Species of Avendale
There are several different types of species that your character may be. Here
are their names and a little information about them.
The vampires of Avendale are impervious to sunlight (although it gets quite annoying)
but have a strong dislike of iron. They also cast no reflection or shadow. Methods
of killing them range from being blown apart, cut into pieces, stabbed through
the heart, or being burned. Avendale vampires are exceptionally strong, fast,
agile, and heal very quickly. Also, a mortal, once bitten and given the blood
of a vampire, has two hours before they fully become a vampire. During the first
hour, a witch with certain powers able to perform the procedure can force the
vampiric blood out of them. This procedure is not done often as most who are changed
are humans and don't even know of witches. Vampires are not born into clans as
wearwolves, only created by blood exchange with the exception of halflings.
The Avendale vampires also possess souls, despite the savage nature of some of
them.
Avendale vamp's also have the ability to shapeshift. Any animal is game, although
ravens, crows, panthers, and wolves are the more common one's that are chosen.
They aren't the only ones but they are the most often seen. Shapeshifting into
another human form is not possible.
There are five vampire Coven's, each created by an Elder, who were made by Akmon,
the first vampire. Covens are determined by their power over a specfic line of
magic.
+ Ignis Coven: The first Coven, established
in 6001 B.C. by Phu. They have power over all elements of fire.
+ Unda Coven:The second Coven, established
in 5673 B.C. by Erthu. They have power over all elements of water.
+ Humus Coven:The third Coven, established
in 5211 B.C. by Bordil. They have power over all elements of earth.
+ Aer Coven: The fourth Coven, established
in 4930 B.C. by Meiqure. They have power over all elements of air.
+ Anima Coven: The fifth Coven, established
in 1267 B.C. by Toldaen. They have power over all elements of the soul.
+ Halfling Vampires: Halflings are
even rarer than vampire-bitten mortals finding a witch.
A halfling vampire can be created by a vampire giving a mortal their blood but
not taking any of theirs. Halfling vampire's have half the abilities of a full-blooded
vampire, including the ability to only shapeshift into three forms instead of
an unlimited amount. They are not true immortals unless they gained a great amount
of blood from their Sire and only live for about a thousand or so years. Most
halfling vampires don't even need to drink blood though most prefer it. Also,
if a pregnant woman is forced to drink the vampiric blood, her unborn child will
also receive it. Halfling's who gain the blood in this way age normally until
they reach between the ages 14 and 20. Then their vampiric half's fully surface
and they are true halflings.
The vampire slayers are gifted with the same sort of powers as their witch hunting
counterparts: to sense vampires and heightened senses (sight, hearing, etc) as
well as abilities (speed, agility, etc). They still, however, risk life and limb
fighting the vampires, who are by far much stronger and faster. Their chosen weapons
are blades forged with special magicks that have the ability to scar vampires.
These blades, when forged correctly, have the power to stall the healing powers
of a vampire and prevent the wound from healing for a matter of days, always leaving
a scar behind.
Most Slayers are from families that have been hunting vampires for centuries but
a few are not. These 'rouge' Slayers are often looked down upon by a Slayer from
one of the Families.
All who marry into the families take the Family name, no matter male or female.
This was a rule created by Mikael Adaeon after the slaughter of the Liecester
family in 1205 by vampires. That way the family name lives on, even if only one
survives a vampire attack.
There are four Slayer families that have survived the centuries: All members of
the Clan bear the same surname. Those who marry into it bear the same name.
+ Adaeon Family: The oldest of the
Slayer families. Among the first families to begun hunting vampires in the seventh
century, they are the only one that survived the ages and vampires hunting them.
+ McClain Family: Began hunting vampires
in the tenth century and were very nearly destroyed in 1478. But they survived
and continue to slay vampires today.
+ O'Brien Family:A daughter of the
McClain Family married in the fourteenth century and took her husband's name instead
of him taking hers. After a group of vampires attempted to kill their daughters,
Michelle O'Brien (nee McClain) turned her new family into a new family of Slayers.
