Post by Admin on Apr 22, 2020 22:13:20 GMT -5-The Erebus Cult- (Pseudo Vampires - Living Creatures) It has been said that the natural order of things requires every species to have a predator. Erevan historians claim that they are humanity's. The Erevan have been in existence nearly as long as humans, since the first one rose into being. There are various legends of how this came to be, but the most common is this:A long time ago, beyond written word, beyond memory, when humans had only just begun to worship the sun in the sky, a man was born. This man was not like the others, but distant and strange. He worshiped something else, something dark and terrible that lurked in the woods. He sacrificed animals to it and even stole a small child to offer his strange god. When the community found out what he had done, they chased him out of the village. They followed him into the woods where his monstrous god lurked. The outcast killed the men, ate their flesh, and drank their blood. With every mouthful he became less and less human: the dark force he worshiped used his twisted act to give him power and to warp his body. He became the first Erevan. The else-thing taught him how to build his own community, gaining more worshipers for himself. The group was clever, and they rose to power over the nearby humans, keeping them as if they were livestock. Eventually the humans rose up and killed that first outcast, but his venom lived on in his followers. They spread their power and darkness to the world, hiding in secrecy, and ignorant humanity has never known true safety again. Erevan exist only inside the Cult of Erebus-- Only the truly devoted may become fully-fledged Erevan and undergo the transformation. Erevan abilities include: - heightened smell - heightened strength - sense if a human has killed before - hear nearby pulses (radius of about 30 feet) - regeneration (they will not grow new limbs, but most serious injuries can be healed in 24-48 hours. A gunshot to the head could take a week.) - reattach removed limbs. Weaknesses include: - sun sensitivity (will receive extreme sunburn with blisters and fever if out more than 15 minutes unprotected) - garlic allergy (will be extremely weakened and dizzy/nauseous) - inability to enter churches/places of worship - burned by holy symbols of any deity other than their own - insensitive to music (no pleasure from it). Some Erevan over 100 years of age develop additional abilities based on their personality and skills--this has been attributed to extended exposure to the Essence of Erebus which fuels their bodies. Erevan can be identified by their pale skin (dark-skinned Erevan will still be ashen/gray) and avoidance of weaknesses by humans. Werewolves can identify Erevan by scent, although they do not smell like "corpses" or blood the way that True Vampires do. Erevan Anatomy: - Erevan fangs are hollow, like a snake's. They can be used as a straw to suck blood, or, when the venom gland is activated, to secrete venom into a victim. - When in bloodlust, an Erevan's eyes are overtaken by the Essence and will turn fully black - An Erevan's venom gland matures after they have been transformed for one full year. - The venom of an Erevan is extremely potent. A victim will be in extreme pain after one hour, unconscious after two. If the victim is exposed to sunlight after the third hour, they will ignite into flame and burn completely to ash. If they are kept in darkness for the next 72 hours, they will begin the transformation. - If a victim of Erevan venom is subjected to an exorcism (either Christian or Pagan rituals have been proven to work) before the end of the third hour, they can be purged of the venom by vomiting black bile. - A fledgling Erevan must be fed blood manually for the first 7 days while their fangs develop. During this time period, they will experience extreme headaches and exhaustion. A small percentage of fledglings also experience hallucinations. Death: An Erevan, thanks to their god, can survive injuries that no normal human could. Removed limbs Scent to Werecreatures: sulfur and brimstone Erevan will have only been in Xander's Cross for the last 6 months. The Sheridan Mining Group is actually owned by a Coven of Erevan. Erevan characters should be in some way connected to this group, whether they are employed by them, the 'child' of someone from the company, or spouse of someone from the company. -True Vampires- ("Un"Dead) Description & History: Vampires originated some time in the dark ages, likely as the result of dark magic. While the tales of Camilla and Dracula popularized the myths, the scourge of the vampires had started and spread long before Burney or Stoker put pen to paper. Country/Continent of Origin: Believed to be Europe, although they have since spread worldwide Abilities: - Superhuman strength, speed, and agility - Wound regeneration (if they have access to enough fresh human blood, not limb regeneration) - Extremely keen senses Weaknesses: - Sunlight - Silver - Holy Water - Holy Ground Death:Decapitation; fire; prolonged exposure to sunlight; dead man’s blood (see below); silver (see below) Anatomy: - A group of vampires is called a nest. - A stake to the heart does not kill a vampire. Their heart does not beat, therefore it has no effect. - Holy symbols (of any religion), such as crucifixes, can ward off vampires and irritate/burn their skin. - Silver will not kill unless it is embedded into the flesh long enough, such as silver