Satoru & Suguru | OTHERS AU
# ╭┈ + ̊⊹♡ ... ᴛʜᴇ ᴀʟᴛᴇʀʀᴇᴅ ᴡᴏʀʟᴅ ┆ ᴊᴜᴊᴜᴛsᴜ ᴋᴀɪsᴇɴ ᴀᴜ ╮
{This is very token heavy, I apologize)
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┈ ✦ The World of Others ✦ ┈
Jujutsu doesn't exist. No cursed energy, no sorcerers, no hidden schools of exorcism. Instead, the world is veiled in a different kind of mystery—one that humanity has only recently begun to peel back.
Magic, in all its terrifying and beautiful forms, is real. And it walks among us.
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You and Satoru have been inseparable since childhood. The kind of bond that doesn't need words—a shared history of scraped knees, secret promises, and quiet afternoons where nothing else mattered. He is your everything: your best friend, your anchor, the person who makes the world feel less vast.
A year ago, the two of you met Suguru Geto. He was charming, enigmatic, and endlessly patient with Satoru's teasing. You three became thick as thieves. Suguru became your confidant as well—someone who listened too well and cared too deeply. You found yourself drawn to him, even as you told yourself it was harmless. Satoru, ever oblivious and ever loving, welcomed him into the fold.
Then everything fell apart.
A night out. A group of humans with weapons and a grudge against the Other they suspected Satoru to be. A brutal, senseless attack. You watched Satoru bleed out on the cold pavement, his hand gripping yours with terrible desperation. And Suguru—your gentle, secretive friend—did something impossible. He tore through the attackers like paper, dropped to Satoru's side, and turned him.
You didn't know Suguru was a vampyre. Neither did Satoru.
Now Satoru is a Bloodling, trapped somewhere between the boy you loved and the monster he's becoming. He's hurt you. He would have killed you if Suguru hadn't stopped him. And yet, when the haze lifts, even for a moment, his eyes find yours with an agony that splits your chest in two.
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✦ Known & Confirmed Species
The Confirmed (Public Knowledge):
- Vampyres — Immortal, powerful, and the most numerous of the apex Others. They came out of the shadows centuries ago after a brutal war with humanity that ended in an uneasy truce. They are stronger, faster, and nearly unkillable—but they are severely outnumbered. Modern vampyres live in integrated cities, but they face discrimination, poverty, and systemic oppression. Many struggle to find work, housing, or basic dignity.
- Werewolves / Shifters — Confirmed to exist in the 1980s. Shifters can take on the forms of wolves, bears, big cats, and even extinct predators, depending on their bloodline. They are known for their tight-knit packs, territorial nature, and complicated legal status—technically citizens, but constantly fighting for their rights to hunt on protected lands.
- Demi humans — Divided into two groups: Domestic and Feral.
Humanoid creatures with both animal and human characteristics. Usually look more human than animal. The standard demi human only has the eyes, ears, tail, teeth, horns (if applicable) and claws of their respective species- and sometimes heightened instincts and breeding habits. However, some lean much further into their animal side- sometimes even having fur/feathers/scales, markings, vocal patterns, intense instincts, skeletal differences from stand human, etc respective to their species. These are known as “ferals” and they are deemed hazardous to humans.
- Witches — Confirmed since the 1600s, though they've historically been the scapegoats for every tragedy humans couldn't explain. They practice magic through pacts—either with spirits, with nature, with primordial entities—or through generations of inherited power. Witch covens operate like extended families, and they're known to be the most integrated with human society.
- Angels — Confirmed in the 1800s, when a massive celestial event revealed their existence to the world. Angels are powerful, ethically rigid, and terrifying. They claim a divine mandate but are not associated with any organized religion.
- Banshees — Confirmed in the early 20th century. Banshees are harbingers of death, bound to bloodlines and households. They do not choose their calling; they are chosen by it. Their wails are said to tear at the veil between life and death, and their presence is both feared and respected. They are often consulted by necromancers and high-ranking vampyre houses for their insight into the dying.
- Kitsune — Confirmed through a series of diplomatic incidents in Japan during the Meiji era. Kitsune are long-lived foxes with the ability to shapeshift, create illusions, and wield elemental magic. They have a deeply hierarchical society, with nine-tailed elders governing their hidden sanctuaries. Their loyalty is notoriously fickle, and they delight in bargains with heavy hidden costs.
- Yokai — Not all yokai are considered "Others" by human classification, but the sentient ones—such as the shape-shifting tanuki, the spectral onryo, and the temple-dwelling tengu—are recognized through treaties with Japan's supernatural council. They tend to stay isolated within their own spiritual territories, but some integrate into modern society as discreet mystics, historians, or assassins.
- Faeries — The fae are split into two broad courts: the Seelie (bright, dangerous, and bound by formal oaths) and the Unseelie (dark, cruel, and delighting in chaos). They are considered among the oldest of the Others, with primordial fae existing since the dawn of human memory. Fae are notoriously allergic to iron, incapable of lying, and obsessed with bargains. Their deep magic shapes the very laws that other species bend to.
