TME: Index

Alchies (Alchemists)

 Appearance:         Alchies are humanoid and do not have another form.  To Vist, they appear to have an aura that works almost like a mirror, reflecting back at people.

 Abilities:                Alchies have the ability to change the nature of someone or something that they interact with.  The exact nature of this depends on the alchie, but for one alchie, looking at something may mean turning it to stone; to another, touching someone turns them to gold; and to another, singing may turn everything within hearing range into a gemstone.  Ultimately, alchie magic will change the person or thing permanently.  Some species might survive, if they are species like demons or unicorns, for instance, that may be able to regenerate the part of their body affected, but most species will die if an alchie uses their magic on them.  Alchies are unable to control this magic beyond limiting the particular activity, such as looking at, touching, or singing.  Alchie magic does not work on other alchies, however.

                                 Alchies don’t usually bother learning hearth magic because they can essentially destroy anyone who attempts to break in by simply using their magic on them.  They also rarely value possessions much since many of them can easily make money with their magic.  In theory, alchie hearth magic would either turn the house’s exterior into whatever magic the alchie has (ex: gold or stone) or would simply start to turn an invader into whatever magic the alchie has.

 Alignment:            Alchie magic is nature oriented.  Alchies are not normally aligned with any particular species and, due to their inability in many cases to interact safely with others, they tend to be fairly solitary and paranoid about dealing with other people.

 Lifespan:               Alchies can live about 200 years, but they rarely do.  Many alchies are not happy with their limited ability to interact with the world and personality around them and don’t wish to suffer that long.  Many alchies are also not inclined to have children if given the opportunity.

 Personality:           Alchies tend to be somewhat paranoid about interacting with others and/or withdrawn or depressed due to their difficulties interacting with others.  Some alchies may be able to interact more easily, such as just not singing, but even then, the alchie is likely to constantly be reminding themselves not to hum along or sing along to music they like, etc.

 Known hybrid variants:     None known.  Since alchies cannot always safely interact with non-alchies, having offspring that is not a union between two alchies is rare.

 Example Members:                            Lynn, Arthur

                                Alchies appear in Hunted, Mirrored, and briefly in TME Volume 3.

Angels

Appearance:         Angels are humanoid.  When their wings are showing, they are white and feathered and are about as tall as the angel is.  To Vist eyes, angel wings are always visible.

Abilities:                Angels have a lot of raw power, but not necessarily an ability to finesse it.  Using an angel is somewhat like using a cannon – you cannot expect to just hit a single target precisely.  Historically, angels were the protectors of light end magic users, like fairies, unicorns, and nymphs, but they have not fulfilled this role in centuries.

                                 Angel hearth magic is difficult to learn and tends to blind people, usually temporarily, but potentially permanently if the individual is a repeat offender or keeps trying to break in.

 Alignment:            Light magic.  Angels generally are allied with fairies and unicorns, and sometimes nymphs and dryads since they come with the fairies.  They will also work with light magic witches.

 Lifespan:               Angels generally live about 1,500 years.  However, their lifespans are affected by the level of their magic, so some of the more powerful angels might live even longer.

 Personality:           Angel personalities vary by individual.  They do tend to be wary of dark end magic users, however (minus Damion, he missed the memo).

 Known hybrid variants:     Angels can have hybrid children with pretty much anyone, but it is rare.  A hybrid child could have the form of the non-angel parent and angel magic or could have angel wings with their other parent’s form.

 Example Members:                            Damion, Tommy, and Cenric                      

                                Angels mostly appear in Pandemonium and Purr, and in parts of TME from Volume 2 onwards.

Banshees

Appearance:         In humanoid form, banshees appear to Vist to have a pale, angled face with shadowed eyes, somewhat like a skull.  Additionally, they have a vine of wind around them with flashes in the wind that aren’t lightning, but something else.  Banshees also have a wind/tornado form, although few of them currently know how to use it.

 Abilities:                Banshees are best known for their screams.  Banshees have two types of screams, one that is a battle scream and can be used to temporarily or permanently paralyze someone or even kill them.  The effect is based upon the length of the scream.  The second type of scream is involuntary and is based on premonitions; when encountering an individual, a banshee will scream as a warning that death is coming.  Sometimes, the death can then be avoided, but not always.  Banshees can also break any locks with their screams.

                                 Banshees also have wind abilities wherein they can turn into a tornado and travel, virtually invisible, at high speeds and for long distances.  For those highly skilled in wind magic, they can also spawn small tornados at will while in wind form.

                                 Banshees do not have hearth magic.

 Alignment:            Banshees magic is viewed as death magic, although technically they do not choose the premonition screams.  Banshees are not aligned with anyone and are often ostracized by other supernaturals due to their association with death and fear that, when seeing a banshee, the banshee might see their death.

 Lifespan:               Banshees live about 250-300 years.  Banshee origins, however, are unknown.  Popular theories for their origins are that they’re born to humans whom they then kill; they’re born from dying breaths; they’re born from other banshee screams; they’re aliens from another world; or they are hybrids from harpies, although harpies (and every other supernatural) have never claimed to make a banshee child.  Banshees usually appear around the physical age of four or five and have no memories of life before then.

 Personality:           Banshees personalities vary, but most banshees tend to be solitary by default due to the way other supernaturals treat them.  Banshees rarely have close relationships with anyone, but because they are also an uncommon race, they often do not have the opportunity to associate with other banshees, either.

 Known hybrid variants:     Unknown.  Due to their general dislike by many supernaturals, banshees don’t often get involved with other supernaturals.  They also don’t tend to have children themselves.

 Example Members:                            Lola

                                Banshees primarily appear in Slumber and TME Volume 3 onwards.

Bjorn

 Appearance:         In bear form, Bjorn looked like giant bears with fur so tough almost no weapons could get through it (before modern weapons, at least).  While in human form, Vist saw Bjorn as having a bear head but also having bear fur on the rest of their skin, which helped differentiate them from bear shifters.

 Abilities:                Bjorn mostly relied on their size and strength in combat, as well as their fur which worked almost like armor.  Most weapons weren’t helpful against them, but magic could get through somewhat better.  Bjorn did have earth magic, however, where they could almost cause earthquakes as they ran or hit the ground hard with their paws.  Bjorn usually fought in packs and could be very difficult opponents because they worked together seamlessly.

                                 Bjorn hearth magic worked like a shield keeping anyone out and would start to make the ground around the house tremble.  Additionally, trying to break into a Bjorn’s house usually resulted in a large, angry, bear-like creature coming out to munch on you, so it rarely ended up being enjoyable for invaders.

 Alignment:            Bjorn magic was nature magic but with a touch of dark magic.  They were allied most often with familiars and shifters that ran as packs.

 Lifespan:               Bjorn used to live about 250 years.  However, they were hit by a disease that affected their fertility rates and eventually they died out.  Bjorn are now extinct.

 Personality:           Bjorn were somewhat gruff, but kindly, and hated towns.  They liked living out in the country or in small villages and roaming around the countryside with their Bjorn friends.  Despite being very intimidating in their bear form and aggressive on the battlefield, Bjorn could be very gentle and didn’t like to harm any small prey-type shifters, generally protecting them instead.  (So Nathan and his family, for instance, would have been protected rather than eaten.)

 Known hybrid variants:     None known.

 Example Members:                            None

                                 Bjorn have not appeared in TME or any side story, but are briefly mentioned in TME.

Centaurs

 ppearance:         When centaurs are in humanoid form, Vist see them with the lower half of a horse, which corresponds to their full centaur form.  Colors of centaur horse forms vary widely.

 Abilities:                Centaurs do not have active magic, but are stronger and have better reflexes and longer endurance than many supernaturals.  Compared to satyrs, they are not quite as agile, but they can last longer in a fight and their hooves/kicks can be hard enough to kick through concrete.  Neutralizing a centaur’s ability to use their feet will make them virtually harmless.

                                 Centaurs do not have hearth magic.

 Alignment:            Centaurs are not officially associated with any other supernaturals, but they are generally viewed suspiciously by light magic users due to their violent tendencies.  Demons tend to find them more annoying than a genuine threat, but dark magic users in general are more likely to at least tolerate centaurs.  In theory, satyrs are also more willing to befriend centaurs, but this largely depends on the satyr.

 Lifespan:               Centaurs live about 150 years.

 Personality:           Centaurs are known to be very sadistic and violent.  This is particularly true when they are running in herd mentality, which tends to work largely like mob mentality where the individual’s morality may be silenced by the desires of the herd.

 Known hybrid variants:     None currently known.

 Example Members:                            Charlotte and Kate

                                 Centaurs primarily appear in Submerged, though Riven also mentions a couple of encounters with them.

Chimera

 Appearance:         Chimera appear to Vist to have two faces, almost like a hologram.  This applies regardless of whether the chimera is in human form or chimera form.  Unicorns will also see two souls when looking at a chimera with unicorn vision.  Chimera actually have two forms, one to match each soul.

 Abilities:                Chimera have two souls and are basically shapeshifters that shift between people.  One of them will be human, but the other supernatural.  They can communicate telepathically between themselves without interruption and view the other soul as a twin or basically the counterpart of themselves.  Chimera souls do not have to be the same gender.  While they have two souls and talk to each other constantly, chimera can never directly interact with their counterpart since only one of them can have precedence/only one of their bodies can occupy the space at any given time.

                                 Chimeras switch places instantly, with no warning.  The supernatural form of chimera are physically strong and have fire powers.  Particularly skilled chimera may also be able to use poisons.  Chimera fire magic is usually extremely hot, enough to melt most metals, but they can use cold fire if desired.  Chimera are not enjoyable opponents since they can almost melt an opponent with enough fire and can even handle large groups.  However, many people do not realize they are getting into a fight with a chimera since initially they believe the person is just human and then the souls switch places.

                                 Chimera hearth magic is fire-related and tends to cause much ouch.  Please do not play with chimera fire magic.

 Alignment:            Chimeras have elemental magic.  They like Vist, unicorns, and similar gentle species, whom they see as safe to be around.  They are particularly wary of any supernatural who might hurt their human side and are not likely to befriend supernaturals they see as a threat.

 Lifespan:               Chimera live about 700 years.  This applies for their human side, too, since the human side technically is still a supernatural even though it is human.

 Personality:           Chimeras have two personalities, one to go with each soul.  The personalities vary by individual.  They are usually closely attached to each other and very protective of one another, with the human side protecting the supernatural from being detected by hunters or even other supernaturals and the supernatural side protecting the human from being injured.

 Known hybrid variants:     Unknown.  Chimera are very rare and hybrid variants are difficult to determine.  Most known hybrids do have intense fire magic, but do not have a second soul and thus do not view themselves as chimera.

 Example Members:                            Ezra/Kat

                                 Chimera primarily appear in Mirrored and TME Volume 4.

Demons

 Appearance:         Demons have a human form and a demon form.  The demon form tends to have reddish skin and horns, and some demons will also have wings (a genetic trait).  To Vist, demons always have horns (and wings where applicable) and have a reddish tint to their skin.

 Abilities:                Demon magic is somewhat versatile, but the most common uses are to turn a demon invisible and, in modern times, to erase technology and temporarily pause people/wipe their minds for a few minutes’ worth of time.  Some police forces try to recruit demons for this ability to help protect supernaturals from being caught on camera or people remembering seeing a supernatural do something, if the demon is able to get on scene in a short amount of time.  Another common use for demon magic is to create a weapon made of red demon magic, with the weapon type depending on the user’s preference.  Because the weapon is made of magic, it is not limited in the same way as traditional weapons and is also more potent against some natural defenses, such as dragon scales.

                                 Demons are also physically tough and tend to be muscular and/or strong.  They can survive a lot of damage and are difficult to kill.

                                 Demon hearth magic is likely to make the attacker wish they’d never bothered.  It will most likely knock them out and let the demon decide what to do with them.  The demon in question will rarely view an attempted break-in kindly.

 Alignment:            Demons use a variant on dark magic.  They tend to keep to themselves, but respect naga, in particular.  They are not regularly allied with any particular supernaturals.

 Lifespan:               Demons tend to live about 800-900 years.

 Personality:           Demons are often gruff and come across as grumpy, but they are willing to help if asked, even if they grumble about it.  Demons are fairly focused on keeping their pandemonium strong and safe and are not delighted if they are dragged out of their comfort zone.

 Known hybrid variants:     Unknown.  Demons do not often marry non-demons, so knowledge on this issue is limited.

 Example Members:                            Judah, Selene, Luke, and Jo

                                 Demons appear in Pandemoniuim, which covers demon life the most, but also appear in Submerged, Hunted, and in several locations in TME.