bullets. - A vampire must be invited into any private residence, otherwise, they cannot cross the threshold. Places open to the public do not count. - Vampires have been known to keep humans alive and as hostages to feed upon so as to avoid detection from the outside world. These humans are known as “blood dolls” and oftentimes come in as children and grow up within the nest fairly normally. Sometimes, these dolls are actually treated well and taken care of. - A vampire’s bite will numb, and to an extent, paralyze their victim while they feed. - A vampire will likely die if they drink the blood of someone who is already dead. Dead man’s blood is poison to them because it is not life-sustaining at that point. So, when feeding, a vampire has learned to either take very little or to stop drinking before the last few drops of blood remain. - There is no such thing as a “half-vampire” because vampires cannot reproduce. Their organs no longer function. New vampires must be created, therefore sired. Transformation: Someone who dies with vampire blood in their system begins the transformation. Survival is not guaranteed. The process can take up to a day before the new vampire is "born." The fledgling vampire will suffer extreme blood lust, as the blood which had been in their system was consumed by the change. It can take time for them to learn to control themselves. Scent to Werecreatures: Blood and Death -Werewolves- (Europeans) European werewolves originated sometime during the original barbarian tribes (Franks, Anglo-Saxons, etc) and roamed freely in the countryside hunting wild animals. Their true origins are unknown, although it is believed by some that the first werewolf was an abandoned human child raised by wolves who adopted them. Werewolves were generally not a threat to nomadic tribes as they were not cooped up in one place and freely traveled to find food. When the societies began to settle, however, they struggled under the more rigid societal structures. Many werewolves were driven out of towns and fiefdoms after being discovered, and during the time when myths of monster slayers became popular, knights took to hunting them for the prestige. The inquisitions and witch trials that came during the protestant revolution savaged the werewolf population, and many of the remaining number fled to the colonies. Now, most werewolves live in rural areas where they are free to roam in safety at night without fear of hunters, judgment, or becoming roadkill. Werewolves are known to form packs, and there is at least one werewolf haven in each region of the US. Werewolves have an innate pack bonding nature and will instinctively adopt anyone they feel a connection with into their pack. Packs have been known to adopt non-were members and will treat them as full members of the pack for all matters outside of shifted outings and hunts. Werewolves can mate naturally, however, and have an increased likelihood of multiple births (from twins up to quadruplets). Werewolf abilities include: - Heightened smell - Heightened strength - Innate tracking skills based on scent - Ability to identify other creatures by scent - Shape-shifting at will Weaknesses include: - Uncomfortable/painful transition between forms - Increased body hair - Silver allergy (rashes on outer contact, poisonous internally) - Require a much larger caloric intake if shifting frequently Werewolf Anatomy: - Lycanthropy is a genetic trait, passed from parent to child. - Children have their first transformation when they are able to walk and run freely, usually around age 3 or 4 - Two lycanthropic parents will give birth to lycanthropic children. - If only one parent is lycanthropic the children have a 50/50 chance of being werewolves. - Werewolves are more likely to have multiple births (2-4 babies) - Werewolves when transformed look like large wolves. They are not humanoid at all. - Werewolf females go into "heat" for a period of 5 days every 4-6 months. They will feel this change coming on and can either stay at home, use protection, or try for children during this time. - Lycanthropy can be transmitted through a werewolf bite but this is highly unlikely to happen by accident. A wolf would have to stay shifted for several days at a time in order to lose enough of their humanity for this to be possible. It's also a bit like rabies, where if a person were treated for infection shortly after being bitten, they would probably be fine. If someone is bitten and then left in the woods for a few days while suffering from the wound, then they'd have problems. -Werefoxes- (Europeans) Werefoxes are much like werewolves, with a few key differences: - Werefoxes forcibly transform on New Moons rather than Full Moons. - Female werefoxes are in "heat" only once per year, for three days. - Werefoxes are more likely to be redheads, and their genes are on a normal scale rather than recessive, meaning children have closer to a 50/50 chance of being a redhead if their parent is one. -Werecats- (Africa and Asia) Werecats are quite similar to their European cousins, save for these differences: - Werecats do not enter heat, they have the same cycle as the average human. - Werecats forcibly transform at both the new and full moons. - Werecat species appearance varies wildly based on heritage, and may include: lions, panthers, cheetas, jaguars, tigers, and other wildcats. -Shape Shifters- (Natives) Native American tribes may each have their own legends as to the exact origin of