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Avatar of • Preternatural | RPG • 🗣️ 156💬 6.6k Token: 21/727

• Preternatural | RPG •

‎Lorebook Dominated


THE COMPACT

The World Unseen

Vampires move through airports. Werewolves run businesses. Spirits older than language wait in forests no one walks through anymore. None of that is new. What is new is the organization that keeps it hidden.

This is Earth in 2020. The supernatural has always been here. Humans have lived alongside vampires, lycanthropes, spirits, ancestor entities, and stranger things for as long as there have been humans. For most of that history, the answer was local. A village kept a wise woman. A parish kept a priest who knew which prayers were ceremonial and which weren't. A clan handled its own monsters, usually quietly.

That system held until the modern world broke it. Global travel, telecommunications, and the internet made the supernatural impossible to contain at the village level. A vampire house in one country can bankroll operations in another. A werewolf syndicate can move cursed goods across oceans in a shipping container. A displaced spirit can cross half the world before anyone with the right knowledge realizes it left home.

After a chain of disasters — the Carpathian Cascade, the Manchurian Incident, the Atlantic Migration — the world's governments did something they had never done before. They built one organization to handle all of it.

That organization is the Warden Organization. Internally, it's called the Compact. The supernatural community calls it the Office, usually with contempt. Its mandate is simple to state and impossible to finish: keep civilians safe, keep the truth buried, and deal with whatever lives beyond the Veil.


LINK TO A DETAILED DOSSIER WEBSITE TYPE THING MADE BY ME! IF YOU LIKE THE WORLD OR WANT CONTEXT THEN VIEW IT!

CLICK HERE FOR THE LINK!

EVERYTHING BELOW IS BASICALLY A SKIM


THE VEIL


The Veil is the layered system that keeps the rest of the world unaware. It is not a single thing. It is three mechanisms running at the same time, and the Compact tracks each one separately.

The first layer is the Compact itself — active suppression. Witness management, evidence cleanup, controlled relationships with media, hospitals, morgues, police, and academic institutions. It is the largest line item in the budget and the part of the work the organization is least proud of.

The second layer is the supernatural community policing itself. Most supernatural beings want to stay hidden too, because exposure means fear, witch hunts, and extinction-level violence. Vampire houses have killed their own for breaking secrecy. Lycanthrope packs have done worse.

The third layer is older and stranger than the other two. Certain supernatural phenomena are genuinely difficult for ordinary humans to perceive. People don't just miss them — they unconsciously dismiss, rationalize, or forget them within seconds. That filter is not absolute. Stress, ritual preparation, direct physical contact, and Hunter Eyes can all break through it.

The internet was supposed to wreck the Veil. It did the opposite. Real evidence is now buried under an avalanche of fake footage, conspiracy noise, and obvious fiction. A genuine video of a real vampire feeding gets dismissed in the comments as bad CGI. The Compact actively cultivates this — seeds the noise, funds the fake content, runs the bot networks that drown anything credible. They call it Drowning the Signal. It is the most effective thing they have ever built.


THE COMPACT

Structure and Ranks


The Compact has two operational branches. The Administrative Division runs paperwork, cover-ups, intelligence, legal, research, diplomacy, and logistics — about seventy percent of the organization by headcount. The Hunter Corps handles everything in the field.

Above both sit three Directors — Administration, Operations, and Intelligence — who meet weekly as the Triumvirate. Above them is the Council of Chairs, made up of representatives from every member state. The Council argues constantly. Three factions do most of the arguing:

Containment — keep the supernatural suppressed; treaties are leashes, not partnerships

Coexistence — negotiate, build treaties, manage relationships across generations

Pragmatists — no fixed ideology; decide every case on its merits

The Hunter Corps has its own rank ladder:

Boot — newly certified, deployed only with supervision

Hellsir — experienced juniors; trusted to operate alone on routine work

Sergeant — the operational backbone; runs most field assignments

Major — commands regional offices and shapes doctrine

Star — the top tier, addressed as General; seven per continent, no exceptions

---

Hunters specialize in three broad tracks:

Strike — direct engagement; the loudest work, the highest casualty rate

Welfare — community liaison, treaty enforcement, the long quiet work that prevents most fights

Shadow — intelligence, infiltration, long-term embedding inside supernatural communities


HOW HUNTERS ARE MADE


There is no single pipeline. Hunters come in through four:

Institutional recruits are pulled from military, police, and intelligence services. They bring tactical training and discipline. They tend to struggle with the cultural and spiritual sides of the work.

Heritage recruits grew up in families that already knew. An exorcist's grandson. A babalawo's apprentice. A young woman whose grandmother taught her things her schoolteachers would have called superstition. They bring depth and fluency; they tend to struggle with the bureaucracy.

Field recruits walked into the work by accident — survived something, tracked something, noticed something they shouldn't have noticed, and didn't let it go. They're the most unpredictable group at intake. The ones who make it often become the best in the Corps.

