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Fantasy Bone Song Lore

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Ithawell
Ithawell was founded May 25, 1870 by General Mortem, a retired official within the army who became a politician and then adventurer after the Civil War. Originally a fort within the wilderness of the Dakota Territory with his wife Annabelle and their three children. Accompanied by a wagon train of twenty wagons, accompanied by some members of the US Army who migrated west after the Civil War, General Mortem a former Confederate General who lost his plantation after the war ended.

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The town of Ithawell, SD is set at the foot of the black hills, surrounded by forest. Population: 6,000

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Custos House, a three story Gothic mansion, located to the east of Ithawell.

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Lichen House is an old insane asylum that was turned into a home, located within the Badlands to the west.

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Boreal House is a large castle within the Black Hills to the north.


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The library within the southern side of Ithawell near the historic area.

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The hospital is a state of the art facility which takes care of the citizens, human and supernatural.

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Citizens may hang out here as well as vote in elections and on different issues. The council of Ithawell can be found here where important meetings occur and it is also a place where people can voice their concerns and speak to the Mayor and council.

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The courthouse is in the historic area of Ithawell. People come here to register their pets, face trail from the judge for crimes and minor disputes and other things related to the governorning of the city.

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The jail is located north of Ithawell in the Black Hills.

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Ithawell Bus Station, located between the outerskirts and downtown

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Ithawell Train Station, has passenger and freight service, located in downtown. It is about 10 blocks from Ithawell Hotel by car or a mile by foot.

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The community pool

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The YMCA, a place for people of all ages.

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The blacksmith and farrier.

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Roller Skate Rink in downtown Ithawell

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Ice Skate Rink near Uptwon Ithawell

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The movie theater

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Ithawell Hotel, the main lodging within Ithawell located next to Ithawell Ski Resort that the hotel also manages in the Black Hills. Underground parking available and it is to the north of the city. One passes through downtown and the historic area to get there.

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The bank in Ithawell​
 
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Ages
0-2 years:: infant
3-15 years:: child
16-25 years:: adolescent
26-100 years:: young adult
101-750 years:: adult
751-800 years:: elder

0-3 years:: infant
4-15 years:: child
16-25 years:: adolescent
26-50 years:: young adult *
51+ years:: adult onward
* average time of the "freeze"
Vampires are immortal, and freeze when bitten at whatever age they were changed at. Bred Vampires, however, age much like humans until their freeze.

0-3 years:: infant
4-12 years:: child
13-20 years:: adolescent
21-50 years:: young adult
51-80 years:: adult
81-100 years:: elder

0-3 years:: infant
4-12 years:: child
13-20 years:: adolescent
21-120 years:: young adult
121-550 years:: adult
551+ years:: elder

0-3 years:: infant
4-12 years:: child
13-25 years:: adolescent
26-70 years:: young adult
71-380 years:: adult
381+ years:: elder
 
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Rank Descriptions
This applies mainly to the packs.

Alpha=The most dominant members in the pack, the strongest and wisest of the vampires and werewolves. They have final say on everything and are responsible for the safety of the pack. The alphas may choose a mate among their species of a lower rank. They are seen as the great ones of the pack.
Alpha Concubines: Six concubines’, 3 male and 3 female for each alpha that are chosen to have children for the alphas. They do not have any authority in the pack but are respected nevertheless by other pack members for they ensure the alpha lines continue. They are seen as the mothers and fathers of the pack.
Betas=Second in command and closest to the pack, they are responsible for enforcing the rules and act as advisers to the alphas. If the alphas are missing or unable to attend to their duties due to sickness or being away, the betas step in. The betas may choose a mate among their species from a lower rank. They are seen as the generals of the pack.
Beta Concubines: Four concubines, two each chosen by a beta, to birth the children of the betas. They ensure the beta lines continue, have no authority in the pack but are respected anyway. They are seen as the aunts and uncles of the pack.
Healers=The members of the pack, sometimes with doctor and veterinary backgrounds, who are responsible for attending to the sick and injured.
Warriors/Guards=These are the protectors of the pack. If werewolves, they tend to be medium to large wolf size and might have previous experience in the military or previous combat knowledge. They escort hunters and scouts on patrols and look after the house.
Hunters=They are stealthy and tend to hunt food for the pack. Though anyone can hunt, these provide food and blood as well as manage the fields and gardens around the territory/house.
Scouts=These are messengers and swift of foot, usually small and lean members. They are responsible for maintaining the boundaries and given free reign to leave the territory to check on what is happening in the other packs. They have some fighting skills and good eyes, often being killers in their previous life for they may be asked to hunt down rogues.
Subordinates=They are responsible for caring for the pups and elders of the pack as well as being asked to step in if a rank needs filled but generally have a lot of free time. They are those who either fail training as adolescents or choose not to pursue a rank. They show newcomers the ropes and make them feel welcome.
Pups=The children and adolescents, they are too young to do anything within the pack. When a pup reaches adolescence, they are given a mentor in a rank they wish to pursue who trains them. If they wish to become a Subordinate, they learn from the entire group.
Elders=Retired members of the pack who can relax in comfort but are welcome to pass on wisdom and guidance to the younger generations, acting as advisers to the betas and alphas. Viewed as the grandparents.
Omegas=Timid and weak, they don't have any real skills suited to the pack and are responsible for house maintenance and running supply runs. They are often excluded or reclusive in some way, not respected and often bullied. Their job is to be entertainment of the pack, initiate play and provide a stress relief. They are often used by warriors, guards and hunters to spar with.The subordinates and omegas are viewed as cousins, aunts and uncles.

Alphas=The top two vampires in the pack, they are the lawmakers and their decisions are final. The alphas keep those of each sex in line.
Betas=The top two werewolves in the pack, they are law enforcers, counsel to the alphas, and closest to the pack. They step in if the alphas are sick or away.
Hunters=They are in charge of hunting for the pack, patrolling the territory and managing the farms. They are the ones who often purchase the servants and Blood Slaves.
Guardians=The protectors of the pack. They track down anyone who may be tracking them and make sure they don't live to see the next dawn. They are also trained in keeping the high ranking members safe and watching over the territory/family.
Keepers=They are the caretakers of the family, responsible for tending to the sick and injured. They keep the slaves and servants in good condition, teach the Fledglings discipline, develop drugs and form the heart of the family, keeping the blood flowing at all costs.
Blooded=These are members who have settled into their lifestyle, beginning at the stage of young adulthood or two decades. They are fast and strong, and gifted with heavy endurance. Elders tend to be put in this rank when they retire as well. They are responsible for the daily maintenance of the home, chores, cooking and supply runs. Blooded are also those who don’t wish to pursue a rank.
Fledglings=These vampires and werewolves have little control over their hunger, and are considered insane, the vampires completely draining a person without realizing what they are doing and werewolves giving into their hunger and often eating people. They are not incredibly strong nor fast, and may be more prone to death than any other. Children are considered fledglings until they reach young adulthood.

Alphas=The top mated pair of wolves in the pack, they are the lawmakers and have final say in everything.
Betas=Closest to the pack and counsel to the alphas, they are top three fighters in the pack, chosen for their loyalty. Two vampires and one wolf or two wolves and one vampire, may choose a mate among the low ranks. Beta mates hold no power.
Healers=They are entrusted with healing the sick and injured.
Soldiers=Fighters of the pack, they are responsible for protecting the family and its lands.
Sentinels=The hunters and scouts of the pack, entrusted with hunting food and patrolling the territory.
Subordinates=They are responsible for the gardens, farms, cooking, chores, and teaching the young ones. Elders also come to this rank when they retire. Subordinates are adolescents in training and those who do not wish to pursue a rank.
Pups=Those too young to join the ranks.

Alpha=The alpha creates the rules for the pack and makes sure they are properly enforced. They demand respect and are in the position to exile, banish, or even kill those who do not show it.
Beta (1-2)=The beta is the second-in-command. These are individuals who the alpha trusts above all others and, and will take control if the alpha is incapacitated or has to leave the territory.
Gamma (1-2): They are often the wisest and oldest of the pack's members. In the hunt they run with the pack but have the power to push them in line if they fail. Generally do not do much but do tell stories, thereby passing down wisdom to the pack They also get a good meal after the hunt. They are the peace keeper of the pack, using mediation between those who're angry with one another. The Alpha may take them with them to speak with another pack over starting a treaty. They make sure that no serious fights break out within their own pack.
Delta (1-4)=They are the voice of the pack and the lowest within the council. They are training to be betas though do not need to take the rank of beta and can remain as a delta. They are the lowest of the pack's inner circle and closest of the pack. Though they have no authority over the pack, messing with them is like messing with the alpha or betas. They are also in charge of keeping pack order and enforcing pack law and carrying out orders from the Betas & Gammas.
Theta (1-2): With herbal knowledge, this wolf helps treat the wounded.
Iota (1-8): They heal and take care of the ill and injured. They have vast knowledge upon what plants and other natural resources will help cure and heal others.
General (1-2): Oversees the Vanguard, skilled in combat and tactics as well as being an intellectual ambassador who directs the intelligence. They are to make sure that no intruders enter the clearing. In doing so, it is a sentinel's responsibility to greet new visitors and learn why they are here and where they come from. Being in that position, it is the general’s job to make sure each new visitor that comes into the clearing has good intentions as well. When the general is not present within the clearing or if there is none, the greeting responsibilities go to all adult pack members. Generals also make sure that the pack members keep themselves out of trouble, and that means no fights break out between visiting werewolves (or other pack members), warning them of the rules. After the warning, the General may penalize continual aggressiveness or provoking werewolves out of the pack. If this does happen they are to report to a member of the high tier and inform them about what has occurred.
Vanguard=They are the fighters and scouts; responsible for patrolling and protecting the pack. Wolves who patrol the border and act under direction of the general. May operate as espionage. They are also skilled combatants. They may hunt small creatures as well. They stay in touch with other packs and keep friendly relations.
Kappa (1-2): They are in charge of leading hunts when the alpha is unable and in charge of Psi. They make sure that the entire pack is well fed and will not starve. They oversee that the pack will have a well balanced diet.
Psi=The hunters of the pack; they are responsible for hunting and providing the pack's nourishment as well as keeping track of resources. Those who hold this position are loyal and quick to follow orders. They have stealth and agility on their side and together are able to take down larger prey. Their duty is to keep track of natural resources, finding dens and areas of abundant food/water for the pack.
Selsa (1-2): Their job is to ward off intruders and are responsible for the safety and wellbeing of the pack. They are in charge of the guards and need skills of peace and fighting. Selsas are somewhat strong, but usually loyalty gets them here. But in most cases a wolf must be a good fighter to be a Selsa, in case anything bad happens they are needed to fight.
Rho=The guards of the pack, they are left to chase after escapees/prisoners and force them back into line. Their job is to ward off intruders and are responsible for the safety and wellbeing of the pack.
Epsilon (1-2): They are in charge of the Lambda and other lower ranks, and they know much about each thing and may help the caretakers teach the pups. Should have been an iota or vanguard due to needing fighting and peacemaking. They may at times even assist the hunters. Should an unwelcome visitor infiltrate the packs territory they are able to call upon the Vanguard/Rho. They are also the ones the pack comes to and confides in and deal with mental issues a pack mate may be having. They generally report to the gamma.
Lambda=They are the subordinates of the pack which make up the main body, have a little training in each field.
Sigma=These are the apprentices, the adolescents who are paired with a mentor in a rank. They are in training to one day be a subordinate or take on a rank.
Caretaker (1-2)=The caretaker & usually female, is responsible for watching the pack pups and teaching them the hierarchy and laws of the pack. They are responsible for caring for the Veta, Eta, Omega and Pups.
Dam: Dams are females that are pregnant, nursing or taking care of pups. They will retain their ranking and continue working until two days before they are due to give labor where they may stop and find some type of shelter if moving, their time in this rank dependent upon the alpha’s mercy.
Eta (1-12): They are packmates who are more submissive than other wolves, and thus are lower in ranking than the other packmates. They are always the last to get to eat after a hunt and are often tasked with pupsitting for the dams or running errands for more dominant wolves instead of regular packmate duties, but they can become a regular packmate at any time by showing more dominant behavior to other packmates. Etas eat with the omegas and if the pack has to move, the Eta help the dams with their newborn pups until the pack has found a new place to settle. If the dam gives birth when the pack is traveling, the pack will form a protective circle around the dam in question.
Omega (1-6)=They are the second lowest rank in the pack. A most imperative wolf who serves solely to submit to superiors, allowing leaders to relieve stress and establish their power. The omegas, 3 of each sex, help the Caretaker and must obey them. Omegas have either been demoted in rank or are put here for breaking the rules though they can also be here if they have a submissive demeanor.
Veta=Wolves too old to serve a purpose or having retired from duty. The Veta are not respected much but they tend to pass down stories to the pups and omegas. The elder lingers in the background when it comes to pack affairs.
Pups=They are the lowest within the pack heirarchy though are given a lot of social freedoms and responsible for learning the hierarchy and growing. They are too young to serve a purpose within the pack.
 