Dragons

 Appearance:         Vist see dragons in human form as having scaled skin, dragon wings, and dragon tails.  The color of the scales and wings and the type of tail will depend on the dragon’s type.  In dragon form, the size of the dragon will depend on its age.  Dragons are all heavily armored and have wings that are slightly translucent but very difficult to tear.  Dragons come in colors that roughly correspond to their magical types.

 Abilities:                Dragons physically can rip through metal and stone with their teeth and claws.  Their tails often have spikes and they may have spines on their back as well, to prevent attackers from getting close.  Additionally, they have an immense amount of magic available to them, though the magic type will depend on the magic of the dragon.  Fire dragons are most common, but water, ice, poison, earth, and air dragons can also exist.  Dragons can use magic in their human forms as well (although it is not as strong as in their dragon form) and all dragons, regardless of magic type, are immune to fire damage. 

                                 Dragons also have magic that can bind people to promises made.  The dragon has to use it while the individual speaks, so it cannot be used retroactively or without the individual present.

                                 Additionally, dragon hearth magic is quite active and is likely to permanently injure or maim someone attempting to break in.  It is strongly advised that one does not attempt to break into a dragon home because dragons are very territorial and not happy if someone attempts to enter their home uninvited.  Please be prepared to be chomped on if attempted.

 Alignment:            Dragon magic is a combination of nature and elemental magic but is not aligned with either dark or light magic.  Dragons are generally viewed by all supernaturals as a good ally to have, but they are cautious in accepting official alliances because they hate to break alliances and are long-lived enough they want to make sure that their alliances won’t be something they live to regret.

 Lifespan:               Dragons usually live a few thousand years.  They do eventually start to age and can die of old age, but they’re more likely to basically just get tired of living and sort of die of tiredness.  The average dragon lifespan is probably about 3,000 years old, although there are dragons who live longer.  Whether they’re truly immortal if they don’t give up has actually never been determined.

                 Dragons are very difficult to kill and are likely to survive and regenerate body parts as necessary.

 Personality:           Dragons tend to be very territorial.  This generally means they like to get involved in their community to make it better and safer, but if the community itself is threatened, they may be willing to transform, even in front of humans, to protect it.  They will not often bother people who are not bothering them/their territory, so as long as someone behaves within their territory and waits to commit mayhem and murder until they’re outside the dragon’s domain, the dragon will likely be fine with it.  Some dragons also like shiny things.

 Known hybrid variants:     Somni (dragon and shade)

 Example Members:                            Anthony and Diana

                                 Dragons appear in Family, Submerged, Storm, and in TME.

Dryads

 Appearance:         Dryads most often appear in their natural form, which is very tree-like.  They are covered in bark and able to extend their fingers and toes (they rarely wear shoes) like branches/roots shooting off.  A dryad who is planted in the forest and holding still/sleeping could even be mistaken for an actual tree by a human.  Dryads can shift into a humanoid form, but they rarely like to do so and it requires special fairy medicines to keep the form for any length of time without their bark starting to show through.  Vist will see dryads in human form with their bark, which corresponds to their tree type.

 Abilities:                Dryads can convince plants to literally get up and move, basically pulling up their roots and moving over to a new spot, then replanting themselves.  Dryads also are good at recognizing and tending to plant injuries and have magic that can help plants recover from infestations, mold, etc.  Dryads are primarily viewed as shepherds of forests.  They can cultivate plants (though not create them from nothing like fairies), but are not likely to want to share them because they see all their plants as family.  They will, however, let wildlife feed on plants as they normally would, but they will be careful to tend to/rotate out plants that might be more eaten to make sure that none of the plants are killed in the process.

                                 Dryads do not live in houses and do not have hearth magic.  Because they live almost exclusively in forests, dryads are rarely viewed as threats by most supernaturals.  However, if someone does enter a dryad’s forest and is not friendly, a dryad can be a very dangerous opponent capable of ripping up the forest floor and changing the entire terrain in their quest for revenge.

 Alignment:            Dryads are nature magic and are primarily associated with fairies, nymphs, and poseys.  They are likely to tolerate most shifters as well.

 Lifespan:               Dryads generally live somewhere between 25 and 100 years.  Their lifespan depends on the type of tree they’re associated with, so occasionally there could be dryads who live even longer than 100 years. 

 Personality:           Dryads are very protective of their forest but are not likely to make an appearance if someone enters their home.  They may be very anti-social and unwilling to tolerate anyone in their forest who is not fairy, nymph, or posey (or another dryad, but dryads do not often occupy the same space unless they are parent and child, and then only until the child is grown).  Dryads will also get very angry at anyone who attempts to steal or harm their plants and are not likely to listen to reason when upset.  It is strongly advised not to go camping in a dryad forest unless you are careful to respect the forest.

                                 Dryads do not have genders or the ability to have sex with other people and they rarely engage in romantic relationships, instead creating an offspring asexually when they choose to have one.

 Known hybrid variants:     Hybrids are highly unlikely with dryads since they cannot reproduce with others in a traditional way.  Generally, they reproduce by planting themselves and letting their roots spread until a new tree is sprouted and forms into a new dryad.  There are some possible exceptions, such as angels, fairies, and vampires, and at least one known exception (Dana) exists.

 Example Members:                            Dana (hybrid), Merritt

                                 Dryads appear in Slumber and in TME volume 3, but are also referenced in TME as one of Adair's more common patients.

Elves

Appearance:         Elves are humanoid, but in their full form, their ears will lengthen and sharpen.  Vist see elves with pointy ears.

Abilities:                Elves’ abilities are primarily immunity to many forms of magics and poisons.  Elves are one of the species who basically came about when someone from another world visited the TME world and left behind offspring who were affected by this new magic.  Elves also have greater stamina than many species, which allows them to even go against a demon, for instance, despite demons surviving anything, because the elf could outlast them in combat.

                                Elves are also excellent at making jewelry, clocks, and other things that require a fine hand.

                                Elves do not have hearth magic.

Alignment:            Elves are not aligned with any particular side or species.

Lifespan:               Elves used to live about 500-600 years, but by the beginning of TME, their lifespans were about 150-200 years.  This is increasing, however, thanks to elf magic being restored.

Personality:           Elves fought hard to earn a place of respect amongst supernaturals.  Even when their lifespans and magic were waning, they rarely wanted to acknowledge this to others.  Elves are often seen as a fairly proud species, but this varies by individual.

Known hybrid variants:     None.  Children of an elf/other species union tend to just be one or the other.

Example Members:                            Kaleen, former elf queen

                                Elves mostly appear in Fade.

Fairies

 Appearance:         Fairies are humanoid.  To Vist, they have swirling wings edged with gold magic.  When their wings are visible, the wings are basically like petals and running water in wing form, aka very nature-themed.  Fairies can also shrink down into a “full fae” form which is only a few inches tall, and they cannot hide their wings in this form.

                                Dark fae have dark purple eyes.

 Abilities:                Fairies have the ability to grow plants, meaning they can grow them from nothing – as long as they’re familiar with the plant they’re making – or just keep them alive regardless of climate, etc.  As long as a plant isn’t dead, fairies can bring it back.  In full fae form, they output magic constantly and will grow flowers in their wake, making it fairly easy to locate them.

                                Fairies also have healing magic.  They tend to use this carefully since their magic simply heals without restoring it to the original condition, so they could heal someone with a bad break still intact or something along those lines.

                                Related to their healing magic, fairies have calming magic.  They use this most often to help calm feral shifters and help contain them before harming other people.

                                Finally, fairies have sunshine magic, aka can make sunshine.  They photosynthesize, aka get energy from the sun, so this is basically a way to use some of the sunlight they collect.  They may also glow, in some instances, which is also viewed as an aspect of sunlight magic.  Fairies who live in sunnier climates have to sleep less than those in darker climates.

                                Fairy hearth magic tends to grow vines to trap attackers and attack them back.  Fairy hearth magic is one of the strongest hearth magics and few people are willing to risk attacking a fairy house.

                                Dark fae have extreme destructive magic, designed to utterly obliterate anything in their path.

 Alignment:            Nature magic and light magic.  While viewed as being very light-end oriented, fairies are also generally not as bothered by people on the other end of the spectrum simply because most supernaturals know that fairies are likely to help if they ever need it, particularly with food or medical needs.  Fairies are most often allied with nymphs, dryads, unicorns, and angels.

 Lifespan:               The oldest recorded fairy lived about 2,300 years.  Fairies could potentially live longer.  Fairy magic does grow as the fairy gets older, so the older the fairy is, the more powerful, and the more likely they’ll survive even longer.

 Personality:           Fairies tend to be fairly happy people as long as they have their plants (and animals).  Angry fairies can make things around them start to go haywire and dark fae are unable to control their destructive impulses and will destroy anyone and everyone in their path.  Fairies are pretty much all vegetarian.

                                Dark fae do not remember themselves and are unable to stop themselves from destroying anyone and everything in their path.  They will essentially kill and destroy until they are stopped.  They will remember anger and pain from the moment of their transformation (which most often involves the death of a fairy child), but nothing before that moment.

 Known hybrid variants:     None.  Based on the way fairies reproduce, fairies do not currently have a way to make hybrid children.  In theory, however, a child born with an angel partner via the angel egg system or to a vampire partner via blood union could be a fairy hybrid, but this hasn’t happened yet.

 Example Members:                            The entire Woodson family

                                 Fairies appear in TME, primarily, and in Escape and Seafoam, although fairies are also referenced in Purr and Submerged.

Familiars

 Appearance:         Familiars are humanoids.  They can briefly transform into their connected animal, but only for a few seconds at a time.  To a Vist, they have the ears associated with their animal as well as the tail (ex: fox ears and tail).  Familiar types are sometimes hereditary as to species generally (such as feline, canine, etc.), but are not genetic as to the specific animals.

 Abilities:                Familiar magic varies based on the animal the familiar is associated with.  A familiar will be able to use magic that is in some way connected to that animal.  For instance, a snow leopard familiar can use ice, snow, and mist.  A fox familiar, on the other hand, can likely manipulate the earth and create rain and fog.  A familiar may also have some physical abilities that work automatically based on their associated animal, such as being able to jump longer, run longer, or camouflage themselves easier.  Basically, their abilities relate to the natural environment of their animal and some elements of the animal itself, such as foxes living underground or snow leopards leaping on prey.

                                 Familiars have hearth magic that corresponds to the abilities of their respective animal, so the magic will respond differently based on the individual.

 Alignment:            Familiars are not associated with either light or dark magic and are more neutral.  They are not generally aligned with any particular species.

 Lifespan:               Familiars generally live 300-400 years, but can live longer.  It depends on the animal they are connected with.  For instance, if they’re connected to a rodent, you’ll live a shorter life, because they do, although the familiar would still live a lot longer than a rodent would.  But if the familiar is connected to an animal that lives 80 years, for instance, they’ll probably live 400 or more.         

 Personality:           Personalities for most familiars varies based on the individuals.  Familiars are able to blend into human society better than some supernatural.

 Known hybrid variants:     None.  Familiars don’t make hybrid children.

 Example Members:                            Devon and Elizabeth

                                 Familiars appear in Blank and TME.

Felis

 Appearance:         Felis appeared to Vist to have cat heads and cat tails, which differentiates them from shifters and familiars.  In their full form, they appeared like whatever big cat they take after, though they tended to be on the large end for their given cat species.

 Abilities:                Felis had the ability to heal with their purrs.  They lived in tribal communities that were heavily reliant upon the felis and were made up of humans and other supernaturals alike.  One felis would be assigned to each group of fighters, and would essentially just sit in the middle and purr endlessly.  Unlike fairies, felis healing magic would correct any injury while returning it to normal, so in theory, a felis could make a group of fighters practically invincible because they could keep fighting regardless of injuries until the felis grew too tired to keep purring (although this would take a long time, since the purring magic would also have some effect on the felis).  Felis also had the same abilities as large cats, but they were less likely to actually engage in battle than to serve as healers or medics.

                                 Felis did not have hearth magic, but their tribes were deeply protective of their felis and would guard them well.

 Alignment:            Nature magic.  Felis were allied closely with their respective tribes, but the tribes generally got along with each other and any felis tribe would never hurt another felis, even from a warring tribe, because they were revered as healers.

 Lifespan:               Felis lived about 500 years.  However, several tribes were having conflict with some covens some years ago and the covens figured out how to use poison magic to destroy felis fertility rates, which they then used on all felis tribes they could find.  The magic also affected members of the tribe who had felis blood, so felis essentially died out all in one generation and their relatives never had any more.  Felis are now extinct.

 Personality:           Felis personalities varied, but purring could only be achieved when the individual was happy or at least calm/steady, so they had to work to learn how to remain calm even in the middle of a battlefield.  Felis were viewed as leaders and healers of their communities and took this role seriously.

