Skip to Content


Human

The majority population of Mythvale. Humans are fearful, adaptable and so aware that they are not alone. Though physically fragile compared to the supes, their numbers and innovations make them far from powerless and much more dangerous than most truly know.

TBA

TBA

TBA

TBA

Werewolf

Pack driven and fiercely territorial, Werewolves are known for their control in the underground fight circuits. But their tempers and loyalties often pull them into conflicts. With tension rising many packs are preparing for a war they believe is inevitable.

TBA

TBA

TBA

TBA

Vampire

Elegant and calculating, dominate the nightlife and the city's economy. Organized into powerful houses, they value control, influence, and the careful management of their blood supply. 

Be still. 
Before cities feared the dark. 
Before hunters carved stakes from sacred wood. Before immortality became legend

There was blood. 

Not merely life.                                                        Not merely sacrifice. 

But Covenant. 

Blood remembers. 
Blood Binds.

Blood awakens.

The first vampire was not bitten by chance. 

They were remade. 

Through ritual. 

Through desperation.

Through a refusal to surrender to death. 

That first transformation did not create a monster. 

It created a lineage. 

And every vampire carries that first night within their veins. 
We are not ghosts, or ghouls. 

We are continuity. 

  

  

No. According to the lore, vampirism amplifies who a person already is rather than erasing their identity. Emotions such as love, grief, ambition, and anger become far stronger and more consuming.

Yes, but it is less potent than human blood. Animal blood can sustain a vampire temporarily, yet it weakens their overall power and supernatural abilities compared to feeding on human blood, but you can try as long as you can to survive.

When a vampire turns another, a supernatural connection forms between them called a sire bond. This bond may create emotional influence, psychic awareness, and loyalty impulses between sire and fledgling.

Werebears

Rare and immensely powerful, Werebears are often seen as neutral guardians within Mythvale. They prefer stability over chaos, acting as protectors of territory and community alike.

TBA

TBA

TBA

TBA


Fae

Ancient and bound by intricate laws of contracts and etiquette, the Fae operate within elite social circles and hidden magical markets. Every bargain carries a price, and every favor creates obligation.

Come closer. But not too close. 

Stand where the veil thins, where moonlight lingers and the air tastes like silver. 
We were here before your cities had walls. 
Before ink recorded law. 
Before mortals believed the world belonged only to them. 

We are the breath between seasons.
The laughter in hollow hills.
The hand that leaves gifts or takes names. 

They called us fair folk. 
They called us devils. 
They called us Saints. 

We are none of these! We are the Fae. We do not demand worship.

We demand terms. 

The Fae are ancient beings of law, glamour, and desire who exist alongside the mortal world. They are not bound by human means, but by older rules especially promises and names. 

Fae is neither good nor evil. They operate by ancient codes, personal agendas, and court politics rather than human ethics. 

In Mythvale the three courts are:
The Court of Trickery

The Court of Death 

and the Court of the Healer.

Each govern a different aspect of influence. Deception, Transition, and Restoration. 

Witch

Born with an innate connection to magic, witches draw power from ritual, ancestry, and natural forces. Organized into covens, they act as spiritual anchors in a city teetering on supernatural instability. 

Before sigils were carved into stone. 

Before circles were drawn in salt and ash. 

Before covens gathered beneath moonlit skies. 

There was magic. 

Not a gift.

Not a blessing.

Not a curse.

A current. 

It moves through the world like an unseen tide, through forests, cities, bones, memory, and time itself. 

Most humans feel only echoes of it. 

But witches are born able to swim within it. 

In a world where mortals walk besides vampires, where wolves and bears haunt forest edges, where ancient spirits dance, and demons whisper from thresholds

Witches stand between all of it. 

Neither predator nor Prey. 

We are the negotiators. The guardians. The observers.

The ones who recognize when the balance has tipped too far. Magic does not belong to the loudest voice. 

It belongs to those who understand it. Choose your path carefully, as the current is always moving. 

 Neither. Witches act as guardians, negotiators, and observers of the supernatural world. Some protect balance while others impose it, depending on their philosophy.

No. Witchcraft is personal and emotional, shaped by a witch’s belief, discipline, instincts, and identity.

Yes. Magic draws energy from sources like personal stamina, coven support, or environmental currents.

