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Types of Witches and Wizards



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#16
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Vampires
At their core, vampires are predators, but they were also raised human - with the exception of dhampirs, part vampires that are born with their vampire instincts and craving (read more here) - and retain much of their humanity. On tni, vampires are not soulless, and they are capable of both compassion and cruelty as fully as any human - they appear in mirrors and have shadows. They need to drink blood to survive, and are potentially immortal, provided they are not killed. They do not age, though they mature at the same rate as humans. Vampires are not inherently magical, though they retain any magical ability they had before their turning.

They are classed as the undead, though this is only somewhat true. Vampirism, like lycanthropy, is caused by a magical virus that can only take over the host if they are near death. Vampire blood cannot bring back a corpse, but if it is already ingested at the time of death will usually allow the vampire to continue their 'life'. Upon reawakening, however, they will have a strong need to consume human blood. If this is not sated, they will enter a frenzied state where they will have no control and drain anyone around them.

Fangs are not always apparent, and usually seem only like slightly large canines. When feeding or in a frenzy, however, they descend from the gums in order to become true fangs. These are used to inject a kind of venom into their victim that works as an anti-coagulant, and an anesthetic that will make the experience more pleasurable for the one who was bitten. In order to help hide, vampire's saliva can heal minor wounds - such as a vampire bite. On the other side of the spectrum, a human who drinks vampire blood without being close to death will find it similar to vampire venom at first, though more powerful. It leads to a feeling of euphoria and pleasure, and can even result in humans having slightly faster reactions and sensitivity to sight, sounds, smell, and touch. A decent amount of vampire blood can lead to slightly increased healing abilities - but nothing beyond "one in a million" on the muggle spectrum. The downside to all of this wouldn't be found until later: vampire blood acts like a drug to humans. Once it is worked mostly out of the system, intense cravings set in, making it very hard for the human to leave the vampire who fed them. Of course, humans who are near death when ingesting vampire blood will turn and become vampires.

There is a strong bond between the sire and progeny in vampires (the turner and the turned), but this will obviously cause every vampire to behave in a different way, and it is not irresistible. The two vampires will feel a strong emotional bond, and whether because of scent or some other indicator, the two can always tell when they are in the same area. They cannot tell exactly where without seeing or hearing them.

Werewolves and vampires can tell based on scent when they encounter a member of either species, but there is no way for humans to say for certain that someone is a vampire unless they come across the vampire actively feeding or the person in question is feeling for a heartbeat. While vampires tend to be pale when they haven't eaten for a long time, it appears to be more along the lines of a dizzy spell or a fever. Their fangs detract so that they do not draw attention, and in all other ways, vampires appear normal in one encounter. Over the course of a decade, of course, things change due to the fact that vampires do not change.

Myths
  • Vampires are warded by garlic: While vampires innately dislike garlic, it does not affect them in any negative way. Vampires could safely consume garlic if they wanted to, though it would likely be an unpleasant experience, as having food with garlic for a vampire could be likened to a human biting a chunk out of an entire clove of raw garlic.
  • Vampires cannot enter holy ground/are burned by holy water/warded by crucifixes: There are some cases in which this is true, but that is due to another drawback of vampirism altogether. Holy artifacts have no natural affect on vampires. However, vampires can have real physical affects from items that they believe will affect them. Many vampires who were religious in life believe that these artifacts will burn them as they are now demonic creatures, and in those cases, they are very much right. Other vampires, however, can wear crucifixes without any problem. This is also true about crossing running water and entering people's homes without permission.
  • Vampires have mind control/turn into bats/fly/walk on walls/talk to animals: These rumors were started upon encountering wixen with such abilities, and magical vampires who were also animagi or otherwise accomplished warlocks. While a magical vampire could do any of those things to the limit of existing magic, they have no more power to do them than any other wix does.
  • Vampires are stronger with age: In a sense, this one is true, but vampires do not gain physical strength or ability with age. It is a simple matter of experience, wisdom, and reputation.
  • Vampires are dead/undead/died at one point: False. Vampires have to be near death for the virus to take hold, but if they actually died, they would be dead. End of the line. The virus keeps them in a state that is, in terms of human life, barely alive, magically suspending their life while keeping certain systems that might fight/kill the virus (aging, the immune system, ect) offline.
Strengths
  • Strong and fast to the limits of human capability (think Kenyan sprinters, not Edward Cullen)
  • Potentially immortal
  • Increased senses (night vision, better hearing and smell)
  • Fast healing (when having fed on fresh blood)
Weaknesses
  • Decapitation - fatal
  • Fire - fatal
  • Sunlight - potentially fatal
  • Stake through the heart (any material) - fatal
  • Need to drink blood to survive
  • Charcoal can be used to ward against vampires and is extremely painful when hitting the vampire's bloodstream
  • Vervain is extremely weakening if consumed or injected


