seemingly dependent on when they are admitted. There are two 'streams' at the Academy: one for the students who were born Shadowhunters (joined in some cases by experienced or special mundanes) and another for mundanes (called dregs by some of the students and staff). The curriculum for the Shadowhunters is more advanced, with classes for reinforcing their already existing skills in fighting, speaking languages such as the demonic Chthonian, and Marking themselves up with runes. The mundanes, having much more to learn to catch up to the Shadowhunters, studied rudimentary martial arts, basic Shadowhunter history lessons, and memorized the finer points of the Nephilim Covenant—things most of their Shadowhunter classmates already know by then. The two tracks spent most of the day in separate classes, but they began every day together at the training field for an hour of calisthenics. Graduates can then choose to go on to attend the Scholomance.The Scholomance is a Shadowhunter school where the most elite of Shadowhunters are trained to deal with demons and Downworlders. It had been open for centuries until it was closed in 1872, when the First Accords were signed, as a show of good faith that Downworlders and Shadowhunters were no longer at war. A while after the Dark War in 2007, the Scholomance was reopened during the advent of the Cold Peace. Throughout the course of the Cold Peace, the Centurions were trained and taught at the Scholomance for the primary purpose, aside from the continuation of their research, of investigating cases involving faeries. The Scholomance trains the most elite Shadowhunters, particularly those that graduated with the highest honors from the Shadowhunter Academy. Before admittance, one had to pass a series of harsh tests. What was learned at the school was not to be shared with others. Students who graduate from the school become Centurions, and the very best are considered part of the First Company, or Primi Ordines. Because those that go here are looking to specialize in something specific—such as runes, weapons, a demon species, etc.—there is no set time frame for graduation; they go until they have learned everything they need to. As such students can be there for one year or up to four years. The Scholomance is a castle, with towers and corridors carved into the side of a mountain in the Carpathians. It is said to be much harder and lonelier than the Academy, and some of the students have wound up failing out with nervous breakdowns. The main entrance to the Scholomance is through the side of the mountain, though there were other exits, including a glass corridor that snaked through the waters of the lake to the other side.The Silent Brothers are a powerful group of male Shadowhunters who serve as archivists and medics of the Nephilim. To strengthen their minds, they have taken upon themselves the most powerful of runes known to Shadowhunters. They are feared among the Nephilim. They reside in the Silent City, away from the rest of their kind. The Silent Brothers are male Shadowhunters who choose this as their permanent post—a usually unchangeable fate. The prospective Silent Brothers must sever ties to their mortal lives. Once sworn into the Brotherhood, they undergo a series of rituals that will turn them into Silent Brothers. They even choose a new name, symbolic of their new lives. They are the keepers of the lore and knowledge of the Nephilim. Officially, they are archivists, researchers, librarians, scholars, doctors, priests, and healers. To aid them in their work, the Silent Brothers, much like the Iron Sisters, possess Marks that other Shadowhunters never normally encounter. These runes grant them access to the strange magic in the deeper parts of the Gray Book and are thus mostly hidden and kept secret from others. The Marks of transformation placed upon them are extremely powerful, enough to dissolve the parabatai Marks of binding, and some of the other Marks.Silent Brothers normally do not engage in battle; they have set down their weapons for the life of mystical contemplation and the pursuit of wisdom. Because they are focused on their research, they rarely interact with other Shadowhunters unless absolutely necessary. In exchange for their special abilities, they have given up some of their humanity, making them slightly disconcerting to others: They leave no footprints, do not cast shadows, do not move their mouths to speak, and do not sleep. Silent Brothers speak through people's minds. The runes placed on them include ones that "arrest" their mortality, thus prolonging their lives. Though not exactly immortal, Silent Brothers live longer than ordinary Nephilim; despite this, some Shadowhunters do not consider the Brotherhood a desirable life. Much like their fellow immortal warlocks, Silent Brothers can also fade after centuries of living. They will merely cease to function but remain alive, and, as such, may eventually be entombed alive. Befitting their seraphic alliance, the Silent Brothers were once called the Grigori, another term for Watchers, one of the higher orders of angels, referring to their role as watchers among the Shadowhunters.