+ Smythe Family: he youngest of the
families. They have only been hunting since 1854 but perhaps take hunting the
most seriously. Children in the family are trained from age six in the Hunt and
begin to hunt when they turn eighteen. The first Hunt of a Smythe child is their
initiation: either they survive or they don't.
The families that did not survive the centuries are:
+ Liecester Family: Completely destroyed
by vampires in 1205.
+ McDoorbin Family: Completely destroyed
by the bubonic plague in 1348.
+ Amhall Family: Completely destroyed
by vampires in 1489.
+ Tiernan Family: Completely destroyed
by vampires in 1678
+ Hobson Family: All burned at the
stake by witch hunters in 1707.
+ Kerry Family: Completely destroyed
by vampires in 1709.
+ Ordure Family: Completely destroyed
by a fire in 1812.
The witches of Avendale ally themselves with the Vampires and Shapeshifters, occasionally
helping them dispel a slayer or hunter. They are seen as outcast and a threat
to the outside world, though many have found a home within the Avendale walls.
Witches have a range of powers that they can control, some can control more then
one area of magic while others specialize in only one.
Witches also have a longer lifespan - about 500 years - but they age slower, so
even a
t 250 they may look only in their fifties.
The different areas are...
+ Necromancer: Raiser of the dead.
+ Pyromancer: Summoner of fire.
+ Hydromancer: Summoner of water.
+Terramancer: Summoner of earth.
+ Aeromancer: Summoner of wind.
+ Cryomancer: Summoner of frost &
ice.
+ Pneumonmancer: Summoner of spirits.
+ Chronomancer: Limited power over
time. Can freeze time for short periods (10 to 20 minutes max) as well as slow
down and speed up time. Also can make someone younger or older but only skilled
Chronomancer's can do as such.
+Seers: Power to see the past, future,
and present - with no control over what they see or when they see it.
+ Warlock: Has the power to summon
and control a varity of Demon minions.
+Priest: (not the church type) Power
of healing.
+ Wiccan: Uses potions and spells,
which can do a varity of different areas of magic. Though they are not as powerful
as those who can do it naturally.
+ Magician: A trio of three different
powers fall to them, with only one going to each Magician. Either have the power
of Reflection (can create or alter a reflection), Illusion (can create and dispell
illusions), or Truth (can see or show the truth).
+ Wraith: Possess power over chaos
and destruction. Oft times they go mad for a reason as of yet unknown and must
be killed else they will destroy everything in their path. Very few of them exist
at one time.
+ Porters: Ability to transport. Though
a very hard skill to learn and few witches can do very long distances.
+ Warden: Has the power to summon
and control a varity of Animal minions.
+ Druids: Harnesses the powers of
Animal plus can use a bit of arcane magic.
The witch hunters are gifted with two powers: to sense witches and heightened
senses (sight, hearing, etc) as well as abilities (speed, agility, etc). They
begin being trained to hunt witches at age nine and by age nineteen make an oath
to continue in the Hunt until they are either too old to continue or else die
during the Hunt.
There are eight Hunter Clans, each created by the person for whom they were named
after. All members of the Clan bear the same surname. Those who marry into it
bear the same name.
+ Larcoth: The first Clan, established
by Larcoth in 798 A.D. after a witch killed his mother (self-defense).
+ Dalcazen: The second Clan, established
by Dalcazen in 799 A.D. with his half-brother Larcoth.
+ Levier: The third Clan, established
by Levier in 1045 A.D. after two witches murdered his family (revenge for their
- the witches - family's deaths). This Clan was destroyed by another in 1847 A.D.
+ Bezbenthen: The fourth Clan, established
by Merz Bezbenthen in 1178 A.D. after seeing a witch slaughter an entire household
(again, revenge).
+Smithsphere: The fifth and most known
Clan, established by Alexander Smithsphere in 1365 A.D. after a witch killed his
wife and very nearly him (she - a slayer - killed the witch's son).
+ Bannon: The sixth Clan, established
by Wilhelm Bannon in 1476 A.D. after his daughter was turned from hunting by falling
in love with a witch.