    #17
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    Veela
     
    The Veela are a race of semi-human, semi-magical hominids reminiscent of the Sirens of Greek mythology. Little is known about their biology; they appear to be young, beautiful humans. Their looks and especially their dance are magically seductive to almost all male beings, which causes them to perform strange actions in order to get nearer to them. Veela are thought to have their own type of magic which does not require a wand. When Veela are angry, however, they transform into something more like Harpies — their faces turn into cruel-beaked bird heads while long scaly wings burst from their shoulders, and they can launch balls of fire from their hands.

    Veela seem to be quite an irascible race. For example, in the 1994 Quidditch World Cup, they were easily wound up by the Leprechauns, resulting in a fight between both teams' mascots on the pitch. The Veela then got sent away.

    Veela do NOT make people feel lust, not unless they dance. Otherwise they are simply extremely beautiful and people can feel attracted to them, wanting to be closer to them and do crazy things to gain their attention. This Veela 'essence' does NOT manifest until they reach puberty. Before that, they are merely attractive children.

    Veela were the mascots for the Bulgarian National Quidditch team during the 1994 Quidditch World Cup, which indicates an Eastern European origin, although the Delacours, who are from France, are proof that they can be found all over Europe.

    Veela hair is a magical substance, suitable as a core for wand manufacture. Renowned wandmaker Garrick Ollivander noted that he personally never uses it, as the product tends to be temperamental. Wands containing Veela hair are only allowed to be owned by those of Veela heritage.

    If you want to create a character which is part-Veela, remember that they cannot transform and will have difficulty producing a fireball. Even part-Veela tend to have the physical appearance of Veela (which is pretty specific), but that isn't to say you couldn't dye your character's hair (as part of their vain tendencies?).

    Pure Veela are a dying breed on TNI and male pures are exceptionally rare. Veela are associated closely with nature.

    STRENGTHS:
    Extremely Attractive
    Dancing can invoke lust


    WEAKNESSES:
    Pure Veela cannot use a wand
    Quarter or less cannot create fireballs
    Males cannot create fireballs




    #18
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    Trolls
     
    A Troll is a magical creature of prodigious strength and immense stupidity. In fact, they are so stupid that they actually had a wizarding exam failing grade named after them.

    Trolls generally reach a height of about twelve feet and weigh up to nearly a ton. Troll whiskers have magical properties, and are sometimes used as wand cores.

    They are dangerously violent and incredibly aggressive, and then engage in unpredictable behaviour; a bit comparable with giants.

    Trolls, similar to Acromantulas, have a taste for human flesh, but enjoy to take it raw, and are not that fussy about what they eat.

    Troll language is nothing more than simple grunts that only Trolls seem to be able to interpret, though skilled magical multi-linguists such as Barty Crouch can understand them. Trolls understand only a limited number of Human words, and some smarter ones can be skillfully trained as security Trolls. Professor Quirrell had a gift for communicating with Trolls, and then used it to set one loose in Hogwarts School of Witchcraft and Wizardry in 1991 in an effort to steal the Philosopher's Stone.

    There are four different types of Troll, each with its own highly unique set of physical differences.

    *Mountain Troll
    *Forest Troll
    *River Troll
    *Part-Troll (apparently)

    A sub-type is the Troll of Nadroj, a kind of troll with disporpotionate hands.