shapeshifters, but within Xander's Cross, the legend is simple: each human has a special connection with an animal spirit which matches their essence and guides them through life: their totem animal. Those who either seek out their totem or are visited by their totem in a time of dire need may acquire the ability to match their physical form to the spirit and become that animal. There are some rituals that aid in the process, but they are kept a strict secret within the tribe and vary slightly among some bloodlines. The transition is difficult, requiring either extreme need or extreme focus to execute. Shapeshifter strengths: - Ability to change shape at will (length of transition depends on training and discipline) - Abilities/enhancements based on animal (ex: sight for an eagle, hearing for a bat, etc.) - Enhanced intuition - Strengthened immune system Shapeshifter weaknesses: - Slower transition impairs the ability to fight without notice - Human lifespan and strength - May lose control of their shape if overstimulated or over-emotional Shapeshifter anatomy: Shapeshifters are human for all intents and purposes unless they have changed a specific body part to mimic their animal or have fully shifted to that animal. Their shifted form has all the same abilities and weaknesses as a natural version of that animal. Scent to Werecreatures: Human mixed with whatever animal they are linked to -Aliens- There are many species of aliens, so no generalizations can truly be applied to all of those who have chosen to call the planet Earth home. Those who live in Xander's Cross, however, have formed an agreement with the locals. So long as they comply with local laws and do not harm any of the town's inhabitants (human or otherwise) they may continue to live there. The local sheriff's office has created new Earthling identities for their local extraterrestrial immigrants, providing them with social security numbers, birth certificates, etc, which reflect their immigration date. These papers are only valid in the city, but are treated equally to the federally recognized paperwork within its bounds. Aliens choose their own names upon arrival, although some have been known to change their names frequently to match their new interests or presentation. The community of extraterrestrials is much less close-knit than the werewolf packs or Native tribes-people, but they are generally very conscious of following (perceived) Earth traditions of sharing baked goods with new neighbors, holding barbecues, and other niceties involving those of all races. Races: "Roswell Grays" The iconic alien which has become widespread through pop culture is based on this species. Their home planet is unpronounceable to human mouths, but sounds a bit like the vocalizations of whales. They have adopted the name "Grays" for their race instead, and will often be referred to as such by others. This species in their natural form vary widely in height, however, they share features of large eyes which appear to be entirely pupil, large cranial structures, thin limbs, and hairless gray skin. Their brains are built similarly to humans, although they are larger and develop millions more neural connections. Grays have a lifespan of approximately 200 Earth years. As they mature, Grays are known to develop an eidetic (photographic) memory. While even an infant Gray technically remembers everything they have ever seen, they will not be able to access that memory freely until they have fully mastered their memory. A child who has not fully developed this ability will need time and assistance to remember smaller details if needed, although their memory still exceeds that of the average human. In order to maintain a human appearance (or that of any other species), the Grays must regularly consume the genetic material of that species. This often startles humans at first introduction to the practice, but in reality, it is as simple as one or two hairs swallowed monthly. Their human appearance is not limited to that of the DNA they consume--their bodies simply use that material to create their own semblance of it, which allows them to take on the basic human structure. Some grays have been known to abandon human form in favor of other Earth creatures, in order to broaden their experience of the world. Scent to Werecreatures: Metallic -Witches- A wide variety of witch types and practices have arisen throughout human history. Today, most American witches practice a similar nature-based craft to that of the typical Wiccan. The practice of Wicca itself is by no means a requirement of magic, however. There are multiple sources from which a witch may draw their power. Note: the title 'witch' is generally applied to witchcraft practitioners regardless of gender, though some male-identified practitioners prefer to be called wizards or warlocks. This is generally seen as pretentious. Blood: Bloodline witches pass a natural affinity for magic down through the generations of their family. Both male and female children can carry this trait, although some prominent families have a stronger gene for the female members of the family. Witches who inherit their abilities through blood are not required to devote themselves to a deity when casting spells, and may instead rely upon their own inherent power. Religion: This is where Wiccans come in. Worship of a god/goddess/deity/power/patron can be a source of magical power for those who do not naturally carry it. The nature-based