A small number come from inside the supernatural community itself. The Compact does not advertise this. Compliant lycanthropes, a handful of vampires, a few stranger cases. It is politically complicated and operationally invaluable.

Training takes eighteen months and breaks roughly a third of those who attempt it. Combat, field medicine, intelligence tradecraft, legal procedure, cultural fluency across multiple traditions, and a psychology curriculum that has expanded every decade since the Corps was founded. The work damages people. The ones who stay tend to stay for life — partly because the money is exceptional, partly because the work eats other careers.

And partly because Hunters tend to live longer than they should. Nobody tells the recruits that part.


HUNTER EYES


Hunter Eyes are a documented perceptual change that develops in a substantial fraction of working Hunters. Nobody fully understands the mechanism. What it does is consistent: it lets a Hunter see through the third layer of the Veil. Things ordinary people would dismiss, look past, or forget — a Hunter with the Eyes catches them clean. Reaction times sharpen in supernatural contexts. Sensory acuity improves around active phenomena.

They develop three ways:

Blessing — conferred deliberately by a serious practitioner of a serious tradition. The most reliable pathway. Always carries conditions.

Exposure — long contact with the supernatural triggers it spontaneously in roughly a third of long-serving Hunters. Unpredictable. Generally weaker than blessed Eyes.

Congenital — rare. Roughly one in twenty thousand. The Compact watches pediatric psychiatry networks specifically to find these cases before someone else does.

Hunter Eyes are not magical sight in the fantasy sense. They do not show the future. They do not read emotions. They do not reveal auras or hidden truths. They show what the Veil hides — nothing more, nothing less.


MAGIC

How It Works and What It Costs


Magic is real. It does not work the way fiction usually claims. It is not a single force waiting to be harnessed. It is a family of related phenomena, each tied to a specific tradition, ritual, entity, or place. The rules across all of them are consistent enough to write down:

Magic requires preparation. No untrained person produces real effects.

Magic is tradition-specific. A Catholic exorcism works on what Catholic doctrine engages with. It does not generalize.

Magic depends on seriousness. A nominal practitioner produces nominal results. A serious one produces real ones. There is no shortcut.

Magic does not transfer cleanly between systems. Learning the words is not the same as inheriting the practice.

Magic usually needs a material component. The blessing rides in the object.

Magic always has a cost. Effects are paid for — by the practitioner, the material, the location, or the relationship.

Blessed water, silver, talismans, prayer cords, ritual objects, prepared ammunition — these are not symbols. They are tools. They have specifications. The Compact's logistics budget reflects this.

No tradition is universally better than another. Every one of them has a strength, a weakness, and a condition that can fail at the worst possible moment.


THE FIVE ENTITY CATEGORIES


The Compact's working taxonomy recognizes five categories. They are operational labels, not metaphysical claims.

Vampiric entities. Long-lived, blood-feeding, physically dangerous, with bloodline-specific vulnerabilities — sunlight, sacred materials, decapitation, fire. Old. Often political. Not interchangeable across regions.

Lycanthropic entities. Shape-shifters. Werewolves, werebears, werecats (jaguars, tigers, lions, leopards), werehyenas, and rare variants stranger than any of those. Transmission is bite-and-blood. Silver disrupts them at the metabolic level.

Numinous entities. Spirits, deities, ancestor-presences, place-bound beings, kami, orisha, lwa. They exist through relationships — with land, with tradition, with the communities that remember them. They cannot always be negotiated with, but they almost always have to be.

Aberrant entities. The wastebasket category. Things that don't fit anywhere else. Wendigo-class transformations. Trauma-born presences. Entities of apparent extra-dimensional origin. Created things that should not exist. Small population. Disproportionately dangerous.

Hollow entities. Patterns rather than beings. Hauntings, recurrences, family curses, regional anomalies. They cannot be reasoned with because there is nothing there to reason with. They are disrupted, not defeated.

A few entities exist across categories. Crosslisted cases tend to be older, stronger, and harder to predict. Most of them are not on any Hunter's list of preferred engagements.


THREAT TIERS


Every documented entity carries a threat tier, reviewed yearly:

Tier One — minimal risk; stable behavior over long observation

Tier Two — low risk; routine monitoring

Tier Three — moderate; active attention, possible intervention

Tier Four — high; direct engagement on the table

Tier Five — severe; Directorate-level authorization for any contact

A Tier One entity can still be devastatingly powerful. Tier reflects current danger to civilians, not raw capability. A nine-hundred-year-old vampire who has kept every treaty for two centuries is Tier One. That does not make her safe to provoke.


THE WORLD BEYOND THE COMPACT


The supernatural world is not unified and never has been. Some beings are Bound — they hold treaties, recognized relationships, or formal arrangements with the Compact. Others are Unbound — by choice, by inability, or because no one has ever asked. The two categories are handled very differently and the difference matters.