 Known hybrid variants:     None known.  People speculated that felis were actually a true hybrid between fairies and shifters, although there was no known way for this to occur since fairies don’t make hybrid children and shifters wouldn’t have a way to get around that.

 Example Members:                            None

                                 Felis have not appeared in TME or any side story.

Gargoyles

 Appearance:         In human form, gargoyles will appear to Vist to have stone-like skin and rock-like wings.  In full gargoyle form, gargoyles are made of stone and have wings, but the details of their faces and gargoyle type will depend on the individual.  Gargoyle types, which are usually loosely based on some kind of animal, are hereditary but do not impact their abilities (purely aesthetic).

 Abilities:                Gargoyles have the ability to station themselves in one place and, when they do, their vision and hearing enhances as long as they’re stationed still (they essentially freeze in place for as long as they’re stationed, and moving will break their station).  When stationed high in cities, they can essentially watch out over the city and warn others about dangers that exist.  Gargoyles can communicate with each other telepathically, which permits them to inform an unstationed gargoyle about dangers that the unstationed gargoyle can then relay to others.  In theory, if a city had enough gargoyles stationed throughout it, they could be alerted almost immediately to any crime, potential Hunter sightings, etc.  Gargoyles are often hired when a city is dealing with issues such as a suspected Hunter infiltration or similar issue in order to hopefully find and catch them in time.

                                 Gargoyles also have the ability to make and manipulate stone.  In combat, they tend to throw rocks at their opponents.  They are able to fly as well, meaning they can also drop rocks on top of opponents.  Needless to say, this is rarely enjoyable for the opponent, particularly if the gargoyle is able to summon larger rocks.

                                 Gargoyle hearth magic will either drop rocks on potential invaders or grow rocks around their feet, locking them in place until the gargoyle arrives and decides what to do with them.

 Alignment:            Gargoyles have nature magic that is somewhat dark magic, but not deeply so.

 Lifespan:               Like their ancestors the sphinx, gargoyles can live about 1000 years.  Most live closer to 700-800, though, and they usually crumble apart into rock pieces when they die.

 Personality:           Gargoyles are extremely patient and are frequently known to station themselves in place for years and even decades on end.

 Known hybrid variants:     No true hybrids are known, but gargoyles can make hybrid children which can have a rock form, wings, and/or rock magic abilities.  Hybrid children of gargoyles, however, cannot communicate telepathically or station themselves.

 Example Members:                            Elanius and their family

                                 Gargoyles appear primarily in Mirrored.

Ghosts

 Appearance:         To Vist, ghosts appear to be translucent but are otherwise humanoid.  Supernaturals can sometimes see ghosts when the ghosts are wanting to be seen, but not all supernaturals can see them.

 Abilities:                Ghost can teleport themselves, walk through solid objects, and make themselves invisible to most eyes.  They are able to interact with some things, including eating food, when they desire.  Ghosts are sometimes used as assassins since they can rarely be detected or avoided.

                                 Ghosts mostly do not retain the abilities of their prior supernatural type.  For instance, a shifter who is turned into a ghost is not able to shift into their animal form.  There are some exceptions to this, primarily in supernaturals who affect the mind (such as shades, somni, and sirens).

                                 Ghosts cannot be hurt by most forms of magic, but there are some witch spells, dragon magic, and demon magic which can destroy their new form and end their ghost existence.

                                 Ghosts do not have hearth magic, but most forms of hearth magic actually will not hurt them.  The exceptions are fairy, dragon, and unicorn hearth magic.

 Alignment:            Ghost are unaligned.  To the extent they have magic, it is viewed as death magic since they died in order to exist.  If ghosts are contracted against their will, they rarely are fond of the witch or other person responsible for this, but they cannot disobey the person, either.  Some places, including Avenglade, have laws in place to prevent ghosts being bound without their permission, but some ghosts would rather just fulfill the contract and be released quickly than deal with following official channels to get the contract canceled.  Since witches are most often responsible for the creation of ghosts, ghosts usually work most closely with witches.

 Lifespan:               Most ghosts exist for about 2 weeks, up to a few months.  There are exceptions, depending on what the ghost is bound to/what its contract involves.  Ghosts are created when a supernatural dies under specific circumstances (such as a death curse or a magical illness) and someone (usually a witch) binds their soul to something in this world.  Essentially, ghosts are usually murdered and rarely have a say in their existence as a ghost, but sometimes they may arrange in advance with a witch to be turned into a ghost and what the terms of their contract will be.  Ghosts cease to exist when their contract is fulfilled.  In some rare cases, the contract involves the existence of something that does not end easily, meaning that the ghost is virtually immortal.  For instance, the ghost in Sunrise is bound to the ground itself, so as long as the ground there exists, so will the ghost.

 Personality:           Ghost personalities vary widely, but if they were contracted against their will, ghosts may be very bitter and unhappy about being forced to assist the witch and may be as uncooperative as possible.

 Known hybrid variants:     None.  Ghosts cannot reproduce.

 Example Members:                            Cassie and the ghost from the Vist town

                                 Ghost appear primarily in Ashes, Hunted, the bonus story Sunrise, and parts of TME Volumes 3 and 4.

Goblins

 Appearance:         Goblins to Vist eyes have short ears with several points.  They also tend to have wrinkles across their noses and yellowish or orangeish skin.  In full goblin form, both male and female goblins look very similar and are generally short, bald, and covered in yellowish or orangeish skin.

 Abilities:                Goblins have a knack for seeing glimpses of the future for certain objects (not for people).  Many goblins go into R&D or similar careers because they can use their abilities to help figure out how to make an object better or avoid certain outcomes.  Goblins are very technically minded and are more likely to go into science, medicine, or engineering type careers, although they often don’t have the patience to deal with people and aren’t as likely to practice medicine as to go into research.  Goblins do not have active magic and are fairly harmless in battle, and while they are usually very smart, they tend to use their minds for science and not martial skills, so they also likely aren’t helpful in planning battles.

                                 Goblins do not have hearth magic.    

 Alignment:            Goblin magic is neither light nor dark magic.  Goblins are not generally associated with any particular supernatural species, but they sometimes get along well with elves, since both are able to make small, intricate objects.

 Lifespan:               Goblins usually live around 150-175 years.       

 Personality:           Goblins tend to be hyper focused on their tasks, but can be easily distracted with new knowledge.  They are usually hard workers and very bright, but they cannot always relate easily to people who are not on the same intellectual level as them.

 Known hybrid variants:     No true hybrids.  Goblins may have hybrid children who are the other parent’s species but with either increased intelligence and/or an ability to see glimpses of the future.

 Example Members:                            Vivian

                                 So far, Goblins have just appeared briefly in TME Volume 2.

Gryphons

 Appearance:         To Vist, gryphons appear to have an eagle head and feathered wings.  When shifted, gryphons have the head and front legs of an eagle and the back legs and body of a lion, along with wings.

 Abilities:                Gryphons have wind abilities, but mostly in shifted form, where their wings can create wind drafts larger than would be expected for their size.  They can manipulate wind to some extent in human form.  Gryphons can also manipulate gold, so some will deliberately keep gold objects around so they can instantly turn them into molten gold to use as a weapon in combat.

                                 Gryphons occasionally use gold to make hearth magic, but this is generally viewed as too expensive to bother with.

 Alignment:            Gryphon magic is elemental magic.  Gryphons tend to side with dragons if they have an option to, but otherwise generally are on their own.  Their tendency to speak in riddles does not always endear them to other people.

 Lifespan:               Gryphons live about 350 years.

 Personality:           Gryphons cannot lie, so many gryphons try to deal with this by speaking in riddles so it’s not always clear what they’re saying.  Gryphons are also patient and content with finding one hobby to enjoy forever, but most of them enjoy activities related to reading and writing.

 Known hybrid variants:     None currently known.  There have been some hybrids who have the other parent’s abilities and the gryphon parent’s limitation to only speak the truth, but no true hybrid.

 Example Members:                            Elyse

                                 Gryphons primarily appear in Family and also briefly in Blank and TME.

Hydras

 Appearance:         Hydras appear to Vist to have scales and fins running along either side of their heads.  In shifted form, they are reptilian and most have 2-3 heads, depending on what magic types they have, but occasionally a hydra may have more heads.

 Abilities:                Hydra heads each have their own kind of magic.  The most common types are acid and fire, with less common varieties of poison, ice, and lightning.  Hydras can use their respective magic types while in human form, but are more limited in their use and are vulnerable to those same elements, despite being immune to them while in hydra form.

                                 Hydra hearth magic corresponds to whatever kind of magic the hydra has.  Acid magic is generally not enjoyable for an intruder and acid + fire tends to result in a need for immediate medical attention.

 Alignment:            Hydra magic is mostly elemental, but partially nature as well.  They are pseudo-merfolk who make eggs that then require large bodies of water to grow and hatch; a bathtub is not sufficient to make a hydra egg hatch.  Hydras are not genuine merfolk, however, despite their need for water.  They are neutral to most merfolk, with the exception of kapras, with whom they have a long-standing feud.

 Lifespan:               Hydras live about 175 years.

 Personality:           Hydra emotions can vary abruptly, which is theorized to do with their different heads/different kinds of magic.  Like kapras, they are fiercely loyal to their leader and will follow them without question.

 Known hybrid variants:     None known.  However, hydras themselves are a true hybrid between naga and witches, from a long time ago.  Hydras created via a witch/naga union are very rare currently, and many people have forgotten that hydras are actually a true hybrid because they’ve been around so long and have their own culture and extensive history.

 Example Members:                            Mark

                                 Hydras appear primarily in Storm.

Kapras

 Appearance:         When in human form, kapra appear to Vist to have goat horns and skin with fish scales.  In their shifted forms, kapra have lion heads and paws with goat horns but mermaid tails.  For obvious reasons, they do not shift when not in water.

 Abilities:                Kapras are a type of merfolk and therefore have elemental magic (earth, fire, water, and air).  Kapras are more of a land-based merfolk, however, and do not have to spend as much time underwater, so their elemental magics tend to be more balanced.  They can also exist in either fresh or salt water.

                                 Kapra hearth magic will use elemental magic to defend the house, but it is weaker hearth magic and generally easier to get through.

 Alignment:            Kapras are generally allied with other merfolk, especially other merfolk who are more land-based (such as merfolk shifters that do not live underwater, for instance seals or sea otters).  They generally do not like hydras due to a long-standing feud.

 Lifespan:               Kapras usually live about 175-200 years.

 Personality:           Kapras follow their pride leader or hunt chief, who has the strongest magic of their generation, and disobedience to the pride leader is viewed very negatively by the entire community.  Kapras are extremely loyal and unlikely to question their leader’s decisions, even when those decisions are bad.  Because they base their community on their pride leader, kapras often live in a kapra community rather than with other merfolk.  A lone kapra may find a lion shifter, goat shifter, or other merfolk to associate with instead and, if the other individual has leadership qualities, they are likely to be a loyal follower.  Kapras generally like to have a leader to follow and get stressed when they don’t have one.  This can put kapras in an awkward position of following bad leaders without challenging them when necessary or being more susceptible to being misled when they are alone and not with other kapras.

 Known hybrid variants:     None.  Like most merfolk, kapras do not have hybrid children.

 Example Members:                            Winter’s family

                                 Kapras mostly appear in the side story Storm, but one also appeared in the Diana’s History Lesson.

Kirin

 Appearance:         In human form, a Vist will see kirin as a cross between a deer and a horse, but with 1-2 horns and glowing fire around their shoulders.  In kirin form, kirin are elegant cloven-hooved creatures with fire actively burning on their shoulders, feet, mane, and tail.  They may have 1-2 horns and their fire and coloring are dependent on what kind of magic they have.

 Abilities:                Kirin generally have different kinds of elemental magic, whether fire, earth, water, or air, but may sometimes also have poison, lightning, or ice.  All kirin can water walk, use air to essentially leap from spot to spot in the sky (like flying, only it’s leaping and they have to keep moving or they will fall), are immune to fire damage, and cannot suffocate.  Kirin may be able to use small amounts of other types of magic, but they will be affected by the kirin’s primary elemental type; for instance, a water kirin would have blue fire that is colder than most fires.

                                 Kirin also have some amount of nature magic that allows them to grow flowers to eat (kirin like to eat flowers, which would make fairies sad, but at least they can grow their own).  More importantly, however, they have nature-related camouflage magic.  When a kirin is in an area with heavy vegetation, they are able to blend into the environment seamlessly.  Their coat will change colors to match the surroundings, their horns may start growing flowers or leaves to match, and even the pattern of their coat will adjust.  They will also match the natural scents and sounds around them.  When they are truly camouflaged, it can be difficult even for a supernatural to identify them, with the exception of Vist.

                                 Kirin hearth magic will correspond to their elemental type.

