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 Humans


Making 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.

Slayers


The 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.






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.

Avernus


A tribal, underground-dwelling society of demons, the Avernus came to this plane when the atmosphere of their own turned toxic to them. A race known for being extremely perceptive of others, they do not fare well when living alone without a community to rely on and support.

The Avernus have photosensitive grey skin in a variety of shades from light to dark. Their eyes are always pale blue with a film over them that is reminiscent to cataracts, but which gives them the ability to see in darkness. They have two large spiraling ram-like horns which curve thickly back from their heads, then curl under to end pointing forward. They also have designs on their tough flesh which resemble spirals and runes, carved there as rites of passage. A prehensile tail extends from the base of their spine. Their ears are similar to those of a lamb, and razor sharp black talons in their fingertips extend and retract at will. Otherwise they are humanoid in appearance.

Avernus are dexterous and very perceptive, but they suffer from being not wholly suited to this dimension biologically, and their hardiness is weakened here. They also have a mild allergy to sunlight, so to venture to the surface by day is uncomfortable for them. However, the pull of the ley lines and freely living in an underground demonic community seems to entice them here to sunny California.

Half-Avernus have the ability to shift into a human form, but they are not as dexterous or perceptive as their full-blooded kin, and their natural weaponry and armor is not as effective. However, they are also not allergic to sunlight like full Avernus are which makes them able to spend as much time as they like on the surface. They also do not suffer the same need to be in a community and around others. When in their human form, they are strictly human, and derive no benefits from their demonic blood.

Avo Monic


A clan of peaceful demons who were once nomadic with violent tendencies but totally assimilated into the human culture by the late twentieth century. They tend to own chains of restaurants and have a great love of food. Their native language is Aratuscan.

Although they can assume human form, in their true form their skin is red with prominent V-shaped ridges in lieu of eyebrows. They have married within human society but do adhere to some of their orthodox traditions like "The Ritual Eating of The First Husband's Brains".

Despite their demonic heritage, Avo-Monic demons have assimilated so totally into human society that much of what made them demonic (aside from the random murderous ritual here and there) has been lost. They exhibit heightened senses and are extremely perceptive; though they are conspicuously allergic to paprika.

Half Avo-Monic demons are indistinguishable from their full-blooded bretheren, to the point where the Avo-Monic tribes are unsure whether there -are- any full-bloods left at all.

Brachen


Neither fierce warriors nor superb magicians, the demons of the Brachen race have faced severe hardships in the past few centuries during which they have been prominent in our world. Having escaped from their home dimension en masse as a way to avoid both persecution and eventual enslavement at the hands of a much less peaceful race of demons only remembered as the Hesprax.

Brachen demons are blue-green skinned and have yellow or red eyes in their demonic shape. They are unusually peaceful for a demon race: they have assimilated as well as could be hoped into our different cultures and with the help of their abilities to both switch from human to non-human form at will and produce offspring with humans, have been able to blend in almost inconspicuously.

The entire race is anagogic, able to read the subtle ley-lines of mystical energies and truth behind the nature of supernatural creatures. However their powers don't end there: while in their demonic visage, they sport pointed quills that cover their face, neck, and their arms from the knuckles to the elbow. These natural weapons make them dangerous opponents, and many half-Brachen have used them to gain admittance in the world of bodyguarding or security, their human blood diluting their racial pacifism. In addition, Brachens have a strong sense of smell and hearing (and indeed, all-around perceptiveness), and while in their demonic visage possess higher physical strength and endurance.

To say that all Brachen are pacifists and easily cowed is a grievous mistake. While they have been known to prefer escape to battle, they will defend themselves without hesitation like any normal person, and do it with a ferocity perhaps startling to anyone who underestimate them.


Byblos


The first recorded sighting of a demon of the Byblos race on Earth was in the library in Alexandria, around the third-century B.C. Ever since, they have cropped up everywhere there has been something to learn, amassing large quantities of information and keeping it, stored forever, in their immortal minds.

The Byblos are commonly known as the Librarians; living databases that never forget data they've assimilated. They prefer to observe and learn rather than do anything, and they rarely get involved in any conflict, for good or ill. Their natural form is a faceless, jet-black humanoid that appears to be made of semi-solid darkness, but they can assume a human shape at will, usually a slight, skinny form.

Apart from having perfect memory and an intelligence far surpassing that of mere humans, Byblos demons can turn into living shadows, fading away from solidity and passing through solid objects. They learn very quickly, but their bodies are less prone to physical power and, due to a genetic trait, they lack any sense of humor to speak of.

Half-Byblos are like their full-blooded kin in that they love knowledge and quest for it wherever they can attain it. However, unlike true Byblos, they cannot assume an intangible shape (but are not, in turn, allergc to bright lights, or lacking in humor). Instead, they have an extreme propensity to being physically malleable, able to squeeze, contract, and contort in uncanny ways. They look perfectly human, if on the scrawny side.

