factions | where we belong

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*this is just a general overview/perceptions of the factions

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*this is just a general overview/perceptions of the factions. you are allowed to play with the personalities and exceptional cases. if you wanna add something more drastic, talk with me.



w e r e w o l v e s :

the creatures of the wild. they are known to be more comfortable among their own kind. practically hold a grudge against all the other factions. might have a good reason too. while witches sneak into their territory in the name of herbs and other things, vampires are just pure trouble. vamps disgust them. sirens make them weak through their songs and to lose their sanities could never be good.

werewolves might be the only faction to hold genuine respect for the royals. the hybrids are more powerful and alpha on their own, they are superior to any other alpha in the faction. that earns them not only respect but blind loyalty. rest of the factions might hold an assumption that the royals are biased towards them. but how much of that is true, no one really knows.

werewolves are much stronger and heftier compared to other factions. they are connected with the earth in a purely different manner. like a mother and child. they are the protectors of their lands. the training of the young pups begins at home. but after they attain the age of seven, irrespective of their gender, they are sent to schools for further training. physical and mental, both. werewolves might live up to 200 years.



v a m p i r e s :

the creatures of the night. the tricksters. the charming bastards. they are like those stubborn kids we all know whom you ask something to not do, and they do exactly the same. they are stubborn. mischievous. use their brains only to mess with other factions. although they avoid the sirens as they are the only ones who could put a halt to their fun. they are vulnerable to their songs as well. sometimes they might evade witches, too, as they tend to make their heads explode (although that's illegal and the witch might get a death sentence for it).

vampires cannot stand the sun. no magical rings or ornaments for them. nights are the only time when they are active and feed like a madman. they are free to feed from anyone as long as the giver is willing to give. they are also famous for making pacts with other factions in exchange for not causing the said faction any trouble. they cannot force someone to feed them. if they do, there's capital punishment waiting for them. they cannot suck someone dry either, as that again would lead to a death sentence.

easy to say that to keep them in line, the rules and restrictions upon them are heavier and stricter than any other factions. vampires can live up to the age of 1000 years max. they can bear children themselves and can also turn someone by a bite or suck the said person dry. the latter one is looked down upon, however, and makes them eligible for a death sentence.



s i r e n s :

known to enchant someone with their hauntingly beautiful songs, sirens are the creatures of the deep water. they are creatures as cunning as vampires and as wise as werewolves. they rarely cause people trouble unless someone crosses their boundaries or threats them in any possible way. they are only found in salt waters and lakes. if they venture into freshwater reservoirs or sources, the death penalty awaits them.

like werewolves, sirens are possessive and protective of their territory. they have the ability to make themselves appear even more beautiful than they actually are (as long as they are in water. rules change when they are on land). they are not afraid to play unfairly and neither would they back down from a challenge. other factions might not believe it, but sirens can also come out naïve and gullible. the reason they rarely experience the world outside waters makes them creatures full of curiosity and fascination for adventure.

when on land, their tails transform into human legs. they learn to use them quickly but cannot match the efficiency of other factions. just like no other faction can match them in water. they cannot go on without being in water for more than 12 hours. they can live up to the age of 500 years. once attaining the age of 25, they never grow old appearance-wise.



w i t c h e s :

the only faction with more humanity than any other. they harness their powers from nature. their coven is their family and their loyalty lies with only their own. with other covens, there is mostly competition and jealousy. after centuries of trials and failures, they have given up on making pacts with the wolves. they find it only reasonable to slink into their territory and claim what rightfully should be everyones. but the royalty never listens to their claim, forcing them to assume they are biased toward the creatures of the wild. they are probably the ones to spread the said rumours.

witches are of two kinds. one who practices elemental magic and the one who practices dark one. royalty strictly prohibits dark magic. if any witch is found to be practising is beheaded right away. it is said only the royals are allowed to practice dark magic as it is more dangerous and cruel than the rest. they are the only ones who can handle it with no negative effects on the practitioner. for long years, witches have fought for the right to practice dark magic, but royalty had shunned them in the name of equity to others. they can live up to 100 years max.

 they can live up to 100 years max

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