 Alignment:            Kirin are cousins to unicorns, only with elemental magic and a little bit of nature magic.  They are fairly peaceful and generally get along with light-end magic users, shifters, and anyone who is willing to leave them alone.

 Lifespan:               Kirin can live about 2000 years.  They do not have the same fake stories surrounding their bones, blood, etc. as unicorns, so they are not likely to be killed for that reason.  Kirin are very hardy and more likely to survive many injuries, but are not quite as nearly-unkillable as their unicorn cousins in surviving almost anything.

 Personality:           Like their unicorns cousins, kirin are very peaceful and are not interested in engaging in combat.  Unlike unicorns, they can fight if they’re forced into it, but they will only do so very, very reluctantly and when there is absolutely no other option.  Kirin can be fairly shy and timid and will often hide rather than confront someone nearby.

 Known hybrid variants:     No true hybrids known, but kirin have a higher than average likelihood of making hybrid children generally, with either the magic of both parents or a mixture from both parents.

 Example Members:                            Kiera

                                 Kirin have appeared in TME Volumes 3 and 4 as a hybrid.

Kitsune

 Appearance:         Vist see kitsune in human form as having a fox head and multiple fox tails.  The number of tails will depend on the age of the fox.  In kitsune form, kitsune are large foxes with multiple tails and color coats.

 Abilities:                Kitsune have a mixture of elemental and spirit magic.  They also have a spirit form, or invisible form, which allows them to essentially just exist in magic.  While they are in this form, they can see the magic of other creatures (much like unicorns can see magic).  They cannot interact with much while in spirit form, but they can use it to swiftly travel great distances and to hide from potential enemies.

                                 Kitsune can also possess people briefly, but they generally only do this when they feel that they need to possess a human politician, for instance, that will create laws that will help supernaturals or will be the deciding factor on a vote to set off a portion of the forest for wildlife.  Younger kitsune may use this ability for pranks, but they are usually scolded strongly by their elders when they do so.  Kitsune can also possess objects, which they do with more regularity, allowing them to basically hide in the shape of a pot or other object while still being perfectly aware of their surroundings.

                                 Vist can still see them when they possessing objects or people, or will be able to tell that the person/object is possessed, but Vist cannot see them in spirit form, though they may see traces of magic that will clue them in to a kitsune being present.  Unicorns, however, can still see kitsune in spirit form.

                                 Kitsune grow more powerful the older they are.  They are born with two tails and gain another tail every 100 years, and the more tails a fox has, the more they can do.  A fox with two tails can usually manipulate air and water, while one with three tails can also control earth; four tails can use fire; five can use ice; six can manipulate poisons and acids; seven can use sunlight/shadows; eight can hypnotize and temporarily limit people’s ability to see and/or hear; and nine can manipulate lightning and storms.  The most tails a fox can get is nine, but foxes who are more than 1500 years old have been heard of to also be able to adjust gravity, though this appears to be a rare ability.

                                 Kitsune hearth magic tends to confuse an attacker and can be potent enough for the effects to last for months or occasionally even years.  The invader may forget who they are, where they were going, what they were doing, or even what language they speak.  Most supernaturals leave kitsune houses alone unless they have some sort of protection against mind magics.

 Alignment:            Kitsune are neither light nor dark magic, but are sometimes viewed as problematic by light-end magic users due to their ability to possess people.  They tend to be friends with kirin, however, who originated in the same part of the world.

 Lifespan:               Kitsune generally live about 1500-2000 years.

 Personality:           Kitsune can be initially shy and hesitant to meet new people, but can be very mischievous when comfortable with someone.  Elder kitsune are often wise leaders.  Kitsune do not anger easily but may be likely to tease someone who does (poor naga).

 Known hybrid variants:     No known true hybrids.  Kitsune and kirin have made hybrid children who tend to be kitsune with one elemental type, with water walking, fire immunity, and air jump travel like kirin.  While they do not grow additional tails or gain more magic, their ability to control their specific element tends to greatly exceed their kitsune cousins.

 Example Members:                            Kiera

                                 Kitsune have appeared in TME Volumes 3 and 4 as a hybrid, and in Freedom.

Kraken

 Appearance:         To Vist eyes, Kraken in human form will appear to have something like a giant octopus head, but darker and kind of scarier than an actual octopus, with storms in an aura around them.  In kraken form, kraken appear much like giant octopi, generally with black or dark blue skin.  Baby kraken will look like normal-sized octopi.

 Abilities:                Kraken can shift into human form underwater and breathe easily.  They will also have gravity that adjust to allow them to essentially walk along the ocean floor as if it were regular ground.  However, they have very little magic in their human forms.

                                 In full kraken form, kraken can use their arms to grab and throw things, but they will also have immense amounts of magic that spawn around them automatically.  Kraken above water are generally accompanied by storms, stormy waters, and currents seeking to pull anyone the kraken is fighting with underwater to drown them.  Kraken are difficult opponents due to their sheer size and ability to throw and/or drown almost any opponent.  It is strongly advised not to anger the kraken.

                                 Like most merfolk, Kraken don’t usually bother with hearth magic.  Kraken are also less likely to live above the surface anyway, since (1) they have very little magic in human form and are more vulnerable but (2) they require immense amounts of food to eat, so they often have to travel into deeper ocean areas to get enough to eat.

 Alignment:            Kraken are merfolk and tend to be friendly towards any other merfolk.  They are somewhat territorial since they have to eat a lot and need to make sure other creatures, particularly other kraken, do not threaten their food supply.  Kraken generally avoid conflicts with other deep sea merfolk, however, including other kraken, if they can help it, because they are rare supernaturals and they don’t want to have to fight each other unless it’s unavoidable.

 Lifespan:               Kraken live about 400 years.

 Personality:           Kraken personalities vary, but they do require access to a lot of food and will guard their food farming areas from other kraken.  Most of the time, when a kraken has a kraken offspring, the offspring has to strike out on their own by the time they reach late teens or the two will have difficulty getting enough food for both.  Kraken rarely marry other kraken due to their territorial/food farming issues.

 Known hybrid variants:     None known.  Kraken almost universally only date/marry other merfolk, in particular merfolk who spend most of their lives underwater.  While a kraken could in theory create a hybrid with a water nymph or merfolk shifter, these unions are rare enough that it has not currently happened.

 Example Members:                            Jett, Zoey, and Aria

                                 Kraken primarily appear in Submerged and in TME Volume 3.

Leviathan

 Appearance:         Leviathan are deep sea merfolk who rarely appear on land.  In full form, they appear somewhat like a cross between a crocodile and a platypus, only with skin, webbing between their toes, and fins that run between their front and back legs (like flying squirrels, almost).  Their mouths and tails are more like crocodiles, however.  If a Vist does see a leviathan in human form, they will see blue markings on their face (corresponding to the blue stripes on the leviathan’s full form) and will also see gills on their neck, sharper looking teeth, and leviathan tails.

 Abilities:                Like all merfolk, leviathan have elemental magic (earth, fire, water, air).  However, they almost never use fire magic and actually rarely use magic at all.  They tend to remain in their shifted forms in the deep ocean and simply use their physical abilities, which allow them to swim fast and eat quickly.  They can be very deadly ocean predators, but their abilities lie in being fast and agile, so if an enemy is able to land a hit, the leviathan doesn’t have a lot of defenses and might be taken down.  Leviathan often travel in schools, though, and a school of leviathan can destroy an opponent very quickly, so just because an attacker can hit one leviathan often will not mean success in the long run.

                                 Leviathan do not use hearth magic since they live underwater.

 Alignment:            Leviathan are neutral towards most merfolk.  They are closely allied with their own leviathan school and are likely to avoid anyone else in the ocean, although they may view another leviathan school or another supernatural attempting to hunt in the same area (such as a kraken) as a potential competitor for resources.

 Lifespan:               Leviathan live about 150 years.           

 Personality:           Leviathan tend to be distrustful of anyone who is not in their school.  While they most likely won’t engage in combat instantly, they won’t warm up to newcomers – even other merfolk – quickly.  Gaining entrance into a leviathan school can take years, if a leviathan either doesn’t have one of their own or lost their previous one somehow.  Leviathan are more likely to try to scare someone off with sheer numbers, however, than to actually attack.  They tend to respect other deep sea merfolk, such as kraken, and want to avoid killing them if possible, but they also want to keep their territory and ensure enough food for their school, so they will attack if threatened.

 Known hybrid variants:     None.  Leviathan do not tend to marry other supernaturals, even other merfolk.

 Example Members:                            None

                                 Leviathan have not directly appeared in TME or any side story, but are mentioned briefly in Submerged.

Lizardfolk

 Appearance:         Lizardfolk have scales, lizard tails, and lizard eyes to Vist.  They look very similar to naga and can sometimes get confused with naga.  Lizardfolk in their full form look like giant lizards, which can vary based on lizard type.

 Abilities:                Lizardfolk have a small amount of nature magic, but their abilities are mostly physical.  They are extremely fast in shifted form and can outrun most supernaturals, while also being able to change directions swiftly even while running (unlike cheetah shifters, as a random example).  They can also camouflage themselves like chameleons, so they can often serve as spies or messengers during wartimes.

                                 Lizardfolk hearth magic is very weak and easy to break into.

 Alignment:            Lizardfolk have nature magic which is somewhat dark, but less so than their naga cousins.  They are most often affiliated with naga, however, who are considered darker magic, meaning by default that lizardfolk are viewed as allies to many of the darker magic users.

 Lifespan:               Lizardfolk, like naga, can live to be about 200 years old, but generally live approximately as long as humans.

 Personality:           Lizardfolk personalities can vary, but they do tend to be jumpy and easy to startle.  Naga will sometimes deliberately tease them and see how often they can make a lizardfolk jump, but lizardfolk are fairly tolerant of naga doing this and just put up with it.  They are more wary of light-end magic users and may be harder to win over than naga, even, partially because naga can defend themselves better and lizardfolk’s best defense is usually to run and/or hide, so they trust more slowly.

 Known hybrid variants:     Naga and lizardfolk.  The two species are very similar, so it is not uncommon for a child born to a naga/lizardfolk union to be some of both, but it largely doesn’t change anything for them one way or the other.

 Example Members:                            Amaya

                                 Lizardfolk are mentioned in Purr and Blank, but appear primarily in Graveyard and TME Volume 3.

Manticores

 Appearance:         Manticores appear to Vist to have wings and a scorpion-like tail.  In shifted form, they have the face of a lion, the body and tail of a scorpion, and wings.  No, that’s not creepy at all.

 Abilities:                Manticores have poison that can kill almost any living thing in a very short amount of time.  They are viewed as among the most poisonous of species to exist.  A few exceptions are supernaturals who can survive almost anything (such as dragons, unicorns, and demons), naga (who are poisonous enough themselves that new poisons introduced to their systems rarely bother them), and some supernaturals with poison elemental powers, such as six-tailed kitsune (and above).  Manticore do not have to fully shift to use their poison – they can basically make just their tail appear in human form and attack someone swiftly, then hide it again.

                                 In their full form, manticores are heavily armored and it may be difficult to contain one.  However, if their feet are trapped and their tail immobilized, manticores can be defeated.

                                 Manticore hearth magic is also poisonous and will kill someone if they remain inside the house for too long.  It is strongly advised to get out of the house ASAP if manticore hearth magic is triggered, but even if immediately abandoned, the hearth magic will still likely leave an effect which lasts for several weeks.

 Alignment:            Manticores are dark magic but tend to be on the fringes of dark magic user society.  They don’t regularly associate with any particular supernaturals, even naga, despite their poison affiliation.

 Lifespan:               Manticores live about 100 years.

 Personality:           Manticore personalities vary widely.  Some are viewed as being more hostile to other supernaturals and too proud to associate with most of them, while some are very laid back and affable.  They are rarely deeply scared by other supernaturals, however, largely because they know the power of their poison and that even species who might survive wouldn’t be able to continue engaging in combat with them for very long, because their poison will still have some effect even if it won’t kill them.  As a result, some of them can be reckless in dealing with other supernaturals, which is rarely a good idea since if someone can take a manticore by surprise, can plan an encounter with one in advance, or is experienced in fighting them, the chances of bringing down the manticore are fairly high, while the manticore just relies on stinging them.

 Known hybrid variants:     None currently known.

 Example Members:                            Unnamed individual who attacked Riven

                                 Manticores currently only appear in TME.

Naga

 Appearance:         In human form, naga appear to Vist to have snake eyes, a snake tail, and scales on their skin.  When angry, their eyes glow red, and when casting magic, their eyes glow green.  In naga form, naga look like a giant snake big enough to squish someone just by slithering on top of them.  The type of snake depends on the naga themselves, but most tend to be some variety of poisonous snake.

