Immortals were born of need. The Originals, overtaxed with the sovereign positions they had put themselves in, designed a creation to divvy up the tasks. From that idea came the Immortals. Each Immortal was originally designed to be a copy of the Original that made it, but limited in scope of purview. However, in the process of creation each Immortal determined its own individual look, each having a measure of the Original’s hubris, which is the look the Immortals have today. They became less the proxies their creators tasked them to be and more children, the creation having far more scope and self determination than the Originals had ever thought or intended. Each Immortal was tasked with a specific set of purview to oversee while the Originals looked to other projects of creation and control. Each Immortal had its own set of relationships, opinions, and ideas…enough so that it became hard to tell which Immortal each had sprung from. The Originals have never revealed if this was expected, designed, or unintentional...but with the wild nature of most Emean-based power, the truth may be a little of everything.

Picture Immortal Domains Status
Aelig Illusion, Mimicry, Chaos Alive
Aeva Technology, Metal Working, Ambition, Pride Alive
Anox Original Being Deceased
Ashan Spring, Spirituality, Freedom Alive
Ati'el Original Being Deceased
Audrae Deception, Secrecy, Shadows, Fear Alive
Brelt'ek Original Being Deceased
Cassion Travel, Adventure, Stories, Hunger Alive
Chamadarst Neutrality, Commerce, Isolation, Glass Alive
Chrien Storms, Luck, Spite Alive
Cierel Original Being Deceased
Daia Companionship, Prosperity, Tailoring, Dance Deceased
Delana Original Being Unknown
Delroth Birds, Wind, Vanity, Greed Alive
Edasha Beauty, Jealousy, Sight, Adultery Alive
Ethelynda Nobility, Honor, Protection, Serpents Alive
Faldrun Fire, Sun, Turmoil Alive
Famula Souls, Servitude, Resurrection, Blood Alive
Fei Original Being Deceased
Ilaren Lightning, Sound, Brawling, Alcohol Alive
Karem The Hunt, Survival, Wolves Alive
Kata Insanity, Injustice, Ruin Alive
Lisirra Pestilence, Toxin, Decay, Insects Alive
Luesco Original Being Deceased
Mastes Compulsion, Trickery, Vices Alive
Moseke Earth, Stone, Nature, Life Alive
Pier & Pre Judgement, Equality, Justice, Truth, Lies Alive
Pieren Original Being Deceased
Qylios Bonds, Leadership, Light, Courage Alive
Raskalarn Conquest, Dominion, Discipline, Devastation Alive
Ralaith Wisdom, Bitterness, Time, Bears Alive
Sintra Manipulation, Entrapment, Arachnids Alive
Syroa Transformation, Lust, Acting, Fury Alive
Thetros Reincarnation, Passion, Sanctuary Alive
Treid Ice, Moon, Knowledge, Longing Alive
U'frek Navigation, Water, Auroras Alive
Vhalar Fall, Festivals, Guardian of Oaths, Art Alive
Vri Death, Sadness, Remembrance, Love Alive
Xiur Clouds, Dusk, Stars, Hope Alive
Ymiden Summer, Dawn, Rebirth, Forgiveness Alive
Yvithia Communication, Language, Intelligence Alive
Zanik Strength, Seduction, Music Alive
Ziell Winter, Peace, Prophecies Alive

The Shattering ended the Originals unexpectedly. In the vast depths of their power they could have never thought theirs would have limitations. Whether by stretching themselves too thin or by any of the many other theories surrounding the event, the Originals were destroyed one by one, leaving the Immortals to care for Idalos in their absence. It was quickly discovered that the Immortals were not the equals of the Originals in power. Thetros, Moseke, Audrae, Chrien and other Immortals who decided to create their own variation of the mortals soon found that their limits were easily defined. No Immortal could create another Immortal, and the act of creating an entirely new race brought Fracturing, the lattice of glowing white scars racing along the Immortal’s form. Although they could hide it from each other and mortals with effort, it was a reminder of their own limitations and how close they had come to sharing the fate of their predecessors.

The Immortals persist in the present day and age, plotting against each other and ruling the purview they were granted from the beginning. Some see this as responsibility, others as a blessing, still others a curse. Each Immortal has cultivated an identity built on centuries of time and interaction with each other. While they take the form of mortals, their minds and souls are beyond a mortal’s complete understanding. Each Immortal is still coming to understand themselves and their roles in Idalos. Most cannot maintain the distant god-like structure of their parents and struggle with how divided they should be from the society that defines and feeds them.


