Werewolves and Vampires

Werewolves are the children of Gelendor and Lieara, gods of battle and nature. When Gelendor’s brother Druukan betrayed him and made the vampires, Gelendor and Lieara came together to create the werewolves to combat them. While Werewolves are not inherently evil like Vampires often turn out to be, they are unpredictable and dangerous even to bystanders.

Gelendor and Druukan were brothers with a very healthy relationship, but when Gelendor and Lieara fell in love, Druukan’s envy grew too strong and he lashed out against them by corrupting their favorite beings, Lieara’s Fae and the survival nature of men. By merging the two, he created vampires, corrupting their soul and bodies. Influencing a small family of fae to sneak into a tribe of humans and burrow into the back of their necks to merge their spirits and flesh, the vampires were born.

In response, Gelendor and Lieara worked together to create the Werewolves, creatures of a similar archetype but as a marriage of men and nature rather than a corrupted combination of such them, who could hunt down and resist the magic of the vampires. By combining the vicious and pack mentality of direwolves with men, the perfect vampire hunting creature was made.

As the years went by, the two factions would battle and bicker. Over time merely further corrupting one another into their several century long war until their wills unleashed from the original intent of Gelendor, Druukan, and Lieara. The vampires and werewolves are now simply natural enemies. 

Werewolves

Able to resist the effects of Vampires and possessing powerful abilities of their own, werewolves begin as Graycoats. Graycoats are far more ferrell and beast-like, quick to the offensive and rageful. They are the perfect hunting machines but when they change to werewolf form, they have no self control and are not conscious of their actions even after they change back. Werewolves can either turn by will, or must turn at least twice each week; once at the full moon and once during the eclipse/new moon. Silvermane werewolves can turn on command. In order to become a Silvermane, a Graycoat must undergo a harsh and testing ritual. A Graycoat must find a way to restrain themselves and spend a week secluded before a mirror. During this time, they cannot eat, but instead must have a live lamb tied nearby. During this test, the person and the wolf inside must come to an accord. If they fail however, the process is undone and the effort, no matter how late into the week they get, is undone. The risk in this process however is high. One must eat only just enough to survive the week, but not too much that the wolf inside would be too strong to resist the accord. In many cases the wolf endures and does not allow the transformation to reverse for several months, sometimes years will be spent as a werewolf. In other cases, they will both die of starvation. Because the process is so delicate, it can not be disturbed, so finding someone who can be trusted to know the process down to the detail is incredibly rare. It often requires a trusted Silvermane to do so but even then one must prove themselves worthy of controlling the power of the wolf. 

Factors

  • Scent of vampiric hunger: Smelling a vampire nearby means hunger. The more a vampire feeds, the more the werewolf form will be unable to resist eating the vampire. Fasting vampires can be reasoned with.
  • Cold resistance: Even when not in wolf form, a werewolf will have the blood of an animal within then, permitting the resistance to most cold weather and mountain heights.
  • Canines and Golden/Silver eyes will form for a werewolf even when not turned.
  • Strength is increased to twice the normal strength of a single person when not turned. When turned, a werewolf could be as strong as seven men.
  • Heightened senses. All senses are heightened to wolf like proportions at all times.
  • Ear length is increased and sharpened for all races infected who do not already have pointed ears.

Abilities

Some abiliities can only be done in transformed form (TR).

  • Increased strength/agility: The transformation alters the muscles and body of the individual as they turn, taller, faster, stronger during transformation.
  • Resistance: Able to resist any mind control or mentally invasive magic from runes or vampires, only wild magic can cause influence on these creatures.
  • Night vision: Able to see perfectly in up to near blackness.
  • Bleak gaze: Able to send a powerful notion of fear into someone by staring them down eye to eye long enough.
  • Accelorated healing: Able to heal from most injuries within a few days if not overnight.
  • Howl/barking (TR) while in wolf form can stun enemies briefly if they are close enough and not prepared.
  • Break hold: A werewolf's voice can break any hold a vampire has over another unless the subject is otherwise willing to the vampire's will.
  • Growling voice: When in non-wolf form, can summon the vocal strength of a powerful growl or bark or howl. This is useful for mental warfare, intimidation, or presence.
  • Guiding light: In dimly lit areas, a werewolf can make the light just a little brighter so that their companions can see.