+ Holt: The seventh Clan, established
by Mirana Holt in 1590 A.D. after a witch killed her husband (self-defense).
+ Wolfe: The eighth Clan, established
by Daniel Wolfe in 1604 A.D. after his wife Lindra Walcox-Wolfe, was killed by
a Witch (self-defense).
Generally simply called Shifters. They ally themselves strongly with the witches
and have a weak alliance with the vampires.
Often discover their powers when they go through puberty, unless they come from
a family of Shifters (which is a very rare occurence). Weaker Shifters can only
transform into animals close to their own body mass (ie: wolves and such). Stronger
Shifters can transform into any type of animals, although small (ie: gerbils)
and large (ie: elephants) animals.
Only the most skilled, careful, and powerful Shifters have the ability to change
their bodies into that of different human parts instead of animals. And even they
are cautioned against doing as such as that type of transformation is very dangerous
- and can be fatal.
The werewolves of Avendale are immune to silver in small doses (bullet-sized)
- although large amounts can harm/kill them - and can change at will, ignoring
the pull of the moon. However, they must change when the moon is full, which is
the only time that they cannot resist her pull and are forced to change, no matter
where they are.
All werewolves are either born into the pack or bitten by another in the pack.
Werewolves are also exceptionally strong and can toss a small car with a large
amount of effort (tired afterwards but not much weaker). They become slightly
stronger during the days of the full moon but their other ability (heightened
senses) does not change no matter what. Even in human form, they have the senses
of a wolf.
There are five werewolf Packs. Unlike the witches and slayers, members of the
packs do not have to keep the surnames of their founder.
+ Iravits: The first Pack, established
by Mallia Iravits in 642 A.D.
+ Halvar: The second Pack, established
by Hayden Halvar in 1167 A.D.
+ Warlock: The third Pack, established
by Gabriel and Rowena Warlock in 1322 A.D.
+ McEwen: The fourth Pack, established
by Devin McEwen in 1563 A.D.
+ Myatt: The fifth Pack, established
by Llyr Myatt in 1693 A.D.
Each pack has a specific look to their wolf form. Here are the variations.
+ Iravits: Smallest in form, ranging
from the 6 to 4 feet tall. Generally reddish in color, they have either blue or
green eyes.
+ Halvar: Only a little larger than
the Iravits Pack (all are within the 5 foot range), they are quite likely the
strongest of all the Packs. Looking rather like a Husky, they are often found
in lighter shades of color (tan, blonde, etc). Eyes are most often brown or black.
+ Warlock: Very likely the most vicious
of the wolfkin, they are the one's that have been told about for ages in myths
and legends. Within the 6 foot range of height, they are most often dark in color.
A light colored wolf within the Warlock Pack is nearly untold of - the exception
being Midria Warlock, the youngest daughter of Gabriel and Rowena Warlock, who
was blonde in color. Eyes are maroon, amber, or yellow, which sometimes brings
confusion between the Warlock and McEwen Packs.
+ McEwen: The largest in form, ranging
from 8 to 6 feet tall. Generally black, brown, or brindle in color there HAVE
been a few white coated werewolves in the McEwen Pack. Eyes are either red or
amber.
+ Myatt: Almost equal to the McEwen
Pack in size (waver in the 7 foot area mostly), they are the trimmest of the werewolf
breeds. Appearing like a slightly furry Greyhound, they are often monochromatic
in color - with the exception being the lack of a pure white-furred werewolf.
Eyes are most often icy colors (light blue, silver, blue, etc).
You can also find these two Alternative werewolves in Avendale...
+ Hexenwolf: Mortal who uses a talisman
or pelt that holds an evil spirit to transform into a wolf. Often they are taken
over by the spirit and can no longer care what harm they bring to those around
them. Also the one's taken over by the spirit are usually is found in control
of slayers and hunter who use them like dogs to hunt witches and slayers.
+ Lycanthrope: Mortal who does not
transform but does become faster and whose senses heighten when the moon is full.
Normal human beings who generally don't know anything about vampires, slayers,
witches, or werewolves. They carry on normal lives...unless, of course, they run
into one of the above.