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The Sims 4 continues the franchise’s longstanding tradition of ditching alternate living states and going with specialty neighborhoods. Since its debut in 2014, we’ve come across all kinds of weird and wonderful occult Sims, from the bloodsuckers of Forgotten Hollow to our finned friends on Sulani Island.
With the introduction of each state of life, however, the tradition of occultism grows and grows. If you want to learn more about each occult type, how they interact, and how other Sims see them from the outside, let’s dig and dive deep into each supernatural creature in The Sims 4.
The Sims 4 States of the Dark Life: A Timeline
With months and sometimes years separating the release of each expansion or game pack, it can be confusing to deconstruct the timeline when it comes to the occult states of life offered in The Sims 4. However, when it comes to lore, the timeline is very important if you want to understand the weight, purpose and origin of each. Here’s an overview of all the permanent life states you can choose from so far.
Aliens (The Sims 4: Get to Work, 2015)
Aliens are among the oldest living states in the series, dating back to the first title, The Sims, in the early 2000s, in which aliens also roamed the skies.
Not only does Get To Work let you create an alien in the Create-A-Sim menu, but it presents these alien beings as NPCs that your Sim can encounter in a bar. Alien night. Sometimes, sticking to a bizarre theme in all Sims games, aliens can kidnap and potentially impregnate male Sims who use the telescope late at night. They can also disguise themselves as regular Sims in order to hide their true identities and possess powers such as memory erasing, analysis and empathy, helping them blend in with the crowd.
Vampires (The Sims 4: Vampires, 2017)
The fog curls in thick tendrils around forgotten trough, obscuring the sun most often and allowing its sharp-toothed inhabitants to move about by day. Vampires Established This Sleepy Victorian Town Years Ago – And There’s A Reason Why Vladislas Straud bears a striking resemblance to its founding ancestors.
With a huge range of powers from resistance to sunlight to vampiric charm, these immortals add a touch of malevolence to any Sim’s daily life.
Mermaids (The Sims 4: Island Living, 2019)
In a vast departure from the moody gray masonry of Forgotten Hollow, the mermaids have carved out a home for themselves on the sunny shores of Sulani. This collection of islands is a tropical paradise, with your Sim able to swim with a dolphin, throw a traditional Kava party, or even spot a mermaid brushing the surrounding turquoise waters.
Mermaids, with their strikingly beautiful tails and inexorable connection to the heart of Sulanian culture, are the only occult states of life that human Sims have. not react negatively to. Although their abilities differ slightly depending on whether they have evil or good traits, their basic powers include the mermaid’s lullaby, the mermaid’s kiss, and the ability to change the weather and call dolphins.
Spellcasters (The Sims 4: Realm of Magic, 2019)
The sleepy village of Glimmerbrook seethes with hidden power. Through a secret portal lies a magic fortress where spellcasters can train, study magic tomes for new powers, and even purchase winged familiars that have the ability to save them from the grim reaper if their magic fails. turns out to be fatally overwhelming.
The Three Sages of Practical, Untamed, and Mischievous Magic can make or break your journey as a wizard, so you’ll have a lot to prove if you want to become the most powerful witch or wizard in the land.
Ghosts (The Sims 4: Paranormal Stuff, 2021)
Although ghosts have existed as a state of life in The Sims 4 since the first update, Paranormal Stuff has upped the ante and fleshed out the paranormal lore by introducing haunted houses, the Paranormal Investigator Career Pathand two ghostly apparitions that feel very comfortable.
Guidry is your spirit guide of sorts, here to lead you through this weird and wonderful new world of fellowship with the other side. You’ll have to watch out for mischievous specters and, of course, the consuming wrath of the vengeful ghost Temperance.
Werewolves (The Sims 4: Werewolves, 2022)
Eerie howls under the pale moonlight are all you can hear for miles around. The mystical town of Moonwood Mill not only has a bustling library and filthy outdoor bar, but also a host of beastly lycanthropes that keep order (or chaos) within.
Whether you choose to join one of two rival werewolf packs or go solo as a lone wolf, your new life as a werewolf sim is nothing short of exceptional unless you liked making friends that way.
How Mermaids Affect Vampires
Pure, elegant and at one with nature, mermaids are a common sight for beachgoers and residents of Sulani.