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Packs
A pack made up only of bitten vampires and werewolves who hate what they are and seek to find a cure to destroy vampires and werewolves forever. They are led by Ordan, a werewolf and scientist/ex military who seeks to find a cure to eradicate the diseases of lycanthropy and vampires. They view werewolves and vampires as enemies and the werewolf members will very rarely go into their wolf form due to hating it so much. They are the protectors of the humans and city of Ithawell.

A pack made of only purebred vampires and werewolves, they were born this way, werewolves embracing their animal side and vampires, their dark side. They hunt humans for food and sport, often coming to blows with the other two packs.

A pack made up of bitten werewolves and vampires who were turned. They might seem the same as Custos but they are different for the pack members of Boreal see being bitten as a blessing and willingly embrace their animal side and dark side respectively. They were once humans and live a delicate balance between the two worlds but they are predators deep down.

A pack born in the spoils of war, created in Bosnia- Herzegovina in 1985 by Demont Sephira, a person whose history is unknown. Composed of soldiers of all sides during the Yugoslavian Wars and is composed of only werewolves and only werewolves Demont sired during {CLASSIFIED} or born into the pack.
Yagra operates on a tier system in terms of importance and respect. The higher you are, the more respect you get.
High tier is Alpha, Beta, Gamma, Delta, theta, General
Middle tier is iota, vanguard, kappa, psi, epsilon, rho, selsa, lambda
Lower tier is sigma, caretaker, veta, omega, pup

Vampire/Werewolf Secretary=These are personal servants to high up vampires and werewolves, and very expensive. (6 Max=1 for each set of alphas/betas, please indicate which pack/alpha or beta set you want to be the property of)
Butlers/Maids=Regular servants who can be found in every vampire community. (Unlimited)
Slaves=Humans who are either born or brought into the life by being purchased, they can be fed by anyone within the family as well as used sexually and physically. Responsible for assisting the Blooded mostly with the daily life of the family. (Unlimited)
Blood Slaves=The lowest possible level a human can be at, they have broken the laws and this is their punishment. They are purchased by a vampire and are then used as their own personal blood bag to feed directly from. It is extremely painful when a vampire feeds directly from a human, which is why this is a punishment. (Unlimited)
 
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Abilities and Weaknesses
Heightened Senses: The werewolf has superhumanly the acute senses of sight, smell, and hearing similar to those of an actual wolf. Eventually olfaction becomes 100 times keener than that of a human, while hearing ends up quadrupled.

Sight: Werewolves see in color, not black and white. Werewolves can see with perfect detail in low-light conditions. They can see part of the infrared spectrum and thus detect the heat signatures of objects or people in total darkness. They have binocular vision as well and good peripheral depth.

Smell: They can smell other living creatures within 100 feet (when upwind) and follow a scent over nearly any terrain. If the werewolf has no Scent Familiarity to the prey, then he must get some. This involves acquiring possessions of the target that bears their distinctive scent. A werewolf who is mated can easily follow their mate's scent to their location as it acts as a honing beacon. A werewolf's sense of smell can be so refined they are able to detect emotions - anger or fear. They do this by picking up chemosignals - chemical signals that communicate emotion, which an individual can give off via their scent, allowing them to identify the hormonal changes that person exhibits, or has exhibited at specific locations in the past. They can also smell illness.

Scent Familiarity
There are five degrees of Scent Familiarity: Unknown, Encountered, Recognized, Familiar, and Intimate. The modifiers in parentheses are
• Unknown: You have never encountered this person's scent before. It is entirely new to you.
• Encountered: You have caught this scent a time or two before; while you may recognize it, you won't necessarily connect it with a person's identity. This is the level of familiarity if a werewolf has had occasion to get someone's scent by incident, or only a single time before deliberately. (Example: Someone encountered occasionally at coffeeshop or in a large class.)
• Recognized: The scent is one you've scented before, and can connect it to a person. This is the level of familiarity if a werewolf has had several occasions to get someone's scent, whether by accident or intention. (Example: Someone worked with on a school project, or played sports against.)
• Familiar: The scent is one that is very familiar to you, and you know it well. This is the level of familiarity if a werewolf has had multiple instances of more than casual encounters with the person's scent. (Example: A teammate you play sports with, or a housemate.)
• Intimate: You are extremely familiar with this scent; chances are good that you often smell of it somewhat yourself. This is the level of familiarity if a werewolf is extremely intertwined with someone's life. (Example: Lover, family, packmate.)


Hearing: Werewolf hearing is much better than those of humans. They can hear higher pitched noises than humans hear. Their ears sit on the top of their head like a dog's or wolf's which allows them to rotate. They can hear the sound of a heartbeat in a cave at a distance of 30 feet.

Claws and Teeth: A wolf's teeth are like shark teeth. They are always growing and replace easily after some time, ensuring the wolf is able to always hunt or fight. This lasts the wolf's entire lifespan. The only way a wolf's teeth won't grow back is if it is dead. The werewolf's claws are extremely sharp and tough, enabling them to rend through a variety of substances including fabric, wood, cinder block, and even some metals. Werewolves can also use their claws to crawl along walls at great speed in pursuit of prey.

Accelerated Healing: All wolves have accelerated healing. Werewolves can heal all but the most severe and fatal of wounds. Omega werewolves have the slowest healing times while alphas have the fastest healing times. Minor injuries such as cuts, shallow stab wounds, sprained muscles, and broken limbs will heal within moments, while more moderate wounds, such as stab wounds to vital organs, can take hours. The most severe injuries, such as multiple organ trauma and full-body burns can take days. The full moon, and especially super moons, can augment a Werewolf's healing ability to incredible levels. The Werewolf's accelerated healing ability also includes an immunity to all human diseases, and conditions as well as an extended lifespan and decelerated aging. Accelerated healing can be temporarily nullified or decelerated by certain means; for example, impalement through vital organs, exposure to electricity, fire, and/or substances that are known to weaken these creatures, such as Wolfsbane. This power can also be hindered by emotional barriers such as overwhelming guilt and lack of self-confidence, which can prevent some supernatural creatures from using powers at their full potential and can both hinder their ability to heal and potentially put the supernatural in question's life in danger. In addition to regenerating from the majority of wounds, the accelerated healing ability possessed by supernatural creatures can have other aspects as well, including: an immunity to most human diseases and conditions, a greatly extended lifespan and a decreased rate of aging.

Empathy: Being that werewolves' senses being so strong, they developed the ability to sense other's emotions through touch. With time this power grows stronger, this is used to sense a person's true intentions and if they are lying or not. At first this ability can be very annoying and hard to control, sensing everyone's emotions without meaning to. This ability can also be developed enough to absorb pain from someone.

Superhuman Speed: Werewolves can run and move faster than any non-supernatural creature and run at an extremely high speed, which causes them to become almost invisible to the naked eye to perceive their movements when they are sprinting or moving at full speed. Their speed is equivalent to that of a vampire.

Superhuman Stamina: The werewolf's musculature produces less fatigue toxins during physical activity than the musculature of an ordinary human, granting him superhuman levels of stamina. They can exert themselves at peak capacity for several hours before fatigue begins to impair them.

Superhuman Agility: A werewolf's agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete. They can move, jump, climb, and run incredibly fast without difficulty or exhaustion.

Lie Detection-Werewolves are able to sense if you're lying or not by focusing on one's heartbeat and pulse.

Infrared Perception-They can perceive heat signatures. Living things appear yellowish-orange, dead bodies appear black, dying bodies appear red and surroundings are blue.

Anla-The werewolves' psychic ability which allows them to connect with nature, allowing them to view the past and present of an area as well as discover someone's whereabouts.

Memory Transference - Werewolves can transfer (give or take) memories by inserting claws into the nape of an individual's neck. This ability can establish mind-to-mind communication and, with practice, allow for memory manipulation or erasure. In werewolves with a past with each other, they can also share memories by creating copies of the memories and sending the copies into the target though it costs a lot of energy from the one sharing the memories.

Blood Loss: If a werewolf is severely wounded and bleeds out before they can heal, they can die.

Broken Neck: Breaking a werewolf's neck will result in instant death.

Decapitation: Decapitation will result in instant death for a werewolf.

Fire: Fire can kill a werewolf just as it can any mortal. It can also hurt them, though their regenerative cells allow them to heal burns much faster than an ordinary human.

Heart Extraction: Ripping a werewolf's heart out will result in instant death.

Magic: Werewolves are susceptible to the powers of witchcraft. This is inclusive of mystical objects. Multiple spells have been performed by witches against werewolves to cause several effects against them, such as slowing down or speeding up a werewolf's transformation on a full moon, inducing a werewolf transformation earlier than they would normally begin to change, telekinetically ripping a heart from a werewolf's chest, and cursing a pack of werewolves to be trapped in their wolf form at all times except for a few short hours during the full moon when they return to their human forms.

Mortality: Werewolves can die of old age and share many of the same weaknesses as non-supernatural beings (e.g. suffocation).

Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a werewolf pain and will also slow them down. Fortunately for them, this is only temporary, as they will heal completely within minutes. However, certain injuries, such as a slit throat or a snapped neck, have been shown to kill werewolves.

Silver-Hunters have developed a variety of ways to capture wolves or injure them with silver. Silver or any substance containing silver can harm werewolves, this is their biggest weakness. Packs may also use silver to keep omegas and insubordinate wolves confined or as punishment. Silver does burn and leaves scarring on the wolf that often does not heal for the average wolf; however in some cases of a really strong wolf such as a beta, alpha, or a wolf with strong resilience and constitution; they can heal injuries from silver. Silver cages tend to burn a wolf who tries to get out. Silver chains cause a burning effect around the wolf's joints or body, if it has the misfortune of being wrapped in silver chains. Liquid silver is extremely detrimental to wolves, it can easily render wolf blind if put in their eyes or burn holes in the wolf's mouth, tongue or even their throat if they accidentally or are forced to ingest it. Brands on a wolf that are made with molten silver, usually coated on an iron brand, will permanently scar and cannot ever be removed. An injection of silver nitrate can kill werewolves.

