Tatum Utara

Last Login:
April 24th, 2024



Gender: Female
Status: In a relationship
Age: 38
Sign: Leo
Country: United States

Signup Date:
October 27, 2012

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08/07/2016 03:26 PM 

A New Chapter (Title N/D)


Tatum managed to find herself trapped inside an alternate purgatory-like dimension. Pandora described it as a prison world, created by the new generation of Gemini witches as a means to imprison anyone guilty of evil doing, be it a vampire or another witch. The date the prison world was created was February 29th, 2034, on planet earth, and from then on each day would be the same; an infinite loop, making it seem like time did not exist.

Tatum got there through a device called an ascendant, a trinket that operates like an astrological clock, only there is a mystical gem in the middle...

much like the previous ascendants that the Gemini coven used that have since all been destroyed, it required the blood of a witch and/or her bloodline and an incantation chanted to activate it and gain passage into all alternate dimensions created with it. However, also just like with the older versions, the ascendant cannot travel with the person using it. This minor detail was unbeknownst to Tatum, and the witch who gave it to her to use to travel through the 2034 prison world which is how and why she became trapped there to begin with. There is a copy of the ascendant in this alternate dimension, but as far as Tatum was concerned, she had simply lost it by supposedly dropping it just before the opened portal brought her here, and there wasn't another one.

It has been about three days, and even though each day has repeated itself, one thing that remained consistent was that Tatum was growing weaker. As far as she knew, she was the only intelligent life presently existing in this plane. There were no other people, human or otherwise, whom she could feed from. Even blood from an animal would have sufficed, but there were none to be seen either. The communication signal of her badge was cut off and neither was her PADD able to establish a transmission outside of the prison world, making it so that she couldn't call for help.

The weakening state of not being able to feed was not a pleasant experience at all for vampires, which is what Tatum is. Her veins were drying out, and with the slightest movement of her stiffening muscles, they would rub together. It felt like sandpaper was being rubbed all over her body, giving her the sensation of a rash-like burn, especially in her joints. Her entire body essentially felt like it was on burning, even though her skin would have felt cold to the touch from a lack of circulation. Her heart rate was slowly dropping to what would be considered a dangerous level for a human, and pretty soon she knew it would stop beating all together, and she would presumably die, although not permanently. The only thing Tatum could do at this point was record a message into her PADD, and hopefully if and when someone came along, they would view it and know what to do.

Tatum had found a place to rest inside a crypt, located inside a cemetery, beneath the grassy surface of what looked like ruined remnants of an old stone building. Considering these were burial grounds, she assumed it was probably a place of worship at one time.

(Hopefully you can see these pictures well, a couple of them are a bit dark as you can probably tell.

 


She sat down on the dirt ground, resting her back and head against the stone wall, between a metal gate and a bench. She pulled out her PADD, which was flat with a view screen.


With a trap from her finger, the view screen came on and revealed various functions, which looked like a bunch of colorful buttons but they were part of the touchscreen. With just a couple more keystrokes, she activated the video journal to record her message.


Journal Entry 1

"Hello, my name is Tatum Utara." Her voice was cracked a little bit, sounding weak and dry, as though she was severely dehydrated, which in a way she was. "This is attempt transmission message, calling out a SOS, but I'm not getting my hopes up since I've had many failed attempts of getting a signal. I'm a vampire, who is trapped inside some alternate realm, where there does not seem to be any life here other than me, human or animal. It's been at least 72 hours, which should equal to three days, but every day is repeating itself, like deja vu... except the only things that are constant is that I'm fully aware of myself and how much time has passed... and the fact I'm starting to slowly fade away, because I haven't been able to feed. Like I said, there are no other living beings here... which means, no access to blood. Not even the nearest medical facility that I've found in my wanders has any supply of it... which is very odd... My muscles are stiffening, making it more painfully difficult to move. My whole body feels like its on fire, especially in my joints, most likely from the friction of my hardening veins rubbing together. I feel very disorientated, so I know it won't be much longer before I lose consciousness. By the time somebody finds me, I'll probably look dead... Well, I am technically dead." Tatum chuckled, managing to make a light joke despite her current predicament. "Undead, being the proper and preferred word, but I mean I will look dead dead, but I'm not really."

There was a short pause where Tatum took a deep breath and moved her jaw around, trying to produce what little bit of saliva she had left. She cleared her throat before speaking again. "I.. think... I'm still down on planet earth, in a cave below the grounds of a burial site. Above the ground of the cave are some ruins of what appears to have once been an old building or house that was made out of stone. If this message should reach somebody... anybody, please send help..." 

Tatum ended the recording, and the screen of her PADD returned to its starting point with all the various colorful icons. She put the PADD away back in her tote bag, and rested herself back against the hard wall. She closed her eyes, waiting for the inevitable desecration to take over.


05/25/2016 12:50 PM 

Guidelines

Roleplaying Guidelines

If there is anything else I need to add, I'll update accordingly. Thank you.