    Security trolls, the smartest troll specimens, are skillfully trained to guard several wizarding locations.


    #19
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    Giants
     
    **Please note: You can not play a full-giant character on The Next Incantation. Sorry, but we have nowhere for your character to live!**

    The most obvious example of a half-giant character in Harry's world is Rubeus Hagrid, gamekeeper and keeper of the keys at Hogwarts School of Witchcraft and Wizardry and professor of Care of Magical Creatures from Harry's third year at the school. Hagrid is a main character in the books so I will not go into detail about his appearance.

    In general, half-giants appear to be much the same as normal humans, aside from the fact that they are abnormally large. Hagrid is quoted to be twice the normal height of a man, and is proportionally as strong. They are also quite rare (see above) - if Olympe Maxime (Headmistress of Beauxbatons Academy) was the first and only other half-giant Hagrid had ever met, it is a fair assumption that Hagrid was the only half-giant in Britain at the time of the War. It is also interesting to note that both Hagrid and Madame Maxime have black eyes.

    Both the rarity and general size of a half-giant should be considered carefully when creating such a character, but I included the particularly long quote above to make a secondary point which I think you should take into consideration. While Hagrid seems particularly comfortable about his existence as a half-giant (though he doesn't exactly scream about it from the rooftops), Madame Maxime is extremely sensitive about it.

    As Harry later finds out through his friends and the poison quill of Rita Skeeter, giants are dangerous creatures who either died or were killed off by aurors, and as such are feared. Half-giants are obviously much gentler and more human-like than their full-giant counterparts, however it is apparent that there is a considerable stigma attached to being a half-giant in Wizarding society. Your character would be suspect - people whom you had never met might be scared of you, fearful of your temper, even angry that you are allowed to walk amongst them. How you react IC to this knowledge is up to you, however.


    #20
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    Mediums
     
    Note: Mediums are being phased out and no more can be made. This is simply here for reference while we still have a handful of them on-site.

    All witches and wizards have the ability to see and speak to a ghost – when the ghost is feeling inclined to have their presence known. A Medium is different. This inborn ability allows a magi to have a much better connection with the dead; they will always see a ghost or other spirit, and they can feel when someone died in a place as a part of the Self is always left behind. Many Mediums will dedicate themselves to helping ghosts to move on to the other side.


    General Perception

    Being a Medium is an exceptionally rare gift, though no one knows exactly how rare as these witches and wizards seldom reveal their powers. Nor have many left behind writings that speak much of their gifts. Though a few journals have been collected from known powerful Mediums, though they’ve all be written in some language unknown to scholars, and as such, many believe to actually be the language of the dead. Some have dedicated their lives – without success – to deciphering these books. This has further reinforced the belief that this is a language that one must be born to learn in order to understand.

    As there are few Mediums, fewer still who will speak of their gifts, and anything written by one is beyond understanding, precious little research has actually been done on them and their abilities. Still some scholars have suggested that these magi arise out of liaisons between witches and Death itself. Other scholars rebuke this as utter superstition, but since the discovery of the truth behind the Deathly Hallows themselves became known, more have subscribed to this view. Others have suggested that the trait itself is genetic, though skips many generations due to the rarity of the gift. Regardless, no one knows for sure, and each theory seems to be more strange than the next.

    Since this gift involves working with the dead, and is generally not understood, many lump the gifts of the Medium as entirely necromancy and under the purview of Dark Magic. The truth is that it’s simply old and primal magic. Known Mediums can experience everything from distrust to outright hostility for their innate abilities - some have even been killed - so few will reveal themselves. It has been more than a century since the last known Medium walked the paths of the living. However, even rarer and less understood is the Advanced Medium. Only a Medium really knows the difference between being able to simply speak with the dead, and being able to command them. Though some scholars have noted that there does seem to be different levels of power within this innately powerful gift.