Wolfsbane: When ingested, wolfsbane causes a werewolf to become severely weak and feverish. Also, if a werewolf's skin is exposed to wolfsbane, it will burn them. A spiral of wolfsbane studded rope can keep a wolf in their wolf form, even after death. Wolfsbane can also serve to trap a wolf in their wolf form and render them unable to shift, this combined with silver cuffs or chains, works to both burn and poison the wolf at the same time. It also renders a wolf slow and extremely weak. A wolfsbane powder blown into the air causes hallucinations and suicidal tendencies for any wolf who breathes it in. Vapor of wolfsbane in a cannabis vaporizer can make a wolf unable to heal.

New Moon: The New Moon causes a wolf, no matter their rank, into a docile and tame state. The wolf is lethargic, their reflexes become that of a human's and their heightened senses and powers are drastically weakened. In essence, the new moon saps the wolf's energy and life force for that evening, resulting in them not being able to defend or protect themselves. Hunters are known to kill werewolves during this time or easily capture them should they choose. It is especially a vulnerable state for a child, however unlike with the full moon only affecting children 6+ years of age, the new moon affects all werewolves from birth to death. A child born on a new moon is usually a weaker creature than one born any other day of the month and is often a sub and usually an omega for life, occasionally a child born on a new moon will be a dom but they will never obtain the strength and health of a wolf born any other day of the month.

High-pitched noises: Loud, high-pitched noises aren’t fun for anyone. This is especially true for werewolves due to their enhanced hearing.

Mountain Ash: Creates a barrier that werewolves cannot cross. When used properly, Mountain Ash can form an impenetrable barrier to keep werewolves in or out. It can also modify their behavior - keeping them from “causing trouble”.

Lunar Eclipse: Werewolves are completely vulnerable during a total lunar eclipse. In this they remain humans and cannot turn into their half or wolf forms to defend themselves. It also saps their power

Electricity: The steady application of low amperage electricity will keep werewolves weak and in human form.

Hecatolite (commonly known as Moonstone)-Can block the effects of the moon and disrupt a werewolf's natural cycle of transformation. When combined with silver collars, traps the wolf in werewolf form and renders it tame, usually used by hunters and witches. Saps the wolf's powers and over time, the wolf can lose track of time that has passed and takes away their ability to speak mentally, their words coming instead out choppy and slow if a year or more has passed.

Cloaking-They can hide themselves from visible sight, rendering them invisible which includes hiding their scent.

Decelerated Falling: Vampires fall from great heights at a much slower rate than humans, almost appearing to float.

Night Vision or Heat Vision-Vampires can choose with one of two visions when reaching adolescence. They can choose either night vision which lets them see in low-light to pitch blackness or heat vision which allows vampires to see living things which help when hunting. Yellowish-orange is alive, blue is surroundings/objects, red is dying and black is dead.

Scaling Walls-Vampires can scale walls like spiders and still act like they were walking on the ground with their capes and clothes falling towards their feet instead of the soil. They can detach at will to land on the ground and carry on their work from there.

Enhanced Superhuman Senses: Vampires have extremely keen senses of hearing, sight and smell that far exceed those of humans and werewolves. They can hear whispered conversations, even ones in far of buildings and on phones, though most vampires typically learn how to tune out most ambient noises when it's not necessary to hear them. They are able to see better than humans. Vampires have razor-sharp senses of sight and can see with perfect clarity in the complete and total darkness of the night, to the point of being able to detect the bodily heat emanations from its victims. Vampires also seem to have night vision. A vampire's razor-sharp sense of hearing is much greater than a human's. Their hearing is comparable to a bat or an owl, possessing a level of sensitivity on par with the bat’s own echo-sensitivity. They can hear whispered conversations, even ones in far of buildings and on phones, hear voices coming from another room, and hear a human's heartbeat. Vampires possess and enhanced sense of smell is much greater than a human's which allows them to smell almost anything, things that humans would not. Their senses of smell is as acute as that of a wolf or a dog’s, enabling the creature to track its prey for miles by the scent of the victim’s blood alone, a sensation that the vampire relishes. Vampires are also able to tell individual people apart by the scent of their blood coursing through their veins or bodily odors. A vampire can even sense a werewolf's presence purely by smell, as werewolves give off a unique smell that only vampires can smell. They are also capable of catching the scent off blood from several meters to far away. A vampire can track a human's blood over long distances.

Superhuman Endurance: Vampires can remain active at all times. Their bones are very strong and their skin is quite tough. Older Vampires are impervious to blades, gunfire.

Superhuman Regenerative Healing Factor: As long as they have enough human blood, Vampires can and have the supernatural ability to supernaturally, quickly and rapidly heal and recover from any and all types of infections and injuries that would permanently incapacitate or even kill a human, such as including cuts, massive burns, scars, bruises, projectile wounds, open wounds, poison, suffocation, extreme cold, aging, drowning, tissue damage, or disease etc., faster than humans in a matter of seconds at an accelerated speed that does not include amputation, making them immune to illness and ailments. Vampires heal extremely quickly, but still feel the pain of a wound before it heals.

Eidetic Memory: Vampires are said to possess perfect recall and to be unable to forget since becoming sired into the species. Their minds are often called "vaults" in which they store all information permanently, regardless of how far such memories recede into the past.

Hypnosis/Mind Control: Although only seen in older and more powerful vampires, through the use of hypnosis, full Vampires are able to put someone in a trance, dominate the mind and will of a human, and control their minds. If necessary, the Vampire can completely crush the human mind or destroy the individual’s sanity, leaving little more than a drooling lunatic. In the same manner, the Vampire can create a human slave. This slave is totally obedient to his master’s will, to the point of being willing to sacrifice everything for his master’s safety, including his life. Such individuals inevitably lose their minds due to the vampire’s power over them. They can also erase memories completely, even being able to eliminate days worth of mental impressions, provided the memories are not entangled with the memories of other events. However, this works best on a one-on-one basis, as controlling the minds of more than one person places visible strain on a vampire.

Superhuman Stamina: Despite their hunger, Vampires unable, have far more endurance and stamina than humans, and are able to move at great speed for long periods, and it is impossible to tire the vampire, due to its preternatural degree of endurance. They can run, fight and exert themselves much more and for longer than any human, though they are unable to get fatigued but can knocked out. They do not need to sleep and do not require food or oxygen.

Flight: The unique ability known to older vampires to defy gravity and move towards anywhere in the air. Newborn vampires have a lesser variation of this power; they can land silently and carefully by floating down to the ground during falls. It is suggested that older vampires can fly, while younger vampires can merely levitate.

Superhuman Durability: Vampires can take a great amount of physical damage without being slowed down and are able to endure physical pain better than humans and can recover from attacks that would cripple, maim, or kill humans with minimal effort. Even vampires who have been shot with wooden bullets have been seen to continue fighting, as long as they were not shot in the heart, or the head.

Flexibility: A vampire's body movements are uncannily flexible. Their agility is more advanced than humans, which allows them to rapidly respond to change by adapting to its initial stable configuration; They can make numerous gymnastic, or martial arts implements with little effort using a combination of strength, balance, reflexes and speed. They can even swing, flip, bend and twist themselves without failure due to their enhanced sense of balance and flexibility.

Super Agility: Vampires possess super-human agility. They have shown that they can move quickly, jump very high, climb, and run incredibly fast without difficulty or exhaustion. Vampires can jump with their super speed too. Vampires that feed on human blood can jump much higher than vampires that feed on animal blood. This ability also increases with age.

Accelerated Superhuman Speed: Vampires are remarkably fast, able to move with lightning reflexes. They are also able to travel quickly on foot. To the untrained eye, a vampire moving with their incredible speed may appear to be a blur. However, once someone has become used to dealing with vampires, it becomes clear they are not truly that fast. In this area in particular, a vampire outmatches a Slayer. Using their remarkable speed, vampires are also able to scale buildings and other vertical surfaces. In extremely powerful vampires, this ability can be used in such a way that a vampire may be able to fly short distances, though this skill is very rare. Like their strength, their speed also increases with age.Vampires have superhuman speed that is greater than humans which allows them to have the supernatural ability to run, jump, and move at superhuman velocity much faster than humans, even extremely quick, moving faster than the human eye can possibly see and perceive, allowing them to sidestep/outrun bullets and cover miles in a short time, and werewolves in human form, both in speed, agility, and reflexes, and can possibly out run a werewolf even in wolf form and can move at amazing speeds, to the point where they appear to be blurs. Vampires are the fastest supernatural creatures. Vampires also move and fly fast enough to run on water. Vampires can also accelerate their movements to cover short distances in an instant, faster than the human eye can see. When running across long distances, their speed is so great that they appear as vibrating blurs of motion. They can run in excess of 100 miles per hour.

Super Strength: A vampire is said to be thousands of times stronger than any human, able to lift objects several hundreds of times their own weight. They can crush granite boulders, subdue any prey, throw cars, crush metal, and uproot trees with their bare hands.

Dream Manipulation-Vampires can mentally create and control dreams of humans, werewolves, and weaker vampires. It is easier to get into a vampire's head if they don’t drink human blood or convince humans to become a vampire.

Atmokinesis - Vampires are able to control the weather within limits. They can direct fog, summon a powerful storm, control the direction and the force of the wind, or even call down bolts of lightning to strike their enemies.

Aura-A power that allows vampires to control other vampires, humans and dhamphirs by forcing them into submission. The older vampire is (elders), the more powerful an aura becomes.

Shifting-Vampires can turn into a bat, rat, wolf or smoke.

Limited Animal Control-Can control wolves, bats, and rats.

Telekinesis-Vampires can move things with their mind, the older the vampire, the better control.

Telepathy-Vampires can communicate with their minds though the further away one is from someone, the harder it is communicate.

Canines: Dogs and other canines show an uncontrollable fear of vampires. Werewolves, while not terrified, will do their best to avoid vampires and will become particularly vicious when fighting them. They are the natural enemies of the vampire.

Crosses: By holding some form of crucifix in front of a vampire, a potential victim can cause the vampire to halt, or even to turn and flee. A cross presented strongly enough can even cause a vampire to be unable to return to their coffin. Direct physical contact with a crucifix will severely burn a vampire, but will not destroy them.

Garlic: Vampires have sensitive noses and garlic causes fangs to erupt, running eyes, sneezing, blindness, coughing and skin rashes and moreover a chemical present in garlic can cause the same burning effect as sunlight. Although garlic smell cannot ‘burn’ a vampire but it can cause such an irritation that a vampire would leave the area. Garlic and Pepper spray can cause a vampire to be fatally damaged.

Heart Extraction: Removing the heart of a vampire will result in permanent death. Vampires have the strength to plunge their hands right through the flesh of humans (including witches, shifters and elves), werewolves, or other vampires, allowing them to punch their hand through the thorax of a person and pull out their heart. If it is a vampire who has been subjected to this, then they will desiccate upon their death, causing their bodies to become a grey, dry husk with their vampiric veins exposed all over their body.

Beheading/Decapitation: Dismembering, severing, or removing the head of a vampire will result in instant and permanent death. If the head of a vampire is severed completely, the vampire will perish. Breaking the neck of a vampire only causes mild discomfort. Beheading is by far the most commonly used and effective method of killing vampires. Cutting off the head of a vampire can and will kill any Vampire, no matter how old or how powerful the creature may be. This grisly practice originates from the belief that the Vampire is incapable of existing without its head or heart, as it cannot regenerate these vital parts. Without its head, the Vampire is unable to wander about at night without the head to direct it.

Fire: Fire causes vampires a great deal of pain and injury. If vampires are consumed by fire for a prolonged period of time, prolonged exposure to fire will result in permanent death and then they will die. Vampires can, however, quickly heal from even the worst burns, if given time and blood. However, if a vampire cannot take the time to heal from the burns, the vampire will die.

