Setting:Species
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Overview
Eldritch has a two fold draw that makes it a bustling metropolis both above and below the surface. Topside, Eldritch is a major center of business, commerce, and culture, with a strong history, a prestigious university, vacation spots, and a military presence. Beneath it all, the ley lines and the Underground are a major draw for all the inhuman things that inhabit the world. The magical energies and the massive underworld in which nothing has to hide its true form makes it a prime place for unusual beings to make it their home.
Humans
Over two million people reside within the city limits of Eldritch, California. This is, of course, the human census population and doesn’t count the inhuman residents. The humans of Eldritch are as varied as one can imagine. The Wiyot Indian tribe maintains a presence in the city, and there are people from all walks of life and all cultures spanning every continent.
People flock to the massive metropolis to work in high finance, law, science, cultural fields, education, the entertainment industry, and even the military. Naval officers, wealthy entrepreneurs, real estate moguls, and surf bums rub elbows with professors, stock brokers, researchers, and stage performers. Sailing is as much a pastime as gambling, and everyone from the bluest of blue collar factory workers to the leisure-life heiresses can be found there.
There are also those who are drawn to the city due to its occult connections, who flock here with the knowledge of the frequent strange and unexplained happenings that occur in Eldritch.
Modified HumansMaking human beings better than normal has been a draw for ages: theorized, experimented, even idealized in literature and through Hollywood (The Six Million Dollar Man and the Bionic Woman, anyone?). Eldritch is one of the primary places for such experimentation, due to the presence of several organizations with technological savvy, the strength of the leylines for the mystically capable, and the presence of an Underground in which to hide the results if things go wrong. The Initiative, the US Navy, The Conclave, and Wolfram & Hart are all suspected of dabbling in human modifications, either scientific or mystical in nature. The various organized crime groups (The Irish Mob, The Italian Mafia, The Russian Mafia, The Triads, and The Yakuza) certainly have the monetary resources to dabble in the scientific side of human alterations. The most singular example of human modifications are Slayers, initially created by a magical ritual conducted by what has become The Watchers Council, but they are special enough to have their own entry here (since, you know, they're in the title of the originating series this game is based on!). Humans scientifically meshed with demon DNA or robotics (or both, such as with the Initiative's creation, Adam, are what you might find floating around. These are cyborgs, empowered warriors, Dark Angel-ish genetically altered supersoldiers, and other types of humans who have been tampered with. These are not to be mistaken with primals or half-demons, who tend to either be born that way or have had a curse or disease passed on through circumstance rather than intentionally. |
SlayersThe Prophecy of the Slayer states, "Into each generation a girl is born: one girl in all the world, a chosen one. She alone will wield the strength and skill to fight the vampires, demons, and the forces of darkness; to stop the spread of their evil and the swell of their numbers. She is the Slayer." Slayers are young women bestowed with mystical powers that originate from the essence of a pure-demon, channeled into the First Slayer via a ritual done by the Shadow Men, whose descendents would go on to form the Watchers Council. The ritual gave her superhuman senses, strength, speed, endurance, agility, and healing in the fight against forces of darkness. She also received prophetic dreams in the few hours that she sleeps. Due to the fleeting nature of a Slayer’s life, the Shadow Men's spell also created a large number of Potential Slayers - normal girls around the world who would one day be called. When a Slayer died, one of the Potentials - seemingly chosen at random – would gain the powers and abilities of a Slayer. The Watcher's Council tried to identify and train these "Potentials" before they are called, but some girls were not found until after they have been activated as the Slayer. The “one girl in all the world” rule was breached twice, due to the clinical death of Buffy Summers who was revived by CPR in 1997. This activated Kendra Young who died and in turn activated Faith Lehane. The rules changed again in 2003, when Buffy discovered a Scythe forged for the Slayer to wield. Willow Rosenberg used magic to tap into the Scythe's essence at Buffy's request, and performed a spell that activated every living Potential Slayer at once, thus ending the legacy of the Chosen “One”. While they are commonly referred to as "Vampire Slayers", even by Watchers and vampires themselves, the Slayer may operate as a defender against any and all supernatural threats. As of 2003 there are at least 1800 Slayers in the world. It is also possible to presume that every future girl who would normally be born a Potential Slayer will instead be born an actual Slayer.
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Casters
Magic comes in many flavors, but it all comes back to one thing: the ability to tap into and manipulate magical energies with far more ability than the average joe. Some of this is from careful study and training, some beings are granted it via ritual or accident, and some are simply born with this capacity. There are also separate Magical Camps for specialization.
Practitioners of Witchcraft, Witches and Warlocks, view magic through worship and ritual in a religious form. Examples of these are Pagans, mystic monks, and members of magical cults. Their faith is what extends their magical abilities. These types of practitioners are usually the member of an organized group.
Shamans are magic users who channel their magic through a higher being or totem, with whom they commune to receive insight and extended magical prowess. They rarely band together in groups.
Wizards and Magicians are ritualists, who derive their magical skills and abilities through research, study, and practice. Magic to them is almost a science, and their knowledge of it is what gives them a magical advantage. They often join together in intellectual groups to exchange knowledge, such as at the Collegium Arcanum.