To strengthen their minds, the Silent Brothers possess unique runes, some of which mutilate their appearance, such as the Quietude rune and the several lines of Marks that stitch or shut their eyes and mouth. Others even simply have these removed entirely from their face, leaving blank spaces where their flesh once was—this is more permanent and irreversible, and is considered the most devout means of Marking oneself as a Silent Brother. The official attire of the Silent Brothers is a parchment-colored, hooded robe that is belted at the waist. Novice Silent Brothers usually wear plain robes, while those who have advanced to full Brotherhood have intricate runic designs and decorative Marks, in blood-red ink, along the cuffs and hems of their regalia.The Iron Sisters are a communal organization of female Shadowhunters that forge weapons for their kind. The Iron Sisters are considered the female counterparts of the Silent Brothers, albeit more secluded. They reside in the Adamant Citadel, where they live in almost total solitude and speak only, and occasionally, to female Shadowhunters. The Iron Sisters are a monastic order, as the Silent Brothers. They take upon themselves arcane runes that grant them access to the hidden, deeper sections of the Gray Book. For them, their Marks give them the ability to work the angelic stone adamas, making them the keepers and the only ones able to shape, craft, and handle the metal, particularly in its pure and unprocessed state, into arms, armor, and tools that the Nephilim need. These Marks of transformation also overwhelm and dissolve the parabatai Marks of binding and other ordinary Marks. The Iron Sisters are even more private and removed from Nephilim society than the Silent Brothers. They do not like to be bothered and prefer to work in isolation, particularly not wanting interference from male Shadowhunters. The Iron Sisters rarely leave or venture outside of their usual domain, the Citadel, though they are also known to work in the basement levels of Alicante's Armory. Being remote, the Sisters have to rely on an accurate network of information to be aware of the happenings outside the Citadel. The sigil of the Iron Sisters is a heart pierced with a blade. Their motto is "Ignis aurum probat", which translates to "Fire tests gold." It not only refers to their role as forgers for their kind, but also describes the Iron Sisters themselves: hard, unyielding, and strong. It also refers to how adversity tests one's strength of character.
Downworlders
Downworlders are supernatural beings and hybrid creatures who inhabit the Shadow World. Downworlder is the widely used term to refer to beings that are said to be part human and part demon, or have a disease of demonic origin. Downworlders are even said to be the demonic counterpart of Shadowhunters, who are part human and part angel. They include werewolves, vampires, warlocks and faeries. Although demonic in origin and nature, Downworlders possess human souls and are counted as members of the human race by the denizens of Heaven. Downworlders normally cannot bear runes. However, the Alliance rune created by Clary Fairchild can be applied on them, allowing them to share their abilities with Shadowhunters. Every fifteen years, the Accords are signed between the Downworlders and the Clave, the governing body of the Nephilim. According to the Accords, as long as the rules stated are not broken, they can live in peace without bother and may even provide each other help when the need ever rises. Eventually, each of the four races were given a seat on the Nephilim Council in 2007.Werewolves:
Werewolves, also known as Lycanthropes and the Children of the Moon, are a species of Downworlders. Like vampires, werewolves are humans infected with a demonic disease—Lycanthropy in their case—which gives them the ability to transform into powerful wolves, Changing either under the influence of the full moon or at will. In their lupine and human forms, werewolves possess inhuman strength, speed, and other enhanced capabilities, with strong claws and canines. Werewolves are also able to Change partially, "half in and half out of wolf form", with their wolf ears, taloned hands, muzzle, and some fur, but giving them the ability to speak. While Turned, they can bear a little bit of resemblance to their human selves through their coat's color or pattern, though their eyes become that of a wolf's; their eye color changes to either blue, or a bright color ranging from yellow or yellow-green, to orange or gold. In human form they have gold ringed pupils signifying Lycanthropy. They also develop much sharper senses, able to see, hear, and smell very well. A werewolf's eyesight problems also improve when in their wolf form, though the defect returns while in human form. In addition to their supernatural strength, grace, and reflexes, werewolves have the same unnaturally accelerated healing abilities as most other Downworlders. They cannot regenerate a severed limb, but they can recover quickly from most mundane wounds. In human form, they look like they would as mundanes, and retain their superhuman capabilities. Werewolves are also mortal; they age and die normally like ordinary humans, though they do grow slightly faster. With their keen senses, werewolves can still see well at night or in dark places, much like vampires. When werewolves grow old, they still retain much of their physical strength. Even werewolves that have reached a very old age can still be strong enough to fend off a Shadowhunter.