 Abilities:                Naga rely mostly on poisons and combat prowess.  They train to fight from an early age.  Naga poisons are more potent in naga form, but they still have poison in human form as well.  Their poisons have a number of uses, including temporary paralysis, death, slowing them down, hallucinations, temporary blindness, knocking them out, and can even serve as a tracking device.

                                 Naga can imbue certain objects with their magic.  Some naga have learned how to do that to create dreamcatchers, which will redirect naga poisons into a beneficial role so that they essentially snap someone’s mind out of certain mental issues.  For instance, a person hallucinating would be brought back to reality and a person feeling paranoia would instantly lose the paranoia.

                                 Naga hearth magic is difficult to learn but is poison-based and can potentially kill invaders.

 Alignment:            Naga are more dark magic, but nature oriented.  Naga are most associated with lizardfolk, but are generally viewed by demons as fairly similar in many ways, so naga and demons often get along fairly well.

 Lifespan:               In theory, naga can live about 200 years, but they largely don’t due to naga lifestyles and tendency to fight with other individuals.  Average life expectancy for a naga is closer to human lifespan.

 Personality:           Due to their culture, naga tend to be argumentative and willing to fight.  They view a challenge as something to embrace, not to avoid.  Most naga find fairies annoying, but will not start a fight with them since fairies are still considered helpful.  Naga are not as likely to make human friendships as many other supernaturals, partially due to their heavy cultural influence, which is harder to hide when not dealing with other supernaturals, and partially due to their tendency to get into fights.

 Known hybrid variants:     True hybrids include hydra (naga and witch), which were created centuries ago.  Hydra offspring are rare currently and their species have created an entirely different culture from both naga and witches.  Naga more often have hybrid children with lizardfolk.  The two species are very similar, so it is not uncommon for a child born to a naga/lizardfolk union to be some of both, but it largely doesn’t change anything for them one way or the other.

 Example Members:                            Beatrice, Fenton, and Madden

                                 Naga currently appear in TME, briefly in Purr, and in Reunion.

Naiads

 Appearance:         In their natural form, naiads have bluish skin, green hair (that tends to be worn long, regardless of gender), and green eyes.  Their skin has scales at the feet, hands, and around the edges of the face, and the older they are, the more their scales spread.  In disguised form, they can appear like anyone, male or female, and their magic will make it hard for most supernaturals to definitively identify the individual as supernatural.  Vist will see their natural form through their disguise.

 Abilities:                Naiad magic is centered around water.  If they are unbounded to a water source, they can use water, but the abilities are fairly limited and they aren’t considered much of a threat.  Bonding takes time, but once bonded, the naiad’s magic increases exponentially.  They are essentially able to summon the water to take out numerous enemies at once.  They can also magically poison the water to work like acid or even fire, in addition to drowning people outright.

                                 Once bonded with water, naiads can also use their water to essentially create a thin layer of water covering, one that works to create a disguise they choose.  It can be any gender or humanoid species, but not animal (due to the difference in shapes).  The disguise helps them blend in with humans since their natural form stands out too much.

                                 Naiads don’t tend to have hearth magic simply because they don’t view a building as their home so much as their water source.  However, anyone attempting to harm a sleeping naiad likely will find the water from the naiad’s source defending them automatically.  It’s also extremely difficult to sneak up on a naiad because they can hear things long-distance through water, meaning that if they set up a bowl of water in their room, for instance, they’ll be able to hear the vibrations if someone enters the house.  This means that if someone does attempt to break into a naiad’s house, they’ll likely be facing the naiad awake and ready.

 Alignment:            Naiad magic is viewed as a cross between merfolk and nature magic.  They don’t automatically ally with anyone, focusing instead on their water source and the people around it as opposed to a specific people identity.

 Lifespan:               Naiads live about 1000 years.

 Personality:           Naiads tend to be fairly calm and quiet members of their community, but sometimes playful, unless their water source is threatened, and then they can become extremely deadly.  Naiads can also become corrupted by their water source, if the water itself is contaminated, and this can change their personalities to become more aggressive or short-tempered.

 Known hybrid variants:     None known.  However, some people have theorized that naiads themselves are a true hybrid of water nymphs and dryads.

 Example Members:                            Warin and Mabel

                                 So far, naiads have only appeared in the Cenric’s History Lesson and briefly in TME Volume 4.

Necromancers

 Appearance:         Necromancers are humanoid and do not have a second form.  That said, they will appear less alive even to regular eyes the more they delve into necromancy.  Vist see necromancers as having decaying, gray skin and skeletal features, regardless of their actual physical attributes.

 Abilities:                Necromancers can summon the dead and force them to do their will.  They can either use humanoid skeletons (which includes most supernaturals who die and leave behind a human form) or animal skeletons.  The dead are able to act as if they still had their tendons, etc. present due to necromancer magic, regardless of their actual physical condition (ex: a skeleton can still move around and fire a gun, if necessary).  Some necromancers prefer to only use animals and/or only use those who are willing to listen to their will, since it can be harder to fight for control back when it is time for the dead to be released.  For instance, summoning a serial killer or a centaur may result in a battle of wills once the necromancer no longer needs them, because the serial killer or centaur will want to stay undead and kill more things.

                                 Necromancers can also kill things with their magic or imbue objects with death, basically.  Imbuing objects with death tends to wear off soon, but taking the life from living things is permanent.  However, they can only do this in close quarters with someone, so most people can defend themselves from a necromancer killing them directly by keeping out of melee distance.

                                 Necromancer hearth magic tends to kill stuff.  Even if someone survives, it is very unpleasant to experience and may result in permanent issues with one’s lungs, heart, circulatory system, etc. (whatever was targeted first by the hearth magic).

 Alignment:            Necromancers use death magic.  It is not technically dark magic, but is viewed as close to it.  Necromancers are deeply disliked by most light-end magic users (for instance, they tend to kill flowers just by being around them, which makes fairies mad at them) and most dark magic users are reluctant to get involved with them.

 Lifespan:               Necromancers can live about 600-700 years.    

 Personality:           Due to their magic type, many necromancers are obsessed with death and dying.  Necromancers are a species who was almost erased entirely after they started getting more and more obsessed with trying to destroy humans and supernaturals alike to literally rule the world, ultimately culminating in the creation of dark souls.  Dark souls ultimately destroyed much of the existing necromancers when they turned out to not be as able to be controlled as first thought, but supernaturals ended up dealing with many of the other existing necromancers who displayed similar tendencies.  Several necromancer families, however, were different and followed strict rules about who to summon and what to use them for, and these families were left alone.  Current existing necromancers are all descendants of these families and still follow those same rules.  They may be wary of other supernaturals due to necromancer history, but most supernaturals are fine with them as long as they don’t start trying to take over the world again.

 Known hybrid variants:     None.  Necromancer children, however, are only ever necromancers, regardless of whom the necromancer’s partner is.

 Example Members:                            Ian, Anri, Valeria

                                 Necromancers appear primarily in Hunted, Graveyard, and TME Volume 4.

Nightwing

 Appearance:         To Vist, nightwings appear to have lavender skin and wings.  Some may also have horns.  In full form, they look much like demons, actually, only with lavender skin and all of them have wings (unlike demons).

 Abilities:                Nightwings use dark magic.  They have average magic levels/are not particularly weak or strong magically.  They are physically strong, can see in the dark, and can hear further than many supernaturals.  Their magic can also work like sonar in the dark, telling them exactly where everything is around them and what it looks like, if for some reason they cannot see.  When flying, they can also adjust their eyes easily to see up to a mile away in detail.  Nightwings do not make any sounds when flying and can be perfectly silent on the ground as well.  Nightwings are most deadly in the dark and can be practically invisible/unheard when attacking an opponent.

                                 Nightwing hearth magic works mostly as a shield, but can be broken by anyone with above-average magic levels.

 Alignment:            Dark magic.  Nightwings are not very fond of their ancestors (vampires and shifters), moreso shifters than vampires, in large part because of how they were initially treated by their ancestors when they started to be viewed as a separate race rather than just a hybrid child.  Nightwings are generally allied with demons.

 Lifespan:               Nightwings live about 500 years.

 Personality:           Nightwings can be somewhat standoffish, but are often willing to help anyone – light or dark magic – if asked.  Many of them end up working public service jobs that are also physically demanding jobs, because they enjoy using their muscles to build roads, for instance.  Nightwings are often better with hands-on type jobs.

 Known hybrid variants:     None currently known.  Nightwings are a true hybrid that has been around for a while.  While they have doubtless created some hybrid children that have powers of both parents, no true hybrid has been created from them.

 Example Members:                            Drew and Rhys

                                 Nightwings appear in Butterfly, Slumber, and TME Volume 2 onwards.

Nymphs

 Appearance:         Nymphs in shifted form have greenish skin, larger than normal eyes, and their extremities change to look more like plants.  They are virtually silent in this form, but tend to only use it in fairy gardens or dryad forests due to the potential of being caught.  Vist see nymphs with greenish skin and plant filigree, almost, on their face and fingers.

 Abilities:                Nymphs can make plants, fungi, and similar things grow, but only one particular plant that they’re associated with.  For instance, a nymph could have control over oak trees, which they can plant/grow almost endlessly, or pumpkins, or mushrooms, or almost anything.  They are not able to grow much other than their particular plant, though they may be able to provide plant first aid to other plants and likely can keep them alive better than non-nature-magic supernaturals.  Nymphs turn into flowers when they die.

                                 Nymph hearth magic is minimal and tends to be easy to overcome.

 Alignment:            Nymphs use nature magic and are closely allied with fairies and dryads.  Merfolk nymphs are allied with other merfolk and often help grow kelp or other plants that merfolk eat regularly.

 Lifespan:               Nymphs usually live about 150 years.  This applies for both land and merfolk nymphs.

 Personality:           Nymphs are usually fairly quiet and gentle but like to help their chosen communities.  Mostly, this is a fairy community, but for merfolk nymphs, this will be a nymph community.  Even if their particular plant is not useful (daisies, as a random example), they are still likely to engage in farming activities or in some way try to help their community through plants.  Nymphs also really like weather and enjoy the rain.  A lot.  They like to go stand in the rain whenever it rains.

 Known hybrid variants:     No known true hybrids.  Nymphs are the only species that fairies will sometimes allow to help feed their plants, since nymph magic is very similar, but few fairies will risk this and the baby will still be full fairy.  Nymphs do sometimes have hybrid children who end up with green skin and some plant elements instead of whatever their other form would normally have, such a bear shifter with green skin and bark claws.

 Example Members:                            Kelsey (merfolk nymph), Tilly

                                 Nymphs primarily appear in TME, but are briefly mentioned in Submerged.

Oceanids

 Appearance:         To Vist, oceanids appear to have scales and gills along their necks.  Oceanids, like most merfolk, tend to wear their hair long regardless of gender.  In oceanid form, they have fish tails (mermaid tails) and scale patterns across their upper body and arms that depend largely on the individual and how comfortable they feel with what shows in whichever gender they are in.

 Abilities:                Oceanids can shift genders at will, but generally do this in water because it is easier.  The process usually takes a few minutes but they will change entirely from male to female or vice-versa.  Most oceanids do have a preferred gender, but they will still switch to the other one for physical advantages; male forms tend to be stronger while female forms tend to be faster/more agile.  Oceanids also have fingernails that can grow sharper and longer to use as a weapon.

                                 Oceanids can opt not to shift when in freshwater, in water on land (like shower or baths), or pools, including saltwater pools.  They can also opt to shift into oceanid form when on land even when not in the water.  However, they cannot avoid shifting when in the ocean.

                                  Like all merfolk, oceanids have elemental magic (earth, fire, water, and air).  Water tends to be their strongest magic, but they can all manipulate all of the elements to some degree.  Oceanids are one of the stronger merfolk varieties and are often the leaders of their particular communities.

                                 Merfolk in general do not bother with hearth magic, although they would be capable of it, because they live in the ocean and don’t care if sealife enters their houses.

 Alignment:            Elemental magic.  Merfolk, including oceanids, are aligned with each other and view each other as part of the merfolk community, regardless of type of supernatural.  They do not have any particular issues with any other kind of supernaturals, but since many of them spend much of their lives in the water, they often do not hang out with land-based supernaturals for long lengths of time.

 Lifespan:               Oceanids tend to live about 200-250 years.  They will spend about 1/2 to 2/3 of their lives underwater, generally in a merfolk community.  If an oceanid does not regularly visit some sort of water, they will start to get anxious and stressed and eventually will have to get in the water or they will die.  When oceanids die, they turn into bubbles.

                                 Oceanids can also die of broken hearts.  Oceanid magic is more closely connected to their emotions than many species, and if they lose someone close to them, an oceanid may be at risk of dying of a broken heart.  This can potentially be avoided with enough other friends/family/loved ones nearby that help them get through the loss.