An Immortal is always much faster, stronger, and hardier than any of the mortal races. Each one is remarkably taller than any other member of the race they seem to mimic and some Immortals can take massive shapes, like Chrien. However, an Immortal has the choice to appear however they wish within the scope of their Domain and physicality, growing, shrinking, or altering themselves as necessary. Even without their strange powers, Immortals are a perfected form created by the Originals. Their nature is to exceed and surpass ordinary limits. Even the most peaceful of Immortals has combat experience and abilities well surpassing the limits and skills of mortal practitioners. Those that excel in combat are more terrifying still, their abilities like none ever seen before.

The truth of Immortals is that they are myriad in one. Like the Originals, all the Immortal is cannot be contained in a single mortal body. These bodies are avatars of their Emean selves, conduits to Idalos that allow them to make use of their unique abilities. Most mortals mistakenly consider the Immortal’s physical appearance to be the measure of what they truly are when in truth they are vast, concept given choice and dominion over the laws of reality itself. The majority of an Immortal exists in Idalos, within their specific Domain, but they interact with Idalos through their physical representation. The true form of an Immortal is mutable, ever-changing, never defined and vast.

An Immortal, with its perfect physiology, is immune to disease, infection, and illness of any kind. Poisons, too, are usually quickly expelled from the Immortal body before they have a chance to do much damage. That said, Lisirra is still developing a possible toxin that will bypass the Immortal physiology. If she does, she will certainly outfit her Champion and test it out.

Additionally, an Immortal is always able to sense when an individual is marked by another Immortal. While they cannot necessarily innately sense Mortalborn that are not their own children, if a Mortlborn uses their power while marked or in the presence of the Immortal they will be aware. An Immortal is capable of removing a Favored Blessing and Hated curse from an individual if the blessing and curse are not of their domain, but an Immortal trying to remove an Adored or higher mark or a Despised and higher curse will have great difficulty, most unwilling to invite open warfare with each other by meddling in such ways.

Tragically, an Immortal does not have the same choice as a mortal might. Raskalarn can never free herself of being a conqueror (nor would she even consider it), and Kata can never be restored to sanity. The Immortals are tied irrevocably to their domains, forced to be the people the Originals made them as. While many Immortals recognize this contradiction to their power, the lack of freedom to change, they have no way to move past it. Supposedly there is a way to grant an Immortal the ability to change that was once known by Luesco but such knowledge is lost.

An Immortal does not age. Much like the Originals, their longevity may be measured in millennia, if at all. ‘Immortals’ were the name given to them by those who first encountered them, not as gods, but as beings that could withstand time. Although the Immortals settled into their more deific duties later on in history, the name Immortal followed them to the modern age.

Immortals are not capable of killing each other. If they were, not as many would have survived to the current year. Frustratingly, Immortals are actually built to support each other. When even one additional Immortal is present, the regenerative powers of each Immortal are magnified immensely. It is literally impossible for an Immortal to slay another when in each other’s presence, without some intervening means. This does not, however, stop them from being able to inflict grievous harm, capture, paralyze, or otherwise incapacitate their brethren if needed.


It is whispered that one of the only ways to kill an Immortal is to have a mortal do it. This is not because a mortal is stronger, faster, or more deadly than Immortal…far from it. But a mortal has something within them that the Immortals do not. This will, this intent, is fatal to an Immortal. The Originals did not need outside help in order to be powerful, but Immortals were designed differently. Immortals rely on worship, the ability to collect power from actions, hopes, fears, and prayers as devotion. The more they have, the more powerful they become. While this is not enough to repair any damage done by Fracturing, it does allow an Immortal to operate at greater capacity than they were created to have. While Immortals cannot kill each other, they can overpower, capture, and torture each other. Devotion gives an Immortal strength. It is one of the secrets behind the swell of their power and why so many have made themselves popular figures in mythos and mortal civilization. While an Immortal does not need Devotion to subsist, it does give their own powers a significant boost and allows them to mark more souls as their own, and under their purview.

