Other Prodigals
Anything not a Vampire, Shifter, or Changeling in our game.
Here are some examples of entities and beings within the Eventide of Albion LARP that are not Kindred, Garou, Fera, or Changelings, but which a player may encounter or even portray within the game:
Mages and Hedge Sorcerers
The lands of Avalon are threaded with Awakened mages, Hedge wizards, and ritual magicians of countless Orders. Some follow the Order of Hermes or the Craftsmasons, while others are lonely scholars drawing power from stars, sigils, or the Dreaming itself. Hedge sorcerers often serve nobles or clergy, wielding limited gifts such as alchemy, divination, or weather-working.
Ghosts, Wraiths, and Shades
The Restless Dead linger across Avalon — from battlefield spirits bound to their banners, to sorrowful shades haunting family tombs. The Catacombs beneath London are known to be a place where the living can hear whispered bargains. Some wraiths are guides, others are predators feeding on emotion or blood-echoes of their own deaths.
Hedge Spirits and Totemic Echoes
Across the Myrddin Portals and the wild glades, many spirits not tied to Garou totems still roam. Elementals, hearth spirits, and ancestral guardians may appear as flickering lights, talking animals, or human-like figures woven from mist. They are often bargained with, not fought — though bargains can cost more than gold.
Alchemical Constructs and Clockwork Beings
Since the rise of Tudor alchemists, strange mechanical homunculi have appeared — crafted with quicksilver hearts and powered by captured Glamour or Vitae. Some serve scholars like Cornelius of Brunswick-Lüneburg; others wander free, developing personalities and ambitions of their own.
Dvergr and the Hidden Folk
The Dvergr, or Deep Folk, are dwarven artisans dwelling beneath barrows and stone circles. They rarely emerge except when drawn by true craftsmanship or the breaking of old pacts. Other Hidden Folk — brownies, goblins, and hobgoblins — can be found in service to the tavern, the Crown, or even as free merchants in Glamour-touched London.
Hunters and the Faithful
The Order of Gabriel is the most infamous of the mortal Inquisitions — armed with relics, fire, and the blessing (or curse) of divine visions. But not all hunters are fanatics; some are witchfinders, scholars, or cursed warriors seeking redemption. A few mortals blessed with True Faith can channel miracles, though it often burns their souls as brightly as their foes.
Sea-Born and Elemental Kin
The waters around Avalon are home to Merrow, Selkies, and sea-spirits. Some are gentle guides, others lords of tempests. The same is true for elemental kinfolk on land — those whose bloodlines are touched by fire, stone, or storm. They bridge the realms between mortal and spirit, often unknowingly.
Corax, Nuwisha, and Other Shifters’ Kin
While technically not full Fera, kinfolk and half-shifters live on the margins — those with diluted bloodlines or half-awakened powers. Some can sense the Umbra, glimpse the Dreaming, or speak with animals. They often act as messengers, seers, or scouts, walking the narrow path between human and spirit worlds.
The Myrddin Constructs and Guardians
Many of the Myrddin Portals — relics of ancient fae-mage cooperation — are defended by animated guardians. Some take the form of stone golems, gargoyles, or hollow suits of armor, powered by ancient magic. These beings recognize passphrases or lineages, but may strike down intruders without mercy.
Why we have them.
In the Eventide of Albion, the world is vast and layered — filled with spirits, ghosts, mages, alchemists, hunters, and things that move unseen between the realms. These beings exist to make the world feel alive and mysterious, to give depth to the stories told by Kindred, Garou, Fera, and Changelings.
We include them because they remind players that Avalon is not just a stage for the main supernatural factions — it’s a living, breathing world where wonder and danger wait in every shadow, and where the laws of magic, faith, and death are never simple.
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However, we rarely allow players to become these beings because they are meant to be story forces, not long-term characters. Their powers often break the balance of play, or their nature ties them more to the storyteller’s hand than the player’s freedom. A wraith, for example, belongs to the realm of the dead, while a hedge mage’s power can rewrite a scene if left unchecked.
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By keeping such roles rare or Storyteller-controlled, we protect the tone, mystery, and balance of the game — letting players encounter the impossible, bargain with it, fight it, or learn from it, without the world losing its sense of danger or wonder.