Vampires

Brought from the darkness, minds corrupted by dark fae, the vampires are a vicious sort. Blood thirsty, minds festering with the desire to overwhelm any humans within their reach. Vampires are turned via venomous bite. Upon receiving a bite, the spirit of a darkfae mind begins to grow within the mind of the afflicted. As the darkfae spirit matures, it merges with the human mind and begins to create the craving for blood. The full turning period takes about two weeks, once this is complete, the vampire begins to crave blood entirely and normal food begins to satisfy less and less. Upon losing all appetite for normal food, a vampire will crave blood relentlessly. While normal food can stay the hunger temporarily, it will not last and the more sickly and weak a vampire will become. Sensitivity to the sun can only be held back by consuming the blood of a sentient person. The more a vampir consumed, the more resistant to the sun they become, and the more their body not only restores, but new powers are granted them such as hypnotism, strength, agility, and eventually becoming light as a feather and disappearing in low light. High bloods are vampires who consume a great deal and as a result become more resistant to the sunlight. Though they usually have to wear a cloak of some kind, it can be far lighter and they can withstand the sun for a few minutes at a time. Though during their exposure, there will be steam coming off of their skin, which is usual a tell tale sign of high blood vampirism, revealing that they are incredibly dangerous and do indeed hunt the living for large consumption of blood. For their safety and to prosper, high bloods will usually keep to themselves, having large amounts of followers the size of villages or even town of their own where many sacrifices are presented to sustain them. The inhabitants of these communes are often influenced by the mind of the vampire family there, but there are a few who, oddly enough, live there of their own volition. These people hope to become acolytes and then vampires themselves. 

Factors

  • The longer one feeds on blood, the harder it till be to resist when trynig to fast from it.
  • If a fasting vampire feeds on blood after a long time, they will suddenly become invigorated and rapidly heal themseles from any physical damage, even from near death. This is not always garunteed, however depending on circumstance.
  • Feeding effects must be complete (victim must die) to take effect. Can not spare the victim and still get abilities/Factors. It's not just about the blood, it's about their life force, too.
  • Vampires must choose one path. Feeding periodically will either force their bodies to rebel and make them feral in order to feed their blood craving, or the feeding will be too scarce, but the body will want/expect more and will starve itself, becoming sickly, possibly dying. This means that a fasting vampire must only feed on occasion if they do for emergencies, and feeding vampires must do so daily.
  • Hunger (fasting vampires) will always plague the mind of a vampire who refuses the blood craving.
  • Fangs will be long and far more prominant and eyes will turn Red. The severity of this visual effect is greator when a vampire is an active feeder. If a vampire fasts enough, they can usually hide these visual markers relatively easily, and their eyes only partially turn color.

Abilities (Both)

  • Shadow foot: Light avoids you, making you harder to see or notice in dimly lit areas.
  • Dark vision: See perfectly in even near blackness.
  • Hearing of a bat: Can hear incredibly well.
  • The hunt of the wolf: Werewolves smell and crave vampires, the more one feeds, the more enticing and irresistable they will be to the nose of a werewolf.

Abilities (Feeding)

Note: Abilities noted AF (After Feed) means that the ability is only available if the vampire just fed off a corpse and requires one feeding per use.

  • Regeneration (AF): When a vampire consumed enough blood to satiate their sun decay, they can regenerate at night. Any injury they sustain can be rapidly healed by consuming the blood of a victim.
  • Choking grasp (AF): When within about five meters of a person, a vampire can reach out and convince the victim's body to choke on itself, sometimes cough up blood.
  • Hypnotic gaze: Able to stun or paralyze the victim by gazing into their eyes long enough. The most experience vampires can sometimes convince the victims to take orders. This effect can be fought off and if a victim actively knows to resist can usually only be considered a kind of brief stun.
  • Light step: Dark shrouds like wings protrude from the back, making the vampire light as a feather and able to leap great distances and glide (Not fly).
  • Bat swarm: In the night, call upon a swarm of bats to shroud and swarm.
  • Day Walker: Walk in the sunlight without too much issue, but you might want a hood to avoid to avoid steaming skin.
  • Sense living: The ability to sense the living nearby.

Abilities (Fasting)

  • Convincing argument: If persistant and careful with their words, a lesser vampire can strongly convince or sway someone's opinion.
  • Healing sacrifice: Eat a bat despite how reulsive and sickening as it will be (all vampires react negatively and get sick eating a bat) and use the energy to grant minor healing to someone's basic wounds, or slow the progression of worse wounds/afflictions (Still needs treatment, but makes process faster)
  • Grant sight: Give the temporary ability to see perfectly in near blackness to up to two people around you at the loss of your own.
  • Sense undead: The ability to sense the presence of undead creatures nearby.
  • Werewolf sway: A vampire who puts off the scent of a fasting vampire will not be as enticing to werewolves.