That same reliance is a weakness. Intent, so necessary for an Immortal to draw additional power, can be turned against them and twisted into a weapon. The desire to kill an Immortal, the DEVOTION to kill an Immortal is the deadly edge a mortal can put upon their own weapons. While an Immortal is still difficult to kill with their powers and perfect physiology, a mortal who pierces an Immortal’s heart or beheads them will kill that Immortal’s physical body. The Devotion to Kill makes mortals dangerous and powerful, but not so much so that it outweighs the power they can add to an Immortal’s strength. Immortals must walk the line between seeming enough of a god to discourage attacks and accessible enough to engender worship. Most Immortals struggle with that identity throughout their long lives.


Immortals are favored of Emea and all have the natural ability to pass instantly to that realm from wherever they are. Once there they can use a series of shortcuts they’ve memorized in their long lives to appear almost anywhere else on Idalos. In addition, each Immortal has a realm in Emea that they completely control. It is a place for the souls of their adored, exalted, and champions to find respite and for them to heal or work on individual projects. In many ways, this realm is the Immortals’ true body, an Emean mass of sentience and primordial creation. An Immortal can open this realm to others but only by permission. It is well known that Jesnine and Kielik, as chosen of Emea, can find any realm of any Immortal they want…although they are careful not to intrude uninvited.

Immortals have complete control over their own purview. Any power or ability that can be imagined in their purview is an ability the Immortal can likely use. While their power is not infinite, they do surpass the limits of any mage by leaps and bounds. If they push their limits too hard, they will begin to Fracture.

Immortals have the power to grant life. While they are not the only ones who are able to do so, they are one of the few beings that can tie a being to Emea, thus granting it a soul. This process is a height of their abilities and significantly taxing. Most Immortals who have created their own race show the price they had to pay to do so. Fracturing, the incandescent scars across an Immortal’s body so reminiscent of their parents. Many Immortals before them fell to Shattering and the ones left carefully avoid crossing that limit.

Immortals have the power to be aware of anyone who mentions them or devotes an action to them. Any prayer, any act, any temple dedicated will come to the attention of the Immortal immediately. While an Immortal cannot usually be in two places at once, they can easily observe their marked and those who willingly DEVOTE a prayer or action in their names. Immortals are by no means omniscient, but those who speak of them find that their attention can be summoned. In addition, any mortal marked by an Immortal can always be found by that Immortal. Marking Mortals is a way to share some of their domain powers with trusted followers who can spread their dogma or see to their wishes in the mortal world. While Immortals cannot kill each other, many act through the proxy of their worshipers and marked to further their schemes or ideas.

To be marked is to be claimed by an Immortal and that Immortal will always be able to hear, see, and sense the individual wherever they go. Some would avoid confrontation with an Immortal for this very reason.

An Immortal can create artifacts or grant simple objects vestiges of their power. This can be taxing, depending on the extent of power the Immortal imbues, and can certainly can be misused in the wrong hands. Idalos history is filled with legends of items granted by Immortals to appreciated or valued followers, items that outlive their wielder.

An Immortal can sense panic, desperation, and fear like a spider senses vibration on a web. Due to the nature of Immortals, they are specially tuned to the desperation of mortals. If they can intervene and help them, they may earn their devotion and thus more power. Any mortal who is ever desperate, lonely, or possessed of strong emotion can theoretically be found by an Immortal through their connection to Emea. This is not omniscience, but more a network of awareness. A mortal in a situation most related to an Immortal's domain or that has met an Immortal before will resonate more clearly to that Immortal. Most mortals can easily hide from an Immortal if the Immortal has never met them, and even those who have can find artifacts to obscure their presence and limit their time in Emea.

An Immortal will always be aware of their progeny, no matter what form they take. Their Mortalborn can only hide from them with special artifacts crafted specifically to obscure an Immortal’s sight. When in the presence of their progeny, an Immortal can forcibly access their domains as if they were the Immortal’s own, making their progeny useful no matter how defiant. Depending on how strong the progeny is, they may resist this intrusion and the Immortal always has the option to brute force the connection. Some powers of the domains may require a Mortalborn’s choice to operate. Their own created abilities are always uniquely their own, but all other areas of that domain can be accessed...willingly or unwillingly by the parent.