  1. No Godmoding. This is first on the list as it is the biggest no no of the roleplaying community. What is godmoding? It's essentially where you're playing "God" over somebody else's character; talking for them, thinking/narrating for them, controlling their actions, etc. So now that you know, do not godmode my or somebody else's character/s without our permission. Ever. No Exceptions
  2. No Powerplaying. That's not to say that characters who are immortal or god-like are not welcome, but all characters need to have weaknesses and flaws to counterbalance their strengths. Nobody is perfect.
  3. Do not kill, dismember, or seriously compromise my character in any way without prior agreement. If I want my character to be killed, I'll let you know.
  4. Know what the difference is between reality and fantasy. All roleplaying writing is fictional. Our characters, whether original or from a comic book, T.V. show or movie, are fictional. Do not confuse anything that any of my characters say or do as something that I really mean or think about you personally. It's just acting, but in words.
  5. IC/OOC: IC means "in character" and ooc means "out of character." If you need to make a note of something "out of character," please make sure that you put "ooc" in front.
  6. I do not role play in private messages or chatrooms. These are strictly for ooc discussions. I like other people being able to see my writing, even those involving collaborations with other roleplayers.
  7. Be Respectful. Do not harass, threaten, or bully me or anyone else on my page. Treat others the way you would like to be treated.
  8. No Drama. Please no ooc arguments in the storyline blogs or comments section. All disputes need to be handled in private messages, ooc discussion blogs, chatrooms or elsewhere entirely.
  9. No Spam. I do not welcome solicitations.
  10. I prefer to roleplay with older teenagers or adults. I don't do cybersex or erotic roleplaying, but you need to be at least 16 or older.
  11. Your responses need to be readable. I understand that for some of you English may not be your first language, but an effort in proper writing would be appreciated. Use whole words, and proper capitalization and punctuation. Do not post a response in all caps, it comes off as yelling. And for long responses, post in multiple paragraphs, not a wall of text... it's less of a headache to read. Take the time to proof read your work before posting. 
  12. Give me something to work with. A sentence or two, of at least 10 words or more please.
  13. Do not rush me. Believe it or not, I do have a life outside of the internet and roleplaying and sometimes real life situations like work, school, other responsibilities and family obligations can get in the way of writing. Not to also mention that I do off and on get hit with a case of writer's block and being tired from work and life can make creative thinking a bit more challenging. I'll post when I can.
  14. No Pop Up Characters. Tatum already has a mom and dad (both deceased), a half-sister (estranged), and an unworldly daughter, so please do not assume these roles, or the role of another long lost family member without prior discussion. And no long lost friends or ex-lovers either without prior discussion. All new characters start off as strangers until they get to know each other. 
  15. Romance. Tatum is already in a relationship, but if she weren't and you are interested in our characters becoming romantically involved, then the course of the relationship needs to played out somewhat realistically where they go on a few dates, get to know each other, form a bond, etc. I will not do a whirlwind romance storylines where our characters meet, fall in love, get married and start a family in only a few posts. And romance storylines will stay in the fantasy world. Just because our characters are dating, doesn't mean we're dating in real life.
  16. Crossovers. As you can probably tell, my storylines are going to be mostly based on the CW's Vampire Diaries/The Originals, however Tatum Utara did start off as a force-user, so there's also going to be a little bit of Star Wars in there too, and a smidge of Star Trek as well. I know, CRAZY, right? Well that is what's so wonderful about roleplaying, you can let your imagination go wild... to an extent of course lol. With that being said, I do welcome characters from other t.v. shows and movies, as well as original characters of your own creation, so long as your characters and storylines are based on the supernatural, paranormal, suspense and mystery, or unworldly. Please no "real life drama" type characters or storylines. However, keep in mind that if your character is a vampire and/or werewolf from another television series or movie, he/she will be considered another species from my vampire and werewolf characters. If your character is a witch from another television series or movie, he/she will be treated as though she is simply part of another coven and possibly one who dabbles in another form of magic/witchcraft.

05/25/2016 01:54 PM 

Supernatural Species - Witches

Supernatural Species of the Dark World - Witches


A witch is a person who is born with the power to affect change by magical means.

While many witches are the portrayed as kind and selfless "Keepers of the Balance," other witches have been known to be independent thinkers who go against the Balance of Nature and use their power for personal gain, dark magic and sinister deeds. The origin of witchcraft remains unknown, however, it is known that witches have existed for many centuries passing down their knowledge and skills through generations of family lines. Contrary to popular belief, witches do not receive their powers from demons, nor do they worship the devil.

The Balance of Nature: It is a spiritual belief system based around the observance of the Earth and reverence of Mother Nature. The goal of many witches is to honor the design of nature and to maintain balance within the natural world. The balance of nature is intimately tied to one's spiritual relationship with the Earth, and the idea that all living things (e.g. animals, humans, plants, etc.) are considered sacred.


Tools

Amulets: An object that is used to protect its wearer from harm.

Athames: A ceremonial dagger with a double-edged blade that is commonly used to direct energy.

Candles: A block of solid wax with an embedded wick that is commonly lit to to amplify a witch's spell.

Salts/White Powder: Used as a binding agent for certain boundary spells.

Cauldrons: A large metal pot that is commonly used to hold the ingredients for elixirs and potions.

Grimoires: A family journal is documented with magical recipes, rituals, and spells, and can also be used as a Talisman.

Herbs: Various flora used as ingredients to be incorporated into spells as binding agents

Stone: Various minerals and ores used to boost or bind a witch's spell.

Symbols: Seals drawn or written used as physical representations of spells.

Talisman: An object that is used to magnify a witch's power and or represent them supernaturally.


Powers and Abilities

Channelling: The power to invoke extra forms of energy by focusing on external forces.

Potion Brewing: The power to brew and concoct potions, remedies and elixirs that have supernatural properties.

Spell Casting: The power to change and control events through the use of incantations and more.

Divination: The power to divine future, past, and present events based off extrasensory perception.

Elemental Control: The power to control and manipulate the elements of air, earth, fire, and water.

Pain Infliction: The power to create excruciating migraines through supernatural means.

Telekinesis: The power to move objects and persons through mental influence.


Weaknesses

Disbelief: The act of denying or disbelieving in one's potential could cause a witch to inadvertently suppress their magical power.

Distraction: Denying a witch from concentrating or giving full attention to their spells, may render them ineffective.

Fear: The condition or feeling of being afraid may prevent a witch from properly accessing their powers.

Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for a undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a witch as one would weaken a vampire with vervain.

Magic: Witches are still susceptible to the powers of witchcraft. This is inclusive of mystical and dark objects.

Siphoners: A siphoning witch can siphon the magic from a witch where prolong exposure may lead to death.

Mortality: Despite their mystical attributes, witches are still human and share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, snapped neck, etc.)

Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.

The Huntress' Blood: Witches can be poisoned by consuming Rayna Cruz's blood. The sickness is currently uncureable and the infected witches have less than a week of life once the black markings start appearing on their body. While regularly consuming/injecting their blood, it will suppress all magic of a witch, as well as prevent magic from working on the witch, such as locator spells.

Basic Spells/Common Displays of Power

One of the defining characteristics of a witch is their ability to cast spells; a "spell" being the word used to signify the means employed to carry out a magical action. A spell could consist of a ritual action, a set of words, a verse, or any combination of these. 

Locator/Tracking Spells: Locator spells allow witches to discern the location of an object or person anywhere in the world. Locator spells are ineffective if the person or object is being hidden with a cloaking spell.

Boundary Spells: Boundary spells allow witches to erect invisible barriers (or also referred to as "sealing off") surrounding a set space for a set amount of time, preventing beings from entering or leaving said location. However, they do not affect inanimate objects. Several Boundary Spells are tied to astrological events such as lunar or solar phases.

  • Fire Boundary Spell: The spell allows the witch to trap individuals within a circle of fire. They would be unable to escape, and any attempt to do so would cause a surge in the fire's intensity.
  • Semipermeable Boundary Spell: A spell that creates a boundary that allows a witch to trap a specific target while allowing anyone else to cross between it. While the bound person cannot leave of his or her own free will, they can be pulled from the boundary by another.

Linking Spells: Linking spells allow witches to establish a magical bond between two or more people, connecting mind, body, soul or even life force. Blood is often used to perform linking spells as it aids in strengthening the connection between the people that are being bonded together. Unlinking spells severs that bond, voiding the connection.

Message Spells: Message spells enable witches to communicate over vast distances by supernaturally sending messages across space. Usually, the message requires a personal belong of the target's to contact them.

Telekinesis: Telekinesis: The power to move objects and persons through mental focus.

Blood Gathering Spell: A simple spell that enables a witch to telekinetically gather and collect blood of a specific target to one point, whether it is the witch's own blood or that of another.

Invocations: Invocations allow witches to call on spiritual beings to be granted vast amounts of power should they be willing. They may come in the form of spells and rituals and can also be used to commune with the dead or occasionally, summon the living.

  • Channelling: The power to invoke extra forms of energy by focusing on external forces.

Enchantment Spells: Enchantments allow witches to bind spells to inanimate objects. Thereby endowing said object with supernatural properties or changing its state. Various materials or minerals may be chosen for their existing supernatural properties to accompany different enchantments. They have proven to last until said spell or object is destroyed with Disenchantment or Destruction spells.

  • Protection Enchantment: A protective enchantment placed on pieces of jewelry (i.e. the Gilbert Ring) that prevents the permanent death of person killed by a supernatural creature. The spells only works on non-supernatural humans.
  • Daylight Amulet Creation: An enchantment placed on a piece of jewelry with a Lapis Lazuli gemstone that allows a vampire to be unharmed by the sun. The witch who casts this spell has the power to reverse the spell if he/she chooses. 
  • Moonlight Amulet Creation: An enchantment placed on a piece of jewelry with a Black Kyanite gemstone that allows a werewolf to control his/her transformation during a full moon as well as access his/her full strength.
  • Dark Objects: Several spells fall under this category, enacted through a type of Arabian dark magic known as Kemiya. Such spells allow witches to imbue objects with magical abilities using a precise chemistry of science and spirit.

Elemental Spells: Elemental spells allow witches to affect their surroundings by manipulation of the natural elements. The four elements fire, water, earth and air are the most basic and can be call forth for their specific properties. Higher controls of the environment such as the weather or plant-life may require channelling Nature's energy or massive amounts of power.

  • Nature Spell: A spell that channels Nature to enhance and accelerate the growth of a flower or plant.
  • Plant/Flower Revival: A spell used to channel Nature to revive dead plants or flowers.
  • Water Flow Spell: A minor spell used to find and control nearby sources of water.
  • Pyrokinesis: is an ability of the witches to conjure fire through their mind. Witches commonly use this power to light candles and can also use liquids (e.g. alcohol, water, etc.) as an accelerant. This power can also be activated through a spell though commonly performed non-verbally, is evoked through the Latin-based term "Incendia". Subsections of this ability includes fire manipulation, fire extinguishing, and ember (using salt).
  • Offensive Spells: Offensive spell allow witches to attack or cause harm to somebody commonly in a direct and immediate way. They are widely used during combat situations and usually only lasts for as long as the spell is cast.
  • Pain Infliction: The spell will cause strong pain and nose bleeds to the victim, enough to subdue and eventually kill them.
  • Explosive Spell: The spell violently explodes all of the objects surrounding the target while telekinetically moving them towards the target at the same time. "Vatos!"
  • Sacrificial Telekinesis: Offensive uses of telekinesis involving lifting, throwing, and/or pushing the target with an invisible force.
  • Suffocation: The spell which allows the castor to rapidly restrict the target's airways, stopping air from flowing and causing them to asphyxiate.
  • Bone Breaking: The spell allows witches to violently crack the bones of a target.
  • Desecration: An extremely powerful spell that's stops a heart from working through magic alone. Blood will stop flowing and the body of the target will desiccate.
  • Sedation: The spell will successful subdue the targets and knock them unconscious unless the target is too powerful.
  • Blood Poisoning: The spell is performed by tapping into dark magic. It allows the witch to poison their own blood, which then successfully incapacitates a vampire as soon as they drink the said witch's blood.
  • Heart Crushing: The victim's heart will be crushed or eventually ripped out from their chest. The process however can be stopped by disturbing the witch who is performing the spell.
  • Restraintment: A powerful spell that can allow a witch inflict a magical hold on her target, restricting them to a kneeling position. It is capable of subduing strong beings, such as the original vampires.
  • Chain-Breaking Spell: The spell will break the chains holding the witch using the incantation "Fractos!"