    Advanced Mediums

    There is a cost for this greater power. The channel between the Medium and the spirits is a two-way road, and in order to impose their will upon a spirit, the Medium opens themselves up to the possibility that the spirit could possess their own body or manipulate their mind. There is also a physical cost – the more spirits, or the more powerful the spirit that the Medium is trying to control, the more energy that a Medium must give to maintain it. Once a Medium takes the step towards control, they cannot go back, and the cost will never disappear, and that two-way path will always be there.

    These Mediums that take this greater risk gain more power than the others by many magnitudes. They are able to channel more magic by being in places of mass fatalities, such as battlegrounds. This power can become overwhelming, exhilarating, and create powerful feelings of lust within the Medium as their blood thrums through their veins. They are also more susceptible to being controlled themselves by the more malevolent spirits. This feeling of complete and overwhelming power can become addictive for a Medium, and a number have simply wasted away sitting in sites of mass death with all their senses open.

    These Mediums, by nature of having opened the gate, will always test their limits, seeking to control even more spirits and more powerful spirits. Their lives become about primal control in many ways as that’s how spirits operate, and the Mediums must defeat them at their own level.

    Mediums are sensitive, also, to the presence of the dying, and while none have yet learned to raise the dead properly, or to control cognizant undead, such as vampires, more mindless undead are not beyond the commands of the Medium. Although even the powerful undead will often feel compelled to one’s presence, and obedience has been earned by some Mediums of these more powerful undead.

    *Thanks to Crystal


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    Dhampirs
    Dhampirs are the mortal offspring of a vampire male and a mortal female. They possess a more dormant version of the vampiric virus - their bodies won't get rid of it, but the virus also won't take over entirely. This means that dhampirs bridge the gap between human and vampire. Due to the mixing of genes and the virus, all dhampirs are sterile. Male dhampirs who become vampires are still unable to have children. They are stronger, faster, heal rapidly, have heightened senses, but not to the extreme that vampires do. The most notable difference, however, is that dhampirs are not immortal. On average, dhampirs have a lifespan of 250-400 years, though this is a very rough average as dhampirs are uncommon to begin with and the majority are killed or turned into a vampire before they reach old age. The oldest known vampire lived to be 412 before he passed away, dealing with many of the same things that humans deal with in their 80s. It's not all bad news, though: dhampirs are also not affected by many vampiric weaknesses. They are prone to sunburns, but no more than a particularly pale human, charcoal has no affect, they can survive for the most part without blood (though this will lessen their vampiric traits), and vampires' other weaknesses are no more effective for a dhampir than they are for a human.

    Historically, dhampirs have been known to be used by vampire covens to act as daylight watchmen and intelligence gatherers. Covens who were able to figure out the secret of creating these half-vampire children often used them to be able to go places that vampires couldn't, because of magical wards or because of the sunlight. In more primitive times, some dhampirs were even used as bait, luring humans back to where they could be fed upon by the dhampir's family. As the dhampir grew older, they would be turned and welcomed into the coven having "earned" their place. However, while this is common in the history of dhampirs, it is exceedingly uncommon in the history of vampires, as it is a rare thing for vampires to discover how to create a dhampir in the first place.

    While vampires on TNI are not, and will have never been, dead, the virus in their systems doesn't make creating new life easy. Too much of the virus and the offspring will die - which is why female vampires are unable to conceive a child. A mortal mother's body is also prone to believe that a fetus with the vampiric virus is a disease and result in the body's white blood cells fighting against the baby. In order to normalize the baby's presence in the woman's system, and make sure that the pregnancy happens, the father has to drink a large amount of blood - more than any person can provide in one go without dying, and far more than a vampire would normally consume - and the mother must drink a vampire blood. This raises the number of viral cells in the mother's body, while lowering the number of viral cells in the baby's, allowing the baby a pass. Throughout the first couple months of pregnancy, the mother should continue to ingest vampire blood in order to ensure the baby will be healthy, but she should avoid doing so in the third trimester so that the baby's viral levels can normalize and for the most part the virus will become more dormant than in a vampire.