Magic Pushers are those who are capable of boosting the magic capability of someone else for a short time, or draining magical energy from others to boost their own. Their powers are addictive.
Psions
Psionics use their minds, rather than magic, to induce paranormal phenomena. The old adage of "Mind over Matter" applies here, as they have unlocked something in their brains that is shut away in normal humans, which permits them to do things that are extraordinary.
There are psychics who can discern information which others normally would not have access to. These include Telepaths, who can look into the minds of others, eavesdrop on thoughts, dig through memories, and communicate silently. Similarly, Psychometrics can read the history of non-sentient objects by coming into physical contact with them, while those plagued by Psychic Visions get glimpses of the future. Anagogics and those with Insight can look at a being and discern their very nature. Mediums can peer through the veil and commune with the spirits of the dead. Psychics are rarely trusted by the general population because it is our nature to want to keep our secrets, and there is nowhere to hide them from these Psions.
There are also psychokinetics which can affect the world around them in a way that actually alters it. Telekinetics can move things with just their mind and in the case of particularly strong ones, even fly for short periods. Hypnotists can command others to act, even against their will if they are weak enough. Those possessed of Emotional Influence can manipulate the feelings of another person. Pyrokinetics can control fire in all its forms and use it for defense or as a weapon. Psychokinetics are often viewed as freaks and monsters, so they tend to hide their abilities.
Demons
When you have an underground city which allows you to freely walk around with your demonic visage on display without fear of repercussions for that, you tend to be a draw for demons. Eldritch is, and the ley lines also seem to be some kind of siren song to everything demonic as well. You're likely to encounter demons on a daily basis in Eldritch, if you run in those circles (mostly The Underground). Most of the time they don't look entirely human, but they do often look humanoid, and some rarer species have the ability to take a human appearance.
Full bloodied demons aren’t overly common Topside, but half-demons can and often do mingle or even live full time in the mundane city. Most half demons can either pass for human, or can take on a human form, which makes this easier for them. Full bloodied demons in the city are likely in the know and residing in The Underground, but half-demons may be fully unaware of its existence. Although the different demon species rarely work together on a large scale, in times of crisis or against a mutual threat they might. They also tend to pass information in The Underground, due to the presence of both The Initiative and The Hunters Collective in town.
Primals
Lycanthropes. Skin-changers. Totem Warriors. Eldritch has its share of were-creatures and beings who have a human and animalistic shape. Sometimes they are humans who have been cursed and are occasionally possessed by the spirit and/or form of some beast. And sometimes they are monsters who can pass themselves off as human, the better to feed on them.
Primals encompass traditional werewolves, people possessed by the spirit totem of an animal, giant insects that can pass themselves off as human, and animal/human hybrids made by mysticism of some sort. Like demons, Primals come in many varieties, but they have a few things in common. They are always predators and they are dangerous when they lose self control. Some primal species in Eldritch, like the werewolves, tend to group together for bonding or protection. Others may be lone predators.
AnanansaAccording to Ananansa folklore and history, this race of human -seeming- primals are descended directly from the great African Trickster Spider-God, Anansi, King of All Stories. Ananansa are protective of their staunch belief in their heritage, and the fact that many of their physiological and cultural traits support their theories only makes crypto-anthropologists more indecisive as to believing the claims or not. Ananansa females are called Anansa, and males are called Ananse. By all normal appearances, they seem to be common humans, more often than not of an African descent. However, when they decide to show their true natures, both males and females develop the same physical alterations: their cheeks rip horizontally in a Glasgow smile as fanged mandibles sprout from their mouths, and the entirety of the hair on their head recedes so that an additional six eyes can open around the primal's head, giving them 360 degree vision. While all Ananansa are blessed with these perceptive and dental gifts, they also possess incredibly strong legs, and an uncanny ability to crawl along walls, there are differences between males and females. Ananse, the hunters and stealthy warriors of their race, are gifted with a powerful venom they can deliver with a bite, and are faster and far more perceptive than their female counterparts, the Anansa, who instead can generate obscene amounts of steel-strong webbing in their abdomen, delivering it from their mouths, and have incredible strength and stamina. Both males and females are deceitful by nature; however, females are gluttonous, eating almost constantly (ostensibly in order to have the raw materials to generate their webs) and males are lustful, easily charmed and cajoled by the opposite sex. This is a racial trait: Ananse are well aware of what their female counterparts most often do to them after coitus, and so nature has conspired for them to... be less able to resist. The fact that they might get eaten is just an unfortunate racial dilema that has been culturally accepted. As far as half-Ananansa go, there are none. These spider-primals can only breed with themselves, and though they can -court- humans or humanoid demons, they cannot -breed- with anyone other than their own kind. Ananansa are generally not considered evil per se -- simply uninterested in moral questions. |
