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The Mortal Inhabitants of Mystic Moon

The world of Mystic Moon is inhabited by several species. Below is information for each. Please check the availability numbers on the Masterlist page before reserving/applying.
 

Mortal species are those that will age and in time, die.

  • Humans generally live 80-90 years, though some do manage to surpass 100.

  • Wolves generally live twice as long as humans. Very rarely does a wolf pass 200, and when one does it's cause for great celebration.

  • Sirens generally live 200-250 years.

  • Witches can live up to 200 years for those that only practice light magic. While it's possible for a witch to extend their life with dark magic it will take a toll on them, and the further they stretch it the more the magic warps them, both mentally and physically, leaving them scarred and withered looking. 

Alpha Wolves
It’s an Alpha’s duty to guide and protect their pack. Their pack is their blood and bone, a part of themselves. An alpha needs to be prepared for anything that might try to threaten their pack. That includes even one of their own. This can explain the fierceness in some Alphas’ protective and territorial nature. Physically, they are the strongest and oftentimes the most lethal of the pack. Their word and their decisions carry a heavyweight that is meant to be guided by wisdom, along with their strong instinct. There are multiple ways to become an Alpha, ( 1 ) of them being born into the role. ( 2 ) Turning a human from their bite although the effects are more delayed. ( 3 ) Defeating your Alpha in a battle. However, one should not take lightly the mantle of Alpha, regardless of how they come by such a title. Alphas carry a knot, unlike Omegas, a bundle of muscles that expands when the alpha is pushed closer to his climax and locks them to their partner until the swelling goes down after release. Their ruts can be triggered either naturally, or by a Beta or Omega in heat. Their scent can also induce heat as well.


Physical Traits

  • - Choose an elemental power ( example: earth, wind, fire, water )

  • - Agility

  • - Inner wolf ( the animal side when they transform )

  • - Speed

  • - Strength/Endurance

  • - Immunity and Regenerative Healing

  • - Heightened Senses including Pack Sense

  • - Empathic Manipulation (Pain Relief)

  • - Able to turn
     

Beta Wolves
Betas next in line on the hierarchy and are deemed second in rank. If there were any wolf that can come close to fully challenging an Alpha it would be a Beta. In the presence of an Alpha, they are still undoubtedly second in command. Second in command doesn’t always mean second in strength and skill. One would be surprised by how much a beta can accomplish. Sometimes even becoming head of the game entirely. Betas have succeeded in overpowering an Alpha but not without a hard-hitting battle to get to that point. 

Betas carry quite a strong scent that attracts not only alphas once they are in their heats which set off an Alpha’s rut, but a Beta’s strong scent can also induce the heat of an Omega which thus brings that Beta into a rut much like an alpha would be. It becomes a little complicated having to fight both the heat and rut. If not pleasured it could lead to a very life-threatening situation, much like an omega experiences but twice as painful. They do not produce as much slick as that of an Omega, but it’s just the right amount. Their knots might also be smaller than an Alphas, though this does not necessarily apply to the member itself.  The danger, however, when pulling out has lessened but only a bit. Their motto? Either fuck or be fucked. 

 

Physical Traits

  • - Choose an elemental power ( example: earth, wind, fire, water )

  • - Only submissive to the Alpha 

  • - Inner wolf ( the animal side when they transform ), 

  • - Heightened Senses including Pack Sens

  • - Speed

  • - Can both set off and calm the heat and ruts of an Alpha or Omega

  • - Unable to control their full wolf form outside of the full moon

  • - Can be a familiar
     

Omega Wolves
Omegas are much the caregivers in the pack. This means that they can find it easier to care for the overall health and emotional needs within the pack, even while having the ability to contribute in other areas. Contrary to popular belief, being omega does not mean that the wolf is weak. Although their strength is not over the top as an Alpha or Beta they still pack quite the dangerous bite within them. They are very much the peacekeepers, just as the Alphas do take a big part in helping within their packs and keeping the other ranks level-headed during serious times. Throughout the generations, there have been many Omegas to head over the more peaceful packs, centered on skills, arts, and sciences. One shouldn’t underestimate their power or intelligence.

Much like a Beta, when an Omega goes into heat it is most commonly to attract a mate and their sexual arousal will be surging through the roof. Both Alpha and Betas cannot resist the sweetest scent that the Omegas give off, because of this they know their power and some have used it to their advantage. pw 2: favorite late-night snack Omegas produce rather large amounts of slick while in heat, if not pleasured it too can become very uncomfortable for an Omega to continue on doing normal things.

 

Physical Traits

  • -  Choose an elemental power ( example: earth, wind, fire, water )

  • - Submissive to both Alpha and Beta

  • - Inner wolf ( the animal side when they transform )

  • - Heightened Senses including Pack Sense

  • - Speed

  • - Healers ( especially with stress and pain )

  • - High pain tolerance

  • - Can be a familiar
     

Humans

Humans populate the city, coexisting with the werewolves. It took a few hundred years and many negotiations between the higher-ups and Special Council of wolves for humans to get past the fear of being overtaken by the wolves. Most humans if chosen by a wolf can become familiars/companions. They are quite the targets of being turned as well. Still, it has been quite peaceful and enjoyable to be around them. While humans aren’t nearly as strong or naturally gifted as the werewolves, they don’t allow for their differences to come between them as they did in the past.

While humans don’t produce heats or have knots, they can be amazing partners for the wolves as well as dedicated lovers. As loyalty is an important trait for wolves, there have been countless instances where humans were adopted into packs and protected as one of them.
 