    Once born, things in a young dhampir's life will stabilize significantly. For those who are not aware of the child's parentage, many dhampirs might seem like normal babies with a slight sensitivity to sunlight - albeit with a proclivity for biting people and a literal thirst for human blood. Dhampirs can survive without blood, but the intense cravings and lack of control in childhood make it rare that dhampirs don't drink some kind of blood by the time they reach adolescence. Without blood, dhampirs are more or less regular humans with an extended lifespan. They aren't terribly strong, fast, they heal only slightly faster than average. Those who have tasted blood rarely go back. Each time a dhampir feeds, the cravings only get more intense, and the vampiric perks they gain are definitely a plus.

    When a dhampir gets to 25-30, their aging slows down significantly, allowing a dhampir to maintain their "peak" form for many more years than a human. If a dhampir makes it to old age (closer to 250-350 if they don't regularly feed on blood, 300-400 if they do), their body begins to go downhill in a similar fashion to how a human would. Their bodies will become more frail, their senses, strength, speed, and healing go downhill, and they may experience many of the diseases that humans do in old age such as Alzheimer's and arthritis. Along with this, dhampirs all experience one thing: a near irresistible urge to feed on blood. This is caused by the vampiric virus straining to keep itself and its host living. If they give in, this may prolong their life for a couple of years, but ultimately they will still die if they aren't turned.

    Dhampirs can tell vampires by scent, and do not have the same draw to drink vampire blood. All the same, when it happens, the active virus can affect them in unpredictable ways. In the cases of very old or very young dhampirs, it will often either kill them or turn them. For those who have more stable bodies, a vampire who has recently fed will not have the viral count in order to really affect a dhampir. They will have minor perks - much like drinking human blood would provide, and a bit of soreness to go along with it. If the vampire hasn't, it becomes much more like a human drinking vampire blood - the perks are increased, but it also comes with extreme drawbacks as the dhampir's body tries to fight off the active virus. If a lot of vampire blood is ingested, this can leave the dhampir severely ill for several days. Dhampirs in poor health will turn upon drinking vampire blood, although the turn is much rougher than that of a human's.
    Strengths
    • Strong and fast (less so than vampires)
    • Increased senses (night vision, better hearing and smell) when having recently fed
    • Fast healing (when having fed on fresh blood)
    • Not affected by warding
    Weaknesses
    • Slight sensitivity to sunlight - sunburns
    • Strong compulsion to feed
    • Mortal


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      Wyrms
      In ancient times, there was a ritual that was said to bond those who practised it to the dragon spirit. While the ritual has been lost to the ages, the descendants of those who bonded with the dragon spirit still survive in small communities throughout the world. The community in Britain hides away in Scotland, their nest tucked away in the Inner Hebrides, in an Unplottable home where they are safe from persecution. The Wyrms are a heritable ability, and the gene itself is dominant due to the powerful, ancient magic bonded to each descendant.

      Hebridean Wyrms are the only Wyrms allowed on The Next Incantation.
      Physical Attributes
      Though they appear to be human at first glance, on closer inspection one can identify a Wyrm from several small differences. Their skin is hardened and rougher, with gentle bumps that mimic scales, while their teeth are sharper, with sharper, more resilient incisors and slightly bigger than average canine teeth. Purple eyes are a common attribute for Hebridean Wyrms, due to the ritual involving Hebridean Black dragons.

      Their sharp nails are the most obvious clue as to their true nature, as they grow thicker and curved like dragon claws. Wyrms venturing into the Outlands must regularly trim their nails or find a way to conceal them, though in the community they choose not to. Longer, curved nails look almost feral, and those who do not take care of cutting them tend to be Wyrms who see no need of hiding themselves.

