paras
supernatural beings
navigatethe freezevampirfaewitchesshiftersangels & demonshumans
paras consist of a variety of different beings, but the most common are the shifters, vampir, fae, undead, witches, demons and angels.

if you are wanting to bring in a subspecies that is not detailed below, please provide us a detailed description with at minimum of 3-5 bullet points of key information so that others who may be interested in bringing in that same subspecies can reference the information. you are more than welcome to use any form of lore that makes sense and is not over the top.

please note that all beings, human or para, originate from astraterra. there is no way to access the realm from another via portals or physically landing in the realm. astraterra essentially is in its own pocket realm where the continent and its surrounding waters are the extent of what the realm consists of.

 the freeze 
the freeze is a right of passage for paras that marks the point in time where their aging slows. the para chooses the age to go through the transformation, but it must be after they are 21 years old. once they go through the transformation, they enter the lifespan that is recorded in the index. if they never go through the freeze, they are subject to the lifespan of a human. they will continue to have the abilities to them from their para-species, it will just be at a more muted level.

the only beings that do not go through the freeze are the vampir, ghosts and zombies. the reason for this is because they are the only beings that are created and not born.

when a para goes through the freeze, their power ranking is indexed with the timeless as this is when they step into the full scope of their abilities. some are seen prior to the freeze, but they are generally not at the full capacity.

more information on the freeze the process of going through the freeze is quite simple, although it is incredibly daunting and designed to challenge the para as a way to test the depth of their abilities. true to its name, the para goes into a chamber where they are quite literally frozen but mentally they are going through a series of challenges that are documented by the timeless (no one knows how) and it is up to them (the para going through the freeze) to figure out how to become unfrozen. as they release themselves from that state, they are then, ironically, in a new state where their age is frozen and they will no longer age. eventually, however, when their lifespan is encroaching on what is generally recorded for the para-species, they become weaker until they pass on into the void.

there are freeze "stations" in every quadrant and the price do go through the process is quite hefty. however there are underground stations that are often time more dangerous because the process isn't as perfected or carefully crafted as they are with the official stations. regardless of what type of station a para goes to for the freeze, somehow, the timeless still receives their power ranking to be indexed.



 vampir 
or also known as vampires, are turned by getting bitten by an existing vampir and then killed while the "poison" is still in their human body. they are trapped in the age that they were turned at and will not age past that. vampir can be killed by wooden stakes, decapitation and/or sunlight and are harmed by holy water.

only humans can be turned by vampir, other paras are only poisoned by the venom in their bite.

vampir are native and report to the scarlet court (in the southern quadrant), the blood king has ruled side by side the alpha king for the past 200 years.

vampir are not immortal, they have a lifespan of up to 1000 years (recorded so far), while they do not age physically, their body does eventually break down as they approach the 1000 year mark.
recorded abilities: enhanced strength, speed and healing, heightened senses, hypnosis (against lesser paras and humans)
recorded weaknesses: silver, sunlight, dead man's blood, werewolf bite

 werewolves 
werewolves of the realm are only born and there is no werewolf curse where humans are susceptible to turning via bite or scratch. they are not bound to the moon and can shift at any given moment. their forms are large wolves and under the alpha king, there are a handful of packs that are spread out through other quadrants.

werewolves are native and report to the scarlet court, the blood king has ruled side by side the alpha king for the past 200 years.

werewolves, depending on their power level, have a lifespan that ranges between 400-700 years. physically their aging is slowed after the freeze, but they do age nonetheless.
recorded abilities: enhanced strength, speed and healing, heightened senses, lie detection (through smell), shifting
recorded weaknesses: silver, belladonna, decapitation

 fae 
the fae within astraterra are considered the elitist paras, not by other paras but by themselves. there are two royal families that have been at odds for the past 400 years. outside of the two royal families, there are the "lesser fae" that have the same abilities but they are still considered lesser because they are not "royalty".

despite the fact there are subspecies of fae, each subspecies of fae carries different powers and abilities and are not considered real fae. most subspecies live in the nether.