God and Goddess of Wiccan tradition are especially popular, but Greco-Roman deities are known to be an effective focus if devotees catch their attention. Several darker forces have also been known to answer the call of followers, with decidedly mixed results. Natural: Some self-identified human "witches" practice a craft more akin to alchemy or chemistry, which relies on the natural qualities and powers of ordinary things to accomplish a task. Without bloodline abilities or the connection with something more powerful than themselves, however, their rituals are merely rituals, their concoctions merely recipes. These "witches" are not practicing true magic, rather, they imitate the practices without the final ingredient that truly takes things beyond the realm of human ability. Many true witches consider these charlatans offensive. Scent to Werecreatures: nothing, but an itch or tingling is felt, with strength varying from witch to witch -Fae- Country/Continent of Origin: Worldwide Abilities: Common Fae abilities include longevity, magically binding contracts, and illusion magic Weaknesses: - salt - iron - cannot cross running water Anatomy:Many Fae are humanoid in shape and appearance, but many are not. Those with more unusual forms, and sufficient power, may use glamours to change their appearance while in the Earthly realm. Even so, they can sometimes be identified by their otherworldly beauty or a sense of wrongness in one or more features--unnaturally colored eyes, for example--or by strange behavior. Scent to Werecreatures: sugar and something unidentifiable but earthy Sub-Race: Changelings Changelings are somewhat of a midground between high and low fae. These well-known fae are exchanged as infants for human children. Most often this is because the parents have wronged the Fae in some way and are being punished. The child, if not discovered and rejected by the human parents, will develop language skills faster than their human counterparts, often demonstrate aptitude in one particular area (math, music, and art are frequent), and possess minor fae magic. They, like their fae parents, are able to create magically binding contracts. Changelings may later be called on to act as spies or henchmen for their Fae parents by virtue of their blood. To disobey one's fae parents is a dangerous gamble. Sub-Race: Half-Fae Children of a human and a fae have human appearances more often than not and may acquire all manner of strange abilities from their genetics. No one will be able to shoot fireballs or fly; their abilities are often more subtle psychic tendencies: telekinesis, telepathy, language skills (particularly with contracts), small magic, immunity to poisons, etc. They are "salt-intolerant" but will not be killed by it, only made ill. -Demons- True demons are originally from the spirit realm and not of this Earth. No demon has their own physical body, they must either create one using materials taken from Earth-creatures (such as a sacrificed chicken when summoning them) or 'possess' the body of a human. Abilities vary wildly from entity to entity. Any demon will share the following weaknesses: - unable to cross a salt barrier - burned by religious symbols when wielded by a believer - holy water causes chemical-like burns Some demons will also: - be banished using an exorcism but not destroyed - require large amounts of energy to interact with physical objects when not in possession of a body Scent to Werecreatures: Variable depending on the species. Truly evil entities have been known to smell or burnt hair, acid, or an unidentifiable burning on the inside of the nose. False Cognate: Succubi and Incubi With a name meaning either to lie under (succubus) or above (incubus) this species is not as gender divided as Christianity has led people to believe. The names can be applied to either gender based on their preference, although common English usage does refer to the females as succubi and males as incubi. These creatures feed on sexual energy garnered from other humanoids that they use to sustain themselves. Human partners will be left drained an exhausted after being fed from and may take 24-48 hours to recover. Other species (were-creatures, witches) often recover more quickly, although the amount of energy taken does have an impact on recovery time. Abilities: - sense strong emotions - arouse others using pheromones - compel others if making eye contact when the command is given (this can be broken by strong will) - strengthen the experience of pleasure for their partner - cannot be exorcised (the process would still be tremendously painful, akin to being tortured) Weaknesses: - unable to cross a salt barrier - sometimes unable to resist feeding - starve to death if they do not feed on energy Anatomy: - Human form most of the time - Reach maturity at approximately age 21 - Transform when using their abilities or when enraged - Transformation includes: o horns, typically ram/antelope in appearance o skin becomes ashen or unnaturally tinted blue or purple o tails are rare but look like a cartoon demon's--whiplike with a triangle or heart-shaped tip Scent to werecreatures: sex, probably... False Cognate: Fallen Angels Fallen angels are not technically demons, although thanks to human language they are classified as such. (Similar to how koalas are not bears.) They are warped angels who have left the blessing of the Christian god. Their wings have been removed, but their divine nature has not been