PHRAL
-Phral are the only race that can manipulate magic in the Unnatural Universe
-They appear completely Human but live longer, and are born, not turned
-Magic lay dormant for 100 years (awakened in 2017), and all Phral are still learning
-Phral may practice magic in whatever style they choose or fits their background
-Phral have 7 Inherent Abilities, all available upon awakening, and 5 Learned Abilities that require practice and study.
-Everyone is part of the Ashmore Circle. Personal Covens are allowed and loosely formed, Sabbats are blood-bonded and have special abilities.
Phral are the “magic users” of Unnatural. All players who play a Phral must familiarize themselves with these traits to ensure consistency during roleplay. While creativity is encouraged, adhering to the established lore of the Unnatural Universe is crucial for an immersive experience for all participants.
Almost every culture on Earth has some history or mythology regarding magic and magic users such as Witches, Crones, Sorcerers, Seers, Wizards, etc. In fiction, magical lore has evolved through various interpretations, from the simplicity of “Bewitched”, to classic tales like 'The Craft' to modern depictions in 'The Magicians,' each offers a distinct portrayal of magical users' abilities and culture. Now, we introduce our own version of these mystical beings, blending tradition with a fresh perspective.
In the Unnatural Universe, real-life familiar magic cultures like Voodoo, Witchcraft, Wicca, Druidism, Hermeticism, and Santeria are known, but not all who practice or believe in them are Phral. However, those with real magical abilities—whether they are a Voodoo priestess, carnival fortune teller, or an old witch in the woods—have abilities that come from being Phral, not from the cultural practices.
It is important to note that this is a learning role. Phral magic was dormant from November 1917 to November 2017, meaning that during those 100 years, any Phral alive became fully human, including having a normal human lifespan. Older Phral would have aged rapidly and likely died quickly as their bodies could no longer heal as they once did. As a result, any Phral who were active in 1917 have since passed away. Some Phral may have held onto their traditions and passed down knowledge, hoping for magic’s return. Others may have denied their family ever had powers, or let their magical heritage fade, thinking it was gone forever. Today, many Phral are still struggling to learn and adapt to their reawakened abilities.
ORIGINS
The origin of the Phral in the Unnatural Universe is a mystery. Throughout history, they’ve been known by many names—witches, oracles, psychics, wizards—each culture explaining their abilities through its own beliefs and traditions. Despite these varied cultural influences, the origin of the Phral’s existence remains unknown, deeply intertwined with human history and mythology. While Phral may believe in origin stories and mythology tied to their culture, none of these have ever been proven true.
APPEARANCE
Phral appear entirely human, lacking any distinctive traits except for their extended lifespans. Medical or scientific experts familiar with Supernatural physiology might detect their Phral nature through specific blood tests not widely known or available to the average medical community, but without prior knowledge, nothing would indicate otherwise. Because of this most Phral avoid DNA tests, and seek help in getting them falsified or altered if needed.
Although magic typically doesn't manifest physically on the Phral’s body, intense spells and large concentrations of magic can occasionally cause a subtle glow or sparkle around their body, veins, or fingertips, depending on the intensity and amount of magic channeled.
CHARACTERISTICS
Phral are born with the ability to use magic; it can't be acquired. A person can't be turned into a Phral or learn their secrets to do magic. Magical abilities may skip a generation, but Phral come from Phal families/lineage.
Phral are the only supernatural race naturally capable of fully controlling and channeling magic. Just like how only trained Jedi and Sith can use The Force in Star Wars, only skilled Phral can make magic work. For anyone else, even the strongest spell or potion is as effective as a cup of tea.
Phral may be afflicted with most of the same ailments as humans, but they have a higher immune system and can heal themselves. They tend to recover more quickly if they happen to be afflicted with an illness. They also age a little slower and can live anywhere from 150 to 200 years.
Phral “awaken” or gain the ability to wield magic at the first full moon after their 16th birthday, though “late-bloomers” are not unheard of. People from Phral families who never “awaken” are called Phral-Sov. While Phral-Sov never gain their own abilities, they may still pass on the genes to their offspring.