 Personality:           Oceanids care deeply about their merfolk community and respect the Elder, or most powerful person in their community.  A number of oceanids may not bother regularly with humans or land-based supernaturals and may actually spend their entire lives underwater, dealing with their merfolk community.

                                 Oceanids are ocean predators and seafood makes a large percentage of their diet.  They also like kelp and salty foods.

 Known hybrid variants:     None.  Oceanids do not create hybrid children.

 Example Members:                            Morgan, Sidney, Sage, and their families

                                 Oceanids primarily appear in Seafoam and Submerged, and then in TME starting in Volume 2.

Pegasus

 Appearance:         When in human form, Vist see pegasus as having a horse head and wings.  In shifted form, pegasus are basically just winged horses.  They can appear in any natural horse color, and colors do not affect their magic.

 Abilities:                Pegasus have nature magic.  They can use their wings to create wind currents, but their primary ability lies in manipulating rocks.  They are able to make rocks grow at will, and a group of pegasus is capable of creating an impenetrable wall of rock, for instance.  Most often, pegasus magic is used to make gemstones grow.  Pegasus tend to be very wealthy as a result.  Their magic can also be used in combat, however, to throw an opponent off their footing or even to impale one with a stone spike, if they can control their magic well enough.

                                 Pegasus magic has a limit, however, and if pushed too far, pegasus will run out of magic.  They will still be supernaturals, but will not be able to make rocks grow anymore.  This usually takes years of pushing their magic too far, however.  Because of their magic limits, pegasus will rarely be regular combatants or otherwise use their magic in larger quantities.  They do not gain magic until adulthood, however, so pegasus young are more vulnerable until they get their magic.  

                                 Pegasus hearth magic will make rocks grow over any entryway, essentially blocking off the way into/out of the house.

 Alignment:            Nature magic, but neither light nor dark.  Pegasus are not community-oriented or herd-oriented and are generally fine on their own.

 Lifespan:               Pegasus can live about 300-400 years.  If they run out of magic, they usually do not live more than about 50 years after that.

 Personality:           Pegasus personalities vary widely.  However, because they can usually make money easily (by growing gemstones), they rarely view money as much of an issue in their lives and some can be more obnoxious and/or flagrant about their wealth.

 Known hybrid variants:     None.  Pegasus do not make hybrids.

 Example Members:                            Ambrose and Mia

                                 Pegasus appear in Reunion and in TME Volume 4.

Phoenix

 Appearance:         Phoenix are humanoid, but their eyes tend to appear almost glowing, so they often avoid direct interactions with humans or wear sunglasses if they do.  When they die and are reborn, for a while they will have fiery wings that appear.  Vist can see the wings all the time and may see fire dripping off their skin as well.

 Abilities:                Phoenix previously had offensive abilities, but their offensive magic was devastating enough that they created a binding contract that prevents them from performing offensive magic.  Phoenix still have defensive magic, mostly in the form of a shield.  However, if they are killed, they will explode and destroy everyone around them, so killing a phoenix actually will result in the killer’s death, so phoenix do have a very strong defense mechanism, in one way.

                                 Phoenix don’t usually attempt to use hearth magic, partially because they tend to be transient, but if they did, the magic would be fire-based.

 Alignment:            Phoenix magic is neutral and phoenix themselves tend to be solitary and not associated with any particular species.

 Lifespan:               Phoenix are truly immortal.  If killed, they will simply be reborn.  Phoenix also cannot die of old age.

 Personality:           Phoenix tend to watch the world and not get heavily involved.  Part of this is due to their long lifespans and immortality, which can lead them to become depressed and lonely.  Phoenix can only truly die if someone who knows their real name kills them, so if a phoenix gives someone their real name, they either trust that person deeply or they wish to die.

 Known hybrid variants:     None.  Phoenix are created at random when another phoenix is reborn (basically, a phoenix will be reborn, and there will be a random phoenix baby that appears along with them), though the chance of this occurring is very small.

 Example Members:                            Currently only one phoenix has been encountered.  She is known as Cyra to some people, but this is not her real name.

                                 The Phoenix primarily appears in Ashes and in Hunted, and in TME Volume 3.

Poseys

 Appearance:         Poseys are about 2.5-3 feet tall (about 0.76-0.91 meters) and have flower faces, aka their faces are the centers of flowers.  They’re basically living flowers.  They can, however, hide their faces and basically look like a tall weed to inexperienced eyes.  In human form, they tend to be frail and short, and Vist will still see flower faces.

 Abilities:                Poseys can basically make flowers bloom around them, almost like a flower garden explodes all at once.  They don’t tend to be able to control what kind of flowers or what order, so it’s a flower chaos, but when they’re happy they tend to just have flowers constantly growing around them.  One way to identify that a forest is populated by poseys is an abnormal amount of flower growth.

                                 Poseys do not have hearth magic and are one of the few species who cannot make protection marks.

 Alignment:            Poseys have nature magic.  They are most closely associated with dryads, because they generally live only in dryad-protected forests, with dryads serving as their protectors.  They also get along well with fairies, nymphs, and unicorns, but will basically get along with anyone who is gentle and doesn’t want to hurt them.

                                 Otherwise, poseys live in small posey communities within a dryad forest, but, like dryads, they don’t live in nor need houses and, like dryads, they get their nutrients from the rain, sunshine, and the earth (by planting themselves in the ground for however long they need).

 Lifespan:               Poseys live about 60 years.  However, if they attempt to live among humans, this is usually shortened significantly.  Because their human forms are very brittle and break easily, even if bumped by a human, poseys in human form will often be badly injured within a short amount of time.  They can rarely survive among humans, particularly in a crowded environment such as a city, for any length of time.  Additionally, maintaining a human form is very taxing, so doing it for a long period of time will shorten the posey’s life somewhat.

 Personality:           Poseys are fairly happy and carefree but tend to be very shy of strangers until they know they’re someone safe to be around, aka gentle enough to not hurt them.  They tend to hide when anyone enters their forest unless they recognize the person or realize they’re a fairy or nymph, for instance, which will automatically be deemed a safe person.

 Known hybrid variants:     None.  Poseys cannot easily reproduce with other supernaturals, with the obvious exceptions of fairies, angels, and vampires, although in human form they are capable of having sex with someone (very, very carefully), unlike dryads.  They generally choose another posey as a partner and root together to make an offspring.

 Example Members:                           The posey tribe in Merritt’s forest.

                                 Poseys appear in TME Volume 3.

Puca

 Appearance:         Puca, or pooka, are seen by Vist as covered in dark fur.  They may also have the appearance of an animal, although the animal may vary by individual.  Vist will also see their eyes glow in the dark.  In shifted form, Puca will generally be their primary form, such as a humanoid-type rabbit or a stocky person with an owl head, yet they will always be covered in long dark fur.

 Abilities:                Puca can briefly shapeshift into whatever they want, but they generally prefer to use their primary form.  Their magic is strongest at night, when they like to wander around remote, rural, or occasionally suburban areas and scare people, who may then debate for a long time over what creature/thing they actually saw.  Puca can be entirely silent if they want, but they are also experts at mimicking any sound and can use magic to change their eye color, create eerie glowing orbs, or affect people’s minds to make them see things which aren’t really there.

                                 Puca hearth magic will make an invader start to hallucinate and completely lose sense of where the house is.  Most invaders will find themselves wandering through the forest some hours later, completely lost.

 Alignment:            Puca magic is dark magic.  They would probably get along well with anyone who enjoys a good joke, regardless of alignment.

 Lifespan:               Puca live about 300 years.

 Personality:           Puca tend to be mischievous pranksters, mostly using their magic to confuse or scare people briefly but not genuinely terrify them.  Puca also love to talk and particularly enjoy taking a drunk person for a ride that results in them having fantastic tales about running all over the country and jumping incredible distances (which no one will believe because they were drunk, but are actually quite real).  Puca do not believe in greetings or goodbyes and just jump to the middle of conversations or leave without concluding them, meaning that generally, other people find themselves in a conversation with a Puca without understanding how they got there.

 Known hybrid variants:     Puca are rumored to be true hybrid descendants to shades and satyrs, but this has never been confirmed.  Puca hybrid children generally have the daytime form of whatever the other parent is but at night can shift into a puca form.

 Example Members:                            The graveyard puca

                                 Puca appear in Graveyard.

Raptors

 Appearance:         Raptors are a subclass of shifters that include all bird types.  In human form, therefore, a Vist will see their bird head.  In shifted form, raptors will appear like their bird type, but the bird will usually be significantly larger than their animal counterpart.  A parakeet raptor, for example, would be closer to the size of a large raven.  The exception to this is birds which are already abnormally large, such as ostriches and emus (because we really don’t need giant emus or ostriches, they’re already big enough, tyvm).  Please note that some bird shifters, such as penguins, are not considered raptors but are instead merfolk shifters and have corresponding merfolk abilities.

 Abilities:                Like all non-merfolk shifters, raptors do not have magic.  They can, however, fly.  Unlike their fur-shifter counterparts, it is harder for raptors to blend into the natural environment since they are obviously larger than most of their bird types.  Raptors are stronger than their bird counterparts and most of them are capable of lifting a full-grown man, which is an advantage in combat since they could theoretically pick someone up and drop them from a tall height (provided the person doesn’t manage to hurt them in the process, though this would still involve a fall for the person either way, so whatever).  Raptors also have tougher skin and harder beaks than their animal counterparts and can still cause significant damage with their beaks.

                                 Like shifters, raptors do not have hearth magic.

 Alignment:            Raptors are neither light nor dark magic and tend to associate with whomever they prefer.  Unlike their predator-type counterparts, however, raptors rarely if ever go feral, so they are less concerned with the presence of a fairy in the area than a lion shifter, for example, might be.

 Lifespan:               Raptors also live 500 years or more.

 Personality:           Raptor personalities can vary widely but may reflect their bird type, with some raptors being more interested in shiny things or collecting things (crows), others being more nurturing, and some being more into playing and joking.

 Known hybrid variants:     Gargoyles (raptor and sphinx).

 Example Members:                            The goose sheriff

                                 Raptors briefly appear in TME Volume 4.

Satyrs

 Appearance:         Satyrs appear to Vist to have goat legs/lower half.  When they are shifted into their full forms, they also appear to have the lower body of a goat and will additionally have horns.  The size of the horns will reflect the age of the satyr.

 Abilities:                Satyrs have “party magic” that works somewhat like the pied piper, aka it can lure people in and basically put them in a party trance where they’re unaware of how much time has passed.  This works better on humans than on supernaturals.  They have very little other magic, but they are agile, fast, and can do significant damage with their hooves.  They are not generally viewed as serious threats by most supernaturals, however, since they are very limited in their magic abilities.

                                 Satyrs do not have hearth magic.

 Alignment:            Satyrs are viewed by most supernaturals as more of an annoyance than an ally.  They don’t tend to be allied closely with any supernatural, although some will hang out with centaurs, since they are viewed as similar even though centaurs are usually sadistic and satyrs are more about partying.  Centaurs are not usually as fond of satyrs as satyrs may be of them.

 Lifespan:               Satyrs could, in theory, live about 150 years, but they tend to have a much shorter life expectancy because they get killed doing stupid things.

 Personality:           Satyrs tend to be very much into party life and having fun.  Most of them are not incredibly intelligent and will probably not be hard workers, mostly just doing the bare minimum until they can leave and “go have fun.”  In some ways, they are like children who never grow up.

 Known hybrid variants:     None currently known.

 Example Members:                            Lance

                                 Satyrs currently appear in Reunion and in TME as one of Riven’s memories.

Shades

 Appearance:         Shades appear to Vist to be almost shadows.  Some shades can actually change into shadows very briefly, but are more likely to shift into a dream state form, where their minds basically leave their bodies.  While in dream form, unicorns are able to tell that shade souls are basically not at home.  While in shadow form, both Vist and unicorns can still see them.

 Abilities:                Shades can dream walk, or shift themselves into a dream state where they can communicate with any other shades while in the dream state.  While in this dream state, they can also enter anyone’s dream – if they can find the right connection, which is made easier with some sort of contact with the person, even brief, incidental contact such as passing them on the street – and affect their dreams to the shade’s choosing.  Shades are also able to listen to some thoughts and memories while in a person’s dreams and may be able to essentially spy on the person.

                                 Shades do not have hearth magic.

 Alignment:            Shades have dark magic.  They are not popular amongst other supernaturals because of their lack of understanding of other people’s privacy and the issues they have caused with humans.  Any shades currently alive avoid other supernaturals religiously.

 Lifespan:               Shades have about the same lifespan as humans.