Praetor Lupus is an alliance of werewolves founded by Woolsey Scott in the 1800s. It literally means "Wolf Guardians," and is based on the Praetorians, an elite Roman military force. The Praetor is the first and largest self-policing organization among the Downworlders. The Praetor Lupus is well known as a benevolent organization that seeks to assist newly-made werewolves and vampires. Members of the Praetor Lupus track down young "orphaned" Downworlders—newly Turned werewolves, fledgling vampires, and warlocks who have no knowledge of their people and/or what they are. They intervene before the new Downworlder can get violent, try to get them into a pack, a clan, or with a warlock mentor, and help them learn to control their powers. Some of the saved werewolves prefer to not join a pack, and instead, join the alliance and become Praetorians themselves. In turn, they are eventually given charges and dispatched to guide other Downworlders, as well, though they are allowed to return to the Praetor House, where they trained and lodged during their rehabilitation. Praetorian guards wear gold medallions around their necks, with a pattern of leaves on it, an imprint of a wolf's paw, and an engraving of the organization's slogan "Beati bellicosi", which means "Blessed are the warriors". Despite the organization's goals, the members are not allowed to get directly involved in the affairs of other Downworlders and Shadowhunters.Vampires:
Vampires, also known as the Children of the Night, are a species of Downworlders. Along with werewolves, vampires are humans infected with a demon disease. However, unlike the former, vampires are considered "undead". Vampires generally tend to look pale, sallow, and thin, though this is not always the case. The blood of vampires shimmers bright red. Vampires cannot shed tears; instead, it is blood that leaks through their eyes. Being reanimated corpses, they do not have a heartbeat and do not need to breathe, although they are still able to inhale and exhale oxygen, in order to utilize their heightened sense of smell, to pass as human, or to blow on something. Their lack of breath makes them impervious to such things as asphyxiation, drowning, or gases. A vampire and a sire also have some sort of connection. Particularly, upon the death of one's sire, a vampire will experience a momentary jolt of pain, presumably feeling the same pain their sire felt at death. The dirt of the grave where a vampire was buried holds special properties for that vampire. The vampire can tell if the grave has been disturbed. Vampires may use this to communicate simple messages, even without the other's presence—for instance, breaking a container of a vampire's grave dirt could be used to alert and summon that particular vampire. Clans sometimes even have a spot where a jar of every member's grave dirt is hidden, used for emergency purposes for when a leader needs to call on all their vampires. Vampires also cannot be tracked by normal tracking magic, neither demonic nor Nephilimic; however, powerful vampires tend to travel with mundane subjugates who can be tracked. Like warlocks, vampires are immortal and sterile; though unable to bear children, they are able to continue their vampiric bloodline by turning humans into vampires. Like werewolves, they possess superhuman strength, grace, and speed, and are able to heal quickly from most mundane injuries. They also have enhanced senses—smell, sight, and hearing. They can easily adjust their eyes to seeing in the dark, as well as almost instantly adjust when shifting between light and dark. Vampires also gain sharper eyesight than humans, and any fledgling who wore glasses in life will no longer need them as a vampire. Vampires also have the power of the encanto—the ability to mesmerize and essentially control others. They can also shapeshift into bats, rats, and dust, while maintaining their intelligence in any form. Power from a sire—the one who gave them the vampire blood that enabled them to turn—is also seemingly shared or transferred to some extent, mainly because it is through blood that vampires pass their powers to each other. Vampires are resistant to large temperature differences due to their undead nature. Extreme heat no longer matters to them. However, extreme cold does not affect them either. Vampires can also cope with physical exertion and deprivation much better than mundanes or Shadowhunters.