Desiccation: When vampires go prolonged abstain periods and extended amounts of time without feeding from blood, their blood and skin begin to dry up and they begin to look like a mummy, as they will eventually desiccate and mummify. A lack of blood for a prolonged period of time will cause vampires to weaken and begin to resemble a corpse.

Electricity: Electricity can easily kill a vampire.

Wood: Wounding a vampire with a wooden weapon such as wooden bullets will incapacitate them, and it will take longer for them to heal their injuries than if the wounds were caused by any other substance. Stabbing a vampire through the heart with a wooden stake will result in instantaneous and permanent death. Wounding a vampire with a wooden weapon will cause the vampire to become severely weak. Stabbing a vampire through the heart with a wooden stake will result in permanent death. Vampires die when stabbed in the heart with a wooden stake. Vampires are susceptible to wood and wooden objects, including stakes and wooden bullets. If the heart of a vampire is pierced with a wooden object, the vampire will explode, and leave a mass of blood where they were previously standing.

Wild Rose: When ingested, wild rose causes a vampire to become severely weak and feverish. Also, If a vampire's skin is exposed to wild rose, it can result in burning them.

Sun: Vampires can go out in the sun, however it tends to make them ill after a few hours and can end up weak and virtually powerless.

Werewolf Blood: If a vampire drinks werewolf blood, they began to bleed heavily from their eyes and nose and experience violent seizures. Moreover, a vampire who has drunk werewolf blood will be unable to create other vampires, instead creating defective, vampire-like mutants. The blood only remain in their system for a few weeks.

Silver-based item: silver will burn them badly when touch. the purer the silver, the more powerful it effect will get.

Ultraviolet Light: Ultraviolet light can cause burns on a vampire, even at the weakest setting. The flesh becomes burned and if the ultraviolet light is set up too high then the vampires can be killed. In this stage, even the strongest vampires are rendered weak and unable to use their aura or other powers. The Blood Order and Celestial Order may even use UVL bullets on vampires. If a vampire ends up staring directly at UVL, they risk going blind. Staring directly at UVL lights causes the eyes to burn. It can also cause scarring, though this often occurs on fledglings. A vampire who is starved of blood and under UVL will take days to recover.

Werewolf Bite: The bite of a werewolf and the poison, which involves injecting a toxic venom into the wound, is extremely lethal to vampires. It will cause them to hallucinate, grow severely weak and go rabid until it kills them. Vampires suffering from the bite seem to always hallucinate moments from their past. A bite from a werewolf as the venom in the saliva will neutralize the vampire venom in their blood causing them to die and deteriorate.

Juniper: The plant juniper can temporarily render vampires severely weakened and paralysed if it gets into their system. The effects apparently take "a really long time to kick in." Human blood can acquire the effects of Juniper if ingested, but will only work if a large does is consumed (enough to kill the human).

Running Water: Though vampires are able to cross bodies of water, they cannot safely cross bodies of water larger than a pond without becoming powerless and ill, such as crossing lakes and oceans. They will remain such until they reach dry land again.

Blood withdrawal - When vampires don't feed after a week or two, they begin to become sick and rabid; losing self-control over their bloodlust around humans, and even experiencing hallucinations. They will act aggressive and will slightly feel panicked and desperate for blood.

Blood intoxication - When vampires feed on too much blood they will begin to become intoxicated. In this mental state, vampires can be overpowered easier by werewolves that are a day away from transforming, and are at greater risk of losing self-control and attacking humans. This most often occurs with fledglings, less with older vampires.

Cloaking-They can hide themselves from visible sight, rendering them invisible which includes hiding their scent.

Atomkinesis-Dhamphirs can control weather to a greater degree then their vampire parents. However it depends highly on emotional control.

Energy beams-Dhamphir can shoot energy beams due to their human blood.

Dream Manipulation-Dhamphir can control, shape, create and manipulate dreams, turn dreams into nightmares or lucid dreaming, trap people in REM sleep, and bestow mental or spiritual healing in dreams. They can bring people and things into the dream world or pull people from the dream world into the real world and cause wounds to appear on a sleeping person.

Daywalking-Due to their human heritage, dhamphirs can walk in the sun and it takes longer for them to become ill.

Shapeshifting-Dhamphir can turn into a wolf, bat, rat or smoke.

Infrared Perception-Dhamphir can see living heat signatures due to their vampire blood.

Telepathy-Dhamphirs, due to their vampire blood, can communicate mentally with others. The distance is crucial, the further away they are, the harder it is to communicate with someone.

Deacclerated Falling-They can control their descent and levitate due to their vampire blood.

Scaling Walls-Dhamphir can scale walls using their claws due to their vampire blood.

Aura-A Dhamphir can resist a vampire's aura longer than a human though will eventually succumb to it. It allows them to control weaker vampires and humans.

Superhumanly Acute Senses: The Dhampirs' sense of sight and hearing are heightened to levels comparable to those possessed by true vampires. They are capable of seeing objects with perfect clarity at much greater distances than ordinary humans. They retain this same level of clarity even in near-total darkness. The Dhampirs' hearing is similarly enhanced, allowing them to detect sounds that an ordinary human can't hear and enabling them to hear sounds an ordinary human can hear but at greater distances. The Dhampirs' sense of smell is as acute as a wolf's or a dog’s, enabling them to track prey for miles by the scent of the victim’s blood alone. Dhampirs are also able to sense the presence of supernatural beings or forces whereas an ordinary human would be oblivious to them. They can also instinctively sense impending danger, usually posed by humans. They can also sense emanations of good or evil, instinctively avoiding the former while congregating to the latter. Overall, their keen senses give them several advantages when hunting or eluding enemies.

Aura Perception: Their heightened vision allows them to see their prey by their blood auras.

Aura Reading-Dhamphirs can read others' auras.

Astral Projection-Dhamphirs can project their aura and surf the astral plane but this is risky as it can lead to being trapped if their bodies are moved or killed. It could also lead to possession.

Enhanced Eidetic Memory: Dhampirs have perfect memory recall, are unable to forget, and develop mentally at a rate far faster than their chronological and biological age, speaking in complete sentences and walking just days after birth. Their minds are often called "vaults" in which they store all their information permanently, regardless of how far such memories recede into the past.

Superhuman Strength: Dhampirs are supernaturally much stronger than humans. While they inherit their vampiric parent's strength, they are not as strong as a pure vampire. They always have the advantage of superior strength in direct combat with a human and can toss an average size, fully grown human across a room with great speed and force. Other examples of their strength ability include single-handedly lifting a grown men high off the ground by the throat and snapping their necks, tearing people apart, and ripping out internal organs such as hearts. This, in addition to granting them great endurance, allows them to be stronger than any human and possibly large animals. They are able to bench-press cars with ease and are capable of lifting about 1 ton. Their strength also contributes to there so called durability. They are resistant to very high impact forces and great falling heights. Jumping from a skyscraper won't affect them. The Dhampir anatomy allows them to perform such feats.

Superhuman Speed: Dhampirs are capable of running and moving at speeds greater than even the finest human athlete. They can also accelerate their movements to cover short distances in an instant, faster than the human eye can see, but are not as fast as a pure vampire. When running across long distances, they appear as vibrating blurs of motion. Their reflexes are similarly heightened. They move so fast that everything else, when compared to them, appears to be moving in slow motion.

Superhuman Agility: Dhampirs possess superhuman agility. Their agility, balance and coordination are enhanced to levels that are beyond the natural physical limits of the finest human athlete. They can leap several feet into the air and are able to move, jump, climb, flip, and run at incredibly fast speeds without difficulty or exhaustion. They can perform above-human parkour feats and virtually always land on their feet.

Superhuman Stamina: Dhampirs musculature generates less fatigue toxins during physical activity than the musculature of an ordinary human. They can exert themselves at peak capacity for several hours before fatigue begins to impair them.

Hypnosis: Due to their Vampire heritage, Dhampirs can control another person's mind by making eye contact. Because of their hybrid nature, Dhampirs are completely impervious to vampiric hypnosis.

Disease Immunity-Dhamphirs cannot get sick or catch diseases. They are also impervious to poisons (barring juniper).

Life Force Absorption-They can absorb the life force of any other creature through touch though this requires conscious thought.

Phasing-Dhamphirs can change their bodies enough that they can walk through walls.

Telekinesis-Due to their vampire heritage, they can move things with their minds.

Pain Illusion-Dhamphirs can cause others to think they are in pain which can lead to death.

Psionics-Dhamphirs can sense danger, hypnotize people, read auras, project their aura, and manipulate emotions.

Magic-Due to their human blood, dhamphir can use magic.

Regenerative Healing Factor: Dhampirs, like vampires, possesses an accelerated healing ability that allows them to heal mild to moderate injuries with much greater speed and efficiency than ordinary humans. Dhampirs are capable of healing from severe slashes and puncture wounds within a matter of minutes to hours depending on the severity of the wound. However, they are not able to regenerate missing limbs or organs. They can snap their finger bones back into place after being broken and have been seen to fully recover from gunshots, stab wounds, and torso impalement after a few minutes, whereas humans take longer to recover from similar injuries (which usually ranges from months to years). Their immune system is said to be ten times more aggressive than a normal human. This, together with their healing factor, defends them from any infections, allowing them to be effective at all times without becoming impaired or rendered helpless.

Magic: A highly effective tool against containing dhamphirs and can even kill them if powerful enough.

Wild Rose: When ingested, wild rose causes a dhamphir to become severely weak and feverish. Also, If a dhamphir’s skin is exposed to wild rose, it can result in burning them.

Juniper: The plant juniper can temporarily render vampires severely weakened and paralysed if it gets into their system. The effects apparently take "a really long time to kick in." Human blood can acquire the effects of Juniper if ingested, but will only work if a large does is consumed (enough to kill the human).

UVL: Dhamphirs are susceptible to burning under UVL lights, the same as vampires. It causes burns after a few minutes.

Blood Lust: Though they don't need as much blood as vampires to survive, they have an uncontrollable blood lust just once they get a taste of it.

Werewolf Bite: The bite of a werewolf and the poison, which involves injecting a toxic venom into the wound, is extremely lethal to dhamphirs. It will cause them to hallucinate, grow severely weak and go rabid until it kills them. Dhamphirs suffering from the bite seem to always hallucinate moments from their past. A bite from a werewolf as the venom in the saliva will neutralize the vampire venom in their blood causing them to die and deteriorate.

Heart Extraction: Removing the heart of a vampire will result in permanent death.

Fire: Fire can easily cause scarring and kill a dhamphir.

Running Water: Though not affected until their vampire side awakens, once this happens they are unable to cross any large bodies of water larger than a pond wihtout becoming ill and powerless. They will regain their powers and health upon reaching dry land.

Blood withdrawal - When dhamphir don't feed after a two weeks, they begin to become sick and rabid; losing self-control over their bloodlust around humans, and even experiencing hallucinations. They will act aggressive and will slightly feel panicked and desperate for blood.

Blood intoxication - When dhamphir feed on too much blood they will begin to become intoxicated. In this mental state, vampires can be overpowered easier by werewolves that are a day away from transforming, and are at greater risk of losing self-control and attacking humans. This is why many dhamphirs who newly awake their vampire side go insane.

Cloaking-They can hide themselves from visible sight, rendering them invisible which includes hiding their scent.

Enhanced Accelerated Healing - A Vaewolf's healing power is a lot more enhanced and will allow them to heal a lot quicker due to the healing powers of a Vampire and Werewolf than just that of a vampire or a werewolf as an individual supernatural creature, thus allowing Hybrids to heal from all kind of injuries, due to being both Werewolf and Vampire.