 Personality:           Shades tend to struggle to understand concerns over privacy since it is so easy for them to walk into people’s minds (essentially).  Additionally, several centuries ago, shades were particularly numerous and started to get reckless with their abilities, attempting to terrify humans.  Most were just doing this for their own amusement, but there were some who also had the idea that if humans were scared enough and then supernaturals were revealed, the humans would immediately cave out of respect.  Instead this resulted in the rise of Hunters and the decision by supernaturals that reckless shades had to be imprisoned or destroyed for the safety of all supernaturals.  Shades were not officially erased since some still remained that were law-abiding and didn’t put supernaturals at risk through their magic.  Shades before this event tended to be arrogant and somewhat cruel, enjoying watching humans run around scared by their dreams and unwilling to sleep because of dreams, while shades after this event largely are wary of other supernaturals and try to keep a low profile.  Shades are currently basically in hiding as a result.

 Known hybrid variants:     Somni (shade and dragon) are the only true hybrid offspring.  Shades have not mingled enough with other supernaturals in several hundred years to result in any other hybrids.

 Example Members:                            Cory, Livy/Oliva, Marcin

                                 Shades appear primarily in TME Volume 3, Graveyard, and Diana’s History Lesson.

Shifters

 Appearance:         Shifters have a human form but can also shift into their associated animal form, which will be the size/general appearance of that particular animal.  To Vist, shifters have the head of their particular animal, which may be particularly weird with merfolk shifters such as octopus shifters.  Shifter types are hereditary.

 Abilities:                Most shifters do not have any magic, just the ability to shift (instantly) and do whatever their particular animal is able to do.  This may still be intimidating if the opponent is a large and/or dangerous animal.  Merfolk shifters are an exception and do have some elemental magic (earth, fire, water, and air), though it is more limited than their other merfolk counterparts.

                                 Shifters do not have hearth magic.

 Alignment:            Shifters are generally unaligned.  They represent probably the biggest group of supernaturals overall, but they will likely try to avoid getting into fights with most supernaturals who have more magical abilities.  Shifters will sometimes deliberately move into areas where a fairy is, just in case they go feral, so they know there’s someone there who can deal with them if that happens.

 Lifespan:               Shifters can live at least 500 years, but some shifters have been known to live longer.  Merfolk shifters, however, generally live closer to 200-250 years.

 Personality:           Shifter personalities vary widely, but may be influenced by their animal type.  For instance, some may be more sociable because their shifter type is a herd or pack animal and they naturally want friends, while others might be more solitary because their shifter type tends to avoid living with anyone else.  Shifters who are on the edge of going feral are heavily influenced by their animal side and will behave accordingly, including lashing out at/attacking people nearby.

 Known hybrid variants:     Nightwing (shifter and vampire)

 Example Members:                            Nathan and Nathan’s entire family, Miles, Ari, and Cooper

                                 Shifters appear a lot in TME and are also represented in Predator, Escape, Purr, Submerged, Hunted, and Slumber.

 Bonus fact: there is a rumor that shifters like to reenact all major movies in animal-only form.  Many people hope this is true, though they have yet to witness this personally.

Sirens

 Appearance:         Sirens are humanoid and do not have a second form.  They appear to Vist to have sparkles around them and are almost lit up like they’re in their own personal little spotlight.

 Abilities:                Sirens are abnormally charismatic.  It is a passive magic and doesn’t work remotely (aka only works on those directly in the siren’s presence).  Sirens are often able to convince people to do things they wouldn’t otherwise do and people usually trust sirens without having an explanation for it.  Experienced sirens can use their magic to overcome almost any inhibitions, but most sirens do not have enough of a grasp on their magic to do more than passive charismatic magic.

                                 Sirens do not have hearth magic, but if someone were to break in, they can basically talk the person into leaving without harming them.

 Alignment:            Siren magic is viewed as mind magic, like shade, somni, and kitsune magic, for instance.  Sirens are not particularly allied with any side, but some people see sirens as a useful ally to help convince people (particularly humans) to do something that would benefit supernaturals.  Sirens are occasionally born to humans and may not even know they are sirens/supernaturals.

 Lifespan:               Sirens have normal human lifespans.

 Personality:           Siren personalities vary, but they are often considered leaders and are fairly confident individuals, partially because everyone listens to them.  Some of them may be very obnoxious due to all the attention.

 Known hybrid variants:     None.  Because siren magic is subtle and limited, even if sirens did have hybrid children, it’s unlikely that it would be confirmed that the child was a hybrid vs. whatever the other parent was, just likeable.

 Example Members:                            Cassie

                                 Sirens have appeared primarily in Ashes.

Somni

 Appearance:         Vist see dragon wings on the sides of somni’s heads.  Somni do not have another form beyond their humanoid one.

 Abilities:                Somni can send people to sleep and can hypnotize people.  Somni have sometimes been asked to send someone into a deep sleep, similar to a medically-induced coma, before that was a thing.  (If someone can figure out how to put somni magic in small form to help people with insomnia on a daily basis, that would be cool.)  Someone hypnotized by a somnus will generally not remember what happened while talking to the somnus unless the somnus wants them to.  Some species which have natural regenerative abilities, such as dragons and unicorns, will eventually break the somni magic and remember what happened while under hypnosis.  Other supernaturals, particularly witches and naga, are skilled at blocking attempts on their minds, so somni magic is unlikely to be effective against them.

                                 Somni hearth magic sends any attackers to sleep.  The somnus then has to figure out what to do with them, but most will just add some hypnotic suggestion to make them forget about the house and then place them somewhere else to sleep off the effects of the hearth magic.

 Alignment:            Somni magic is dark magic.  Somni are rare enough they are not officially affiliated with anyone, but somni magic is often viewed as helpful, particularly for dealing with humans, so many supernaturals will be interested in a potential alliance with a somnus.

 Lifespan:               Somni can live at least 1,000 years, probably more.  There is also a strong likelihood that they can survive more damage than many supernaturals due to their dragon genes, but this has yet to be confirmed.

 Personality:           Somni personalities vary.  However, because there are some people who still associate them with shades, somni may be wary of new supernatural acquaintances, particularly if the person seems unusually interested in them.

 Known hybrid variants:     Unknown.  Somni are themselves a hybrid, so the chances of them making even more new true hybrid types seems unlikely.  However, other hybrid types (some of both parents rather than a new species) can and do exist, such as Nicky (witch and somni).

 Example Members:                            Nicky and Henry

                                 Somni appear in Slumber (primarily) and in TME.

Sphinx

 Appearance:         In humanoid form, Vist see sphinx with stone skin and stone wings.  In sphinx form, sphinx are essentially stone cats with wings.

 Abilities:                Sphinx can alter their size at will, essentially shrinking down to a few inches long or growing bigger than a house.  Naturally, they can’t hide easily amongst humans in their larger form, so for practical reasons, many sphinx when shifted remain small unless they need a larger size for some reason.

                                 Shifting into sphinx form will also cure the sphinx of any injury or illness, apart from a bone issue.  Sphinx skeletal structures must be intact and uninjured when a sphinx shifts, or the sphinx form will break off where the bone damage is (for instance, with a broken arm, the arm would then break off).  Obviously, this will not be comfortable when the sphinx returns to human form and will likely require immediate medical attention.  So long as the skeletal system is intact, however, sphinx can heal from almost any other injury by shifting into their stone form.  In their physical form, sphinx are also usually stronger than they appear.

                                 Since sphinx magic is largely related to their own physical size and transformation, sphinx do not have hearth magic.  However, it’s still generally unwise to attempt to break into one of their houses, since they do have a stone form that can grow large enough to squish most intruders and make it much harder to actually injure them, even with magic.

 Alignment:            Sphinx are neither light nor dark magic and are not particularly affiliated with anyone, but they do tend to like other flying and/or animal supernaturals.

 Lifespan:               Sphinx live about 1000 years.

 Personality:           Sphinx personalities vary widely.

 Known hybrid variants:     True hybrid variants include gargoyles (sphinx and raptor).  Some hybrid children may also have the abilities of both its sphinx parent and the other parent.

 Example Members:                            Lyssa Galanis (deceased)

                                 Sphinx mostly appear in Escape, but do briefly appear in TME as well.

Succubi

 Appearance:         Succubi appear to Vist to have wings, tails, and horns.  In shifted form, they also have goat feet somewhat like satyrs, who are a cousin to succubi (only satyrs got party magic while succubi got seduction magic).

 Abilities:                Succubi can place anyone under their control.  When an individual is under their control, succubus magic will basically make them whatever the succubus wants, both in personality and in physical abilities.  For instance, a person who lacks the ability to see, speak, hear, or walk regularly would be able to do all of these things while controlled by a succubus.  For this reason, many individuals are willing to let succubi control them, because they are able to lose all pain, thoughts of depression, etc., and basically only exist in a happy state while serving the succubus.

                                 Succubi can communicate telepathically with anyone under their control.  This does mean that if someone is unhappy with the control of the succubus, they can basically yell telepathically non-stop and irritate the succubus constantly.  Many succubi actually do not place someone under their control unless they are willing, and if an individual tells them they want control back, they will give it.  This is mostly because they don’t really want to have constant yelling in their head and it’s simpler for them to have willing participants.

                                 Succubi like to collect a lot of followers to agree to be controlled and may basically run a household with a bunch of people serving them, in a sense.  Succubi usually do take very good care of the people under their control, however, and value them greatly, especially if they are willing participants.

                                 Succubi can also temporarily make someone besotted with them and forget all sensibilities, standards, whatever they were doing before, etc.  This is usually how they get out of tight instances rather than outright fighting.  In theory, a succubus could use their followers to help them fight, but most will not because they don’t want their followers to be hurt.

                                 Succubi hearth magic will forcibly place someone under the control of the succubus.  Usually the invader is not happy about this, so the succubus will likely not keep them around.

 Alignment:            Succubi use dark magic.  Many supernaturals are not fans of their harems, basically, and are concerned that a large number of the harems are actually humans.  Therefore, many supernaturals view succubi as problematic and will not closely associate with them officially.  However, many supernatural individuals may like the way succubi make them feel or may enjoy life with a succubus, so supernaturals usually represent about half of a succubus’s harem.

 Lifespan:               Succubi live about 400 years.

 Personality:           Succubi tend to be players, basically.  They are not monogamous and do not like to commit to just one – or even a handful – of people.  They are usually willing to try anything new related to sexual activities and like new partners, although they also appreciate long-term partners just as long as the partner doesn’t exhibit jealousy.  Jealousy is an instant turn-off for succubi and may result in the partner being kicked out of the succubus’s house.

 Known hybrid variants:     Sirens are a true hybrid descendant of succubi, but the other parent is unknown.  Sirens were created by one succubus centuries ago, who then shared whatever the secret was with a few others who also made sirens, but they refused to admit what supernatural partner they had that helped them create sirens.  After those succubi died, no one has figured out who the other parent of sirens are/how sirens are created.  Succubi do not have any other known hybrid children, which is probably a good thing since they tend to sleep with a variety of supernaturals and humans.

 Example Members:                            Ares

                                 Succubi appear primarily in TME Volume 3 and in the side story Fusion.

Techno Vampires

 Appearance:         Techno vampires are humanoid and do not have a second form.  To Vist, they appear to have lightning dancing over their skin.

 Abilities:                Techno vampires can control any technology with ease.  They are true technopaths and as long as they are connected to the internet, can get into any virtual environment.  They do not have to learn programming or hacking skills as these come naturally as part of techno vampire magic and techno vampire magic will beat out any potential hackers of other varieties, so no one (other than another techno vampire) can get past a techno vampire’s security settings and no one (other than another techno vampire) can keep a techno vampire out.  They do not have (known) active magic to defend themselves beyond what they can make electronics do.  Techno vampires generally feed passively off of any nearby electronics, but can specifically feed if needed.

                                 Techno vampires do not directly have hearth magic, but can use electronics to alert them to a potential intruder and basically take care of the intruder (such as hooking up tasers to their alert system) for them.

 Alignment:            Techno vampire magic is dark magic.  They are not aligned with any particular supernatural species, but their ancestors (witches and vampires) tend to be particularly unfriendly towards them.

 Lifespan:               Techno vampires all die from a genetic disease.  They currently live on average 50 years, up to 80 max.  They used to live longer, closer to 150 years, before technology.  It’s not clear what their lifespans would be if their genetic disease was resolved.  When techno vampires die, their bodies turn back into energy.

 Personality:           Techno vampires are generally isolated and secretive.  They rarely inform other people that they are dying and will spend much of their life online, without much direct contact with other people, and will simply disappear when they die without any explanation as to what happened.  Techno vampires also tend to be transient and unwilling to commit to anything long-term, so they usually contract out for work or just do things short-term.  Techno vampires will work for almost anyone, but they refuse to invade another techno vampire’s territory or go up against one, so if an employer requests them to hack into a system that turns out to be run by another techno vampire – which they can tell the moment they get close enough to the system to taste the magic – they’ll refuse the job.  Techno vampires don’t usually hang out with each other because they don’t want to impact each other’s feeding and they’re very respectful of each other’s territory, meaning that if they travel into an area and realize there’s another techno vampire there, they will move on swiftly.