      Wyrms have increased fertility, though child mortality is high due to difficult survival conditions and more damaging accidental magic. Twins are common for Wyrms, and triplets are not especially rare, though the latter often leads to maternal death, whether or not the babies survive. Pregnancy lasts for little more than seven months, making newborns particularly dependent on their caregivers, and women are able to get pregnant again only weeks later. It is not too uncommon for wyrms to mate with wix, but the children are just as much wyrm as their parents - there is no such thing as a half-wyrm or a part-wyrm, and it is impossible for wyrm children to possess wizard magic. The wyrm genes cancel out any potential magic the offspring might have inherited. There are a rare few wyrms born human, however. These squib wyrms are known as Nathair and are cast out of the community as infants. All die unless someone takes pity on them, but it is unheard of for a wyrm to show that compassion and all but impossible for anyone outside the wyrm community to find the child.
      Magic
      Wyrms have several abilities they can use, but have lost a general sense of magic over the years. While they cannot perform with wands at all due to the unpredictably of their magic, and mostly rely on potions and amulets for enchantments, Wyrms have a particular affinity for fire. By channelling their magic, they can generate fire from their lungs and fingers, breathing and manipulating it without being harmed. This fire is more destructive in children, who cannot consciously wield it, and so are prone to accidentally unleashing incredible amounts of quick, intense fire. While this drains energy rapidly from the child, the fire can still spread if it catches something on fire. Adults who have learned to consciously wield their fire rarely use this stronger kind of fire, unless they truly focus on it.

      While most Wyrms cannot channel any magic not affiliated with fire, potions are important to the community, especially for healing purposes. With their draconic attributes, they can use their own bones, blood, and flesh in many of their potions, as the familiarity of using Wyrm tissue as ingredients in potions creates more potent healing potions.

      Because of their toughened skin, adult Wyrms are quite fireproof. Those under the age of seventeen are still building up layers of resistance from fire, and this is the reason for such high child mortality rates. Due to the accidental magic children perform, many youngsters end up burning themselves, and the intensity of magic cannot be defended against or healed well. The same is observed when Wyrms live over the age of fifty, as the skin becomes more frail and thinner, while their magic continues to grow until it is as unstable as that of a child. Wyrms rarely reach the age of seventy because of their own magic burning up inside of them, though frequently expelling their energy reserves can help to relieve this magical tension.

      Because of the ritual magic still in their blood, they are able to communicate with the Hebridean Blacks they are bonded to and though other dragons can be understood with a grasp of the basic language, the dialects are very different. Wyrms are naturally very empathic with dragons, as they can sense through body language and pheromones the emotions a dragon feels without even communicating with them, though they can communicate. Dragons and Wyrms speak through growling and various changes in body language, such as changing stance to indicate emotion. The language is rather primitive when restricted to body language, and while the growling is more learned than inherited, body language appears to be instinctive to all Wyrms, though refined through learning. There is also an element of tactile communication found to be instinctive, such as in soft touches and gestures to comfort. Many Wyrms who leave the community end up searching to free dragons from cruelty, or to otherwise help them survive side-by-side.

      Due to the ancient ritual, Wyrms cannot stray far from the region in which their dragons are present. While dragons may travel across territories, Wyrms who travel outside of their region are struck by a terrible homesickness that can advance into intense nausea before their fire becomes unstable, resulting in their death if they remain outside of the region for too long (usually, around a month). The Hebridean Wyrms feel homesick when in southern England or western Ireland but this will not result in death - crossing to Europe or attempting flight to Iceland or across the North Atlantic Ocean would.

      Only Hebridean Black Wyrms are available on-site, as the Welsh Green Wyrms were wiped out. The Welsh Wyrms cannot be recreated due to the ancient ritual being lost, and also because some unique ingredients have become extinct - including a flower called ìneblàth ('hooked claw flower') which was harvested until no more remained. Similarly, a character cannot become a Hebridean Wyrm through a ritual because both the ìneblàth and the particular breed of Hebridean sheep used in it are extinct.
      Culture
      Wyrm culture is based on inclusion, survival of the fittest, and coexisting with Hebridean Black dragons. While they are bonded to their draconic counterparts, the few humans who come to live with them are made well aware that this bond does not make the dragons their friends, and certainly not their pets. The closest thing humans have that the dragons can be compared to is gods. The wyrms fear and respect the dragons they live around, providing them sacrifices of sheep and keeping their distance to ensure their safety. Wyrms can communicate, roughly, with the Hebridean Blacks, but a wyrm has never been known to touch a dragon and live to tell the tale.