Divination: The power to divine future, past, and present events based off extrasensory perception.

  • Clairvoyance: The power to divine future, past or present events through instinctive knowledge.
  • Intuition: The power to divine future, past or present events through the use of instinctive knowledge.
  • Premonitions: The power to divine future, past or present events through the observation and study of dreams.
  • Psychometry: The power to divine future, past or present events through contact with or proximity to a certain object or person.

Privacy Spell: The spell works by throwing a handful of salt into a lighted candle. As long as the candle is lit, no one, including vampires and hybrids will be able to hear anything. Instead, all they will hear is sizzling sound.

  • Esther's Privacy Spell: Through the use of burning sage, no one will be able to overhear anything from the room in which it burns.


Powers of More Evolved/Experienced Witches

Curses/Hexes: Curses and Hexes are powerful spells that allow witches to cause either harm or damage to fall upon a victim that commonly comes with long-lasting, slowed or delayed effects. Several are ritualistic in nature and may require physical contact with the target of the spell or with an object owned by it or a part of his/her body such as nails, hairs or blood.

  • Death Induction Spell: This spell is performed by drawing power from the candles and using it to boil the belonging of the spell's target into liquid. The spell takes effect immediately, causing the victim to throw up blood, have painful aneurisms. One of the signs that the victim is under this curse are their blood-shot eyes.
  • Death Curse: This curse allows a witch to punish someone by condemning them to a slow, supposedly irreversible death. In case of possession, it also allows the witch to trap the possessor spirits in the body of their vessels, so that they can't escape the curse.
  • Insanity Hex: A curse invoked by tracing a symbol on the victim's hand while using the power of a cursed rosary, used to induce madness. The spell will drive the victim insane to a point where they become violent and kill. If a Hex like this is allowed to set in for too long, it can no longer be reversed. It is explained that hexes like this begin with magic, but after a while they alter the very chemistry of the brain, making them irreversible.
  • The Crescent Curse: An extremely powerful spell that could force werewolves to stay in their wolf form except on full moons.

Power Manipulation Spells: Allows witches to manipulate the magic within a witch or object. They can transfer, cancel, add, subtract or most commonly, disrupt a source of magic, affecting its power.

  • Disempowerment Spell: The spell allows a witch to strip another witch of their power.
  • Absorbing a Spell's Magic: The spell allows a witch to absorb the magic of a certain spell focused in the earth. However, only spells of a higher level offer the witch actual, or great power, by causing a wind storm.
  • Creating a Focus of Magic: A spell that allows a witch to channel a large amount of magic, essentially creating a hotspot of power. Such a spell can attract other witches, especially siphoners, should the amount of power be sufficient. It is implied that the spell can possibly exhaust the user to the point of death should one witch perform it by themselves.
  • Halting Spell: The spell stops the flow of a witch's magic, cancelling out any spell performed midway. Some variations can even knock a witch unconscious.
  • Disruption Spell: The spell will neutralize all forms of magic in a certain place exactly for one minute. This includes all forms of spells and magical (cursed) objects.
  • Sacrificial Channelling Spell: A spell that allows a witch to kill and channel the power and strength of a supernatural creature. The spell requires the sacrifice(s) to be placed within a symbol drawn on the ground. The process is normally fatal although in the case of Original Vampires, the spell desiccates them when enacted.
  • Over-Powering Spell: A powerful spell that allows a witch to channel a great amount of power from different sources and pass it onto an already strong power source in order to overload the witch channelling that power source. The targeted witch will then be forced to either break the link to their power source, which would leave them weakened, or die from the overwhelming power.

Divination Spells: Divination spells allow witches to seek knowledge of the future or information about the unknown by supernatural means. Spells that are related to Prophecies also deal with events of the future, of which can further shape the outcome.

Corruption Detection Spell: A spell that allows a witch to test for magic infused in a target's body.

Cloaking/Illusion: Cloaking spells allow witches to either render a being, location, or object physically undetectable to the senses or magically undetectable by locator spells, making it so that magic cannot track them. Illusion spells are an advanced form of Cloaking spells that allow witches to project into the mind of a target and affect the senses to perceive a false reality of a being, location or object which they can then manipulate.

  • Glamour Spell: A powerful spell that can grant a person the appearance of another. The spell is performed by obtaining the hair of the target and using it as a conduit on a poppet which serves as the anchor of the spell. The spell is activated once the poppet is dipped into blood (presumingly of the person whose appearance the target is taking). Should the witch wish to remove the glamour, the poppet needs to be burned.
  • Decoy Spell: A spell that uses the practice of representational magic to allow a witch to craft the illusion of the target's presence onto a clay doll, replicating its power source. However, the illusion only lasts for as long as the witch focuses on the spell.

Mental Spells: Mental spells allow witches to affect the mind of a target, manipulating both the conscious and sub-conscious, in numerous of ways. It is most commonly used on memories.

  • Information Gathering Spell: The spell induces a suggestive trance-state onto a target by applying wet fingers to the temples of the target, allowing they to comply to any question asked. Similar to hypnosis.
  • Compulsion Spell: The spell allows the witch to control the mind of another person making them do or say whatever they want.
  • Dream Manipulation Spell: The target of the witch's spell will receive dreams, created specifically by the witch and may show visions of actual happenings.
  • Mind Mending Spell: The spell allows a witch to heal and stabilize the mental state of a target by first putting them into an enchanted sleep.
  • Forgetting Spell: The spell allows a witch to alter the memories of another even that of an Original Vampire, allowing the target to forget any unwanted memories. It was powerful enough to last more than 1000 years. A memory restoration spell can reverse this.
  • Mind Breaching Spell: A powerful ritual that allows a witch drawing on a source of massive, but anchored power to breach someone's conscious mind. Such a spell can lead to the victim's death under the right circumstances, by destroying the soul but leave the body alive, for someone to take possession of.