 Known hybrid variants:     None.  Techno vampires rarely live long enough to get involved with other people or feel like they are willing to put someone through their short lifespan.

 Example Members:                            Claire (deceased), Anna, and Milo

                                 Techno vampires appear in Butterfly (which was designed to introduce the species and their difficulties) but also appear in Family, Hunted, Slumber (more of a mention than an actual appearance), and TME.

Tulpamancers

 Appearance:         Tulpamancers are a cousin to witches and only have a humanoid form themselves.  Vist will see any of their tulpa following them, regardless of whether the tulpa is actually present (if it’s not, it’ll appear translucent like a ghost) or invisible.

 Abilities:                Tulpamancers are able to create tulpa, which are almost like imaginary friends who take on a physical form and their own identity and personality.  They’re still connected to the tulpamancer and generally are created for a specific purpose that will dictate their goals in life, but they can grow and mature and change somewhat after creation.  The longer a tulpa exists, the stronger it becomes and the stronger its bond with the tulpamancer.

                                 Tulpamancers don’t have direct magic to use in combat and rely on their tulpa to do anything they need for them, so most of them will create at least one tulpa that is designed to protect them.  If injured, the tulpa will essentially heal immediately so long as the tulpamancer has magic to feed them.  If the tulpamancer runs out of magic, the tulpa will start to be able to be essentially hacked into pieces until there’s nothing left to keep fighting.  However, most tulpamancers try to avoid letting this happen and will try to escape with their tulpa if their magic runs low.

                                 Some tulpamancers will create a lot of tulpa to use like an army, but these tulpa tend to be weaker and more easily destroyed.  There is also a small subset of tulpamancers who create humanoid tulpa instead of animals like the vast majority of tulpamancers.  The humanoid tulpa are known as proxies and can take on the traits of a specific supernatural race coded into them at creation, such as a tulpa that has some fairy traits or one with demon traits.  However, they can’t fully mimic the abilities of the actual supernatural race.

                                 Tulpamancers don’t have hearth magic specifically, but their tulpa will be alerted if anyone enters the house and may respond aggressively if the tulpamancer views the intruder as a threat.

 Alignment:            Tulpamancer magic is generally viewed as almost a magical hybrid.  It doesn’t closely correspond to nature, elemental, death, dark, or light magic, but has elements of several different types of magic used together.  Tulpamancers themselves tend to be pretty neutral or, depending on the type of tulpamancer, tend to side with nature-themed species such as fairies, dryads, nymphs, and shifters (because animals).  Tulpamancers who create humanoid tulpa are viewed as closer to necromancers and are somewhat morally questionable, so they tend to side with more of the fringes of society if anyone.

 Lifespan:               Tulpamancers live about 600-700 years, similar to necromancers.

 Personality:           Most animal-creating tulpamancers tend to be non-aggressive because they don’t have much magic for combat.  They tend to focus most of their tulpa in defensive abilities and essentially will live almost human lives as much as possible, only with animals hanging around to protect them if necessary.  Tulpamancers who create humanoid tulpa tend to be more manipulative or sadistic because they’re willing to create a person who can think and feel but they maintain complete control over the person.

 Known hybrid variants:     None known, but tulpamancers aren’t common enough for there to be much data on them.  Tulpamancers are thought to be a cross between witches or necromancers and somni, using magic to turn an illusion real, but this has never been confirmed.

 Example Members:                            Marjan

                                 Currently the only tulpamancer appears in TME Volume 4.

Unicorns

 Appearance:         In human form, unicorns read strictly human except to Vist (who can see a unicorn head on them) and other unicorns (who can see bits of unicorn magic around them).  In unicorn form, they are ethereal horse-like creatures, with cloven hooves, long pointed horns, and long manes and tails.  White is the most common unicorn color, but they can come in other colors.

 Abilities:                Unicorns cast spells.  However, unicorn magic is one of the oldest types of magic in existence and is hard to control because it seems arbitrary.  Thus, spells are needed to help get the magic to do what the unicorn wants.  Some unicorns are able to use their magic without spells, but these are usually very old unicorns who thoroughly understand their magic.

                                 Unicorns also have instincts them help them identify how to defeat an opponent, even one they’ve never encountered before, and tell them how someone’s magic works.  Their instincts also work to inform them if someone is trustworthy or not and can help them figure out other things, in the right context, although the strength of a unicorn’s instinct varies somewhat by individual.  Unicorn instincts are actually a type of vision, and if unicorn vision is specifically activated, unicorns can also see souls and see magic more actively.  Unicorns are able to see some magic constantly, however.

                                 Unicorns could activate hearth magic but rarely do so since they are officially in hiding and don’t want to risk alerting someone to what they are by accident (same with protection spells).  Unicorn hearth spells work primarily like an impenetrable shield.

 Alignment:            Unicorn magic is purely light magic and is not associated with nature magic or any other form of magic.  Unicorns are usually allied with other light-end magic users such as fairies, angels, and nymphs, although since they are currently in hiding, unicorns are not really allied with anyone.

 Lifespan:               Unicorns are essentially immortal.  They do not die unless they are killed.  This is most likely to happen when people attempt to kill unicorns for money, either believing themselves – or knowing that other people believe – that unicorns can be used to cure illnesses or grant immortality.  Unicorns are, however, difficult to kill and can survive almost anything, so killing them involves a significant amount of damage inflicted over a long period of time.

 Personality:           Unicorns are gentle, hate conflict, and like to help others.  Unicorns are very passive when it comes to fights and are highly unlikely to even defend themselves in a fight.  They may run away, but they most likely will not use magic or other methods to attempt to stop an attacker.  However, they may defend others, particularly parents defending children, so unicorns may still appear in combat, but it is unlikely.

 Known hybrid variants:     The only currently known unicorn hybrid is Riven (unicorn and Vist), who is not a true hybrid.  Unicorn hybrids are extremely rare, so information on what other types of unicorn hybrids could exist is currently unknown.

 Example Members:                            Gwen, Sterling, and Aurora

                                 Unicorns appear primarily in TME and in Family.

Vampires

 Appearance:         Vampires appear to Vist to have red eyes, slightly pale skin, and fangs (if they talk/open their mouths).

 Abilities:                Vampires can cast magic that gives them increased strength, speed, etc. to help in fights, although this drains their energy and they then have to spend some time hibernating every time they use this magic.  Vampires are inherently very quiet and don’t have any scents, so their goal is usually to surprise a victim and paralyze them while they feed, and only use magic to increase their physical abilities if it’s necessary (so they can avoid the subsequent hibernation period).

                                 However, modern-day vampires generally have supernatural blood donors who agree to donate regularly in exchange for something, usually money.  Their need to use their magic is therefore limited, so most vampires rarely have to use magic or attempt to subdue a victim.  This may still rarely occur, most often when a vampire isn’t associated with a  House, which will help them get the necessary blood donors.  Most vampire attacks are against supernaturals, whose blood is more fulfilling, and rarely result in death, but attacking a supernatural who is not willing to donate their hard-made blood may result in injuries to both sides.

                                 Vampires do have some amount of magic to protect themselves or use in a fight, beyond simply enhancing their physical abilities.  This magic is fairly minimal with young vampires but is more potent the older the vampire is.  Vampire magic is designed to kill, not harm, so vampires will generally destroy opponents if they’re not stopped.

                                 Vampires can also cast curses, though this is not common.  Vampire magic, curse or otherwise, is more potent against someone whose blood the vampire has had; for instance, a blood donor is particularly at a disadvantage during a fight because vampire magic will be able to affect them instantly and usually fatally.

                                 Vampire hearth magic is very unfriendly to intruders.  It primarily affects their blood and will slow it down and stop it if possible.  This is rarely fun for the intruder.

 Alignment:            Vampires use dark magic.  They tend to be isolated from other supernaturals and do not regularly ally with anyone, though they’re also not particularly unfriendly towards anyone, they’re just kind of neutral to all people who aren’t vampires.  Vampires are more tolerant of vampires in other Houses than some supernaturals may be of competing groups (such as witch covens), but they may still have a friendly rivalry to see who can get the most magic/have the most ceremonies/win the most debates/etc.

 Lifespan:               Vampires live about 500 years.

 Personality:           Vampires tend to love formalities, debates, and ceremonies.  They do not like getting involved with other supernaturals’ affairs and prefer to stay with their House engaging in some kind of ceremony.  Please do not invite them to war.

 Known hybrid variants:     Techno vampires (vampires and witches) and nightwings (vampires and shifters).  Other hybrids that aren’t true hybrids could also occur, such as Dana, who is a hybrid between vampire and dyrad.  Vampires can create offspring simply by using the blood of a partner, meaning that there is a lot more potential for hybrids even from species which normally cannot have hybrid children (such as dryads and fairies).

 Example Members:                            Unnamed Lady Vampire (deceased), Dana (hybrid), and Dylan

                                 Vampires mostly appear in Slumber (vaguely), some in TME Volume 3, and in the bonus story Betrayal (which gives more of a look at vampire Houses and the blood donation process).

Vist

 Appearance:         Vist are humanoid.  To other Vist, their eyes will appear like galaxies.

 Abilities:                Vist can see people’s true forms, meaning they can identify any supernatural and what supernatural type the person is.  Vist have also learned to tell when someone is lying and identify when a human is a Hunter.

                                 Vist do not have active magic and do not have hearth magic.

 Alignment:            Vist are generally viewed as fairly neutral, although they tended to stay among the most peaceful supernaturals like fairies and unicorns by default.  Their magic itself is not affiliated with light or dark magic.  Some supernaturals do see them as a threat based on the idea that if a Vist ever worked for Hunters, it could mean the elimination of all supernaturals.

 Lifespan:               Vist can live up to about 2,000 years.  This hasn’t been seen in recent years since Vist were largely wiped out.

 Personality:           Quiet, gentle, and non-threatening.  However, Vist believe strongly in doing the right thing and are willing to die for their beliefs.

 Known hybrid variants:     The only currently known hybrid is Riven (unicorn and Vist), who is not a true hybrid.  Vist or Vist hybrids can only occur when a parent or grandparent is Vist.

 Example Members:                            Percy and Riven

                                 Vist currently appear in TME, the bonus story Sunrise, and the bonus story History Lesson (Diana).

Witches

 Appearance:         Witches are humanoids.  To Vist, they appear to have clouds around their heads and shoulders that correspond with their magic’s orientation.  They also have witch marks somewhere on them that will be lit up to Vist eyes.

 Abilities:                Witches cast spells to use magic.  Some of them can cast the spells non-verbally if it’s a spell they’re very familiar with.  Witches tend to live in covens that help them become stronger and a coven is usually necessary to help someone bind a witch mark, which allows the witch to use a particular type of magic.  All witches can use both light and dark magic, regardless of what they actually choose to use, and dark magic doesn’t corrupt witches easily.

                                 Witches also make potions.  The most commonly used ones are invisibility potions, memory potions (particularly for when humans might know too much), and healing potions, which are more potent when created by light magic witches.

                                 Witches don’t strictly speaking have hearth magic, but they can make an equivalent to hearth magic by using spells on objects that are kept by entryways.  The nature of these will vary widely based on what the witch wants to happen when someone attempts to break in.

 Alignment:            The majority of witches are dark magic witches.  Light magic witches exist, but tend to be viewed as less powerful by dark witches.  Witches themselves are not particularly aligned with anyone, but all witches have to maintain at least neutral relationships with fairies in order to get ingredients for their potions.  Witches are not allied with other covens and actually tend to view other covens as their biggest threat.

 Lifespan:               Witches live about 500 years max.  Usually, the stronger your magic, the longer you’ll live. 

 Personality:           Many dark magic witches are power-hungry.  Their goal is to gain more power, even at the cost of other people’s lives.  Dark witches tend to be suspicious of other people, particularly other witches not in their coven, and guard coven secrets closely.  Witches also tend to frown upon male witches and witch hybrids.  Light magic witches do not care about power or they would not be light witches, but they may still be hesitant to trust other witches in particular.

 Known hybrid variants:     Techno vampires (witch and vampire) and hydras (witch and naga).  Witches are not fond of either of their true hybrid offspring, but most people have nearly forgotten that hydra are a true hybrid because they were created so long ago and hydra hybrid children are very rare currently.

 Example Members:                            Sophie, Nicky (hybrid), and Cynthia

                                 Witches primarily appear in TME, briefly in Seafoam, in Family, in Slumber (which also gives a better look at coven life), and in the bonus story Betrayal.