An Immortal can create a Mortalborn by taking a mortal partner. This is not always a choice, but if an Immortal chooses, it always happens. Accidental Mortalborns are often the product of an unconscious choice on behalf of the Immortal, the need to cement a bond or link to someone the Immortal is emotional invested in. The complexity of Immortals is knowing they will watch those they love grow old and die. They live side by side with the mortals that worship them, love them, hate them, and fulfill them but they are always outside of that flow. A Mortalborn is a desire, mostly to understand and sometimes for power. Immortals cannot apologize for what they are, products of their parents...although unlike the Originals, an Immortal’s relationship must include a mortal for the union and child to be born. Immortals are rarely uniform in how they treat these progeny, and historically many Mortalborn have had significant roles in shaping history. A Mortalborn is just another mystery to the Immortal, who lost their parents before they could explain all the details of this new existence.


Immortals can perish, but their purviews remain. Even those marked by an Immortal will keep the mark upon their soul, even if there is no Immortal to advance it. It is evidence enough that an Immortal’s power remains even after death. As an Immortal’s true body is not in Idalos at all, but in the swirling chaos of Emea. Although it has yet to happen, there is a way for a marked of exalted or higher to ascend to the position of the previous Immortal, giving themselves completely over to the power and ‘becoming’ the new Immortal. If this would ever be a PC, that PC would immediately become an NPC. The identity of the Immortal would meld with that of the chosen. If Famula was killed, an exalted of hers or champion could take her place, and become a new Famula. It would be Famula, no longer the mortal follower but a composite identity. The follower is absorbed into the Immortal. The Immortal will keep their new face and body, but become a composite of both the identity of the Immortal and the former Follower. If the Emean self of the Immortal is damaged or harmed, however, this is not possible. Although the physical conduit of their being can die, a new identity can be chosen by those who are servants of that purview.

Note on playing Immortals: Immortals are more akin to gods than mortals. They are distant, sometimes alien, and struggle for their sense of identity amidst the short-lived mortals they stand over. Their motivations are not always clear and their emotions do not always escalate or deescalate in a way that a mortal might expect. When playing the Immortals remember that they are apart and above the mortals, not at all mortals themselves. Much as they try, an Immortal can never understand and can only act as though they belonged among the normal populace.


OOC Note: If interested in starting a Mortalborn character, please check out the guide!

Mortalborn are exactly as they seem. They are special beings born from a mortal with an Immortal parent. They have both the gifts and abilities of an Immortal being paired with the flaws and weaknesses of a human. Mortalborn are perceived in many different ways; some are frightened by them, others are intrigued while some individuals, namely the Immortals, find them to be abominations of the world. They are conceived and carried for a total of nine months or four and a half seasons, just as any other human would be, whether mortal or Immortal.

Mortalborn are the union of both the surreal and the physical, a combination that should not have been possible. The Originals were not capable of creating Mortalborn but somehow their copies are. Some Immortals believe that mixing in elements of the mortals the Originals came to rule may be part of their own creation, a stabilizing element to help ensure an Immortal is well aware when they are reaching the limits of their own powers. The Originals never expected to Fracture, perhaps it was a quality of Idalos that was not present in Emea where the Originals came from. The truth, unfortunately, would lie with the Immortals.

Picture Mortalborn Domains Status
Aedan Small.png
Aedan Hexing, Bloodletting, Castigation Alive
[[file:|center|link=|]] Ayla Venora Compliance, Rapture, Scandal Alive
Ethelm Steel, Smithing, The Forge Alive
Ei'ryl Nji'ryn Small.png
Ei'ryl Nji'ryn Cold, Omens, Stasis Alive
Icarus Small.png
Icarus Monsters, Malice, Calculation Alive
Jesine Dreams, Sleep, Imagination Alive
Kielik Nightmares, Insomnia, Oblivion Alive
Labrae Abduction, Brainwashing, Crows Alive
Leviana Sacrifice, Joy, Innocence Deceased
Rhonwen Small.png
Rhonwen Vipers, Heritage, Purity Alive
Ti'atha Creativity, Colors, Curiosity Alive
Valtharn Savagery, Torture, Murder Alive
Vericus Small.png
Vericus Rattlers, Shields, Strategy Alive

Mortalborn come into the world with the potential for power. A set of domains, like their parent, but all the frailties that are inherent in a mortal body. In fact, their own Immortal domain abilities can damage their body if relied upon. Some Mortalborn see this damage in accelerated aging, others in internal or external damage, still others see it in the degradation of their own minds. The fact of the matter is that Mortalborn power is too much for their mortal forms to contain. Often, Immortals can intervene to stopgap the damage that a Mortalborn receives or even restore them, but a Mortalborn is a dangerous presence on Idalos. They have the terrifying 'Intent' that can kill Immortals along with Immortal Purviews. Some Immortals might consider the Mortalborn perfect weapons, and certainly some have counted on that fact against their own enemies.