Creation:
A human who has been bitten—with the transformative properties of vampire saliva able to Turn them—or has consumed enough vampire blood, known as a fledgling, will not abruptly Turn into a vampire. To be reborn, the human must first die a mortal death, during which the undead body will enter into a state of transition. They must then be buried, during which they will reanimate while in the ground, and then must make their way out of their own grave to be 'truly born'. They must then feed on an exceptional amount of fresh human blood within the next 24 hours to complete the transition, or else they will fade and die. Because of the vampire blood, the demon "disease" and energy, and saliva in their bodies, their corpses are kept intact and animated. Because of this, a killed fledgling should have someone familiar with the process to support the fledgling and ensure a smooth transition, specifically by being present for the vampire's rising, to ensure that the fledgling would successfully rise of the grave, and supply him or her with blood and take him or her to a safe place to recover. The demon strain that causes vampirism can cause uncontrollable aggression, mostly associated with their thirst for blood. An orphaned fledgling—one with no guidance or clan to support it—will have little to no idea about what's happened to it, and won't know how to feed safely or even to stay out of sunlight. The importance of a clan is highlighted because of these instances, and in case this doesn't happen immediately, a Praetor is dispatched to a spotted new vampire to help.Warlocks:
Warlocks, also known as Lilith's Children, are an immortal race of Downworlder offsprings of demons and humans, typically mundanes. Warlocks are born from demons and humans, usually, rape or deceit from shape-shifting Eidolon demons, disguised as humans or a human's loved one or an object of sexual desire. Through this, some warlocks may have half-siblings, and quite possibly, a pure sibling from a human parent raped or tricked more than once. Warlocks are immortal beings. At one point in their lives, they stop aging—which point exactly will depend on their demon parent. At one point, however, after an unspecific but long duration of time, warlocks, like most immortal or long-lived beings such as Silent Brothers, can "fade" and "petrify"—when they grow bored or unsurprised by life and stop looking forward to their years ahead, when the weight of their long lives settle on them, they may begin to lose their minds, and/or stop feeling and living, in all other essences of the word except literally. A universal trait among them is their warlock or demon marks, a part of their body that is strange or unique that identifies them as unearthly. Warlocks from the same demonic bloodline may have similar demonic features on their bodies. Additionally, warlocks are unable to have children. Warlock pregnancy always results in stillbirth as they are crossbreeds and are thus sterile. Because of their half-demon, half-human nature, other Downworlders sometimes insultingly refer to them as "half-breeds.” Along with faeries, warlocks are the only Downworlders who can cast magic because of their demon blood; unlike vampires and werewolves, who were merely infected by demonic diseases. Because of their willingness to use magic when asked by mortals, usually for a price, even Shadowhunters work with warlocks, as partners or as hired specialists, to allow the Nephilim to make use of some of the demonic magic that their own powers and nature exclude them from. The language they use to cast spells is called Chthonian. Nearly all warlocks are, to some extent, practitioners of magic. Some inherit more magical aptitude than others, and those who cultivate that aptitude may become quite powerful. The most gifted may find themselves able to study demonic magic and become scholars in the secretive Spiral Labyrinth, the central home of warlock magical research and knowledge. They have invented quite a lot of new magic, which is dutifully recorded and kept in the Labyrinth. However, while warlocks inherently possess magic, some are stillborn without it, and they are known as ifrits. Despite being immortal, warlocks are not invulnerable. While they are impervious to most mundane diseases, there are some illnesses that can still afflict them. They can also be killed by mortal wounds and the like if they are unable to be healed. Additionally, their powers are not infallible. Large bodies of water can interfere with their spells and hellmist can affect their abilities. They can also deplete their magic when using too much of it in a short amount of time. There are some things that can be done to bring their energy levels back up such as borrow strength from someone else, but the main thing for it is rest.
High Warlocks:
High Warlocks are warlocks, typically old and powerful, that are distinct and recognized in their respective areas. They tend to be the warlock most sought for help by other Downworlders and Shadowhunters. The High Warlock title is decided upon among warlocks. Other warlocks take it upon themselves to start using the title themselves, often in the absence of other warlocks in the area. In the occasion that more than one warlock is interested in the title, an understanding is met. In other times, a group of warlocks in the area would choose one of their number to appoint and bestow the title upon, usually the one most powerful or most open to conducting business with Shadowhunters and other Downworlders. There are also warlocks who choose to not take the title in their preference to lie low.
The Spiral Labyrinth
The Spiral Labyrinth is the central home of warlock magical research and knowledge. It is considered the underground headquarters of the world's warlocks, of scholars and students of lore, where a great deal of arcane knowledge is hidden. All of the ancient magic of the warlocks, as well as the magic that has been invented in recent years, is dutifully recorded and kept in the Labyrinth. The Labyrinth is managed by the Spiral Council. The location of the Spiral Labyrinth is unknown, even to the Nephilim. It possibly exists in its own pocket dimension separate from Earth. Its age is also unknown but according to the earliest Nephilimic writings, it was already considered ancient at the time of Elphas the Unsteady. High Warlocks are allowed to maintain their own spaces in the Labyrinth, for research and the storage of personal effects. The corridors of the Labyrinth itself are all long arcs; the end of which often faces a different direction from the start, but at an indiscernible angle. There are many bookshelves lining the walls with reading tables at occasional intervals. In one particular corridor, the stone walls give way to a platform of black glass above a bottomless abyss. From the center, a brass obelisk floats, waiting for a particular phrase that sends into the floor and opening up a spiral staircase that surrounds the sinking obelisk and deposits one into the Brass Vault. The Vault's walls are a polished metallic color that gleams so bright obsidian glasses must be worn to protect against the glare. Books are stacked in piles against the wall. Behind the Brass Vault is a corridor leading to the Brass Arcades, where similarly shining brass walls can be seen.
