

WRAETHTHU LEADERS IN VERO
Hienama: Coal (Coal Andel)
Inspired by the Wraeththu Novel Series, by Storm Constantine
The origins of Wraeththu are shrouded in mystery and myth. There are relatively few Wraeththu who know the full truth to how they came to be. However, some say they are a result of Fey magic having gone awry. Others believe they are a result of genetic mutation which occurred in humans or possibly the result of genetic experimentation.
Like Fey and Kitsune, Wraeththu are attuned to the natural order, and flow of energy of the earth. Because of their hermaphroditic nature, they are generally secretive about their bodies, abilities, and culture. It is recommended Players contact a Wraeththu player already in sim for guidance if they are not familiar with the genre.
Appearance and Physiology
Wraeththu are evolved/changed Humans and are considered a contagion based race. Wraeththu are androgynous, hermaphrodites, and generally otherworldly; beautiful. Whether incepted from a male or a female they retain no secondary sex characteristics. Females who become Wraeththu, do not have breasts. They become lean and athletic looking. They do not seem to gain or lose weight once the initial change happens to their bodies. They usually have individualized and expressive hairstyles, and tribal body markings and modifications are common. Wraeththu live upwards of a thousand years and although the race is in its infancy, it is suspected that their appearance, much like the Sidhe, doesn’t change throughout their lives. Wraeththu do not suffer illnesses unless of the mind or as a result of abstaining from sex (Aruna). Abstinence will cause a weakening of the body and a slow degeneration of the spirit. Frequency is up to the individual but it is a physical dependency. (see Weaknesses below)
Society and Organization (plus notes on Language)
Wraeththu are in the early stages of their existence, none are over the age of 50. Scattered, hesitant tribal groups do exist in various places all over the planet, mainly in secret. Unlike Vampires, Wraeththu tend to more frequently create more of their kind (through Inception, see below). The Wraeththu are secretive and cautious knowing that they could become hunted due to their very nature and therefore keep it a carefully protected secret.
Forming small groups or Tribes, the Wraeththu tend to prefer freedom and a democratic approach to self-government. Tribe’s generally consist of a recognized leader who is a representative for the Tribe. This position is based on the territory where the Tribe forms and its heritage. An Italian Tribe might have a Tribune, a speaker for the people. The position of Hienama is a spiritual position and is held by the most interested of the Har in the highest Caste, acting as a “High Priest” or lead Magician and his council is often sought for advice on the making of decisions.
Pronouns are a convoluted affair with the Wraeththu, being as they are single sexed and gendered. Use of pronouns remains a debated use of language holding over from a time of division and normally refers to what a Har was prior to inception not what a har is. They call themselves Har and Hara and express a solidarity of race and sex, Wraeththu, but may express gender individually. One Wraeththu is a Har, some Wraeththu are Hara. Har is also used in naming to separate a given or chosen name from a tribal identifier. ie: Drakna har Paralis. A commonly used honorific is Tiahaar. Its usage is similar to Sir or Mam and shows respect or comradery equally. Anyone not Wraeththu is called Unhar.
Unlike other races who rely on magic or powers to engage in conflict, Wraeththu do not possess many combat spells or powers on hand but instead will use weapons. Firearms can be used, but bladed weapons are more popular and considered traditional. Swords, knives or long daggers prevalently.
Gender and Relationships
Wraeththu tend toward polygamist lifestyles, but are not limited to that ideology. This depends greatly on their attachment to human values from their past life. Hara can form a bonded relationship with a single partner, this is called Chesna. This would be their primary mate if they were polygamous/polyamorous. In Wraeththu existence the sex act (Aruna) is considered a sacred undertaking, a sharing of spirits and is also used in Ritual Magic. This use is called Grissecon. Grissecon is usually only practiced by trained higher level Wraeththu experienced in the working of sex magic.
Wraeththu Levels and Inherent Powers
Wraeththu, like Werewolves, do not advance by age. They have levels of Spirituality which grow stronger as they become more attuned to the Earth and spiritually minded, through training. Called Castes, each one corresponds to an equivalent level on Vero. We are using the Lycan in this case, as a base equivalency for reference. This allows for a Player to ascend Castes throughout play, given there is time and someone to instruct them. Instruction may also be gained in other ways…RP it or discuss with an Admin.
Unless you are familiar with the genre, Players are encouraged to begin their character at level 1, 2 at the most, due to their being a great opportunity for story while gaining levels.
Inherent Abilities:
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Sharing Breath. An act between hara whereby information, images, and feelings are transmitted intimately through the breath during a kiss.