Calx


It is unknown what dimension the Calx arrived from, or just how long ago they first appeared on the earth. If they themselves know, they are not telling. Some occult scholars believe they have been here since time began, and have merely lain sleeping until recent centuries. Others believe they came here during the time of Ancient Greece. The theories associated with this group believe that the half-human spawn of the Calx were the basis for the Carytid which are rumored to have been ensorcelled female half-Calx bound to support Greecian structures with their endless endurance and great strength for all eternity.

Full Calx are towering mounds of stony flesh, typically 15 feet or more in height, who live beneath the earth. Their rocky hides make them look like living, shambling mountains with glowing blue eyes (lacking pupil or iris) and are incredibly resilient to damage of all sorts. Their massive limbs are very strong and once they grow to their full body mass, they cease to age. They also exist primarily on a diet of gemstones, which is possibly what is responsible for the hardness of their carapace.

They are slow, somewhat shambling creatures who tend to focus on their own work (often stoneworking) and frequently seem oblivious to the world around them. Born from where the earth meets the ley lines, they are a magnetic focus point for magics and their presence can sometimes turn a spell their way inadvertantly. They tend to be awake and ambulatory for a century, then sleep for several.

Half-Calx are much smaller, human-sized and not quite as strong or hardy as their full-blooded brethren, though they are still very resilient to damage of all sorts. They also have a few advantages over the full Calx. They are more cognizant of the world around them, and are not trapped in their stony visage. They can shift into a fully human form at will and even in their stony forms, rather than appear as chunks of shambling rock, they appear more as statues - stone versions of their human visage. Like their kin, they are immortal, and cease aging when they finish growing, typically in their late teens or early 20s.

Gri'ah


These demons were once a servitor race created by a powerful Demon Lord to serve as its assassins and bodyguards. Their original name is gone and forgotten, repressed by the overlord to reinforce their dependent status. For millennia, they served their master well, fighting demon wars across dozens of dimensions and patrolling those worlds to "keep the peace."

Then came the Great Betrayal, when Gri'ah struck down the master and by his actions gave his name to his race. In the subsequent upheaval, the Gri'ah were nearly exterminated. The master's other troops did not trust them (not surprisingly) and the conquered populations had no love for their former oppressors.

The survivors can be found in the service of assorted demon cults. Most Gri'ah are like Japanese ronin, masterless warriors who would do anything to find someone to serve (and cursed to do so, in fact). They are humanoid with dark blue skin and glowing red eyes; enhanced physical prowess and the ability to heal at a startling pace.

Half-Gri'ah have become more and more common in the past few years. These beings possess the ability to supress their demonic shape in favor of a more humanoid one; but unlike other half-demons who do so, they do not lose their battle prowess when looking human. Though they are not cursed to have a master, they still possess a distinct lack of self-esteem and willpower.

Gurgian


The origins of the Gurgian in Arcana Bay are a mystery to all but the most wizened of the Gurgian population themselves. What is known is that they were there long before the city was built, long before the settlers came, and long before even demons began using the area as a point of congregation.

An aquatic humanoid race of demons, the Gurgian have rough skin similar in colour and texture as that of a shark. Human sized, they have webbed hands and feet, are entirely without hair, and possess gills stretched out over their ribs. Gurgian demons have large, black bulbous eyes that stretch to the far sides of their heads, though remain facing mostly forward.

The large majority of the Gurgian community lives below the waves, in the Gurgian Hegemony, away from the city and its landlubber lures. Neither the current ruler nor any other that has come before has ever been happy with the colonization at their shores, surrounding their territory; which would explain the massive tremor they caused in 1929, destroying a sizeable portion of the city. Relations are... tense.

Half-Gurgian do exist, though they are few and far between. Unlike their demonic kin, half-breeds have human skin and normal eyes, but still possess gills across their ribs. However, they are not as sensitive to sunlight, heat, or dehydration as full-blooded Gurgian, and are fully amphibious. In addition, they are capable of retracting the membranes between their fingers and toes.

Kaliff


Around the year 1600 a portal was opened from Earth to Kaliftoga, the home dimension of a warrior race of humanoid demons known as the Kaliff. Though kaliff had come to our dimension before, it was this breach to their home dimension that provoked a massive influx; one large enough for them to begin cultivating refuge and society here on Earth. Once a proud warrior race, humanity's ways have since then degraded them, leaving them as little more than thugs and muscle for hire.

Kaliff are humanoids possessed of a red, tough leathery skin that covers their entire body. They have spikes that jut out of their brows, forehead, jaw-line, and knuckles which they use with startling efficiency in combat.

Though they have no supernatural powers to truly speak of, it is difficult to harm them due to their tough leathery hide; and their superior strength, speed, and stamina are all worth mentioning, despite the fact that they have a limited regard for the world around them and are generally simply oblivious to the more minute details of existence.

Half-Kaliff are very rare, though they have been known to occur. Unlike their full-blooded kin, they do not have red skin and look rather human, as they can retract their spikes as well. However, they lack the physical fortitude granted by their full-blooded kin's leathery flesh.