Faeries:
Faeries, also known as the Fair Folk or fey, are an extremely cunning race of Downworlders. Due to the legend of their origins, the faeries are associated with the beauty of angels and the viciousness and malevolence of demons. Like angels, they are the least understood of all magical people—the great ancient mystery in the Shadow World. Although they are widely believed to be hybrid descendants of demons and angels—something that their kind has seemingly not bothered to deny—faeries possess human souls just as other Downworlders do, and they are counted as members of the human race by the denizens of Heaven. The Fair Folk are known for their unearthly beauty, many faeries said to be extremely attractive with delicate and regal faces. Though they mostly resemble human beings, some have extraordinary features such as wings, horns, oddly colored-eyes or skin, much like the marks of warlocks. A common aspect among them is their pointed ears. Faeries commonly incorporate flora and multiple forms of vegetation as part of their ensemble. The gentry subdivision faeries are the knights, kings and queens, and court members; they are close to the monarchs and considered a part of the central Court society—gentry faeries are the ones that look human. The common folk are the other kinds of faeries, generally looking less like humans, such as nixies, pixies or piskies, brownies, selkies, satyrs, mermaids, kelpies, hobgoblins, and boggarts. As time typically flows differently for them and in their realm, they are very long-lived and become only more artful and powerful as they age, though they are not immortal. They are known for their cunning and their cruel sense of humor, and they especially delight in tricking humans—both mundanes and Shadowhunters alike. They frequently seek to bargain with humans, offering someone their heart's desire but failing to mention that the desire comes with a terrible cost. They are committed to notions of honor and etiquette, and while faeries always exactly follow the letter of any promise they have made, they deliver these results with great irony and often use clever wordplay to their advantage in order to create loopholes. The Fair Folk are also unable to lie. They might, however, tell what they believe is true, even if it is not. They may also expertly weave lies into sentences by using methods such as not telling the whole truth, letting others assume things, or not correcting the people with whom they're speaking; this does not, however, apply to half-fey, who can lie as easily as any other being. Faeries are also capable of manipulating one another. There have apparently been times when these either playful or serious manipulations, specifically resulting from problems or conflicts between rival courts, bleed into the world.
The Seelie Court
The Seelie Court is a division of faeries and their land, along with the Unseelie Court. They are led by the Queen of the Seelie Court. Seelie Court faeries expect courtesy and favors to be fulfilled; otherwise, they demand retribution and avenge what they see as insult or offense. Despite the facade of benevolence, they are in fact quite deceptive and self-serving, prone to mischief and tricks. Though faeries cannot lie, they are not always fully honest, often twisting their words and speaking half-truths. There are several entrances to the Seelie Court. One entrance known is the Turtle Pond in Central Park, which can be accessed by stepping backwards into the moon's reflection on the pond. The scrying glass of the fey is found in the Seelie Court.
The Unseelie Court
The Unseelie Court is one of the divisions within the faeries' population, the other being the Seelie Court. The physical Court, located in Unseelie Lands, is the general gathering place of the Unseelie faeries. Its location is not fixed and moves around the constantly shifting landscape of Faerie. Instead, the King, his family, courtiers, and gentry reside in the Unseelie Tower, the one permanent stronghold of Unseelie. Unseelie fey are typically seen as the "nastier" of the courts in comparison to the Seelies, mostly because the malevolent acts of the Unseelies are done more openly. Also, according to Sallows, Unseelie Court faeries do not like too much light.