Biological Spells: Biological spells allow witches to affect the organic tissue of a living being, changing the state of a body and its processes. Although, it is most commonly used for healing.

  • Healing Spell: A spell that is able to instantaneously heal the injuries of a person through the use of magic much like vampire blood. It is capable of healing someone from a severe car crash. Such spells can be performed at a different levels of speed and effectiveness.
  • Paralysis Spell: A spell used to paralyze a target's body, including even those of vampires, which has the effect of preventing them from moving at all.
  • Preservation Spell: A powerful spell that allows a witch to preserve their own or the body of another being. Such a spell protects the deceased's body from any form of decay indefinitely.
  • Longevity Spell: A spell used by witches of old in conjunction with various unknown herbs to delay their aging process, extending their life greatly. However, age will eventually catch up with them.
  • Sleeping Beauty Spell: A spell that allows a witch to induce a mystical coma onto a target whose waking time is tied to another's death. The target's body is kept at perfect health and preserved until they wake up. The spell ensured that with the caster's death, became irreversible and that should the spell be tampered with, as to exploit a loophole, both linked targets shall die.

Immortality Spells: Immortality spells allow witches to alter the age of living being usually to the point of indefinite lifespan. They are a violation of Nature's rule that all living beings must die and Immortal beings suffer consequences as an act of balance. Witches cannot become immortal without losing their ability to perform magic and may opt to use age-halting spells instead.

  • Qetsiyah's Immortality Spell: One of the most powerful spells in history as well as one of the greatest achievements in the history of witchcraft. The spell allowed one to transcend death in the form of an elixir. When drunk, the recipient of the spell becomes a true immortal with peak physical conditioning and enhanced psychic abilities. Being a violation of nature's laws, mortal doppelg�ngers would be created as a consequence to be a version that can die.
  • Vampire Creation Spell: A modified version of Qetsiyah's immortality spell which, unlike its older counterpart, worked ritualistically. The spell made its targets completely immortal, save for the object called upon for their immortality, as well as being physically superior to werewolves in every aspect. Consequently, nature provided every weaknesses to their strengths, affecting even more so their vampire descendants to the point of fatality.
  • Immortality Slumber: A powerful ritual that allows witches to reach a form of pseudo-immortality, without being left powerless as a balance. The spell functions by placing the witch into a deep slumber that would last a century, arresting all biological functions besides the growth of the witch's magic. The witch would then awake, but is allotted only but a single year to walk the earth before the cycle repeats itself. It is worth noting that during their century slumber, the witch cannot be killed or harmed and during their year of life, the witch would remain immortal in all ways.

Vampirism Spells: Vampirism spells are specifically made to target the vampire species, allowing witches to directly manipulate their unique physiology.

  • Heart Stasis Desiccation Spell: A powerful spell that temporarily stops a human heart while a vampire's heart is being stopped so that the vampire can be successfully desiccated. It is also powerful enough to be used on an Original Vampire.
  • Blood Lust Manipulation Spell: The spell is rooted in sacrificial magic and allows a witch to increase a vampire's thirst massively, making it uncontrollable. 

Lycanthropy Spells: Lycanthropy spells are specifically made to target the werewolf species, allowing witches to directly manipulate their unique physiology.

  • Transformation Pacing Spell: A spell that is able to accelerate or decelerate a werewolf's transformation.
  • Werewolf Weakening Spell: An enchantment meant to suppress the strength and aggression of a werewolf.


Transportation and Dimensional Transcending: Allows witches to travel between different planes of existence in addition to manipulation of space. Usually, this is inclusive of teleportation, however, only two witches was ever seen non-verbally doing so.

Chambre de Chasse Spell: An elaborate spell that creates a localized astral plane commonly used as a prison where witches bring their targets for mental practice. The spell is based on the practice of representational magic, and as such can unravel if the targets are not represented accurately.

Life-Force Linked Chambre de Chasse: An intricately woven spell that anchors a Chambre de Chasse to the life force of an immortal being. Those that are linked to the immortal cannot die, and should the immortal be neutralized, so will the linked persons. An additional feature is that this spell inhibits the continuation of various poisons that are strong enough to kill powerful witches and original vampires and insanity curses.

Ancestral Plane Transcending Spell: A powerful yet simple suspension spell performed in a circle of salt, that allows a witch to gain access to the Ancestral Plane by stopping their heart with poison while the spell keeps them from permanent death as long as they maintain physical contact with a living person, serving as their life link. In order to return to the mortal plane, the witch is required to be at the place of the spell. There is one known loophole to this spell. Should an original vampire's spirit die within a witch and is consecrated to the ancestral plane, with this spell they will be able to temporarily return.

Davina's Astral Projection Spell: A spell that is able to transport the spiritual body of a person to another area within the world. The astral form will be unnoticeable to any other being.

Prison World Banishment Spell: A powerful spell that calls on the power of a celestial event to be focused into an Ascendant in order to banish a person (or more) to a prison dimension.

  • Prison World Liberation Spell: A dimension-transcending spell that allows a witch to open a portal between the different prison worlds and the mortal plane by harnessing the power of its corresponding celestial event, freeing themselves. Whoever stands in the light will then be transported to the mortal plane.
  • Prison World Transportation Spell: The spell allows a witch to transport a set amount of people to one of the Prison Worlds.


Spells Involving the Non-Physical Dimensions (ie: the Other Side, the Ancestral Plane)

Binding of The Other Side: An ancient spell used to create an entire purgatorial dimension commonly known as the Other Side. However, it needed to be bounded by something eternal in order for its continual existence.

To Pass Through the Anchor: A spell that allows passage from the Other Side (via the Anchor to the Other Side) to the physical plane.

Ancestral Manifestation Spell: A spell that is able to reveal the presence of an Ancestral Spirit on the Ancestral Plane to the living, giving them a corporeal form for as long as the candle burns.