Phral can use their magic for good or evil, as magic itself is neutral (again, Jedi/Sith!). Those who prioritize personal desires to gain power, control, and personal strength, and negative emotions are called Intuneric, while those who focus on peace, helping others, and the greater good are called Lumina. While both groups access the same fundamental energy, their philosophies and applications of Magic are different. Neither group is more powerful; it all depends on skill.
Their symbol is the Hamsa (Hand of Fatima). Buildings marked with a Hamsa might be Phral-operated or friendly. Intuneric Phral use the Hamsa with fingers pointing down, while Lumina use it with fingers pointing up
VULNERABILITIES
Phral face several significant dangers. They can be turned into Vampires or Werewolves through bites. They may also fall under the influence of a Waterborn’s Siren Song or become possessed by Incarnates. When a Phral is turned or possessed, they lose all their magical abilities. If an Incarnate possesses a Phral and is later banished, the Phral reverts to being human. With any turning Phral will retain their Phral knowledge, but they lose all ability to manipulate magic.
Phral are generally less vulnerable to human physical ailments, including terminal illnesses, but they are not completely immune. They can still catch common illnesses, like colds, but their magic typically shortens the duration or suppresses the symptoms. While Phral can die from the same causes as humans, they have the ability to heal themselves or be healed by others, as long as they receive timely assistance.
Casting spells can be physically exhausting, but continuous use of magic helps decrease this energy expenditure over time, much like how exercise strengthens muscles and improves stamina. To further reduce physical exhaustion it is advised:
1. Gather Magic in Advance - Accumulate magic before casting spells. Being in nature, such as standing barefoot on the earth, helps absorb magic.
2. Work with Others - Collaborating with others when casting spells can share the energy load and make it less tiring.
3. Use Stimulants Cautiously - Stimulants like illegal drugs (e.g., cocaine) or vampire blood can temporarily reduce physical exhaustion, but they may cause severe crashes later, leading to long periods of sleep.
MAGIC
Magic is a natural force present everywhere, like a web covering the Earth. When Phral pass away and their remains are returned to Earth through burials, scattering of ashes, etc, their essence strengthens this web. The more magic is used, the more flexible and powerful it becomes, potentially allowing Phral to develop new abilities. Old texts suggest that Phral were stronger before the magic shutdown in 1917, perhaps because the magic web was more robust. Strengthening the magic web has several benefits, including reducing the physical energy cost of using magic.
Despite Magic being everywhere, there are places all over the world that have significant concentrations of Magic, in Ashmore that is the “Phral Cave.” It’s why Phral feel a pull to that particular place, especially during Full Moons. Phral tend to go to these places to reenergize and recharge. It is usually easier to perform especially difficult spells there, like the ones that can only be crafted during the full moon.
Magic isn’t good or evil and isn’t tied to religion, deities, or spirits. Phral practice magic in various cultural ways, like Voodoo, Wicca, Santeria, and Shamanism. Knowledge of herbs, anatomy, and artifacts can enhance the ability to channel and manipulate magic, but regular practice is essential; without it, even powerful spells can fail. With the necessity to practice in mind, it is important to note that newly awakened Phral would not have the same skill or ability to wield magic as someone who has been practicing since 2017. (Consider your character’s age and when they awakened. If your character is under 23 they’ve not had magic since 2017!)
**OOC Notes:**
Players are encouraged to practice whatever magic style fits their cultural background or preference.
Keep in mind that a Phral’s ‘power’ lies in their ability to communicate with channel, and manipulate magic. Anyone can know a spell, a recipe for a potion, etc. Without the ability and knowledge on how to gather, push, or move magic, it does nothing. In the same way, if a Phral is turned (Werewolf or Vampire, or becomes possessed by an Incarnate) and loses their ability, they retain the knowledge, but cannot perform the spells.
ABILITIES
To understand Phral and their abilities, it's important to know that the power lies in how well a Phral controls magic, not just in the spell itself. Spells, potions, incantations, runes, hand gestures, and rituals are tools a Phral uses to direct their magic. A powerful spell has a clear intention and purpose, but it won't work without effective channeling of magic. Conversely, a Phral can focus and channel magic all day, but without a specific spell, potion, or ritual, their efforts won't achieve anything concrete. The effectiveness of a spell depends on both its clarity and the Phral's skill in channeling magic.