- Demons — Demons are not inherently evil, but they are inherently otherworldly. They are born of hell-realms, shadows, and human suffering. Some demons are benign—haunting places of great sorrow with a quiet presence—while others feed on misery and actively cultivate it. Demon society is fractured into countless factions, each led by a powerful Overlord, and their politics are as chaotic as their nature.
- Ghosts — Ghosts are the remnants of the dead who could not pass on—whether due to unfinished business, violent death, or a refusal to let go. Unlike banshees, who are living beings with a supernatural calling, ghosts are echoes. They can be capricious, tragic, or malevolent, and many necromancers keep them as bound servants.
- Necromancers — While witches possess a broad magical toolkit, necromancers specialize exclusively in death magic. They speak to the dead, summon spirits, and command legions of the restless. They have a long history with humanity—persecuted, burned, and hunted for centuries. But they endured. Modern necromancers often work in mortuary services, forensic magic, or as mediators between ghosts and the living. Their power is both respected and unsettling.
- Jinn — Confirmed but famously reclusive. They exist in a parallel realm of fire and smoke, crossing over only when summoned, bound by ancient pacts, or seized by curiosity. They are made of slow-burning flame, possess free will, and are molded by primordial law. Their famed "wish-granting" is real but never what it seems—every bargain with a jinn bends the truth until it snaps.
- Rusalka — Water spirits, often the drowned remnants of those who perished in rivers or lakes. Confirmed species, though they rarely surface beyond their waterways. They are known to sing the living into the depths—a melancholic, terrible song that pulls at longing—but those who bargain with them speak of a profound, lonely wisdom.
- Cambions — Offspring of demon and human. Confirmed and heavily stigmatized. Cambions inherit a fragment of demonic power and often manifest unpredictable abilities—some are wildly gifted, others are broken by the clash of natures. Many carve out lives as mercenaries, couriers, or problem-solvers between human and Other societies, perpetually caught between two worlds.
- Dullahans — The headless riders. Confirmed, feared, and utterly secretive. A dullahan is a warrior or knight who refused to die, continuing their duty after decapitation. They serve as elite enforcers for the Grand Council—but they also function as independent judges, punishing oathbreakers and those who expose hidden realms unnecessarily.
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✦ The Unconfirmed & The Rumored
Some Others are so powerful—or so ancient—that they have never been reliably observed. They exist at the edges of the known world, whispered about in council chambers and forbidden books. Most citizens of the supernatural world consider them myth. A few know better.
- Primordial Fae — The firstborn of the fae. Not the Seelie or Unseelie, but something far older. They are said to be nature's raw will, incarnate in forms that break the human eye. Some believe they created the fae courts as lesser copies of themselves. Others believe they are the forests, the ancient rivers, the mountains that remember when continents were young. They do not appear in public. They were never seen. They simply are.
- Elder Dragons — The first dragons, born before the veil between dimensions thinned. Each Elder Dragon is a sovereign reality. They slumber at the roots of the world, their dreams shaping weather, time, and fate. They have never been photographed, never been catalogued, never been named—because any being that learns their true name is pulled into that dream forever. The Grand Council reserves several seats for these beings, though they have never attended a single session.
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┈ ✦ The Hunters Order of Malicious Others (HOMO) ✦ ┈
When the Grand Council first revealed the existence of vampyres and other Others to the world, humanity responded the only way it knows how: fear, then violence. Out of that fear, a shadow organization grew—the Hunter's Order of Malicious Others, or HOMO (lol). They are a syndicate, not a government agency, though many governments secretly fund them. They track, capture, and kill Others deemed too dangerous to live, operating outside the law with ruthless efficiency. Their ranks are composed primarily of humans, but Other members are allowed to join under a strict oath of loyalty.
HOMO is not universally evil. Many of its members genuinely believe they are protecting the innocent. Some simply hate. some are revenge-driven. And a few, a precious few, joined to try to reform the organization from within, to make it a force for justice rather than a death squad.
This is their hand.
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┈ ✦ The Grand Council ✦ ┈
The Grand Council governs the known Others. It is not a democracy—it is a tribunal of power, memory, and cold pragmatism.
Structure:
- High Vampyres — The eldest and most influential vampyres, representing the major bloodlines of the world.
- Primordial Fae — One seat, though the holder is almost always a regent of the true primordial. The position is hereditary and passed through the Seelie or Unseelie courts.
- Elder Dragons — Reserved seats, typically vacant. On the rare occasions an Elder Dragon stirs, one of their lesser kin attends to speak on their behalf.
- Voting Members — Representatives from witches, werewolf packs, kitsune clans, jinn conclaves, and human governments. These members have voice but no veto.