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Physicality. Wraeththu are resistant to poisons, toxins, illnesses, or disease. Their bodies are also efficient, lean and agile. They also tend to be stronger, more dexterous, and faster (x1.5 Human).
Levels
Kaimana
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Mindtouch, telepathic link between two or more Wraeththu to communicate. Range is within sight of each other.
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Shielding (Self - Basic): Basic mental shields to block metaphysical/magical attacks or block others from detecting what they are.
Ulani
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Mindtouch, telepathic link to another Wraeththu to communicate. Range is increased to outside visual range up to the span of the island.
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Healing: Ulani are able to self heal, or assist to heal another’s wounds magically. This is not exclusive to Wraeththu, any being can be healed.
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Obfuscate: A Mental ability that influences the minds of others and can hide the Wraeththu from ordinary and supernatural senses.
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Wards: Basic level warding for the Ulani grants the ability to empower wards to protect oneself from harm, granting a bonus to defensive rolls against attacks that specifically target the intent of the Ward. (Dawn?)An example is the wearing of an Evil Eye pendant to protect oneself from the gaze attack of a vampire. Note that this ability has a knowledge based skill attached to it. Knowing that salt wards off the Fae for example. Players should make an effort to learn what could work and record on their Pick sheet what Ward they possess at a given moment. Note, Wards are not cumulative. You may be warded against only one thing at any time.
Nahir Nuri
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Shielding (Master): Basic mental shields to block metaphysical attacks, or block others from detecting what they are. Now able to shield a group of people.
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Healing (Master): Able to heal self, other har, or races of any ailment, over time, (hours to days depending on severity) and also detect and dispel Magical effects up to and including some curses. (roll versus the Player who placed the curse)
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Obfuscate (Master): A Mental ability that influences the minds of others and can hide the Wraeththu from ordinary and supernatural senses. This power can now be extended to hide entrances to houses, buildings and potentially obscure the route to entire cities, causing confusion or complete oversight.
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Major Wards (Master): The imbuement of Wards with intent can now be extended to ‘areas’ like a house or glade. As above, but with the added benefit of preventing entry entirely until the Ward is defeated.
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Grissecon: Sex Magic. Magic is the creation of an effect using intention and energy. The energy in Grissecon magic is provided by the two Wraeththu engaged in ritual Aruna (sex). This ability can be initiated by a Nahir Nuri with any other level of Wraeththu. It is a broad category, magic effect or spell, one which requires great energies and ritual to complete. Examples would be the healing of a blight upon the land, shackling a spirit or breaking through a particularly powerful ward. It is open to interpretation by the Nahir Nuri, as required by the story and the intent/effect must be pre-approved for use by an Admin.
Nahir Nuri Extra Elemental Abilities
At this level the Wraeththu Character can now choose 1 extra ability from the following list as a specialization that represents their attunement to the supernatural or natural world.
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Telekinesis (Mind): The ability to move things with the mind. Objects up to the weight of the Wraeththu can be affected. This telekinesis is a fixed speed ability, meaning that one cannot accelerate a rock to 1000 mph but could move a rock at normal running or throwing speed.
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Pyrokinesis (Fire): The Hara can ignite substances causing fires up to and including conflagration level in a localized firestorm.
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Flight (Air) The ability to fly.
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Hydrokinesis (Water):The ability to produce and control water up to the level of a deluge.
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Stoneshape (Earth) The ability to make stone near liquid, like clay that can be shaped as the Nahir Nuri’s wills. This is not magma.
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Speak with Animals(Natural): Communicate or request a task with/from one animal of the natural world.
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ESP (Spirit):This ability allows the sensing of the unseen, whether ghost/spirit or Vampire using shadow abilities.
Special Blessing Considerations:
The Wraeththu are a new race and however they were created there is someone, something or some corporation that has a vested interest in seeing them rise to power. This entity is called The Aghama, and his blessing grants a resilience and magical protection that can be resolved in many ways depending on the story, with the assistance of an Admin or Moderator for the Wraeththu in question. Note this Blessing can include anything required by the story, up to resurrection, and is a story tool.
Weaknesses
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Wraeththu are evolved/changed Humans, therefore if it will physically kill a Human it will kill a Wraeththu.
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Cannot have physical sex with human or other races as their essence is deadly to others.
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While Wraeththu have higher endurance and a resistance to toxins, poisons, and illness because of their connection to the natural world, unnatural items can block their magic. These include, pollutants, technology of higher orders (ie: cellphones, computers; their magic does not function on those items),
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Dependency on Aruna. (sex) Lack of it will cause gradual decline of physical, mental and spiritual health until death occurs.