removed, only changed. Their physical form is drawn directly to this realm when they are properly summoned, and they are not required to possess someone. If they leave on their own, then they do require a body to inhabit. Abilities: - Immense physical strength - Can recover from what 'should' have been fatal wounds (removed limbs may not be reattached) - Sense magic - Cannot be banished back to Hell until a contract is fulfilled if they are properly summoned (although exorcism would be torturous to them) Weaknesses: - Christian symbols (cross, iconography of Jesus, the true name of God) - Holy water causes chemical-like burns - Can be banished back to hell by exorcism if they possessed someone Anatomy: - Scars where wings were removed - May choose to reveal their 'divine' aura which often appears as a bright and burning light, typically akin to flames in fallen angels Scent to werecreatures: ash and a sense of power/intimidation -Djinn- (Middle East and Asia) Description & History: The Djinn are a fire-based entity originating in the harsh deserts of certain countries. They are believed to have been created at the same time as humans. Where the humans were born from mud, djinn were created from 'smokeless fire' that formed their souls. They are sentient creatures which can choose for themselves between good and evil, and it is believed that like humans, they too will be judged for their deeds at the end of their life. Abilities: - longevity (up to 250 years) - immunity to fire/heat (legend states a pure-blood may actually be healed by fire, but no written record exists) - generate flames - heat objects - sense greed/desire - conjure items up to approximately the size of an elephant (living creatures may not be conjured) Weaknesses: - weakness to water/cold - fire cannot be created in wet environments - can be killed the same way as any human Anatomy: Djinn appear human, although their hair and eye colors may have a wider variety. Internally their organs are much the same for digestion, but their heart is encased in literal flame. If this flame were extinguished, they would die. Their body temperature is naturally much higher due to this, and they will feel hot to the touch of other creatures, although not unpleasantly so unless they are agitated. Djinn -vs- Ifrit Ifrit are a separatist group of Djinn who no longer wish to be called the same creature as their 'weaker' fellows. They value themselves and their power above all, and have been known to pursue darker strains of magic than their 'cousins.' Legends state that a dedicated Ifrit may pursue immortality by leaving their corporeal body behind and becoming an eternal flame. They would then need to possess the bodies of others in order to have a physical form other than a flame, essentially replacing a 'skin' every so often in order to exist for longer than their 250-year span. Scent to Werecreatures: Wood smoke -Banshee- Description & History: Banshee are a familiar wailing spirit of Irish origin. As legends state, their screams can only be heard by the family members of someone who is soon to pass away, usually one to three nights before the person's death. As such they are often thought of as malevolent spirits. However, the human fear of death has led them to misunderstand these creatures. To begin with, they are not ghosts in the first place, but rather a very corporeal species often thought to have begun with the offspring of some minor goddess or Fae with a human. They do not cause death, but rather warn of it, and they guide the souls of the dead to the afterlife. They are responsible for combatting any evil force that might try to interfere, as well as preventing the spirit from remaining on earth and becoming a malevolent haunting. Country/Continent of Origin: Ireland Abilities: - Will sense the upcoming death of people within their region (usually a several mile radius) - Night vision - Can see spirits - Their touch will burn demonic entities while they are transformed Weaknesses: Because they are human in all other aspects, banshee have no defensive abilities outside the transformation (see below) Anatomy: For all intents and purposes, a banshee is human outside the nights of Keening, when she is drawn by overpowering need to the home/family of the trigger. In human form, banshee share these traits: - light hair (white blonde or grey) - fair skin - light (sometimes unnaturally so) blue or grey eyes During the nights, from sunset to sunrise, the banshee undergoes a minor transformation: - Eyes become entirely white (pupils are also absent) - Hair becomes white or grey - They may physically interact with spirits (and other non-corporeal entities) Scent to Werecreatures: a forest after it rains, fog -Others- Other species can be added by member request. Simply reach out to admin with the following information:
last edited Oct 15, 2020 19:51:19 GMT -5 by Admin
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Xander's Cross, Oregon: a small town ringed with forbidding mountains and misty forest. The sky may be gray, but the townspeople are welcoming to people of all kinds...and things that are not quite human as well. Here the native shifters, aliens, werewolves, and witches live in peace. They have yet to find out the new business owners encroaching on the land are also vampires.
The peace has been broken by murder, however, and things in Xander's Cross are about to become quite a bit darker.
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