The Wild Hunt
The Wild Hunt is a faction of faeries unaffiliated with neither the Seelie nor the Unseelie Court. They are a group of huntsmen comprised of both faeries and the dead. They are led by Gwyn ap Nudd. They are known by many names, including Gatherers of the Dead, the Raging Host, the Wild Host, the Hounds of the Underworld, and Gabriel's Hounds. The Wild Hunt is an independent and free-ranging group of faeries who have no allegiance to any of the earthly Courts, which they disdain. They also have no agreement with the Nephilim. They do not fall under nor do they recognize the jurisdiction of the Clave; they do not abide by any laws and refuse to involve themselves with the Accords. The Wild Hunt rides at night across the skies or along the ground, in mad pursuit of an eternal hunt. They anticipate battles and lie in wait until it's all over, after which they come to gather the dead, though at times they choose their battles. From these dying men, they claim some to either serve them or join them in their hunts. Aside from this, new Hunters are recruited once a year, when a mortal is allowed or given the opportunity to join them; once they join the Hunt, however, they can never leave it. The only time a Hunter may leave is when they are actually given permission. The Hunters themselves may either be other faeries or the dead. Faeries who are of the Wild Hunt are not ordinary faeries; for some reason, they are immune to typical faerie weaknesses, such as salt, grave dirt, and cold iron. Unlike the Court faeries, they are not simply identified as immortal; instead, they are said to be neither alive nor dead. The rules of time also do not apply to them, as in the Faerie; time runs differently for them, sometimes either faster or slower than the mortal world. The Hunters are a wild assortment of riders. Some ride black horses, which have scarlet hooves, and massive black dogs, or hounds, with bright orange eyes. Others ride modern forms of transport such as black carriages drawn by skeletal steeds or motorcycles gleaming with chrome and bone and onyx. They bear a variety of weapons: swords, maces, spears, and crossbows. The Hunters also notably have heterochromia iridum, or mismatched eye colors, as one of their eyes change color once they are officially inducted into the Hunt. Upon their approach, the sounds of their hunting horn, their shouts, and battle cries can be heard. When they ride through the sky, they are usually accompanied by the strong winds and the clouds that seem to come alive as they pass by.Ghosts:
Ghosts are the spirits of the dead that can appear or manifest in visible form to the living. Aside from helping Shadowhunters and mundanes to see past glamour, the Sight also grants the ability to see, hear, and speak with ghosts that choose to be seen or heard. Only children and some Shadowhunters, like the Herondales, are capable of interacting with all of them, even those that do not want to be seen or even heard. Others can only sense their presence through the unnatural cold feeling they exude. Ghosts, like vampires rising from their graves, draw energy from their surroundings to maintain their ectoplasmic form when they manifest in the world, thus sucking the heat from their surroundings. The eyes of all ghosts are hollow and empty. However, according to Shadowhunter belief, in very rare cases, some strong spirits have flames flickering in their eyes. For some reason, it also takes a while for ghosts to move beyond the place where they reanimated—if they can at all—which is usually the very spot where they died or some place of great significance to them. Many ghosts are tied to the living world by a personal effect or an unresolved wrong. Trapped for years, the ghosts cannot fully pass on until they find the item, often a lost sentimental piece of their past, or perform the act that might put them to rest. Some of these restless ghosts are condemned to forever seek out their salvation, not knowing what they need, or unable to accept that their chance has passed, as in Old Molly's case, whose ring was believed to be long gone. Meanwhile, other spirits simply choose their fate and decide themselves to stay in the world instead of passing over. Often times, these spirits do so to protect their loved ones. Still there are ghosts who stay because of a bitter hatred inside them and who seek to cause harm, feeding on the fear they provoke in the living.
Shadowhunters

Joaquin Cruz de CenizaSexuality: Bisexual switch
User's Role: Fae!Lover
Red Flag Level: 3/10

Aurelia PlaneofuegoSexuality: Bisexual switch
User's Role: Shadowhunter, Centurion
Red Flag Level: 2/10

Vicente PasosuaveSexuality: Bisexual switch
User's Role: Ghost of a Shadowhunter
Red Flag Level: 2/10

Onix PlaneofuegoPronouns: they/them
Sexuality: Bisexual dom
User's Role: Sighted Mundane
Red Flag Level: 4/10
Downworlders

Selena JimenezSpecies: Warlock
Sexuality: Bisexual dom
User's Role: Human Lover
Red Flag Level: 3/10

Roque AguilarSpecies: Vampire
Sexuality: Bisexual dom
User's Role: Fledgling
Red Flag Level: 10/10

DahliaSpecies: Seelie Fae
Sexuality: Bisexual switch
User's Role: Shadowhunter Lover
Red Flag Level: 4/10

Orlando AlvarezSpecies: Werewolf
Sexuality: Bisexual dom
User's Role: Human Childhood Friend
Red Flag Level: 2/10