      Each Wyrm is given a nickname by their parents at birth, usually something of Scottish Gaelic origin due to the closed culture of the community, but all eventually find their own name by the time they reach adulthood. These names are often something to do with nature, such as names of creatures they see, or of plants. However, Wyrms who go into the wild and find civilisation will often pick a name that suits the culture they enter, to fit in. Names are very personal to Wyrms, as they are intimate and are not seen as static as in European culture. Their names can change should the individual think their current name no longer fits them. After large life events (such as choosing a life partner, having children, or leaving the community) a change of name is common.

      Surnames are a way to bond one to their family and their tribe. As history is very important to Wyrms, surnames are used to tie back to a Wyrms most recent ancestor that has greatly helped the community. They work differently from conventional surnames, as names are written as [forename], Blood of [Ancestors forename]. Occasionally, multiple lines may use the same ancestor as a surname, despite having no immediate relation to one another.

      The life stages of a Wyrm are as follows: an infant is any person beneath the age of one, a child or Wyrmling is someone between the age of one and thirteen, a juvenile is a person between thirteen and seventeen, and an adult reaches maturity at seventeen. After the age of seventeen, there is only one more life stage recognised by the community, as more of a title: Elder. These Elders are Wyrms who have surpassed the age of fifty years old.

      A Wyrms diet is primarily carnivorous, due to their draconic instincts, though they often complement meals with vegetables and fruit around their territory. Meals are basic and primitive in the community, usually consisting of hunting and foraging the ingredients, cooking in a pot, and serving it in a metal bowl. They have a limited amount of recipes, but many young cooks spruce up mealtimes with creative placements, or bake when the farms produce enough ingredients for treats.

      It is very important that Wyrms feel included and at home, though their desire for inclusion has faded since the main community was founded. Every Wyrm pitches in to do what needs to be done, with jobs given based on an individuals skill and what they enjoy. It is core of their society that everyone is good at something, and, for the furtherment of their community, everyone is expected to do what they are best at. The one thing that everyone participates in is the raising of children, as everyone helps in any way they can. While there are core family units, Wyrms are much more open than humans, and the entire community acts as an extended family. This is partially due to the commonality of having more than one set of parents.

      Reproduction is an important part of community life, due to the struggling population and efforts to strengthen the Wyrm bloodlines. While it is up to the individual to choose when and with whom they have children, it is most common to choose a mate with good genes and an immune system that will complement their own. Often, romantic partnerships are separate from reproductive partnerships, though this is not always the case. This separation means that a childs biological parents may be romantically involved with other people, extending the nuclear family ideal that humans have, and ensures that each generation is stronger than the last. Sexual relationships are often temporary, whereas romantic relationships are usually for life. Alternative relationships are not looked down upon due to this separation, and having multiple romantic relationships - or life partners - at any one time is acceptable. There are elements of a polygynandrous lifestyle, where relationships have multiple partners involved at any one time for the sake of reproduction. Wyrms recognise that love is a complex thing, and there are no societal limitations to choosing partners. Best friends are often seen as life partners, whether romance is involved or not.

      Gender and sexuality are seen as being quite fluent in the community, and are accepted by the majority of Wyrms. Those who do not identify as their biological gender are encouraged but not forced to partake in reproductive relationships, though this decision may be seen as odd considering the importance of reproduction in the community.
      History
      Thousands of years ago, an ancient ritual that bonded humans to dragons was created. Though long since lost, the ritual was performed by several communities across the globe. Depending on the regional dragon, there were several differences between Wyrm communities, usually in their physical appearances. The Hebridean Wyrms were among the first to be created, beginning in a town within what would be known as the Inner Hebrides.

      Their cousins in Wales, whose ritual involved the smaller Welsh Green dragons, were created some years later. When the Hebrideans first heard of them, they scoffed at the idea of bridging paths between humans and dragon-people. The Welsh were less intimidating and surrounded by humans, leading them to extend relations to the people, while the Hebrideans were less trusting and closed. They saw no benefits in befriending the humans, as they believed they had everything to survive and could provide it themselves.