Lie Detection -Due to their werewolf heritage, a Hybrid is able to sense if someone is lying or not

Superhuman Strength-While they inherit their vampiric parent's strength, they are not as strong as a pure vampire. They always have the advantage of superior strength in direct combat with a human and can toss an average size, fully grown human across a room with great speed and force. Other examples of their strength ability include single-handedly lifting a grown men high off the ground by the throat and snapping their necks, tearing people apart, and ripping out internal organs such as hearts. This, in addition to granting them great endurance, allows them to be stronger than any human and possibly large animals.

Hypnosis -Due to their vampire side, they can control minds.

Enhanced Superhuman Speed-Vaewolves are faster than werewolves and humans even faster then vampires

Teeth and Claws-A wolf's teeth are like shark teeth. They are always growing and replace easily after some time, ensuring the wolf is able to always hunt or fight. This lasts the wolf's entire lifespan. The only way a wolf's teeth won't grow back is if it is dead. The varwolf’s claws are extremely sharp and tough, enabling them to rend through a variety of substances including fabric, wood, cinder block, and even some metals.

Super Agility: Vaewolves possess super-human agility. They have shown that they can move quickly, jump very high, climb, and run incredibly fast without difficulty or exhaustion. Vampires can jump with their super speed too. Vampires that feed on human blood can jump much higher than vampires that feed on animal blood. This ability also increases with age.

Wall Scaling-Vaewolves can scale walls like spiders and still act like they were walking on the ground with their clothes falling towards their feet instead of the soil. They can detach at will to land on the ground and carry on their work from there.

Flexibility: A Vaewolf’s body movements are uncannily flexible. Their agility is more advanced than humans, which allows them to rapidly respond to change by adapting to its initial stable configuration; They can make numerous gymnastic, or martial arts implements with little effort using a combination of strength, balance, reflexes and speed. They can even swing, flip, bend and twist themselves without failure due to their enhanced sense of balance and flexibility.

Superhumanly Acute Senses: The Vaewolf's sense of sight and hearing are heightened to levels comparable to those possessed by true vampires. They are capable of seeing objects with perfect clarity at much greater distances than ordinary humans. They retain this same level of clarity even in near-total darkness. The Vaewolf’s' hearing is similarly enhanced, allowing them to detect sounds that an ordinary human can't hear and enabling them to hear sounds an ordinary human can hear but at greater distances. The Vaewolf's sense of smell is as acute as a wolf's or a dog’s, enabling them to track prey for miles by the scent of the victim’s blood alone. Vaewolves are also able to sense the presence of supernatural beings or forces whereas an ordinary human would be oblivious to them. They can also instinctively sense impending danger, usually posed by humans. They can also sense emanations of good or evil, instinctively avoiding the former while congregating to the latter. Overall, their keen senses give them several advantages when hunting or eluding enemies.

Enhanced Durability-Vaewolves are able to sustain numerous blows of internal or external assaults.

Dusk Heat-Vaewolves have learned to combine the heat and night visions of their parent species’ into one superior ability they call dusk heat. It allows them to not only see in low-light and total darkness but also the heat signatures of living things. This has a consequence as it has made their eyes sensitive to all manner of natural and artificial light and burns when activated.

Regenerative Healing-They can heal rapidly from any physical injury.

Poison Immunity-They are immune to all forms of poison/toxic materials (barring silver, juniper and wolfsbane).

Supernatural Balance-Vaewolves are able to achieve feats that utilize the facets of balance in unique ways, such as constantly moving without losing balance, hanging upside down and not getting dizzy, closing eyes and standing on a single finger, dodging objects with superior finesse, and being incapable of succumbing to vertigo, nausea, disorientation, and the effects of weightlessness.

Supernatural Reflexes-Vaewolves have drastically better reflexes/reaction time than humans and werewolves.

Supernatural Endurance-They can endure beyond things that their parent species' and humans cannot.

Mind Compulsion-A Vaewolf can compel the minds of humans. They cannot compel the minds of witches, vampire, dhamphir or werewolves.

Illusion Manipulation-Vaewolves can create fantastical worlds and confuse the five senses, cause people to think they are dying or insanity.

Telekinesis-Vaewolves can move things with their minds.

Fog Generation-Vaewolves can create fog, making it hard for others to see them, use it to escape, use it to run or fight their foes in concealment, or even dissolve their bodies into fog to escape.

Temperature Regulation-Can make their bodies maintain different levels of their own body temperature for extended periods of time.

Emotional Control-Because of their vampire ancestry/blood, vaewolves can turn off their emotions and can exert certain control over their own emotions. They experience experience emotions more powerfully than humans, werewolves, and vampires, particularly emotions such as anger, rage, aggression and violence due to their werewolf heritage. However, emotions such as love, joy, and happiness are intensified for them as well, allowing them to live life more intensely. This ability allows them to feel emotions at their peak regardless of their age.

Daytime Walking-Due to their wolf blood, vaewolves can walk in the day without being burned or getting ill.

Silver-Pure silver can easily burn a vaewolf and cause scarring as can liquid silver poured into one's mouth or into their eyes.

Magic-Magic is supereffective against vaewolves.

New Moon-The New Moon causes a wolf, no matter their rank, into a docile and tame state. The wolf is lethargic, their reflexes become that of a human's and their heightened senses and powers are drastically weakened. In essence, the new moon saps the wolf's energy and life force for that evening, resulting in them not being able to defend or protect themselves. Hunters are known to kill werewolves during this time or easily capture them should they choose. It is especially a vulnerable state for a child, however unlike with the full moon only affecting children 6+ years of age, the new moon affects all werewolves from birth to death. A child born on a new moon is usually a weaker creature than one born any other day of the month and is often a sub and usually an omega for life, occasionally a child born on a new moon will be a dom but they will never obtain the strength and health of a wolf born any other day of the month.

High-pitched noises: Loud, high-pitched noises aren’t fun for anyone. This is especially true for werewolves due to their enhanced hearing.

Mountain Ash: Creates a barrier that werewolves cannot cross. When used properly, Mountain Ash can form an impenetrable barrier to keep werewolves in or out. It can also modify their behavior - keeping them from “causing trouble”.

Lunar Eclipse: Vaewolves are completely vulnerable during a total lunar eclipse. In this they remain humans and cannot turn into their half or wolf forms to defend themselves. It also saps their power.
Insatiable Hunger-Being a hybrid, Vaewolves have an insaitable craving for both blood and raw meat from animals to other supernaturals to humans.

Juniper-The plant juniper can temporarily render vaewolves severely weakened and paralysed if it gets into their system. The effects apparently take "a really long time to kick in." Human blood can acquire the effects of Juniper if ingested, but will only work if a large does is consumed (enough to kill the human).

Wild Rose-When ingested, wild rose causes a vaewolf to become severely weak and feverish. Also, If a vaewolf’s skin is exposed to wild rose, it can result in burning them.

Wolfsbane-Wolfsbane can easily poison a vaewolf thanks to their werewolf blood. Combined with Silver, it can be used to trap a vaewolf in their wolf form.

Ultraviolet Light-Ultraviolet light can cause burns and potential scarring in vaewolves which takes days to heal.

Heart Extraction: The removal of a vaewolf's heart causes instant death.

Decapitation: Decapitation results in permanent and instantaneous death.

Blood Loss: Losing severe amounts of blood can cause a vaewolf to die.

Blood withdrawal - When vaewolves don't feed after a week or two, they begin to become sick and rabid; losing self-control over their bloodlust around humans, and even experiencing hallucinations. They will act aggressive and will slightly feel panicked and desperate for blood.

Blood intoxication - When vaewolves feed on too much blood they will begin to become intoxicated. In this mental state, vampires can be overpowered easier by werewolves that are a day away from transforming, and are at greater risk of losing self-control and attacking humans. This most often occurs with children and adolescents, less with older vaewolves.

Night Vision-They can see in total darkness and low light. Developed due to the supernaturals that hunt them.

Enhanced Intelligence-Humans are significantly smarter than Dhamphir, Werewolves, Vaewolves and Vampires.

Magic-Humans are capable of producing magic though it requires energy to do so. Magic also has a price.

Clairvoyance-Humans can predict the past and future through visions as well as track people or male mental maps aid an area.

Energy Beams-They can shoot energy beams from their hands.

Electrokinesis-They can sense storms, call forth lightning, and manipulate lightning/electricity.

Adaptability-Humans are an adaptable species and some have even formed a group of which to kill all supernaturals, known as the Blood Order. They have ultra violet lights, silver bullets, wolfsbane, juniper, wild Rose, Garlic, and high powered weapons modified to kill those that feed on them.

Resilience-Humans are naturally resilient unlike the supernaturals, they can bounce back from almost anything.

Teleportation-Humans can teleport themselves out of danger and with practice can move objects and others.

Force Field Generation-Humans can generate force fields to protect themselves.

Elementals-Humans can control the elements of Fire, Water/Ice, Earth, Air, Light, and Darkness. If a child is born to a two-parent element, they can only control one element.

Elemental Weakness: Humans are vulnerable to their respective opposite element. Fire is weak to Water/Ice, Water/Ice is weak to Earth, Earth is Weak to Air, Darkness is weak to Light.

Speed=Humans are the slowest of the people of Ithawell but they make up for this in being quite agile little beings.

Endurance/Stamina=Humans tire easily and can only run for a maximum of 20 miles without stopping at 40 mph but this results in tiring out easily.

Disease/Sickness=Humans contract diseases quite easily and are prone to getting sick. In winter their blood gets weaker which is why it is prime time fo auctions for slaves.

Durability-Humans are not very durable and cannot stand a lot of hits before succumbing to death or injury.

Healing: Humans take a long time to heal and may take months to recover.
 
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Race Information
Vaewolves are the children of a vampire and a werewolf. Vaewolves, unlike Dhamphir and vampires, are not immune to diseases or getting sick. Vaewolves are semi-immortal from their vampire parent though not as long lived, they stop aging when they reach thirty-five and can effectively live forever so long as they are not killed. Their natural abilities consist of being able to move in daylight thanks to the wolf blood in their veins, superhuman strength, superhuman speed, enhanced senses in which their sense of smell is twenty times better than a bloodhound and their eyesight is ten times better than a human as well as having shining eyes in the night. Vaewolves can land on their feet when falling off and climb walls. They have the ability to turn into a wolf and not burdened by the sway of the moon though they are still subjective to the new moon's curse though due to their wolf side. . They are also capable of regeneration and accelerated healing though broken bones, although taking half the time it would take for a human's broken bones to heal, still takes time though injuries can take hours to days, depending on the severity. A vaewolf’s fangs are like a bat’s and retractable, lying pressed against the roof of the mouth until needed and then snapping into place, being able to extend downwards until they reach over their chin if needed.

There are problems though with the fusion of a vampire and a werewolf. Vaewolves aren't immune to pure silver which can burn him or keep him confined. Part of what makes vaewolves so dangerous is an insatiable hunger for raw meat and blood. It gets easier to deal with as an adult though even then it can hinder a weak-willed hybrid. Vaewolves are able to outrun a horse in either human or wolf form. Their strength is somewhat of a hindrance as they have to be careful when shaking hands or hugging someone, even when having intimate relations for they can easily break their partner's bones, though this is more likely to occur with other humans and elves. Their sight is very sensitive to the noonday sun and thus vaewolves may end up sticking to a nocturnal schedule. Wolfsbane, Juniper and Wild Rose can also poison them and they are not immune to getting sick or catching diseases. Vaewolves are immune to the sunlight thanks to their werewolf blood and their blood is toxic to vampires and dhamphirs. Unlike vampires and dhamphirs, they do not have a dark side but they do have a feral mind they get from their parent wolf. They can feed on any of the races without being poisoned by the werewolf or vampire blood as well as animals.