Phral abilities are divided into two types: Inherent and Learned. Inherent abilities are naturally possessed upon awakening and are easy to master with minimal energy. Learned abilities, on the other hand, require practice and study.
Here are some important guidelines to help ensure fair and engaging interactions in the Unnatural Universe.
Consent:: Any action affecting another character, NPCs, or property needs their consent.
Combat and Posts: As with any other weapon, using abilities during combat scenarios requires at least two posts. For example, using Telekinesis to throw an object involves one post for aiming and another for the action itself.
Success and Roleplay: Abilities may fail, adding to roleplay and character development. Dice can be used for fun and fair outcome determination (e.g., odd numbers mean failure, even numbers mean success).
Supernatural blood plays a part in certain spells and abilities, so keep an eye on which ones require it (listed below) and use them accordingly. Also, understand that Phral can make their own spells, and it would not be out of the norm to require some type of blood, that is up to player discretion.
LIFESTYLE
Phral today have had their abilities for less than a decade. As a result, many adult Phral may have maintained their previous lifestyles and not changed much about where or how they live. Some have fully embraced their new abilities and made significant changes to their lives, pursuing new desires and ways of living. Others may have chosen to remain isolated, fearing exposure, while some actively seek out community. Because their abilities were only recently awakened, there are no established cultural distinctions among modern Phral.
Phral often use their abilities subtly in their professions. For instance, Drabarni might work in healthcare fields like naturopathy or homeopathy, integrating magic discreetly. Ofisa may use magical insights to enhance their investigative skills, managing supernatural issues within human legal systems.
While some Phral prefer rural areas for their natural surroundings and magical energy, many thrive in urban settings. Cities are increasingly open to esoteric practices, with occult shops and practitioners blending magic with religious beliefs. In these environments, Phral can discreetly use their abilities and make meaningful contributions to their communities.
Phral will still crave contact with nature, as it feeds magic, and those in urban settings will often seek out parks, and botanical gardens, or will develop a liking for hiking or camping outside the city–especially during Full Moons.
REPRODUCTION:
Phral are born, the ability to manipulate magic is inherent in Phral and cannot be learned. They reproduce like other Humans.
Phral have relationships with whomever they choose, but old texts suggest that many would be careful to only have children with other Phral to preserve their lines. Remember that there are no “hybrids”, a child of a Werewolf and a Phral will be, a Phral, Werewolf, OR “Phral-sov”, a Phral that never awakens. Phral-Sov may have Phral offspring that do awaken.
COVENS, SABBATS, AND THE ASHMORE CIRCLE
Circles:
All Phral within a region are automatically part of the ‘Circle’, the Phral community, in the area. It is not a Coven, or a Sabbat, but a loosely knit community that often gets together for Phral/Pagan holidays and rituals, and help each other with spells and things if someone doesn’t have a coven to help. There is no single lead or Priest/Priestess for the Circle, but there are prominent figures within the Circle that can help newly arriving Phral and organize events for the community. Phral are under no obligation to join in any activity, and any Phral that prefers to work on their own can certainly do so.
In Ashmore, the prominent leads for the Circle are Lexie Vaher and Jolie Applemoor
Covens:
Phral are encouraged to form Covens, which are groups of Phral who work well together and share common interests or magical practices. Each Coven operates independently but remains part of the larger Circle. Members take a loyalty Oath to their Coven, not a blood bond, and determine their own hierarchy and rules. Covens can organize events like parties and workshops for the Circle. If the bond between members deepens, they may choose to form a Sabbat.
Benefit: Spells and rituals performed by a coven have a higher chance of success than spells performed alone (if you use dice, add modifiers for being in a group). Phral that are members of a Coven tend to have backup and help when needed.
A Phral may be a part of up to 3 covens. Any more than that and any power they may lend will be so diluted it would be useless.