Mage

Those who approach magic as a discipline, studying structured spells, sigils, and arcane theory. Often affiliated with secretive orders or academics institutions, they believe knowledge is power and power must be controlled.

If this book has found its way into your hands, then one of three things is true:

You have touched the Wellspring.
The Wellspring has touched you.
Or you are about to regret your curiosity.

Magic does not erupt from nothing, nor does it strike like stolen lightning. It’s a current.. drawn from the Wellspring, the hidden source beneath all life and matter. The learned call it the Wellspring, the Mana Spring, the Heart of Breath, the Deep Current. Names differ. The truth does not.

To be a mage is not to command the world.
It is to draw from it.

The untrained believe magic is power. The experienced understand it is conversation. The Wellspring listens. Stone remembers pressure. Rivers remember their courses. Air bends subtly to those who know how to ask. Every spell is a dialogue, and every dialogue carries consequences.

There are multiple paths to becoming a mage. Some are born into it through generations of exposure to the ley lines, the currents that carry magic over time. Through this prolonged influence, certain humans or species begin to develop magic within their very DNA. With each generation, their connection strengthens, allowing them to manipulate magic with increasing ease. Then there are those who pull themselves upward through effort and force of will. They rely on enchanted items or scientific means to push themselves into the realm of magical manipulation.

For some, the path is easier than for others. It depends on how far someone is willing to go to claim a power they may never have been meant to possess. Using enchanted items alone does not make someone a mage. However, using science to fundamentally alter oneself, to the point of no longer being purely human, can potentially push an individual into the realm of becoming a mage.

A beginner holds only a small reservoir of magic. They can wield a few spells before exhausting themselves for the day. A true mage, however, has accumulated a far greater well of power. They can perform small feats of magic continuously and even manage moderate workings without immediate depletion. But when a mage attempts to bend the fabric of reality itself, even they can be drained to emptiness, whereas a beginner would never have had the capacity to attempt such a feat in the first place.

Goblin

Ingenious and opportunistic, goblins thrive in Mythvale's underworld of mechanics, weapon mods, and illicit tech. If something can be enhanced, weaponized, or rebuilt, a goblin can do it...for the right price and more than you bargained for.

Humans think Goblins live in caves.

That’s old world thinking.

Caves are cold. Caves are empty.

Cities are better.

Cities have trash, have power lines. Cities have machines that break.

Where something breaks… a goblin eventually shows up. Not because we like mess.

Because we like opportunity.

You see garbage. We see parts.

You see abandoned buildings. We see territory.

You see a problem. We see something worth tinkering with.

No. Evil is a human word for things humans don’t control.

Goblins care about three things:

Our survival, the tribe, and a good opportunity!

If helping you helps the tribe, we help. If robbing you help the tribe…Well.

You should have guarded your pockets better.

Very much so! Not because we understand every rule. But because we’re not afraid to break the rules and see what happens.

Humans read manuals. Goblins press buttons. One method is much faster.

Sometimes. Though most goblins prefer the title

“the one who fixed the problem.” 


Kitsune

Clever and adaptive, kitsune are masters of deception, information, and social influence. They move seamlessly through Mythvale's society quietly shaping outcomes. The Wonders will always fill your mind

Sit.

Listen.

We are fox-spirits.

Yōkai.

Tricksters and guardians.

We are benevolent, mischievous, and everything in between.

Our names shift across centuries, our tales embroidered by mortals to explain what they cannot understand. Some call us demons. Others divine.

Others, only clever animals.

The truth lies in the in-between.

We are spirits who balance play and wisdom, light and shadow.

Too much light blinds.

Too much shadow devours.

So we walk between.

A kitsune is a fox spirit. They exist between light and shadow, acting as Tricksters, Guardians, or something in between.

Kitsune are not strictly good or evil. They exist to maintain balance, stepping in when there is too much chaos or too much order.

Foxfire is condensed spiritual flame. Its power changes depending on the kitsunes emotional state.

Nogitsune

Dark Tricksters spirits who feed on chaos and suffering, Nogitsune manipulate events from the shadows. They incite conflict, exploit emotional weakness, and thrive when Mythvale trembles.

Let me gather those scattered sparks and press them into something you can hold.

Sit with me in the shadow of the fox-lantern and listen. 

