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Blythes (Day and Night)

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 Blythes are made from pure chance, circumstance or in more peculiar cases, righteous or nefarious influences. Upon birth, a Blythe shows no signs of being different from any other normal newborn child. If they develop magical abilities, usually around the age of 10, they will always possess a dark or light affinity. Depending on which affinity they possess they can be one of two 2 types of Blythes. The Night Blythe or the Day Blythe. The Night is associated with nefarious energies and Day is associated with Righteous energies.
Blythes are incredible when it comes to their abilities and appearance. They are acutely versatile and are often mistaken for other species, curses and entities of folklore. Some Night Blythes go on to be mysterious cryptids or even corrupt politicians whereas some Day Blythes go on to be paladins or clerics for religious orders. In most cases, however, A Blythe subscribes to secrecy and does their best to keep their features and species hidden. 


But… There's times where a Blythes cannot hide their features. During times of discord, strife or agony. A Blythe can develop permanent features. A Blythe can also develop permanent features after receiving heavy damage to their body. It's not uncommon for a Blythe to lose an arm or have it damaged to the point of disrepair only for it to be mended… For a cost…
For a Blythe to receive a boon (Like a replaced arm or enhanced strength.) they must also receive a bane for they need balance. Without balance a Blythes lifespan will dramatically shorten.

Not many know of Blythes but those who do are usually secretive over their existence. Those aware are usually people in high positions in orders or governments but in many cases it's other Blythes who feel the innate draw and recognition. The fact very few even know is partially because all Blythes naturally fall into some level of secrecy.

Organizations of Blythes are incredibly rare but they do happen… not without their secrecy, However. There is an extremely low profile group of Night Blythes where the scorching magma of Zul meets the cold waters of the Frail Oceans. The steam that rises from these two elements meeting supposedly hiding their home. Within this fog are powerful monstrous individuals. They act as a mercenary company who only works enough to pay for supplies to hide away from the light of this world. They’re incredible as hired swords… or claws and only take extremely valuable contracts. They're called the Corrupted Enclave. 

 

 There's another group; one of Day Blythes. A group based in Drakengard of Astana. They reside there due to the fact it's an information hub. They know much of the happenings in this vast world and try to influence them subtly through puppeting diplomats, politicians and people of general importance. They do it very well considering how few know of them. Those who do usually have strings attached. They’re called the Candle Light Nexus.

There isn't culture that comes with a Blythe due to the fact that the culture they usually possess is from their parents. Almost always a Blythe won't know they’re a Blythe and will assume they've been touched by the gods or altered by a nefarious entity that has a plan for them.




 

Additional examples and information:

 Night Blythes will often develop sharp teeth, longer monster-like limbs, red eyes and magic of devious or necrotic nature. Whereas a Day Blythe may develop beautiful angelic wings, radiant/protective magic, qualities of entities that are considered positive omens.

Features that manifest on a Blythe are usually based on their perception of good and evil.
Evil features for Night Blythes and Good features for Day Blythes.

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