Due to their connection to the natural world, vampires love to drink mermaid plasma. Perhaps the undead creatures of the night detect the salty notes of the sun and a cool ocean breeze, for supper from a mermaid will grant them a strong cheerful mood called ‘Delicious Plasma’. Conversely, vampires who accidentally drink from a werewolf will become violently sick and angry.
Mermaids can be easy to spot for their telltale fins and occasional whimsical pastel skin tones, but if you’re curious if your new friend Sulanian is a mermaid herself, you can always try asking. However, being rather shy creatures that don’t like to brag, most mermaids will deny it until you get to know them better.
Sixam and the aliens
Aliens are intelligent, curious creatures who simply want to know more about the Sims they interact with. They’re from Sixam: A whole different world that your rocket scientist and human astronaut Sims can explore on their own. On Sixam, aliens roam freely. However, fearing xenophobic reactions from less tolerant Sims, most of them will don a human disguise when visiting Earth.
Sixam was discovered by human sims when Greggorius Lunvik’s astronomer wife, Avelina, looked through her telescope and saw it glowing in the distance. This, of course, was before she tragically passed away and left her werewolf husband in his pain and fury.
Although they come from an entirely new world, aliens are not malevolent creatures. From using their skill of empathy to mirror human emotions, to reading minds and discovering people’s traits, aliens are avid seekers of knowledge and all things logical.
How did spellcasters cause the rivalry between werewolves and vampires?
We all know the infighting between good and evil among the vampire clans of Forgotten Hollow, as well as the division of the werewolf pack among the lawless wild fangs and law-abiding members The Moonwood Collective. But why do werewolves feel sick when they smell a vampire nearby? And why do vampires take so much pleasure in beating their fur-clad foes in a Supernatural Smackdown?
It all started in Glimmerbrook…
A quick glance The Diary of Greggorius Lunvik, a tome found during salvage at Moonwood Mill, details the tragic story of werewolf Greg and his beloved wife, Avelina.
The two had been spellcasters, falling in love immediately after meeting one fateful day in Glimmerbrook.
With Vlad and the vampires of Forgotten Hollow causing chaos, a group of spellcasters decided to band together and cast a spell so powerful it would cure all Sims of their vampirism, eliminating this blight that threatened the fragile balance. of life. However, when the spell backfired, the magical discharge created a disastrous explosion that resulted in the group of spellcasters transforming into moon creatures themselves: werewolves.
This is why the werewolf’s Fury meter is so similar to the caster’s Overcharge meter; they are direct descendants with a painful and shameful past.
A blood feud
Naturally, the vampires were outraged by the lack of respect shown by these newborn werewolves. They had no sympathy for their plight, even as so-called cursed creatures; after all, the spellcasters would never have succumbed to lycanthropy if they hadn’t conspired to bring the vampires to their knees and annihilate them completely. Vampires, for the most part, embrace their darker nature, so why would they want to cure something they don’t consider a disease?
Likewise, werewolves continued to harbor a hatred of vampires. They represent the failure of the ancient spellcasters, an ever-present reminder that they weren’t strong enough to defeat them – and, with their powers now gone, would never come close again. Discussions with the inhabitants of Moonwood Mill reveal the full impact of this dispute.
Collective member Lily Zhuan elderly werewolf and cousin of vampire siblings Lilith and Caleb Vatore, became estranged from the last members of her family after learning that Vladislaus had trained Lilith in the dark arts of grandmaster vampirism. This was before a feud broke out between the Vatores and Straus clans due to the good vampire Caleb’s preference for synthetic plasma over the real thing.
Rory Oaklow, the brave alpha of the Wildfangs, also has a secret grudge against Vlad. Telling her about Moonwood Mill opens the chance for her to confess that if she ever met Vlad, she would relish the chance to punch him in a fist fight.
What do spellcasters think?
For the most part, spellcasters seem indifferent. They do not argue with the enemies of their werewolf cousins. Having learned their lesson the hard way, most spellcasters would rather stick to their books and magical training than get involved in this wickedness.
Although they don’t involve themselves in each other’s personal lives, spellcasters and werewolves still share a unique bond.
A portion of spellcasters who turned into werewolves decided to make the best of their situation. These people, known as Mooncasterspledged to protect Moonwood Mill and its inhabitants, defending their human side in order to tame their inner beasts as the first members of the Moonwood Collective.
Whether they openly choose a side or not, the Collective’s continued presence proves that, historically at least, wolves and wizards continue to protect the people of Moonwood Mill from the fury of vampires, savage lycans and even anything that could threaten humanity again.
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