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The Anak'im

The Anak'im were once the muses to the gods. Their words, poetry and performances shaped the minds of kingdoms and nations.

 

Their power lies in the manipulation of emotions through their voice. This can be through speech or song.

The Anak'im are bold, beautiful and extremely manipulative, but their greatest flaw is that they cannot live without being loved.

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The Anahavah

The Anahavah are the epitome of martyrdom. They are selfless to a fault, willingly risking themselves to aid those who are in need. It has always been so.

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Their power lies in the ability to heal the soul, and remove from it the darkness which eats away at one's hope; for without hope there is only despair. 

 

But their gifts are their curse, because they take that darkness unto themselves, potentially destroying themselves in the process. 

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The Ardonah

The Ardonah are creators of incredible works, mystical artifacts and even living things.

 

Their power lies in the ability to channel the very Essence of creation into objects of their making, or in an emergency a ready made object.
 

Their weakness lies in the fact that they are ties to their creations, so if one of them is destroyed or dies, a part of them dies with it.

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The Avim

The Avim, sometimes referred to Avites, are an Estate at war with a ghost; their sworn enemy the Caphtor'im. They have a wandering soul, but always with vengeance on their mind.

 

Their power is elemental, offering them the ability to affect weather, for good or for ill. They can summon a cool breeze, or a devastating storm.

 

Their weaknesses are many. Their are sworn to wander the world, seeking traces of their enemy. They are not immune to their own powers either. Several smaller frailties also plague them, but always there is the seething vengeance for an ancient betrayal.

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The Emim

The Emim are warriors without peer; disciplined, militaristic and unyielding. Surrender is not within their nature and weakness is inacceptable.

 

They have the power to shape and transform their bodies into offensive and defensive forms; claws, horns, spikes, armor, even wings.

 

But their power is their weakness. Should they fail to control it, the transformations will become permanent, which has driven some of them into madness.

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The Gibborim

The Gibbor'im are the giants of old, the heroes and demigods of mythology. They are always taller than even their other immortal brethren, and always more powerful.

 

Their gift is that of brute physical strength. It is said that the most ancient of them were known to shatter mountains and smite enemies by the handfuls. When you think of Gibbor'im, think of Hercules, Thor, Samson or Gilgamesh.

Their weakness is their word. Any Gibbor'im who gives his word must keep it, or lose their power until they have absolved themselves. To the Gibbor'im, their oath is more than words, it is a bond which must never be broken.

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The Horim

The Horim, are the embodiment of the horrors of our nightmares. They are a matriarchal people, of 'diminutive' stature. Few if any Estates will deal with them out of mistrust, or experience.

 

They have the power to being an individuals worse fears or nightmares into reality. These they unleash upon their enemies as real, living monsters. They also possess the ability to alter their appearances via illusions, a trick of perception they use to interact with 'outsiders'.

 

All Horim are subject to the physical limitations of their diminutive physical stature. However, it is the ancestral curse that plagues them with mistrust. There is an aura about them, disguised or not, which keeps others at bay.

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The Phineloh

The Phineloh are prophets, seers and clairvoyants, standing with one foot in this world and the other in a place of madness. They are quick and wise with foresight, but have a deep mistrust of outsiders.

 

Their gift, is one can call it that, can not be controlled. The more powerful they get the more possibilities of the past, present and future they can see, but this does nothing to reveal any potential truths.

 

Their weakness is the knowledge and possibilities they see, eventually drive them mad. As they age, the deeper the madness and dementia grows, until they are unable to tell reality from possibility, or friend from foe.

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The Rafia

The Rafia, children of Amarazak, are one side of a coin that was minted ages ago when the onslaught of their enemies tried to decimate them and their allies the Rapha. They are summoners of spirits, aggressive in nature and not to be trusted or crossed.

 

Their power allows them to summon forth spirits to extract information and services. They are so in tune with the spirit world that they can see hidden beings where others might not.

 

Their weakness is that they are spiritual vampires. When powering their gifts, they can either syphon their own Essence which leaves them weakened, or drain that of a place or being, potentially destroying the latter.

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The Rapham

The Rapha, the children or Armers, are the other side of a coin. Victims of the onslaught on their Estate and their allies the Rafia, they were forced into an alliance of a brotherhood. They are necromancers, reserved, and dangerous.