WerewolvesThose bitten by a werewolf become cursed with lycanthropy and become one during the next full moon. From then on, during the three nights of and around the full moon, they transform into a large hairy carnivore with a taste for living flesh. Those werewolves without control in Eldritch are often kept under lock and key by the local pack (or alternately by friends or loved ones) during the nights of the full moon, allowing him to lead a happy, productive life despite his condition. Those werewolves who learn to control their changes (possibly through herbs, magic, hypnotherapy, or meditation techniques) don't need so much oversight. Even a controlled werewolf, however, might slip and change when exposed to intense stress, even when it's not the full moon. A few have enough control to be able to shift form at will, retaining control in their animal form. In primal form, they have much greater physical attributes, damaging teeth and claws appear and stronger senses. On the negative side, silver is a big problem for werewolves and inflicts double normal damage, and they have a severe allergy to wolfsbane. They also become territorial. Werewolves have existed for a long, long time, being primals of lore that stretches back many centuries. In Eldritch, the first werewolves were thought to be Wiquot shapeshifters who remained too long in wolf form, thus becoming cursed and passing that curse on. In modern times, there are werewolves who come to Eldritch from all over, and the Wiquot tribe that resided here originally was very nearly entirely wiped out, so discovering the truth of their origins has become mostly impossible. In Eldritch the majority of the Werewolf population runs as a pack, which claims part of The Rootlands, to the north, as its territory. Their established base of operations is The Wolf Den, beneath the roots of the Sequoias. The pack helps new werewolves through their initial changes, and handles matters within the group and outside of the group which threaten them. |
Undead
In Eldritch, death is not always the end. Sometimes things continue on after they have shuffled off the mortal coil. Sometimes a being gets killed by a vampire and fed it's blood, only to have a demonic entity then inhabit their corpse and make it an animate bloodsucker like it's killer. Sometimes rituals, spells, or items can raise a corpse and make it one of the shambling dead (though zombies don't actually crave brains), or even return the core of the dead person's personality to its animate corpse as a revenant. Sometimes the body isn't involved at all, but the person's spirit is trapped behind as a ghost (some of which may be mischevious poltergeists). Any way you look at it, Eldritch is not without it's share of undead inhabitants. For the most part, the undead of Eldritch are ruled by The Cabal and congregate beneath Indian Island in the catacombs known as The Unhallowed.
GhostsGhosts are the restless spirits of dead humans. Usually when somebody dies her soul moves on to the next stage of existence, whatever that may be. For an unfortunate few, things don’t work out that way, and they are stuck in our dimension. Most ghosts are tormented by some event in their lives, or feel they have unfinished business in this world. Until they can solve their issues, they remain on the physical plane. Most ghosts are unable to affect the world directly, although they can briefly manifest as translucent shades, strange sounds or cold spots. Some ghosts can do a lot more than moan and rattle some chains, though, especially due to the presence of Eldritch's ley lines. This is when you run into poltergeists, who are better able to manifest and affect the world around them, some of which can communicate even when not corporeal through psychic abilities or even attempt to possess a person. This takes a lot of energy, though, and usually results in some downtime for good old Casper later on. |
VampiresAccording to ancient legends, the last true demon to leave the Earth infected a human being and created the first vampire. Since then, the curse has been passed down over countless millennia, creating a monstrous breed of predators, creatures that can pass themselves off as human and consider all of humanity their personal smorgasbord. In Eldritch, vampires are a sub-variety of demon — basically a demon inhabiting the corpse of a human being. When a vampire’s victim is “infected” with the undead curse (which requires an exchange of blood), her soul is removed and a demon soul moves in. The vampire retains the looks, the memories, and even some of the personality of the victim, but it has none of the redeeming qualities. Vampires are not angsty, tormented creatures; they have no remorse or compassion,and only find pleasure in murder and the suffering of others. Also, they do not sparkle. Most young vampires have little care for anything beyond feeding. Vampires that survive more than a few days or weeks behave more intelligently and are more likely to work in groups. Unique to Eldritch is that the Vampires who survive their early days as bloodsuckers can find refuge as part of The Cabal, and reside in the relative protection of The Unhallowed beneath Indian Island. This set up has encouraged vampires to band together and form societal relationships, rather than be simple lone hunters feeding off humanity, and let them band together for more than simple survival. Their hierarchy tends to be one of age and strength equalling power, and the younger and weaker vampires usually serve under a stronger vampire. |
ZombiesCorporeal living dead can come back in several different ways: they can be put together á la Frankenstein’s Monster (lots of stitches and scars), or reanimated by foul magicks and unspeakable rituals, or raised by the careless use of exotic antiques. In most cases, zombies have no consciousness or memories of their former lives. They just wander around attacking people, although they do not hunger for brains like in the movies. The exception to this is the Revenant, which is more cognizant and aware zombie who can control their base undead impulses and think normally. They find it much easier to pass as human if they are not overly decayed (and they are the only zombie which is appropriate for a Player Character). Zombies have varying attributes depending on the actual spell that was used to raise them, but they all share a few things in common. The process of decay is halted as long as the zombie remains animated. This means that a zombie who was raised very shortly after she died could pass as one of the living (except for lacking body heat and a heartbeat or pulse). Zombies are also highly resistant to damage. (Details to follow).
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