Merpeople

Merpeople, at one point, were elusive beings who rarely cared about the ways of land driven men. About 600 years ago, though, something shifted and they began to explore the shore above their native waters. Mers began to stay on the shores, cultivating small pods. It became a well known practice that, at the age of 16, most frys (Mer children) are sent on shore to extend their learning to the "human core" of their schooling curriculum. They spend two years on land with a pod, who are in charge of their safety, learning the local language, culture, history, and how to blend into a society completely different from their own. At the age of 18, Mer fry are granted adulthood. They can choose to return to the sea or remain on land. However, Mers are never barred from returning to their homeland beneath the sea. Mers that chose to stay on land may come and go as they please. Mers that chose to return to the sea very rarely return to the surface unless forced.

Mers are known for their control of water and their ability to shift from their natural form to their human form. However, this is not an exact practice, and only Mers know what exactly triggers the change. Mers are often quiet and contemplative about their heritage, preferring to keep the knowledge to themselves. Mers in greater society have found professions in every line of work, depending on their skills sets and determination. Mers are known for loving music above all things, outside of the sea, of course. Mer fry are taught to harness and control their powers early on, but the most powerful of them can bring down a whole society in a matter of minutes by altering the course of waves, deepening the rip tows and even creating hurricanes. Naturally, Mer can breathe underwater without the need for any oxygen apparatus. In human form, oxygen is drawn in through the skin cells, transitioning to the lungs through the blood stream. In Mer form, they have gills located just below and behind their ears. Mers are also known for being exceptionally beautiful creatures, ranging in a wide variety of colors and embellishments based on their upbringing and the pod from which they came. Families are often colored similarly.

Mer do not have any specialized items to give, but when ready to mate, will begin to court their chosen mate. Mer courting dictates a series of 12 gifts given to the chosen mate over at least a 12 day period, though it can be longer. After the 12th gift is received, if the chosen mate reciprocates the feelings, they are to return a gift of their own. The meanings behind the gifts are up to each, as are how big or small they are.

Sirens

Sirens are rare creatures, both because there are not many of them in the world, and because they are an insular species. They are very protective of their young, because it is easy for an untrained siren to lose control and cause destruction, something which in the past has lead to the species being hunted and driven out of places. Siren children generally start training for control between the ages of five and eight, and will generally take 10-12 years to gain full control of their powers. At 20 sirens are given the option to stay in their eyries, or leave to explore the wider world, though those that choose to leave must pass a series of rigorous tests to ensure they are fully in control of their powers first.
 

Sirens that choose to enter greater society are almost always found within the music industry. Most make their mark as singers/musicians, though some prefer to work behind the scenes, generally as songwriters or producers. Whether vocally or with an instrument, a siren can induce a euphoric state in a listener. They can alter emotions, plant suggestions, and for some of the strongest sirens, even create false memories. The effect is strongest with live music. Recorded music is significantly weaker, and rarely causes any reaction besides an emotional one. It is also completely possible for a siren to create music without using their powers at all, which many do on a regular basis, choosing to use their powers only rarely, or for some, not at all. Even without their powers sirens are routinely hailed as exceptional singers and musicians, able to achieve things vocally and musically that most humans and other species can't manage even with extensive training.
 

Generally sirens that are working within the music industry do not disclose their heritage publicly, as it can lead to accusations of using their powers to get ahead, and ruin a career.

 

The highest honor a siren can bestow on another is to give someone one of their feathers. A siren's wings, which are feathered like a bird's, can be fully retracted within their body with no sign of them whatsoever. Any color that can be found on a bird in nature can be found on a siren, and there is no apparent genetic component to it, as a child's wings don't always reflect the colors of the parents. Once fully grown flight is possible, but most that live outside the siren eyries choose not to, for fear of being seen.

Witches

Witches are humans who have the ability to tap into magic and use magical powers and spells. They are rumored to be the oldest species of supernatural beings, but millennia of targeted attacks decimated their numbers and pushed them into hiding, leaving little knowledge of them to the world at large. This doesn't mean that they have lost their powers and influence, just that they have been biding their time, restoring their numbers, and creating groups tasked with the defense of their homes and territories, waiting until the time was right to reemerge into the world. And with the growing number of attacks going on around the world, that time is now.

Witchcraft is divided roughly into light and dark magic, though these designations aren't static. It's completely possible to cause destruction with what is normally considered a light magic, and vice versa. While there are a wide range of skills that witches can use, most generally stick to only two or three to specialize in and focus their powers on. Skills include the following: spell casting, telekinesis, elemental control, mind control, illusions, astral projection, summoning, warding, levitation, divination of various types, and potion making.

The most dangerous skill a witch can use is necromancy, the ability to control, manipulate, or even reverse death. This skill makes them very dangerous to undead creatures, namely vampires. While it is possible for a powerful necromancer to control a very low-level vampire, to contain a vampire of the pureblood or monarch rank many necromancers will be needed, and the longer they try to keep control the more the power will they wield will damage them in return.

Generally witches can live up to 200 years for those that only practice light magic. While it's possible for a witch to extend their life with dark magic it will take a toll on them, and the further they stretch it the more the magic warps them, both mentally and physically, leaving them scarred and withered looking.  

NOTE 1: major power abilities, including the ability to use necromancy powers on anything larger than small animals, must be acquired in-game. New characters will not be allowed to join with such skills. 

Note 2: witches are only human. While other species, such as elves, fae, gumiho, and demons, can use magic as well, they are not called witches and should be named by species instead.

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