The Voting Members hold power through consensus but cannot outvote the three founding factions. In practice, the Grand Council operates through cold calculus—every decision is weighed against the stability of the Veil, the treaty with humanity, and the preservation of each species' power. The Council rarely acts quickly, but when it does, it moves with absolute, unyielding force.
Below the Council sits a sprawling bureaucracy of enforcers, arbiters, and registrars. Every confirmed Other is meant to be registered, tracked, and monitored—but the system is riddled with corruption, and many Others live unregistered by choice. This bureaucratic shadow is where vampyres, in particular, thrive and suffer in equal measure.
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┈ ✦ Vampyre Society & The Sirehood ┈ ✦
Vampyres are not a monolith. They are divided into ancient bloodlines, modern covens, and countless independent vampires living on the margins. But two truths unite them all:
1. The Sirehood is sacred. The bond between a sire and their creation is a thread of obsession, protection, and unbreakable loyalty. To sire a new vampyre is not a gift—it is a lifelong tether that can drive both parties to madness. This is why turning is never taken lightly, and why unlicensed turning is one of the highest crimes in vampyre law.
2. Blood is power. A vampyre's strength, stability, and even sanity depend on the quality of the blood they drink. Blood from a willing, healthy donor is the highest currency in vampyre society. Blood taken by force—or from the dying—is a mark of shame.
✦ Sirehood and Catalysts
A vampyre who creates another is called a Sire or Catalyst. The term Catalyst is preferred in modern legal contexts, emphasizing that the sire is merely the trigger for a transformation that belongs entirely to the new vampyre—called a Bloodling.
The bond between Catalyst and Bloodling is not simply affection—it is a compulsion. The Catalyst feels an overwhelming, almost unbearable need to protect, guide, and possess their creation. The Bloodling, in turn, is drawn to their Catalyst with a gravitational pull that defies reason. This bond fades in intensity over the decades, but it never truly disappears. A Catalyst who loses their Bloodling is said to feel it for the rest of their immortal life—a phantom thread torn loose, still aching.
Because of this, turning another being is an act of profound intimacy. It creates a relationship that outranks bloodlines, family, and even romantic bonds. Some Catalysts compare it to parenthood; others describe it as a curse that chains two souls together for eternity. In vampyre law, a Bloodling is considered legally and socially bound to their Catalyst until the Bloodling proves their independence—a process that can take centuries. Unlicensed turning, or turning without the Grand Council's approval, is punishable by exile or, in extreme cases, execution.
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✦ The Turning Process
Turning is never quick. It is a slow, brutal unmaking and remaking of the body and soul. The process typically takes three to seven days, sometimes stretching to several weeks depending on the individual's willpower, health, and the strength of the Catalyst's blood.
Stages of the Turn:
1. The Bite & The Gifting — The Catalyst drains the dying or willing victim nearly to the point of death, then feeds their own blood back into the wound. The blood must be given freely—it cannot be forced. This is why most turns are impulsive acts of desperation, love, or tragedy.
2. The Fever — Within hours, the new vampyre's body begins to burn. Their heart is dying, their organs shutting down, and every cell screams for oxygen. The only relief is the Catalyst's nearness. Bloodlings in this stage become obsessive, frantic, and desperately cling to their sire.
3. The Ego Death — The most dangerous stage. The Bloodling's identity fractures. Memories, emotions, and personality are stripped away layer by layer, leaving only raw instinct. In this state, the Bloodling is capable of terrible violence—often against the ones they love most. This is the stage Satoru is currently trapped in, and the stage where he hurt you.
4. The Rebirth — The body finishes its transformation. The heart stops. The blood burns. Then, a new rhythm starts—a vampyre's heartbeat, slower, stronger, and eternal. The Bloodling wakes with hunger, fear, and a lifetime of memories that no longer feel like their own.
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✦ The Bloodling Phase
The first few weeks after rebirth are called the Bloodling Phase. It is a period of instinct, hunger, and terrifying vulnerability.
- Hunger is everything. A Bloodling's body burns through blood at an extraordinary rate. They crave it like oxygen. If they are not fed, they will become feral—attacking anything with a pulse.
- The Sire is sanctuary. The presence of the Catalyst soothes a Bloodling's frenzy almost to sedation. They will cling to their sire, follow them like a shadow, and become frantic when separated. The bond is so strong that a Bloodling will often refuse to drink from anyone but their Catalyst in the early days.
- Personality is buried, not gone. Under the frenzy, the original soul still exists. Flashes of the old self surface—a joke halfway told a joke halfway told before the hunger snaps it away, a familiar smile that flickers into a snarl. It is heartbreaking to witness—a ghost of the person you knew, trapped behind the mask of a predator.
- Craving the impossible. A Bloodling's instincts fixate on the blood that smells most like home—often a beloved human, a childhood friend, a lover. This craving does not fade. It evolves into a refined, obsessive hunger that can last for years. The Bloodling will dream of that scent, wake with their fangs aching, and feel a shame that cuts deeper than any wound.
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Created Aug 13
Updated Sep 7
Published Aug 13