the fae have a lifespan that ranges between 800-1500 years depending on power levels. all fae have general abilities similar to other paras, but depending on their power ranking, they may possess added abilities.
recorded abilities: enhanced strength, speed and healing, heightened senses, glamour
individual recorded abilities: only select two teleportation, winged flight, invisbility, photokinesis, umbrakinesis, chlorokinesis, pyrokinesis
recorded weaknesses: oath/promises, iron, difficulty

 witches 
witches in the realm are only born, there is no other way to acquire magic if they are not born with it. even those who come from a line of witches are not guaranteed magic, without the magic they are considered human - though their lifespan is extended by a fraction of what witches with magic are.

witches, being the most human of all the other beings, have the shortest lifespan recorded. the longest lifespan recorded to date was roughly around 600 years.

all witches have the ability to cast spoken spells (some spells may be stronger depending on the faction), build magical altars and potion making. they also have very limited personal precognitive dreams but only one faction can control and excel in them. a witch has the ability to learn one practice from a different faction's magic if there is someone that has taught them, but that ability will have a very low ranking.

the witches of astraterra are split up into four (4) factions and make up a variety of different jobs within the vale. currently all factions get along with each other on a political level, though on a personal/magical level, they each look down on eachother.
nature: elements, crystals, herbs, excels in potion making and healing
blood: controlling the body, spoken spells relating to the body of others, necromancy, seances, auras, illusion (projection and implanting senses: smells, feelings, sounds)
physical: ranges between trick magic and household magic (spelling objects to move), enchantments, wand magic, rites and rituals, illusion magic (production, vanish, transformation, restoration, levitation, spelling physical items to do any of the aforementioned)
psychic: tarot, palm reading, dream walking, astral projection, illusion (conjuring from thin air, projection and implanting senses: smells, feelings, sounds), divination, auras, scrying

recorded weaknesses: similar to humans, they can be killed as any human can, their familiar being harmed, magic

 shifters 
shifters come in many shapes and sizes, but in the realm they are usually tied to an animal and shift between humanoid form and their animal form. werewolves are considered shifters but due to their status, they have a larger presence in the realm.

the other kinds of shifters are the merfolk, having the ability to shift between their merform and their humanoid form. merfolk mostly reside in the deep, an underwater metropolis within the isle. the deep is home to the cerulean court, lead by the simultaneously loved and feared queen. for our lore, there is no separation between merfolk and sirens, it's just an ability that merfolk can have.

depending on their power level and the shifter type, the lifespan for shifters ranges between 300-900 years.
generic abilities: enhanced strength, speed and healing, humanoid and shifted form
recorded individual abilities/weaknesses depends on shifter type
recorded shifters: merfolk, selkie, crocodile, dragon, bear, snake

 angels & demons 
while angels make their home in the northern quadrant, the demons typically stay in the southern quadrant as it is darker and more comfortable for them. however, there are certain demons that have the ability to shift between their demon form and into a more humanoid form and have been known to live in the the vale's capital.

the angels and demons have been at war for a thousand years, at this point, no one is quite sure why.

in astraterra, angels and demons just are and exist as a species that is born and not created (there is no heaven or hell). just like any other species (except vampires), they are born of a pairing and those little demon spawn can be quite a fright.

both angels and demons have an unknown lifespan, there are some that have been around since before records were kept track of and there is no known timeline of how long they will live.

angelic abilities + weaknesses
recorded abilities: enhanced strength, speed and healing, flight/wings, heightened senses
individual recorded abilities: only select two angelic telepathy, clairvoyance, energy projection, electrokinesis, conjuration, sedation
recorded weaknesses: wing removal (grows back but weakened state until they do, 2-3 months), demonic magic, decapitation
demonic abilities + weaknesses
recorded abilities: enhanced strength, speed and healing, flight/wings, heightened senses, fear inducement, possession (humans and animals - not shifters)
individual recorded abilities: only select two telekinesis, cryokinesis, precognition, deals, curses, pyrokinesis
recorded weaknesses: exorcism, iron, magic, decapitation


 humans 
humans are humans, they're the same as they are on earth. they live a normal lifespan of up to 100 years (max, but is it a quality life at that point).

humans have been around as long as paras but because of their lack of magic and shorter lifespan, they have always been treated as less than. they live in all of the quadrants, though are more commonly found in the nether.

recorded abilities: tenacity
recorded weaknesses: existing