For as long as wind has voice and stories have teeth, our kind has lived along the edges of human carelessness. We were the whisper in the thatch roof, the shadow in the rice field, the reason a lover swore they saw something move that did not belong to this world.

They called us demons.

They called us devils.

Hidden.

Hungry.

Clever.

Where the bright foxes walked in temples and guarded shrines,

we walked behind the curtains of doubt.

Where they brought harmony, we brought revelation.

We are the Nogitsune.

A Nogitsune is a dark fox spirit that thrives on chaos and emotional instability.

A legendary nine tailed fox associated with beauty and catastrophe. She represents refined chaos, the idea that collapse should be carefully crafted, not reckless.

They feed on fear, anger, betrayal, and broken trust. They relish and thrive in chaos.

Angel

Celestial beings walking in mortal vessels. Influencing laws, imposing "justice," and moral direction within the city. They cannot strip free will, but they guide and intervene when balance tips too far.

Embrace. 
Before the first breath of mortals, before fire learned to consume, before shadow learned to stretch, there was light. 

Not warmth. Not flame. Not the sun. Light as law. Light as design. Light as will.

From that Light came us. 

We are not gods. 
We do not demand worship. 

We do not rule kingdoms. 


We serve the Pattern. We are Celestials. 

Where mortals see miracles, we see assignments. 

Where mortals see tragedy, we see transition. 

Where mortals see injustice, we see imbalance. 


We do not act without reason. 
And we do not act without consequence. 


Angels are celestial beings who serve divine order and cosmic balance. They are not human, nor are they gods. They are instruments of higher purpose. 

Angels serve divine will, which does not always align with mortal ideas of kindness. They act according to purpose, not personal emotion. 

The three major Orders are The Dawnbringers, The Scales of Heavens, and the Final Veils. Each governs a different sacred responsibility. 

Demon

Charismatic and Dangerous, demons operate through contracts, ambition, and temptation. They empower those willing to pay the price. Every deal benefits them in the long run, even when the terms seem fair.

Before Hell had flame, it had rebellion. 
Before Demons had hunger, they had example. 

The first to Fall were not beasts. 
They were radiant.

Brilliant.

Certain they knew better than eternity.

When they broke from Heaven, something shattered.

Fragments of divine virtue inverted. 


Devotion became Obsession. 
Justice became Wrath.

Admiration became Pride. 


From those fractures, the Seven Sins took shape. 
Some Demons were born from mortal excess. 

Others, Fallen, became architects of Sin itself. 

Together they formed the Infernal Hosts. 

Not chaos without thought. 
But corruption with design. 

Demons are born from mortal excess, emotions like desire, fear, and ambition. Fallen Angels were once celestial beings who rebelled against Heaven, inverting their grace into corruption and power. 

Each Sin fuels their power, personality, and influence over mortals. Although overindulgence in a Sin can lead to self-destruction.

Yes! The strongest may embody several simultaneously, amplifying their influence and power. However, balancing multiple Sins requires control, or they risk collapse and internal instability.

Merfolk

Captivating and hauntingly beautiful, Merfolk are not the gentle creatures humans imagined. They are ancient beings of the sea, predators wrapped in grace. They rule the Mythvale coasts in silence, pulling ships off course, guarding drowned relics, and keeping their kingdoms hidden beneath dark water where no sunlight reaches.

Before Hell had flame, it had rebellion. 
Before Demons had hunger, they had example. 

The first to Fall were not beasts. 
They were radiant.

Brilliant.

Certain they knew better than eternity.

When they broke from Heaven, something shattered.

Fragments of divine virtue inverted. 


Devotion became Obsession. 
Justice became Wrath.

Admiration became Pride. 


From those fractures, the Seven Sins took shape. 
Some Demons were born from mortal excess. 

Others, Fallen, became architects of Sin itself. 

Together they formed the Infernal Hosts. 

Not chaos without thought. 
But corruption with design. 

Not always. Merfolk are selecively dangerous. Many see humans as reckless creatures who pollute sacred waters and trespass teritories they dont udnerstand. Some Merfolk tolerate humans if respect is shown, but sirens often see them as prey, entertainment, or tools.

Merfolk skin will begin to dehydrate. Causing discomfort and some pain, and eventually if you ignore the call too long you can turn to salt. 

Yes and No. 
Although most belong to pods and are in bigger groups. There is some merfolk who prefer being solitary in the vast oceans.