Ancestral Resurrection Spell: A powerful spell used to resurrect a spirit from the Ancestral Plane using the collective power of the Ancestors. If the body has been destroyed, reconstituting the body of the target by means of turning ash and soil to flesh and bone will be required. Subsequently, the target rises from the hardened soil.

Ancestral Plane Untethering Spell: A spell that is able to severe the connection of the Ancestors with the human plane, cutting them off from magic. This spell must be perfomed on the Ancestral Plane and the witch casting the spell utilizes a mystical battery cell. While this spell cuts off the Ancestors magic, it does not destroy the Ancestral Plane, like that of the destruction of the Anchor and The Other Side. This implies that, given enough magic and/or time, the Ancestral plane could be tethered (anchored) back to New Orleans cemeteries.

Soul-Shattering Spell: A spell that is able to 'shred' an ancestral spirit into pieces, sending it into oblivion. This spell is performed on the Ancestral Plane and the witch casting the spell utilizes a life-blood stone.


Possession Spells

Soul Binding Spell: A spell that allows a witch to extract a target's soul and bind it to an object, usually a talisman, thus storing said target's soul in the talisman.

  • Soul Relinquishment Spell: A powerful and ancient spell that allows a witch to resurrect someone from the dead by bounding their soul to a talisman. At the point of death, the soul deviates into the talisman where a witch is able to return it to a body.

Passenger Spell: Common spell used by the Travelers to possess another in order to become a passenger in someone else's body.

  • Permanent Passenger Control Spell: A spell that grants a Passenger complete control over their host's body. It is performed by burning the Passenger's original body while chanting.

Spirit Transference Spell: A powerful spell that allows the witch to place the spirit of a person into the body of another and vice versa.

  • Esther's Spirit Transference Spell: The spell will be locked in the moment the hourglass is turned over. When the sand finally falls down, the target's soul will be "ripped" out of their body and placed into the body prepared through a vessel preparing spell.
  • Vessel Preparing Spell: An ancient spell that is used to prepare another body to act as a host for a certain spirit. The byproduct of the spell is a vertical line of large pin-like pricks on the back.

Celeste's Possession Spell: A spell that allows the spirit of a deceased witch to jump from body to body.

  • Esther's Possession Spell: A possession spell that allows the witch to possess another body, either from the living or from the dead. The spell is stronger than most possession spells, seeing as it allows the possessor witch to leave their host and enter another body, without the need to kill their previous host first.

Soul Swap Spell: A spell that will transfer two spirits between bodies. Usually must be performed by two witches.


05/25/2016 01:30 PM 

Supernatural Species - Vampires

Supernatural Species of the Dark World - Vampires

 

Vampires are magically reanimated dead humans (although they prefer the term "undead") which are inhabited by the spirits of the deceased person and who closely resemble the living human they were before their transformation. Anatomically and physiology, their bodies remain in the exact same state they were in prior to their death, allowing them to function normally and blend in with the human world while also possessing enhanced supernatural abilities and the addition of their true face. All vampires are sires and descendants of an Original Vampire known a sire bloodline or blood link.

By nature, vampires are monstrous. They have the capacity to be predatory creatures; beast-like and more savage than what their human appearance suggests. When provoked, they will growl, hiss, snarl, and curl their lips back to bare their fangs as a sign of aggression.

While many vampires maintain their human personalities post transformation, it is in their nature to be cruel and violent, and regardless of their own morals and kindness, they will resort to such acts when necessary; for their own survival or to protect someone they care about. Vampires will also go to great lengths to retrieve answers and results, anything from bribery to torturing the victim they are interrogating. They are dehumanized to some degree, causing them to be indifferent in the face of death and violence and with the never-ending tensions between witches and werewolves/hybrids, tragedies always seem follow vampires everywhere they go regardless of their best efforts to avoid it.

Vampires are also inherently selfish and consider themselves to be superior above other beings, especially humans, due to the fact that they see themselves as being at the top of the proverbial food chain. When it comes to feeding directly from the vein, many vampires implement the "catch, eat, erase" method, which involves grabbing or cornering a human, quickly feed from them, and then compel them to forget what happened, allowing the human to carry on with the rest of their day. This demonstration isn't so much for the human's benefit as it is a dedication of avoiding messy situations as a result of unnecessary violence and cruelty in order to prevent public exposure of themselves and their kind. Some vampires will kill their prey outright if they so wish and/or is deemed necessary, in which case the victim's body is immediately and efficiently disposed of. 

The majority of the human world is not aware of the existence of vampires and other supernatural beings, other than being nothing more than fictional beings from movies, television shows, and Dracula novels. Most vampires want to keep it this way, and because they are immortal and do not age, many of them live out their lives as nomads who periodically move around from place to place. Some will take on different identities every so many years as a means to coexist with the human world, while others prefer to live anonymously and will only travel out of boredom. Any humans who are aware of the supernatural world are only in-the-know as being a close, trusted friend or family member to a vampire. The attitudes of vampires towards humans vary from individual to individual; some see humans as only food, servants, and/or entertainment, some just regard them as insignificant, while others are more compassionate, remembering that they too were once human themselves.

Vampires, unlike werewolves, are loners for the most part and live by their own code. There is no international or nation-based vampire authority or government with the exception of a few exclusive organizations and the thriving vampire based community in New Orleans, Louisiana which the Mikaelsons have rule of. Age plays the biggest role as far as status symbols go; the older a vampire is, the more bragging rights they have due to being more stronger and powerful both physically and mentally alongside their knowledge, experiences and influences of historical events. Because the Mikaelsons are over 1000-years-old and are Original vampires, they are considered to be the most powerful supernatural creatures on Earth.

Blood is the main component in a vampire's diet, be it human, animal, or vampire blood, although human blood is the preferred choice as it is more compatible to their nourishment.