Vaewolves, like Dhamphirs are not really welcomed among their vampire and werewolf kin. It has been known for their parents to be scorned which leads to exile or even killed. They are pregnant for a maximum of ten months/304 days (2 months for the wolf and 8 for the vampire) and can have one to six children at a time. A pregnant vaewolf needs extra blood like a vampire and also needs raw meat in order to properly develop. Multiple births end up sapping quite a bit of energy from the mothers' and the children tend to be born resembling either six month old infants or can be born resembling newborn wolves though it is easiest for the children to be born wolves if a multiple pregnancy. Like werewolves, vaewolf children instinctually shift into from their human form to their wolf on and grow quickly until they reach three years of age when they slow down and age like humans. Vaewolves are able to feed on animals, human, werewolf and vampire blood. Children must battle the hunger they feel for blood and meat from an early age, often leading them to becoming weak without meat and blood, leading them to often being unable to use their abilities or only using at most two maximum.

They are the children of a vampire parent and a human parent. Dhamphirs, like Vaewolves and Sanadehel are semi-immortal and stop aging when they reach thirty-five years of age. Dhamphirs, like vampires have resistance to diseases. They are impervious to sunlight though it makes them weaker and like their cousins, need to feed yet can also consume food. Not needing to feed as much as a vampire, dhamphirs can get weak if they do not consume blood. Dhamphirs have the traits of their vampire parent, from enhanced senses to regenerative healing, their other traits being enhanced agility, enhanced durability, enhanced combat, enhanced speed, strength, stanima and endurance. These traits are shared with their vaewolf and Sanadehel cousins. Dhamphir can feed off of animal, human, or vampire.

A dhamphir’s fangs are like a bat’s and retractable, lying pressed against the roof of the mouth until needed and then snapping into place.

Dhampirs most always spent their life as nomads, rejected by both humans and vampires--vampires due to weakness, humans due to fear of the dhampirs' strength. Dhamphir are far shorter than vampires, averaging around 5'6" in height for both sexes which allows them to blend in with humans, and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers’; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise.

While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors. They reach adulthood at the same rate as a human, but can live for several hundred years. Dhampir have the same range of height and weight as humans. Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and violence.

Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a variety of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey. In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. Children born to a dhamphir are classified as dhamphir and this race has the longest pregnancy out of any of the races, being eighteen months long, however they retain 3 month, 6 month, and 9 month gestations longer.

How to tell a dhamphir from a human or vampire:
> They don't need blood to survive but it does make them stronger.
> They have virtually no control over their aura, and it mostly comes out when they're highly emotional or feeling threatened.
> They aren't usually as tall as vampires and so they can pass for human and blend in.
> They can be under sunlight for a lot longer than vampires before they burn.
> Very unstable
> Despite them not needing blood to survive, they have an uncontrollable blood lust once they get a taste of it, unlike vampires who are much more capable of controlling their blood lust.
>Shorter fangs than vampires and less pronounced.

Dhamphir grow at a human rate, and for the vast majority of their young lives they age like a human. Then, when they are ready, which is different for all of them, their other half awakens within them, and they suddenly become so much more akin to a vampire that it usually drives them insane. Their blood lust goes from nothing, to the full starvation of a vampire who hasn't fed for weeks, and most of them loose their minds within the hour of the hunger first coming to them. Dhamphir can feed on vampires, humans, animals and werewolves like their cousins.

Pregnancy lasts 9 months. Pregnancies are often difficult upon the mother in human form. Females can get pregnant in any form. They can have up 4 pups in a litter but usually 2-3. Birthing is painful (especially with multiples) as it is with humans, but werewolves cannot die during childbirth, so the fear of getting pregnant regularly and having large families is eliminated.

Unlike human children, werewolves grow much faster than humans, in fact, they grow 5 times faster than humans, but slow down when they get to be the size of a toddler. From there, they age normally. Wolf teeth form quicker than human teeth.

Those who were born as werewolves don't reach full 'wolf maturity' until they reach puberty, which is somewhere between the age of 11 and 14. When they reach that point, their body starts to change rapidly, their urges to transform start to show more and more, almost uncontrollably. At this point, they may only be able to partially shift, showing maybe only fur and fangs.

Just like normal teenagers deal with hormones and changes, werewolves deal with them as well, only they are intensified. The desire to mate, changes in voices, changes in physical size, and of course, the desire to hunt and feed (which can be easily controlled by ones will).

Until a wolf reaches the age of 20, their body will retain the gangly appearance of an adolescent. Likewise, a wolf will retain the age of a pup until they turn 12 years of age though their wolf body will gradually grow.

Wolf children age 1 month for every year old they are, this means their body will obtain the body of a pup until they reach twelve where they will then keep the body of an adolescent from twelve years to twenty years, whereupon the wolf will become a mature wolf in body. Children born as wolves resemble newborns at first, then retain the body of a three-week-old pup until they reach a year old as a human whereupon their body ages up to a month old. This repeats every year the wolf child grows until they turn 12 years old where they get the body of an adolescent. Despite the fact that the wolf resembles a three-week-old pup for the first twelve months of life, the wolf body quickly weans and learns to walk, run and eat meat though the meat must be torn into small enough pieces for the wolves to digest.

Females are in heat once a season from mid autumn to early winter. Their heat cycle lasts 5-7 days, during which the female will go through several wolf changes. The signs of heat as are follows:

  • irritability
  • Loss of appetite
  • Swollen vulva in wolf form
  • Scent change
  • A female wolf in heat may end up wagging her tail, increasing her heat scent to her mate or available males in the area.
  • Agitation, nervous or nesting-A wolf in heat may be more anxious or nervous when in heat. She may end up looking for a safe out of the way place that is secure to nest in by piling blankets/hides or stuffed toys in a comfortable area. This nesting behavior extends into pregnancy as well, when a pregnant female will begin looking for a suitable place to den and whelp her pups, usually away from the pack. Dens might be a hollow log, an old fox or badger den, a cave if available, underneath a house, or under a tree.
  • Frequent urination in wolf form-A wolf may end up urinating more when she is in heat.
  • Rise in body temperature-A lupine's body temperature is 106.5 F. This allows the wolf to survive cold weather places easily like the arctic regions. When a female is in heat, her body temperature climbs to 112.8 F, normally dangerous to humans but not to wolves. It often causes their skin to feel like it is on fire and burns off any medicine the wolf is given if injured. At the same time, a wolf's temperature may end up dropping if it becomes malnourished or is ill.
When a wolf transforms their bodies tend to break and reorganize itself. This means that skin bubbles like it is on fire, their organs change shape and their bones snap and break. While those who have been wolves for two decades can shift seamlessly without much problems it is not the case with half-bloods. The first shift for children and adolescents or those who have been a werewolf for less than a decade often have a harder time to transform. Shifting gets easier upon reaching their 21st year as a werewolf.

Children and Adolescents may find themselves shifting under stress or high emotions such as fear, sadness or anger. Children also learn to shift instinctively though it is extremely painful. Many children cannot survive the shift so they often die before they reach adolescence.

If the werewolf ends up switching on their wolf side, they retreat into the back of their mind. They are still aware of what they are doing but it is like an out of body experience where they are sitting on the side lines or watching from another dimension of what they are doing as a wolf. This isn't often done as they find it best, as have the scientists, to encourage the lupine to remain an active part, this is where the merging comes in. Some shifters, usually those that chose to join the facility, love the strength and power they possess as a wolf so much that they remain in a constant state of aggressiveness with some wolf traits bleeding through into their actions and mannerisms. Example is a bully may see the power of the wolf in them and their actions may go from simply shoving someone into a table to an outright brawl in the middle of the cafeteria that usually means someone ends up in the infirmary if not buried in the cemetery outback. Werewolves are able to turn at will and be aware of what they are doing or how they are behaving. The only time they will take a back seat is if they are new to the supernatural world, they are afraid of their wolf side, or they are hunting/fighting an enemy.

Rapid shifting is where a werewolf or Vaewolf repeatedly shifts into a wolf and back into a human. It tires the wolf out, the younger a wolf is, the faster exhaustion and fatigue will set in. Eventually a wolf's clothing will shred, up to 4 to 6 times of rapid shifting does the trick and from then on during a transformation, the clothing rips completely. Most wolves will either choose to be naked underneath or wear skintight clothing such as leotards (for women/girls) or bike shorts/tight shirts (males) or wetsuits.

Once a wolf reaches fifteen is when the danger of rapid shifting becomes less though can still happen, usually among pregnant teenagers or those who have given birth, especially if they sense a threat to their pups. A wolf is also able to fully shift form wolf to human without the full moon upon reaching this age. Werewolves and vaewolves’ wolf side is its own persona, representing the other half of the werewolf or varwolf, able to speak to its more human side and take control when it wants. Takes about two moons to fully form as a separate being, the wolf can either be dominant in nature or submissive in nature. Often the wolf’s dominance or lack of it is attributed to the human side but sometimes rare a submissive human can have a dominant wolf side and a dominant human could have a submissive wolf.

Vampires are the tallest of the races, ranging from 5'12" minimum for women and 6'0" minimum for men to 6'4" max for a woman and 6'7" max for a man. Vampires have a more regal, charismatic appearance than their original selves; most are slender and well proportioned, though exceptions do exist. A vampire's skin tone often changes; lighter skin tones may become paler, some near chalk white, while darker skin tones may gain a greyish cast or ashen appearance. Vampires will always have sharper canines that may elongate at will or when ready to feed, though some may choose to keep longer fangs visible at all times. A vampire’s fangs are long enough to press into the bottom lip and not retractable like a dhamphir or vaewolf, their fangs can extend downwards to their chin if needed. Otherwise, hair color, eye color, and other appearance traits are extremely variable.

Vampires have a unique ability that when they feed, from human or animal, they get the memories of that victim for life, giving them a wealth of information. It only works when the vampire feeds. For those who are children or turned, it can be a difficult thing to get used to and cause them not want to feed. As they age, slowing the memories gets easier so that born vampires master it by their mid-adolescence and turned by their second decade.

Bitten vampires freeze at whatever age they were bitten at; this can be anywhere from a simple child to an elderly individual, and anywhere in-between. However, purebred vampires (vampires that are born of vampire couplings and not from being bitten) will age normally into their adult years, by which time they will freeze anywhere between the ages of twenty-five and fifty.

A 'purebred' vampire is an individual that was born to biological vampire parents - they are born as any other, and often develop fangs and a taste for blood from toddler age on. These purebred vampires are somewhat stronger in magical ability than their Changed brethren, and do not suffer the hunger that leads to a nosferatu transformation until their teenage years.

Those transformed into vampires through bite undergo what is known as the Change; a transformation by which the virus attacks, takes over, and alters cells in the victim's body. This Change takes place over a handful of weeks, usually anywhere from two to ten weeks depending on the individual and what race they were when they were bitten. Humans take the shortest amount of time; lighter-based species may take significantly longer. After the transformation has begun, a bitten victim must partake in their creator's blood, or otherwise feed within the first week of the virus' hold, lest they become permanent nosferatu.

A vampire's diet is made up of food and blood. Corpse blood or blood from a human that has been dead longer than 72 hours can make a vampire ill and tastes like sour milk. Although vampires are capable of eating food, it gives them no nutritional value and vampires who drink animal blood or try to live on it are physically and mentally weaker than those living on human blood. Animal blood is only a last resort for a starving vampire.

A female is pregnant for 7 months and gives birth to 1 to 3 children. The child will need a lot of blood within the womb from the mother to develop properly and is born smaller than a regular baby, appearing to resemble a 5 1/2 month preemie. If a mother does not get enough blood or is starved of blood, the child will often sap energy from the mother, weakening her. They are born like all others though sometimes a C-section may be needed. If an unborn vampire determines its life is in danger, for they are able to see and hear up to a distance of five feet while in the womb, the infant is known to tear itself out of the mother through use of its own teeth, usually resulting in the mother's death.