Sabbats:
Sabbats are special groups of Phral formed by at least three members through a blood ritual. This ritual creates a psychic bond that allows members to sense each other’s strong emotions, like fear or love. Sabbat spells and rituals are almost fail-proof, in comparison to that of individuals or covens, with some spells possible only through their combined strength.
Sabbats usually form from covens, but not all coven members join. Large covens may have multiple Sabbats, and Sabbats can also be made up of blood relatives.
Joining a Sabbat is a serious commitment. Breaking the bond or losing a member causes intense sadness, distress, and sometimes physical pain for all involved. A Phral can belong to up to three covens but only one Sabbat at a time. Joining a new Sabbat severs their previous Sabbat bond.
Special Ability:
Alunga: Bonded Sabbats can Banish an Incarnate from a Human, with a 75% chance of survival. This ritual requires at least 3 Phral from the same Sabbat. A vessel must be created beforehand, and it could be anything–a clay pot, a carved wooden box, etc. (doesn’t have to be human-sized). The vessel must then be kept somewhere safe, if broken the Incarnate is released. You may be creative with the ritual. The Human may not have any true, clear, recollection of their time as Incarnate, but some flashbacks or dreams are possible.
Intrerupe: A Sabbat (at least 3 members) may perform a ritual to interrupt another Phral’s ability to communicate with magic, rendering them powerless for 3 days. They become temporarily unable to cast spells or use any of their magical abilities. This ability requires a deeply connected personal item, such as hair or fingernail clippings, clothing with body fluids such as sweat, a tooth, etc, an incantation, and a ritual (a Sabbat may be creative and personalize this ritual). After the 3 days, the Phral will regain their abilities, and may not be a target of this spell again for a full month. The spell is physically draining, and the Phral involved in casting it may sleep for up to 12 hours after. NOTE: Suppression is possible for longer periods, but requires admin approval.
Nevăzut: The ability to walk ‘unseen”. This is an artifact-activated spell that allows a Phral to ‘walk unseen’ and go invisible. Anything on their person-clothes, jewelry, items in the pockets, etc, worn at the time of activation goes with them. This does not render them incorporeal, they still need to open doors and walk around objects, but it does mask their scent and heartbeat too. They can still be heard if they speak, and if they move an object it can be seen, etc.
The Sabbat picks an artifact, for example, The FoolTarot Card (it can be anything as long as they are all the same), and a full Sabbat can create UP TO three (and only three, no matter how many members) in one go. The spell/ritual is performed and the artifact is imbued with power. When needed, the Phral can hold the artifact in their hand, say the word “Nevăzut” and go invisible. They must remain in contact with the artifact - hold it in their hand, put it in their bra or pants, make sure its touching skin, not stuck in a pocket
The artifact will also render invisible 1 “guest”, doesn’t have to be another Phral, it can be anyone, as long as they are holding hands. If the guest lets go they will be seen.
LIMITS:
The artifacts must be created during the full moon
The effects, once activated, last for 1 RP hour (hurry up and do what you gotta do!).
The artifacts are NOT transferable. The only person that can use it is the person who made it.
The artifact has 2 uses during a full moon period, with a recharge after the first use. The recharge ritual must be done at night, in the light of the moon.
FULL MOOONS
Like other Supernaturals, Phral are influenced by the Full Moon. During this time, their magical creations—such as charms, talismans, potions, and trinkets—gain additional potency. Healing potions crafted to ease symptoms tend to last longer, and certain items or spells, like charms that interfere with other races' abilities, can only be made during the Full Moon. Being at the cave also enhances mental clarity, so studying at the cave, spell-writing, or sigil-creating would be easier.
Additionally, Phral feel a strong pull toward a specific place in the woods, where magic is at its peak (see The Cave and The Book below). Those who follow this instinct and spend time there gain extra magical "charge" for the rest of the month, enhancing their abilities. However, Phral who ignore this pull may feel more drained, and their magical creations, like potions and charms, may be less effective.
**OOC Note:**
Magical items don’t have to be made at the cave itself, but must be created during the Full Moon. There is no set amount of time required to "recharge" at the cave; simply being within the magical circle outside the cave is enough. However, the longer a Phral stays in this space, the better they’ll feel.