Lister


Full-blooded Lister demons are rare now-a-days. Persecuted to the point of genocide by certain other demonic races, the Lister demons had only one way to survive their almost certain extinction: spread their blood thin and hope that they could learn to hide amongst humans. And so they did, thus why the majority of the Lister community are half-demons, with full-blooded Lister being few and far between.

Lister demons are almost skeletal looking, with their eye sockets sunken into their skulls and their skins full of depressions. Many have grey, green, or blue-ish tints to their skin, and they tend to be scrawny, light-bodied types.

Lister demons and their half-blooded kinsmen are very smart, and extraordinarily willful; to the point where many have successfully made a living in the magical community simply by being adept at the two basic things a wizard needs to have: brains, and willpower.

Half-Lister are no less gruesome-looking than their full-blooded bretheren and, as with Avo-Monic demons, it's unsure whether there -are- any full-blooded Listers left. Some pass for human thanks to magic talismans or spells; but as history has tried to demonstrate to the Lister demons time and again: they are not a race that luck will ever favor. Thus, they must suffer.

Miquot


The Miquot are yet another proud race of demon warriors. Their ability to pull sharp weapons from their arms makes them dangerous, but they are not the brightest lights in the demonic firmament. Still, we're going to say that where one of the Miquot clan dies, two more rise to take his place. That way there's never a shortage of bright yellow, spiny-headed guys throwing bony knives around.

The Miquot guide themselves on a precious moral code of honor that has survived for generations, and though it is not unheard of for a Miquot to break a tenant of the code, it -is- unheard of for that tenant-breaker to survive more than a week after doing so.

Miquot demons are yellow-skinned with in-borne eye-sockets and red eyes, as well as stegosaurus-like ridges running over their heads in a punkish crest style. They don't bother hiding their true form when they -do- come out in public.

Half-Miquot are extremely rare. Rare enough that there is little to no information about them at all, other than that they are at least as dangerous as their full-blooded kin. There are no known survivors of a meeting with a half-Miquot.

Oden Tal Female


Millenia of oppression and castigation have made the females of the Oden Tal race just a bit... jumpy. Enslaved by their male counterparts for the better part of their existence, the females of this demonic race have begun a slow and arduous process of escaping towards Earth. Oden Tal are mostly humanoid looking, except for facial and back ridges. Females have two ridges running down their cheeks and a central one down their back.

Emotions and passions among the Oden Tal originate on their spinal ridge, known as the Ko. In their dimension, women have their Ko removed, turning them into pliable zombies with no emotions or willpower. Oden Tal females who escape this fate can project enormous amounts of heat. This power is difficult to control, requiring immersion in ice or cold water. In addition to emanating heat, Oden Tal females exude sexual 'vibes' that men find difficult to ignore. The combination is quite deadly for humans.

It is unknown how many Oden Tal females have managed to escape their home dimension as of the nonce, but their numbers grow as the resistance and operations to save these transdimensional beauties becomes more effective.

Oden Tal Vigorie


These transdimensional demons look for the most part like attractive humans, except for the four facial ridges down their forehead. Male Oden Tal (known as Vigories) are slightly stronger, faster, and hardier than normal humans but apparently have no other powers. They come from a dimension where the dangerous abilities of the females of their species have led them to subjugate the female population, removing their free will by stripping them of their Ko, or spinal ridge.

Needless to say, Oden Tal females sometimes try to escape this fate by exiting to other dimensions, including ours. The males are often sent out in hunting parties to retrieve them for the spine removal process.

Tarrack


The Tarrack are a brutish, horrendous demonic race, most commonly found in places torn by war and civil strife. The True Tarrack are drawn to death and killing; they feed on negative emotions. How they came to Earth is not clear, but once here, they found conflict and bloodshed in plenty.

Tarrack are large and not very pretty. They are usually between six and eight feet tall, and have a rock-hard, gritty substance that seems to cover their entire bodies, making them nigh invulnerable to physical harm. They are some of the most chaotic and violent of all the demonic species, passing this on to even their half-human offspring.

Some of them also like to mate with human women and the result are half-Tarracks -- daemonlings -- children that look perfectly human, but possesses their father's supernatural strength and love for violence.

Most of these demonic offspring lead short and brutal lives. Their supernatural nature manifests when they are in their late teens. This leads to violent outbursts and lawlessness. In the beginning, this behavior can be excused as normal teenage rebellion. But it quickly becomes extreme and can't be addressed through meaningful talks and regular discipline.

As a result few Half-Tarrack make it into adulthood (even if incarcerated they usually get themselves killed making trouble in prison). Those that live in lawless and violent societies (which, given who their parents are, is not that unlikely) tend to survive the longest, but even the nasty, brutish, and short life is the rule.

Full Tarrack demons are not suitable as Player Characters.

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.

Ananansa


According 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.

Werewolves


Those 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.

Ghosts


Ghosts 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.

Vampires


According 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.

Zombies


Corporeal 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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