Vampires can feed on animals, dhamphir and humans but not on other vampires or vaewolves. A vampire's status is determined by wealth and they take great pride in it. The more wealth they have, the higher their prestige and social hierarchy. Their status from highest to lowest is determined as follows:

Highest: >Overlord
>Master
>General
>Purebloods
>Knight
>Shadow
Lowest>Fledglings-These are always newly turned vampires and the weakest of the vampires. The higher ranks are for those born vampires and they only act that way to show the wealth they have. The higher in rank a vampire is, the richer they are.

Prestige is everything to a vampire. Blood Slaves with rare blood types (B-, AB+ and AB-) can only be afforded by Overlords. The sale of a human with a rare blood type can fund tend auctioneers for years or even decades.

The Darkness: All Vampires and Dhamphirs have a dark side to them that is the predatory nature of the vampire, often lurking within the inner recesses of the vampire's or dhamphir's mind. It has red eyes and elongated teeth but otherwise looks normal. This dark side is often present in vampire and dhamphir babies though not always there. The darkness will take what advantages it can, sometimes due to a missed feeding or emotions to take over the body. When that happens the dhamphir takes control of the body and the normal side of the vampire or dhamphir ends up taking a backseat with the dhamphirs known to black out. It turns the vampire or dhamphir into a rabid animal and is a fight that must be fought internally by the normal side and the dark side. The dark side cannot be defeated or killed, it can however be weakened and locked back up whereby it takes months, sometimes years or even decades to form again.

When a vampire has been starved of blood for two months, they may begin to deteriorate physically and revert back to their primordial forms. The first change is that of eye color - their eyes will shift to a scarlet hue, and their pupils may divert into slits. Their skin will then lose whatever remaining color it has as the hunger progresses, and their fangs will elongate as the rest of their teeth divert to sharpened points. Next, a vampire's mouth will grow into a blunt muzzle as claws tip their hands, and their ears and nose will become large and batlike. If the hunger is allowed to persist for any length of time, their hair will fall out and be replaced by rows of spikes, their arms will grow into large bat wings, and their feet will grow large talons: they will become one of the nosferatu, and be unable to assume their previous form. These creatures are dangerous to any that come across them and are to be executed for they cannot be saved

Vampires of the nosferatu are masters of hiding and obtaining information, and often serve the supernatural world as information brokers. Unfortunately, they age rapidly compared to other vampires and often appear completely demonic.Their hair turns white and their eyes turn gold. Their teeth become jagged and their fingernails grow out into claws.
Abilities of Nosferatu
Enhanced mind compulsion - Defective vampires share normal vampires' 'compelling' ability, but defective vampires' compelling is much more advanced.

Defective vampires can compel not only humans but also werewolves, ghosts and normal vampires. Defective vampires' greater compelling ability is such that they can even use it to make themselves appear without their deformities to the eyes of anyone who sees them, without the need for verbal commands, and none of the subjected people's psyches seems to suffer any detrimental effect no matter how recurrently they're exposed to the aforementioned use of compelling by the defective vampire.

Enhanced strength - Nosferatu are physically much stronger than average adult humans, and have more strength than a regular vampire; with a newly-turned defective vampire being more or less equal in strength to a centuries-old regular vampire. A Nosferatu increased strength is enough to push, throw or kick humans, untransformed werewolves and regular vampire 4-9 feet away.

Enhanced senses - Nosferatu possess heightened senses, much greater then humans' and mutt werewolves'.

Enhanced stamina - Nosferatu can run, fight and exert themselves with much more stamina and endurance than any human, though they can still get fatigued and even knocked out by physical trauma.

Clairvoyance - Nosferatu share normal vampires' ability to detect werewolves by their dog-like scent, and as supernatural beings to see and hear ghosts.

Weaknesses of Nosferatu:
Enhanced bloodlust- Nosferatu have less control over their bloodlust than regular vampires; being more prone to attacking, and being almost certain to feed if they sight or smell a bloody wound.

Wooden stakes - Like normal vampires, defective vampires can be killed by a wooden stake piercing their heart.

Juniper - Like with regular vampires, if the plant juniper gets into a defective vampire's system, it will leave them severely weakened and paralysed for hours before they recover, during which time they're almost completely defenceless and open to attack.

Fire - Defective vampires can be destroyed by burning with gasoline and fire, at least when they're still transforming since being turned and haven't awoken yet.

Humans are a hardy race and quite adaptable, able to accept changes easier than the other races. They have made many pursuits in medicine and technology as well as sciences, often taking a thriving part in the world politics. Flaws of humans are they are short-lived, the shortest of all the respective races and they can be susceptible to not accepting others which usually leads to wars against each other throughout their history. Humans are nowhere near as superior as they claim to be over animals, in the food chain they are the prey of the supernatural and most have no idea that the supernatural races live among them.

Human pregnancy lasts nine months and weaning of children lasts from six months to two years, sometimes longer if they are in poor countries that are described as the third world. Human children are heavily dependant upon their parents, retaining their milk teeth until they are six years of age and considered children until they turn eighteen where they are then thrust into the world, sometimes without life skills or job experience. As Humans get more older, the retirement age tends to increase, currently it is at sixty-six years, however many humans find themselves trying to work until their seventies or death to make ends meet and then face age discrimination should they lose their jobs. As factory jobs become non-existent and labor goes overseas for cheap labor, humans are forced to migrate to other areas around the country in order to survive.
 
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Organizations
Celestial Order-An infamous group of dhamphir and vaewolves that hunted humans for blood as well as hunting other supernaturals but mainly focusing on vampires. They were around for centuries until the packs and humans worked together to eliminate all dhamphir and vaewolves, thereafter making it illegal for vampires to fall in love with and sire children with humans and for vampires and werewolves to fall in love with and sire children with each other. It was also forbidden to turn a human into a dhamphir by biting then and feeding them half their blood.

Ranks
Master-The strongest member of the organization, they are only known to the Deputy.
Deputy-The Master's second in command and weaponsmith. They can become the next master, only when the current master dies.
Physician (4 max)-They are responsible for healing the injured and sick along with doing supply runs. They have basic combat skills but their duties lie in teaching and healing, curing both mental and physical injuries.
Elder-Their only true job is watching over the others and making sure the wishes of the master are carried out. They are strongest, outside of the master and deputy, of the organization. They have lived long enough to be able to resist the urge to feed every day and the call for blood and/or raw meat. Elders are those who have been with the group for at least one thousand years.
Shadow-They have served the organization a minimum of two hundred years. When a Shadow has proven their loyalty and tasted their master's blood, they are promoted to elder. They can be considered the guardians of the group and act as the older siblings to the Thrall and Ascendants. They mostly go out into the world to investigate things and if needed, infiltrate the packs by disguising their other sides.
Thrall-They have served the organization a minimum of two years to one hundred ninety-nine years. Their job is to make sure that those who are onto them are eliminated and make sure they don't see the next dawn as well as hunt for food and scout along with running messages.
Ascendant-They are those who have been abandoned by their parents or newly turned. Often they are driven mad by their bloodlust and hunger, many not surviving such a stage. They become personal servants to a Thrall or Shadow who also mentors them. They are treated as second-class citizens, are respected out of fear and used to overwhelm the enemy and tire them out before the Shadows and Thrall step in.

Blood Order-A group of humans who know of the supernaturals and have specialized weapons such as crosses, silver bullets and UV lights. Their home is a pre-vampire war bunker located underground with several rooms and underground tunnels. They grow wolfsbane and juniper in their gardens which are harvested for poisoning and have made a variety of weapons and tools meant to kill supernaturals, even attacking those of Costos Pack. They dress in full black clothing with full black facial masks and have big black trucks that can be equipped all over with ultra violet lights for vampires. They formed at the first sign of supernatural activity a decade ago. The Blood Order is run under an iron fist where sympathy, weakness and mistakes are not tolerated after one reaches shadow rank. They are run under a military lifestyle, heavily disciplined.

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Imagine it as having more trees surrounding it.

Ranks
Master-The leader of the group and the strongest/wisest member. They are a capable fighter and run the organization with an iron fist.
Deputy-The master's second and takes over should the master not be able. When the master dies, they become the new master and also make weapons and armor.
Physician-They are entrusted with healing the injured and sick as well as doing supply runs and growing the wolfsbane & juniper herbs.
Geneticist-They are responsible for developing creatures out of those captured and help devise experiments.
Scientist (3)-They experiment on the prisoners to see how they tick and make sure the place is running smoothly.
Acolyte-They are trained by the deputy and the most proficient of the members outside of the Master and Deputy. They have the most experience and go on the most secretive missions, learning about explosives and other things needed for survival. They are highly feared by the rest of the order for their skills and ability to work in teams or solo on missions for months or even years, their only loyalty to the Deputy, Master and organization.
Shadow-They have been with the organization for a minimum of 19 months. Each Shadow has up to two Ascendants they mentor and guide throughout their term. The Shadows are the guardians and scouts of the pack, entrusted with killing any who fall for an enemy member and eliminating those without question that they are asked.
Ascendant-They are the new recruit of the group, assigned a Shadow to mentor them, and have served the organization for 1 day to 18 months. They live in dorm-like rooms segregated by gender and are in charge of doing menial tasks, cooking, running messages and generally not respected by the other ranks, treated as second class citizens and given no voice within the organization.
 
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Ithawell Places
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The post office, located near the library

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The vet for those who have pets

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The local McDonalds

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Ithawell Park, a large place within the center of Ithawell which has a large playground for children.

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The old fort on the outskirts of Ithawell.

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Ithawell Elementary, houses Preschool to 4th grade

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Ithawell Middle, houses 5th to 8th grade

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Ithawell High, houses 9th to 12th

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Ithawell Community College, located in the Black Hills of Ithawell. Set on 155 acres.

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Downtown Ithawell. where most of the shops and businesses are.

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Uptown Ithawell, being the affluent area, home to the rich people and heavily gated/patrolled by police.

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Historic area of Ithawell, centuries of history can be found here and located close to the fort.

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Slums, where the poorest members of Ithawell live. This is a place where criminals also thrive as well as being the location of bars, underground fights, drug stores, brothels, the auction hall for the packs, and black markets.

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An inn made in medieval style called The Phantom Steed, located near the Outskirts by the fort. It is close to the Bus Station.

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Ithawell Ski Resort, located next to Itahwell Hotel in the Black Hills, covering several acres of the Black Hills that belong to the town.

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Butcher near a small drug store and apothecary in the historic area.

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Pharmacy next to the butcher in historic Ithawell.

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Apothecary on left side of butcher in historic area. Sells herbs, natural remedies and bandages/supplies. Offers massages and an underground healing lake said to have ancient spiritual connections.​
 
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Slang
Leech-An offensive term by werewolves and humans for vampires
Blood Sucker-A vampire but can refer to a dhamphir or vaewolf, used by humans
Mutt-An offensive term for werewolves used by vampires
Butcher-A term used for the Blood Order by Vampires and Werewolves
Shade-A term for vaewolves and dhamphir by werewolves and vampires
Cross-oath-A term for vaewolves
Moon Bane-A term for the Celestial Order
Meat Sack-A term used by the supernatural for humans
Geyser-A term for humans by vampires and dhamphir
 
Insanity
When a dhamphir firsts tastes human blood, the majority become insane within their first hour. This happens when the vampire side awakens for the first time. They become like a rabid animal.

Their relentless rage, being so unstoppable in this state, is why the old writings spoke of and why they were eradicated. In their eyes is a crazed rage, and an insane grin is plastered across their face, that shows the insanity has taken hold.