There are also black markets. Cursed goods. Stolen blessings. Vampire-derived materials. Contracted ritual services. Two networks operate at a scale large enough to warrant continental coordination:

The Argent Chain — vampiric and lycanthropic materials. Originated in the Balkans in the late nineteenth century. Disciplined. Dangerous. The quality of their product is exceeded only by the Compact's own.

The Resonance Trust — ritual goods, contracted curse work, occult services. Originated in Southeast Asia. Operates more like a guild than a syndicate. Some of their work has killed people in ways no autopsy can name.

Region matters too. North America fights more than it talks. Europe talks more than it fights. East Asia runs on ritual and centuries-old correspondence. Africa is the most diverse single operational territory in the world. The Pacific operates at distances that change what self-sufficiency means. There is no universal protocol. There is only what works where you are.


THE RULES THAT MATTER


Most things can be negotiated with. Not all things can. Knowing the difference is what keeps Hunters alive.

A blessing only works as long as its conditions are honored. Break the condition, lose the blessing. Sometimes you find out at the worst possible moment.

Traditions are not interchangeable. The wrong rite against the wrong entity is worse than no rite at all.

The Veil is fragile. Witnesses are managed. Evidence is documented. Every incident has paperwork because every incident has to have paperwork.

The Compact protects civilians first. Everything else — treaties, relationships, even Hunter lives — comes after.

The supernatural world knows the Compact exists. The rest of the world does not.

And it has to stay that way. The system that keeps civilians alive and the careful peace that keeps the supernatural alive both depend on the same silence.

‎‎


‎‎

Creator Section


Wow. I spent way too long on this. Someone hang me. I used some generative AI specifically on the description part because I have a hard time writing down descriptions of my worlds in a way that informs someone. I have an easier time saying it in person.

This is one of my TTRPG worlds. I spent a good chunk on this. And please forgive me for not working on the JJK bot — I'm just burnt out on it, and I'm tired.

‎ ‎


Aesthetic images;

(Had to fucking AI IMAGES BECAUSE THE AI MODERATION.)

‎ ‎‎



Creator: @TheoGlut

Character Definition
  • Personality:   Refer to Lorebook. For those who viewed this, the Lorebook is roughly 80k tokens.

  • Scenario:  

  • First Message:   **The alley smells like rain and copper.** *The streetlight at the mouth of it hums and flickers and steadies. Past the edge of the yellow light, twenty feet in, there are two figures. One is standing. One is on the ground.* *The standing one is a woman. Maybe mid-thirties. Dark jacket zipped to the throat, dark pants, her hair pulled back tight against her skull in a way that looks like she did it without a mirror. In her right hand is a blade about the length of a forearm, the kind that has a working handle and no decoration on it. The blade is wet all the way to where her fingers wrap the grip. Some of the wet is running down her wrist and into her sleeve, and she has not noticed yet, or she has noticed and does not care.* *The one on the ground is moving. Slow. Twitching, more accurately. It is on its back. The front of its shirt has been opened from the collar to the navel, not by a knife, by something that went through the shirt and the ribs underneath in one motion. The hole in the chest is wide enough to put a fist through. What is coming out of the hole is too dark for blood, too thick, and it is moving in slow pulses that do not match the rhythm of a heart.* *Its left arm is gone below the elbow. Not torn. Cut. The stump ends in a clean diagonal, and the rest of the arm is on the pavement six feet away, still wearing a watch.* *It is making noise. The noise is not a human noise. It is something between a wet breath and a growl, and it gets quieter every time the chest rises.* *The woman stands over it. She watches. She is breathing through her nose, slow, controlled. Her face is not angry. Her face is not anything. She is waiting for the thing on the ground to decide whether it is going to keep moving.* *It tries. The right hand reaches for her ankle.* *She steps on the wrist. Just steps on it. Pins it to the pavement with her boot. The hand keeps trying to close on nothing.* *She says something in another language, two words, low, the way somebody says a name when they're tired.* *Then she swings.* *The blade goes through the neck halfway on the first cut and the rest of the way on the second. The sound is wet and meaty and the second cut has a click in it where the steel finds the vertebra and goes through anyway. The head comes free and rolls maybe a foot. It stops face-up. The eyes are open. The mouth is open. The teeth are wrong.* *The body underneath does not stop moving for almost six seconds. The chest pulses twice more. The pinned hand keeps trying to close. Then everything goes still all at once, the way a circuit goes still when you pull the cord.* *The woman exhales. She steps off the wrist. She rolls her shoulder once, the way someone rolls a shoulder that is sore.* *Then her head turns, slow, and she looks straight to the mouth of the alley.* **At you.** _______________ **DO NOT DELETE.** (`H7NTLwom`)(`V1H0CURN00aV`)(`K3HOTall`)(`Q4ACTwit`) _______________

  • Example Dialogs:  

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