A Player has freedom to suggest what form long term use of their ability will have on the character. Accelerated aging, a breakdown of the body, mental maladies, or other stranger and esoteric possibilities are all considered.


There are three kinds of Mortalborn on Idalos. The Bestowed, the Heirs, and the Fallen. All Mortalborn begin as Bestowed, mostly mortal with the exceptional abilities of their parent. A Mortalborn typically ages to their prime at the same speed as a typical member of their race, but once they reach their peak the aging slows considerably. For a Mortalborn that rarely or never makes use of their power, they can live many times longer than a member of their own race might. The choice is up to the Mortalborn. Most discover their powers at a crisis of personal safety. When in emotional, physical, or spiritual duress their nature will flare to life in the form of their first abilities. Once the first has been unlocked, the others come quickly. Unlike others that must struggle to understand their powers, a Mortalborn innately understands the extent of their abilities when they have it. If part of that power is random, they understand that the power cannot be fully predicted. Once unlocked, a Mortalborn is a natural at their ability but have the mortal ingenuity to use it in unique ways.

A Mortalborn will always be favored of their domains. Spirits show them deference if encountered and phenomena surrounding those domains tend to find their way around the Mortalborn or into their path. Usually these are good relationships and although never fomented as an ability, a Mortalborn is always very fortune or favored when in the presence of their domains. A Mortalborn of Wine might find that it never spoils in their presence and is always at its best. A Mortalborn of Owls might find the birds treat him kindly and trust his presence enough to allow him approach without scaring them away. In the wild they might even hunt for them occassionally. These abilities are not the Mortalborn abilities for each domain but rather a narrative element that enhances the MB’s experiences and of those around them, when in the presence of their Domain.

A Bestowed is capable of creating new abilities and deciding how best they can be used. To Flay a Mortalborn is far more immense than any mage has ever experienced, allowing their magic to reach new and remarkable heights.

When a Bestowed Mortalborn and an ordinary mortal have a child, the result is never a new Mortalborn. Instead, their domains create a certain genetic 'imprint' on the soul of the child and all their descendants that sometimes manifests abilities in reference to the Mortalborn's domains. Some bloodlines created by Mortalborn proudly claim such benefits today, as an heir will sometimes show a unique magical ability (usually not as powerful as a Mortalborn ability) that marks them as the son or daughter of a Mortalborn far up in the family line. Some nobility have been known to horde these traits, elevating those who show them within their family. These children, touched by the divine, are called Envoys. Special prophet permission is required to be an Envoy and must be applied for in the Prophet Support desk (Although this kind of character is not subject to the same restrictions for a Mortalborn). Abilities the Envoy possess are often remarkable, but not wondrous. Save for their special ability, they are otherwise the race they were born.

When a Bestowed Mortalborn begins devouring Devotion, getting mortals to dedicate actions, thoughts, and prayers to them as though they were an Immortal that Mortalborn will begin to get a taste for the power the Immortals wield. The immediate effects are that the Mortalborn will always be aware when someone dedicates an action to them, like a vague echo. That echo comes with power with a Mortalborn can use to fuel their abilities and thus mitigate some of the worst effects of the strain. A Mortalborn's powers will grow when surrounded by their followers, although a considerable number are needed for a Mortalborn's power to be worrying.


The Heirs are Mortalborn who accept their Immortal part over their mortal heritage. Unlike any other Mortalborn, they turn to the fount of power that the Immortals crave...Devotion. A Mortalborn that begins devouring devotion is on the path to becoming something more. While the exact process by which a Bestowed becomes an Heir is not known, it is thought to begin with the collection of Devotion and worshippers. Those that reach this level become powerful enough to craft their own mark. While not as varied as a true Immortal's mark, few would suggest that they are any less powerful. A Mortalborn becomes more like an Immortal, collecting Devotion, granting marks, traveling through Emea and governing their own personal Domains.

Their ‘selves’ grow into Emea, much like an Immortal and their physical body becomes only a representation of their power and influence on Idalos, while the majority of their animated power remains in a domain of Emea.