There are two theories behind why vampires crave human blood; According to Rebekah Mikaelson, her mother Esther used the blood of a doppelganger as a catalyst to the process that made her husband and children into the first vampires. According to Atticus Shane (an eccentric college professor whose main study was the supernatural who hasn't been heard from since), the actual reason is because human blood has an incredible amount of life force, and therefor is the key to immortality, which is why vampires along with true immortals such as Silas and Amara need to drink it in order to maintain their eternal life. Aside from it tasting blood and satisfying their never ending thirst, human blood also heightens a vampire's supernatural abilities, making them stronger, faster, and able to heal much faster than those who haven't fed for a considerable amount of time and those who choose to feed on animal blood. The longer a vampire abstains from human blood, the more they start to turn feral and unable to resist feeding on whomever they encounter and if they've been without blood for so long to the point of risking desecration, they can even develop ripper-like tendencies, losing all sense of their humanity and rationality. In the event that a vampire has reached desecration and is in a mummified state, but not permanently dead, blood from any living source can revive them.

A vampire's acute sense of taste allows them to detect if a human has consumed alcohol or has taken drugs or been drugged, because their blood will have an unclean and chemical aftertaste. Although aside from an unappealing taste, a human's alcohol/drug-infused blood will not adversely affect the vampire in turn who feeds on them with the exception of vervain or poisons of a supernatural/dark magic nature. In rare cases should a vampire consume blood from another vampire who has been bitten by a werewolf, the wolf-venom in the one who was bitten will also effect the other who fed from them.

Blood sharing, which is the act of vampires feeding on each other, is considered to be an intimate act and is not to be taken lightly. The possible reason behind this, is because when a vampire feeds from a vampire and vice versa, they can feel each others power, which in turns brings the two closer together, creating a strong bond.   

Becoming A Vampire: A human who dies with vampire blood in their system will be revived as an undead vampire, just as the vampire who sired them. As long as their body was more or less intact and can still be functional, the exact nature of the human's death is irrelevant.

When the revived human first wakes up, they will be in transition. During this time, the person is mostly still human, as they will not have access to any of the advantages or be susceptible to the disadvantages of vampires--they can still walk in the sun and enter into homes without an invitation. In order to complete their transition, the new vampire must drink a significant amount of human blood-at least a sip's worth. If the transition is not completed within 24 hours, the person will ultimately die, which allows them enough time to make the choice.

The transition phase is generally unpleasant. As a vampire's body in transition is going through the changes, he or she will suffer with body aches, intense emotions, sensitivity to light and sounds, mouth and gum soreness as their teeth are making room for their new fangs, and progressing weakness until they feed on human blood. Also while in transition, the revived human will have memory flashbacks of all the times they were under compulsion by a vampire.


Powers and Abilities

Super Strength: Vampires are significantly stronger than humans, even when still in transition, and are considerably stronger than hunters and werewolves (in human form), even those more evolved. Their strength grows with time, especially if they feed on human blood regularly. Displays of strength can include lifting and carrying around extremely heavy objects, strangulation, throwing, pushing, snapping a human's neck or beheading them with their bare hands, or using just their hand to rip into a human or other vampire's chest and ripping their hearts out with little to no effort.

Super Speed:
Vampires can move faster than humans, hunters, and werewolves in human form. They can run in accelerated bursts in short distances and in blurs for longer distances. To the human eye, their speed can't even be comprehended. Similarly, vampires also have super fast reflexes, allowing them to catch things in mid-air like arrows, wooden stakes thrown at them, and even bullets with age. Just like with strength, their speed also increases with age.


Super Agility:
With the combination of strength and speed, vampires possess incredible agility. They can move quickly, jump really high and long distances, climb, and can run incredibly fast without exhausting themselves.

Super Senses: Vampires have very heightened senses, especially in smell, hearing, and vision that greatly surpass a human's ability and other supernatural beings such as werewolves. They can hear whispered conversations, conversations happening from a distance, behind walls and closed doors, and on the phone. A vampire can chose to tune out those ambient noises when they feel it isn't unnecessary, which can leave them vulnerable to an attack if distracted. Vampires can smell things such as perfumes, burning, and even blood from several feet away. Their range of vision is wider, longer, and they can see in total darkness. These abilities grow stronger with age and experience.

Super Durability: Vampires can take on a great deal of physical force and trauma without being slowed down. Their tolerance to physical attacks and durability strengths over time, which means newer vampires can be susceptible to human-level-strength attacks. Attacks with weapons, whether it be firearms, knives/swords, or dark objects can stun and temporarily hinder any vampire, but it doesn't take long for them to bounce back, even with wooden bullets and stakes so long as they are not hit in the heart or the head.

Accelerated Healing: With most bodily damage, such as open wounds from cuts and stabs, gunshot wounds, broken bones, and torso/mid-body impalements, vampires can quickly and easily heal and regenerate new tissue so long as they maintain a regular diet of human blood. Vampires who choose to consume animal blood will still heal on their own, but for more severe injuries, they will not heal as quickly without consuming human blood.

The Power to Heal Others: Vampire's blood can heal most injuries, including severe ones, of humans and werewolves. The exception to this is that their blood cannot grow back limbs/extremities or heal terminal illnesses such as cancers/tumors, nor can their blood bring someone back to life post dead-however, if a human has vampire blood in their system before they die, they will come back to life in transition to becoming a vampire.

Immortality: Vampires stop aging after they've been turned, and will live forever until they are killed or choose to end their own lives. Their immortality makes them immune to human illnesses, diseases, viruses, and infections.

Mind Compulsion: A vampire can manipulate the minds of humans, controlling their thoughts, emotions, behaviors, as well as erase or alter memories. However, there is a sort of hierarchy in this ability; Original vampires can compel humans, vampire descendants, doppelgangers, untriggered werewolves, and werewolf-vampire hybrids. Descendant vampires, as weaker forms, cannot compel other vampires, triggered wolves, or hybrids. No vampires of any level can compel witches, true immortals, or hunters, and Original vampires cannot compel other Originals.