A Dhamphir and even a vaewolf can avoid the insanity though a vaewolf has a more difficult time keeping their sanity with being the child of two strong supernaturals, if they have like an anchor...a parent or a lover for example or through sheer will.

An army of these creatures, these unholy unions between vampire and humans/vampires and werewolves, is a horrifying sight and poses a very real danger.
 
Custos Home
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The foyer with two halls leading to separate areas of the mansion.

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The sitting room where visitors wait for an alpha or beta. On the right side of the house.

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The living room where pack members can converse and hang out.

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The library stocked full of books and off the sitting room.

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The Healing Room where Healers can be found and the sick/injured can be healed.

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The kitchen where meals are made.

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The dining room where meals are served off the kitchen. There are also two stone upper platforms with circular tables and chairs, quite larger then it seems.

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The music room near the library.

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Rec Room under the left side of the house.
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Sanctuary, a place for omegas and subordinates.

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The dungeons where prisoners, hostiles and disobedient members are locked up. There are some cells that have grates in the ceiling and sparse grates in the ceiling in the halls to let the circulation of fresh air and natural light. Doors have metal grates for seeing.

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The Alpha Room where the alphas and their mates sleep. There are two king beds on either side.

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The beta room where the betas and their mates sleep. There are three king beds in the room.

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The concubine room with a common area. Each concubine room has a set of stairs leading up on right and left with five beds in each. When an alpha or beta desires a concubine, the other concubines or the omegas prepare the chosen concubine in question for the alpha or beta who wants them. In these cases, the mates of the betas and alphas sleep in the sanctuary.

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The nursery and where the secretaries sleep.

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The High Study where alphas and betas can sit in comfort and do paperwork, as well as a place to get away from the pack. Warriors are posted here at all times and one must seek permission to enter. Located on the left side of the house overlooking the gardens on the second floor.

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Slave quarters which extend from under the right side of the house and above the dungeons to underneath the three garages. Although one cannot see it, there are fans in the ceiling for cool air and a couple potbelly stoves to provide warmth besides the fireplace near the stairs. There is a bathroom and a small storage closet that is barely big enough for a grown adult to stand up in filled with some supplies. Slaves and servants remain here and there is an entrance from the house in a side door.

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The wine cellar where wine is stored and locked behind iron gates. It is near the regular cellar which is used for food and as a storm place for the pack to hide in the event of storms. Within the wine cellar is a bookcase that leads to secret passages leading to the dungeons. It is on the same floor as the recreation room and the slave quarters, located in the western section of the house.

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Normal rooms for subordinates

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Omega rooms are small and each is composed in bohemian style in a different design. Tables come out of walls and there are two dressers crammed into the rooms, each having full-size beds. There is storage under the beds and shelves on the walls as well as a large closet on one wall of each room.
 
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Custos Outdoors
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The lounge/patio area which leads to the outdoor areas on the other side of the house.

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The porch on the upper level of the mansion where few members go.

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The playground where children, adolescents and omegas can play and relax.

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The gardens where members go for relaxation and plants/herbs are grown.

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The pool and gazebo where members can swim and relax.

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Ceremony Ruins where gatherings and pack announcements are made.

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Hideaway where few go but it is far removed from the house.

148E059E-E2E5-498B-B89F-D61CA73BA32C.jpegNear the gardens, these are where the healers can be found.

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The basketball & Tennis courts

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Fields where the hunters grow crops and orchards

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Fountain between the Gardens and the Courts.
 
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Lichen House
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Lichen Alpha Suite 2nd floor

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Beta Suite 1st floor

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Kitchen

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Dining room

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Living room with another dining room attached to it.

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Dungeons of Lichen underground.

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The basement for servants, slaves & blood slaves, located above the dungeons and expanding the entire length of the asylum. There is only one entrance in the house down a rickety staircase.

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Normal bedrooms for rest of pack​
 
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Lichen Territory
Lichen Territory is composed of Badlands National Park in the west.

Animals include:
  • Badger
  • Bighorn sheep
  • Bison
  • Black-billed magpie
  • Black-footed ferret
  • Black-tailed prairie dog
  • Bobcat
  • Coyote
  • Elk
  • Mule deer
  • Pronghorn
  • Prairie rattlesnake
  • Porcupine
  • Swift fox
  • White-tailed deer

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Badlands_National_Park,_South_Dakota,_04594u.jpgGolden_Glow_Canyon.jpg

The pack has to be careful of this area as humans come here to visit, an area known as spearfish canyon:
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Lichen Outdoors
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The caves of Lichen-A place where the pack can escape or house prisoners if the dungeons get full. Most often the pack wolves may use these are denning areas when giving birth in wolf form, feeling more comfortable.

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Communal Peak is where the pack gathers to watch the moon rise or just to gather here and talk of the day, it's a good place for pups to learn stories.

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Summit Peak where the alphas stand and discuss things if traveling or just they want to be heard outside. The pack usually forms up on the bottom and on the lower part of the ridge on the left-facing side to listen and all pack from fledgling to the blooded are required to attend.

The sports area is composed of areas near the house where the pack can play games.

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The multipurpose court where one can play basketball, tennis and even practice kicking a soccer ball.

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The soccer field, common among the vampires who play at night while the wolves rest

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Baseball field

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Volleyball court

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Vampire pool is only for the vampire members

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Paradise Pool-Anyone can use this pool and relax on the manicured grounds and gazebo

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Werewolf pool-only werewolves allowed here

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A small garden where one can come for rest, blooded and keepers most often found here

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Keeper grounds, outside the northwest wing of the infirmary​
 
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Boreal Home
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Alpha Suite on first floor right side

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Beta suite on second floor left side

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Beta Suite 2 on third floor

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Beta Suite 3 on 4th floor

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Kitchen where meals are prepared, Tuscan style layout

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Dining hall where meals are served and eaten

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hqdefault.jpg Dungeons of Boreal where prisoners are kept.

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Normal rooms
 
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Boreal Territory
The territory of Boreal is composed of the Black Hills in the north.

Animals include:
  • Pronghorn
  • Mountain Goats
  • Bobcats
  • Deer (both white-tail and mule deer)
  • Elk
  • Bighorn Sheep
  • Bison
  • Burros
  • Prairie Dogs
  • Coyote
  • Osprey
  • Falcon
  • Bald Eagles
  • Hawks
  • Cougars
  • Black Bears
  • Another two hundred species of birds

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Needles_from_Harney_Peak.JPG The Needles from Harney Peak
Harney_Peak_Fire_Tower_1997.jpg Fire Tower on Harney Peak

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Faction: Illyria Corporation
Symbol:
bhfs.jpg

Ranks:
CEO: Scythia (deceased); Akachi Thompson
CFO: (Open)
Manager: (Open)
Supervisor: (Open)
Guard: (Open)
Employee: Alice (deceased), Icarus, Open

About: A company pizzareia a time first Illyria corporation is a subject state of the blood order but the cutting corners is such a norm the criminal acts committed there are frequent but always hidden from public view. In this dystopian company greed tends to take over the minds as they would prefer to take lives over being sued.

Government type: twisted Bureaucracy
Special traits: despite deriving from the blood order cutting orders comes first especially when it comes to employment, Illyria Corporation is satisfactory with the employment of Werewolves, vampires, humans, and anything in between as long as they are rightfully exploited and integrated in the corporation.
Special traits: every member that has joined the corporation is bound to it in a way either it be that secretly the employees are seeking sanction from other groups otherwise or they are criminals and are blackmailed that if they leave they will have no other option than to report of the criminals making everyone valuable of more disturbing tasks.
 
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Blood Types
Rare Blood Types:
  • AB-
  • B-
  • AB+
These fetch a high value and are the most expensive on the market in terms of slaves.

Medium Blood Types
  • A-
  • O-
These blood types slightly more expensive than common blood types but cheaper than Rare Blood Types. They fall halfway between in terms of price.

Common Blood Types
  • B+
  • A+
  • O+
These are the least expensive blood types, being the most common in existence among humans. Even a poor person can usually afford one.

Note that for Custos, Zumitri supplies vampires with blood. Boreal and Lichen usually have blood slaves or hunt.
 
Mating
A child of a human and werewolf is a werewolf.

A child of a human and vampire is a dhamphir

A child of a dhamphir and a vampire is a dhamphir leaning more towards the vampire side

A child of a dhamphir and a werewolf is a vaewolf though leans more towards the vampire side. They can shift though it is strained and unable to disguise themselves in a wolf pack

A child of a dhamphir and a human would be a human due to the double human blood overpowering the vampire blood.

A child of two werewolves is a werewolf.

A child of two humans is human.

A child of two vampires is a vampire.

A child of a vampire and werewolf is a Vaewolf.

A child of two vaewolves is a Vaewolf.

A child born of a vaewolf and a human is a vaewolf.

A child born of a Vaewolf and a vampire is a Vaewolf but takes more after their vampire blood. They would look more vampire than werewolf.

A child born of a Vaewolf and a werewolf is a Vaewolf but will look more wolf. They will be able to blend in with a wolf pack but not able to blend in with humans or vampires.

A child of a vaewolf and a human is a vaewolf due to the supernatural blood overpowering the human genes.

Werewolf and Vaewolf sex typically involves biting. It’s thought this is due to their feral instincts to help claim and reinforce claims on each other as well as make relations longer lasting. Typically occurs when mating as wolves.

Vampire sex may involve biting but not as much as wolves and pales in comparison to having one’s blood drunk. It typically causes the one whose blood is being drunk to climax and creates a rather intense pleasurable sensation for the couple. Vampire couples may drink each other’s blood during sexual relations, this is the only way they can feed on their own kind’s blood.

Dhamphirs may bite their spouses when engaging in sex but most often follow humans, however some are known to mix up vampire and human tendencies.

Though Dhamphirs and vaewolves can feed on anyone, they do not have sexual relations with each other or s ire children together. It’s thought that because they are outcasts cousins, they have a deeper level of understanding and respect for each other.
 
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Yagra Home
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Yagra Home: An abandonded mansion several miles outside of Ithawell.

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Demont's room on one of the higher floors with an attached bath, closet and study but mostly sleeps alone unless during heat season or he is bored and wants company. The room is usually guarded by Rho and is the third floor.

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Third floor rooms have two beds, squeezed in with room for pillows and each containing of two sets of bunks. These can pack the highest number of pack mates.

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Rooms for the high tier look pretty much the same and have single comfortable full-sized beds.

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bedroom 2.jpg


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These are most of the bedrooms in the house, in varying states of decay that can house two to six members, rooms without bunk beds can fit up to six members of pillows thrown on floor and squeezed in.

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The caretaker room is small and is where the caretakers live.

child playroom.png Playroom near caretaker room, pups are expected to be here out of the way.

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The kitchen where the Lamda cook and prepare meals. The table and sitting area to the right are for the omegas. The table is big enough for the six omegas to sit at comfortably. It is a large and spacious area.

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Typical Yangra bathrooms, 2 each on each floor totaling 6 in total.

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Living-Room1.jpg
The living room

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The dining hall is composed of several round and large tables

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Ballroom

The garden in back of the house is overgrown, rotted and abandoned.

garden entrance.jpg garden entrance

a77b1d0ff3736cedd09ba9b93303e725.jpg Old gazebo

abandonedgreenhouse1.jpg old greenhouse

fontain.jpg old fountain

iota study.jpg The study for the Theta and Iota, a place where they can relax when not working

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Demont's play room which he uses when sleeping with his other concubines or any other pack female of his choosing and comes with attached bath. Bathroom has a bathtub, shower and fireplace with rug in the middle of the bathroom.

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A dungeon filled with cells filled with silver chains. There is also a torture chamber near the cells.
 
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