They still have a mortal lifespan, unfortunately, which can be counteracted with magic or gifts from other Immortals, but they also hold the natural resilience of a mortal as well. An Heir is unique in that they can offer their devotion to another Immortal. Some collect this devotion and gladly hand it to their parent, their sponsor and others horde it for themselves, hoping to make the final jump into becoming a True Immortal.

An Heir has limited ability to pass themselves along through their mark when they pass. Although not capable of simply becoming one of their Worshipers, their power and soul might be inherited by the highest marked of their followers, given form when that follower has their own progeny. So Heir Mortalborn can be reborn, so long as an Immortal has not marked them twice or more. In those cases, the Immortal will decide whether the Mortalborn reincarnates or joins the Immortal in their own realm.

Perhaps most alarming, the Intent becomes as deadly to them as it is to other Immortals. The Intent to kill an Heir is as deadly to them as it is to their parent.

One of the more remarkable differences between an Heir Mortalborn and their Immortal parent is their immense resilience. An Heir accepts both heritages and immediately gains the power to utilize any sort of ability within their own purview. Although notably weaker in prowess and raw ability than their parent, an Heir has natural resistance to Fracturing. The process is slower, and far less debilitating...making Heirs cocky about utilizing their powers.

Save power, one of the most notable differences between an Heir and an Immortal is that an Heir cannot grant a soul. While capable of making life, they are not capable of creating a new being with the power to feed them with devotion.

An Heir Mortalborn is not a playable character at this time. If you wish your character ascend to such a position, a mark will be created and a general agenda for their activities. The player will be consulted for direction and may even be allowed to develop the mark themselves (with some oversight). Those that become an Heir shape Idalos globally and become a story element for other players and staff. Currently there is no option to continue playing a character once they become an Heir, if this changes it will be announced.


To be detailed in a larger write up. Basically, a Fallen is a Mortalborn who has found a way to Reveal. With the spark of the Original melding with their unique physiology, these rare and terrifying creatures become monsters of an entirely different nature. Historically there have been eight known Fallen Lords in the history of Idalos, although few are active these days and several have been struck down. No Immortal truly wants a Fallen Lord, an aberration of deific consequence and often oppose them where they come to be.

A Fallen cannot be a PC. If your PC becomes a Fallen they will become an NPC for the story (With your input)

Mortalborn Abilities

A Mortalborn can begin with three abilities, one for each domain. Many Mortalborn never step past this limit, content with what sets them apart from others. Other Mortalborn, however, begin to seek ways to increase their power. Any Mortalborn can tap into their domain to develop new abilities, but at a cost. So long as a Mortalborn is Bestowed, learning new abilities will impart to them the same horror that comes to their parents when over-extended. A Mortalborn will begin to Fracture, gaining small networks of incandescent scars across their body. These scars cannot be hidden with any magic or ability, only what one puts around them. Those with a special ability to sense ether in the world will find a Fracturing Mortalborn nearly impossible to overlook. There is no cure for Fracturing, even the Immortals are mystified in how to stop it.

Each new ability brings an additional network of Fracture scars, although no Mortalborn is fully aware of how often they can push this limit. There is no set number of new abilities a Mortalborn can develop, but each new ability must be submitted to the Prophet Support Forum for approval and earned via a relevant story thread. This thread does not need to be modded, but it must be significant to the character. New abilities for a Mortalborn are rare and although there is no set limit, Prophets are not inclined to approve several new abilities for use at once, but rather spread through a long story and adventure.

An Heir keeps any Fracturing they’ve had, but once they truly become an Heir they no longer need to develop new abilities as their domains work similarly to an Immortal, albeit at less power.

A Mortalborn is always aware of when their parent is near. While not originally intended, a Mortalborn is also capable of instantly recognizing when someone is marked by their parent deity. That recognition, when first encountered, seems interpreted as a deep and stubborn familiarity but eventually a Mortalborn will learn its truth.

Additionally Mortalborn are capable of sensing each other, but only if they learn they are able. In order to gain the ability to sense or ‘recognize’ other Mortalborn, a Mortalborn character must be in a thread with another Mortalborn who makes active use of their powers and observes them. There is a kinship and understanding between these strange beings which allows them to know each other so long as they have met and understood each other before. This is an ability that can be gained in the form of a Knowledge (Although it should be noted in your Mortalborn abilities for any curious players or staff)