      The Hebrideans continued to struggle to coexist with their human neighbours, and spread out to claim the land around them. Some humans thought of them as demons, and coined certain terms for them - wyrm, meaning snake, was the most insulting of names for these outsiders, and gained popularity during the 11th Century.

      In the 15th Century, the Welsh Green communities were attacked after rising tensions between its members and nearby humans. The war went on for some years and, despite some assistance given by the Hebridean communities, the Welsh communities were completely wiped out. It was this event, known by the Hebrideans as the Welsh Slaying, that convinced the Hebridean Wyrms to go into hiding together, merging their smaller communities into one.

      At first, the mixed community was in turmoil, pushing in so many different personalities under frightening conditions. Their first leader was elected from the smaller families days in, a woman by the name of Aileas, who assured her people that they would remain safe in the Hebrides alongside their dragon companions. It was she who took the insult Wyrm for their own use, using it to empower the masses - they were snakes, cunning and smart, lurking in the grass, unseen. Using a collection of amulets and ancient enchantments, Aileas and the community created powerful wards to hide their community from all others, which still last in the present.

      The outside world was termed the Outlands, as it was a land few ever saw. Scouts were introduced in the 17th Century, as elected Wyrms who would find their way into the Outlands to find stray Wyrms that had been left behind. Occasionally, scouts would bring humans back to the community, those they had connected with and had sworn to secrecy. These humans helped to expand the gene pool of the community, and did their best to deal with the Wyrms hostilities towards humans. This hostility soon died out, as individuals settled well into the society. Humans that did not settle and wanted to leave were executed to ensure the secrecy of the Wyrms.

      For the most part, the community ignored the Outlands, what they came to call everything outside of their community, though they were always aware of ongoing wars and developments within the British Isles. During the First Wizarding War, there was a sense of unease within the Wyrms, as rising tensions in the wizarding community was reported on by scouts. However, the Second Wizarding War was more polarising, causing dissension to grow as many Wyrms considered helping Lord Voldemort in order to get their own back on those responsible for the Welsh Slaying. The leader at the time, Muir, spoke to the entire community on the night known as the Night of Calm, convincing all to leave the wizards to their own devices, reminding them that the Welsh communities would not want any more blood to be shed.

      Since news of the Second Wizarding Wars ending, the Wyrms have lived in relative harmony. The new generations are more curious about the Outlands compared to their bitter elders, and more Wyrms than ever before have left the safety of the community to travel the Outlands, in search of adventure, knowledge, and more.
      Notable Wyrms
      AILEAS, the first recognised leader of the Hebridean Wyrms in the 15th Century.
      CALUM, a 15th Century healer who created many of the healing potions the community still uses.
      MORVEN, a 17th Century warrior who defended the secret of the wyrms home when it was nearly discovered.
      CINÁED, an 18th Century inventor who found a way to ensure that new structures would be near-fireproof.
      SEORAS, an 18th Century storyteller who drew many tales to be shared after his death.
      CIORSTAIDH, a 19th Century scout who saved a dragon from wizards hunting it.
      EÒIN, a 19th Century leader who proposed to send scouts into the Outlands.
      FEARCHAR, a 20th Century leader who calmed the masses after news of the first Wizarding War.
      FLÓRAIDH, a 20th Century scout who braved the Outlands and returned wounded with news.
      MUIR, a 20th Century leader who stopped the Wyrms from helping Voldemort during the Second Wizarding World, terminating any involvement whatsoever.
      RHONA, the current leader (Foirfeach) of the Wyrms.

      Please note: You are welcome to suggest more notable wyrms for the purpose of naming characters, but they are subject to staff approval and will be included here for anyone to use for naming purposes.
      Strengths
      • Fire magic & resistance
      • Large support system & tribal community
      • Potions
      • Increased fertility
      Weaknesses
      • High mortality rate in pregnancy & children
      • Primal/feral culture
      • Cannot possess wizard magic
      • Shorter life span - rarely live past 70




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