THE CAVE AND THE BOOK
In the mountains surrounding Ashmore, there is a hidden stone circle with a secret entrance to a cave. The Phral gather here on full moons to make charms, and potions, and recharge their magic. The cave’s strong magical energy makes it a good spot for monthly rituals. A ward protects the cave, preventing anyone who isn't Phral from entering. This ward must be recharged every full moon or it fails and anyone can get in.
Inside the cave is the Phral Book, an ancient living grimoire that contains spells and knowledge collected by local Phral until magic went dormant. The book is bound to the cave—if taken outside, it will disappear in 3 days and return to the cave. Until its back in its rightful place the thief will be cursed with headaches, nightmares, and visions. No pictures can be taken of the book or the cave, as any photos taken turn into black images once outside. Any spells must be copied by hand.
Other regions of the world may have similar caves and grimoires where Phral gather. Phral may also have personal grimoires containing spells from their home region.
**OOC Details:**
The book is purely a roleplay tool (not clickable and contains no note cards or spells). There is an online version created by Lexie Vaher, but in-character (IC), it is referred to as “The Phral Book”. Phral are free to create their own spells and claim they copied them from the book or researched it for information. The book contains details on other Supernaturals*, potion recipes, tested spells, and rituals. Although it is handwritten and unorganized, the book is magical and intuitive, helping Phral find what they need. Phral can read, learn from it, or copy spells. Since magic was reawakened less than ten years ago, the book is considered a valuable source of information.
New spells can be added to the Phral Book!
After crafting and testing a spell, the Phral writes out the spell's ingredients, procedure, and effects, then seals it in the book by reciting this incantation:
“By ink of will and magic’s light,
This spell I bind, in page take flight.
Words of power, now be sealed,
In the ancient tome, thy fate revealed.”
Submit a copy of the Spell to Lexie via this form to be added to the web version (with credit!)
*OOC: Players are allowed to read the lore for other races and learn the basics of the race from the “the Book”, if you’d like to find more in-depth information, please seek a CL.
SPELLBOUND, MAPLE STREET, THE PATH
SPELLBOUND/MAPLE STREET
Maple Street in Ashmore has been home to the artsy folk in town. There’s a Fortune Teller shop and a flower shop, among a few others, and Spellbound.
Spellbound is a Phral shop masked as a “new age” shop on Maple Street in Ashmore. Like all New Age shops, they offer crystals, books, herbs, gifts, and even ‘readings’, and things that are useful to Phral. Spellbound is owned by Lexie Vaher and has been in her family for several generations. Spellbound is also a place to go to get rare herbs, mystical books that might be out of circulation, and other artifacts, and they may be special ordered if not in stock. People seeking to contract Phral for special charms or spells may also come here, and Prhal may leave their name with the shop to be contacted for such needs.
THE PATH
*The Path* is an in-character (IC) magical hunt/game created out-of-character (OOC) by Lexie Vaher to help players explore their base abilities. It provides guidance on performing spells, drawing sigils, incantations, and more.
**IC Story**: Jolie was performing a clarity spell at the Phral Cave, intended to open minds and help participants focus and learn more easily. While Jolie prepared the ritual, Lexie had been copying spells from the Phral Book. As the ritual began, Lexie hurried to join the circle and dropped the copied spell pages into the circle, where they vanished. After the ritual, when Lexie returned to the book to copy the spells again, she found they were gone.
These spells are now scattered throughout Ashmore, and *The Path* helps you find and learn them!
**OOC Details**:
The Path* is not mandatory. To start, players go to a symbol outside of Spellbound, where they receive instructions and roleplay prompts via a notecard. Each ability has a separate path, and players can choose which ones to complete, or they can complete all of them if they wish.
Completing *The Path* doesn’t make a character proficient in all abilities but gives them a taste of each. It can help players decide which abilities to focus on next (or first!).
Note: The spells found on *The Path* are exclusive to those who complete it. Since they disappeared from the Phral Book, they can’t be found or shared anywhere else.