 

Their power to bind spirits to places, things and even people allows them to create powerfully enchanted items. But the binding is often forced, making them disliked by spirits in general. Like their brethren the Rafia, they are in tune with the spirit world, able to see spirit enchantments where others can not.

 

Their curse is born from their power. When they bind spirits, they stain themselves with the act, drawing the animosity of other spirits of that kind. Should the spirit die in its forced servitude, the stain becomes permanent.

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The Rephaim

Once the Akibeel'im were warrior-priests, keepers of sanctuaries for the weary. Buth they were betrayed by those who they shepherded, so now they became mercenaries, cutthroats and thieves.

 

They are the only known Estate to have changed their Goetic powers; where once they were healers, now they use the power to attack the body by manipulating the kirlian aura of their targets. This they use to great effect, capable of attacking others from a significant distance.

 

The Akibeel'im may have changed their power, but they could not change their nature. They are guardians, and any individual of their Estate not engaged in a sworn task suffers from great mental and spiritual malaise.

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The Virgamal

The Virgamal are an enigmatic and people of builders and seekers; they are indeed a strange people. In ancient times, these nomads travelled to the far reaches of the world, erecting wonderous buildings, temples and structures that defy understanding to this day.

 

Their power is what grants them mastery over their building skills. They can manipulate objects through sound and vibrations, allowing them to displace, shape, cut or even shatter even the hardest of stone.

 

Their weakness is also found in their power. As they age and their power grows, it becomes increasingly difficult to use safely. A strong word can harm, a shout might kill. Eventually, even a whisper becomes unutterable.

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The Xylon'nah

The Xylon'nah are outsiders, wildlings and shapeshifters. They are not a civilized people and do not trust easily. There is little unity in their Estate save a common origin, so it if possible to find barbarians, savages, aboriginal as well as protectors amongst them.

 

Their power is that of taking on animal forms, skills that are taught to them by spirits via shamanistic like bonds. In this way one can have the strength of a bear, the claws of a lion, the leaping of a gazelle and the eyes of an eagle… Each gift conveys the physical power as well as the appearance and form with it, creating truly terrifying beasts.

 

Their curse is that Xylon'nah might lose themselves int eh animal form if they are not careful. Their mind, instincts and reasoning becomes that of the animals who's forms it borrowed, until such a time as they are restrained, or emerge from the wild grips of their transformation.

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The Zamzum'min

The Zamzum'min are the twin Estate of the Anahavah, but no one would ever recognize them as coming from the same source. They are natural born leaders, ambitious and relentless in their goals.

 

Their power is that of manipulation of the mind. With their words they are able to bend others to their will, forcing them to obey their suggestions.

 

With such great power comes an equal curse. The Zamzum'min are afflicted with a mania, fetish or addiction which they must resist. But the more they resist, the stronger the urge becomes until they are overwhelmed by the desire of it; as if their own power had control over them.

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The Zophim

The Zophim are the ghosts of the immortal world. We have all met one, but no one will remember it. They are the keepers of all lore, knowledge and mysteries, but can not share it with anyone.

 

Their power is to go unseen. This progressively become so powerful that even traces of their existence is erased from the minds of others, until such a time that the eldest of them are known and remembered only by their own.

 

Their power is of course their curse. With time, friends will forget them, they will cease to be mentioned in conversations or discussions, and eventually they will be forgotten by anyone who is not of their Estate. Living a life of memories that only they remember.

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The Zuzim

The Zuzim are the ultimate purveyors of vice and pleasures. Or so they would have you believe. Who they really are, is explorers of the inner darkness we all have, dedicating themselves to aiding others overcome their deepest, darkest sins.

 

They have the power to bring to the surface a person's darkest desires, their deepest malice and evils. Theis they do to help, or in some cases harm, others. They believe that only though the discovery of one's darkest aspects, can we attain our best and purest selves.

 

Their curse is that in their search for purity and self-exploration, they indulge in all manner of vices, and should they succumb to them, they are swallowed whole and act out on their basest instincts. When this happens, they are not human anymore, they are beasts, demons and monsters and remain such until they have somehow made penance.

There is one rule no Zuzim will willingly break; the destruction of innocence. To them, children are sacred and must be protected. Any Zuzim who breaks this law, is exiled.

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