Telepathy: With practice and experience, vampires have a limited form of telepathy that allows them to enter the minds of humans, and with more effort the minds of younger/weakened vampires, witches, werewolves, and other supernatural beings. The forms of telepathy generally used are dream manipulation and illusion, and sending out distress calls with their minds.

True Face: The true face of a vampire is hidden under their normal human faces as a means to blend in with society. When they do show their true face, it is almost demon like; the sclera of their eyes turn blood-red, their pupils dilate, dark veins appear under and around their eyes as blood is forcefully being pumped through them, their canine teeth extend into razor sharp fangs. For some, a vampire's fangs can include both the canines and their lateral incisors or both their canines and premolars. A vampire can choose to show their true face whenever they want, but it can also be triggered against their will by either being aroused by the scent of human blood or being provoked into intense anger and/or fear.


Weakness

Blood Lust: Vampires need to feed on blood to live and build/maintain their strength and durability. Most vampires feed from humans, either directly and via bags from hospital blood banks, as it is human blood that has an incredible life force which gives a vampire his or her strength and powers. Some vampires choose, for one reason or another, to feed on animal blood as an alternative. While feeding on animals will help keep a vampire from drying out and desecrating, their blood does not have as much life force as humans, therefore a vampire who chooses a diet of animal blood will be weaker than those who chooses to feed from human blood.

Desecration: A vampire who abstains, denied blood, or otherwise unable to feed on blood for an extended amount of a time (generally days/weeks depending on their age), will dry up, causing them to eventually desecrate and mummify. The sensation is often described as their veins burning or feeling like sandpaper rubbing together, as a vampire's veins will begin to harden, causing their muscles to stiffen. A vampire's bodily temperature will also become cold and they lose some of their complexion, making them appear anemic or not well. Witches can use magic to desecrate a vampire.  

Sunlight: Ultraviolet rays from the sun and other strong light sources burn vampires on contact, and prolong exposure will cause them to burst into flames and ultimately die. Some vampires wear a piece of jewelry; usually a ring, necklace, or bracelet with a blue lapis lazuli stone affixed to it that has been enchanted with a specific protection spell from a witch for a specific vampire. Vampires must wear or a least be holding onto the lapis lazuli stone at all times in order to be allowed to go outside and walk around during daylight.

Invitation: A vampire cannot enter a home without an invitation by a human, witch, or werewolf's home. If a vampire should somehow find themselves inside a home they were not invited into, it was cause them to suffer extreme disorientation and suffocation until they eventually desecrate. A human does not necessarily have to be physically living in the home in order to be in control of specific vampires he or she chooses to grant an invitation or to keep out, as long as the deed/legal ownership papers are in their name or the family name. Once an invitation is granted, however, it cannot be revoked and the vampire can now come and go as he or she pleases.

Magic: Vampires are susceptible to the powers of a witchcraft. Common attacks can include inflicting excruciating painful aneurysms or muscle spasms, telepathically throwing them, breaking their bones, snapping their necks, or ripping their hearts out from their chest. Dark objects and enchanted weapons made by witches/warlocks can also be used against vampires. Siphoners, witches who rely on drawing power from enchanted objects/supernatural beings in order to fuel their use of witchcraft, can siphon power from a vampire.

Physical Trauma: Minor injuries such as gunshot wounds, stab wounds, and broken bones will slow a vampire down for a moment's time, but not for very long. They will heal in seconds as long as they have not been weakened with vervain or from a werewolf bite. Breaking a vampire's neck will temporarily kill a vampire, leaving them unconscious for a short time without a pulse. This is not a permanent death though.

Poisons: There are various poisons, either created by witchcraft or science, that have been known to harm a vampire, or harm/kill a human in such a way that not even vampire blood can heal.

Vervain: Vervain is a flowering plant, usually purple or blue in color, and it can come in other forms such as herbs, perfumes, and extracts. If it comes into contact with a vampire's skin, it will burn them. If ingested and injected into a vampire, it will cause them to become severally sick and feverish, weaken them to the point of unconsciousness, and hinder their healing abilities. If a human or untriggered werewolf consumes vervain or wears it anywhere on their person, it can protect them from a vampire's compulsion. Vampires can build a resistance by sipping small amounts of diluted vervain in order to reduce its effects as well as to protect themselves from being compelled by Original/Immortally turned vampires. However, a potent/highly concentrated amount (usually in the form of an extract) will still knock out any vampire, even an Original.

Werewolf Bite: A werewolf bite is lethal to a vampire. The death is slow and agonizing, causing the vampire to suffer from sickness and growing weakness, hallucinations, dementia, and rabid behavior until it eventually kills them. There are only two known cures; Klaus's hybrid blood or a scientifically created serum.

Wood: Wounding a vampire with a wooden weapon such as a stake or bullets with incapacitate them. If the wooden weapon remains embedded/impaled in their body, the wound will not heal, and even when removed, their healing time is slightly hindered. If a vampire is hit or stabbed in the heart with a wooden weapon, it will instantly and permanently kill them.

Original Vampire Bloodline: All vampires who were turned by other vampires are linked to the life of an original vampire through a sire blood line. Regardless of how many times removed, if an original vampire dies, all of their sires and descendants of those sires will die as well. This can happen in a matter of minutes or hours depending on how far the original vampire's sired blood line goes.

Other Means To Kill A Vampire: Decapitation, heart extraction, fire.


Other Things to Know

Enhanced Emotions: Vampires experience feelings and emotions like love, sadness, happiness, anger, and fear at a magnified level, allowing them to live life more intensely.

Emotion Control: Vampires who feel overwhelmed by negative feelings such as sadness, depression, fear, guilt, or anger have the ability to "turn off" those emotions-often referred to as their "humanity switch," which also effects their ability to love or express empathy or compassion. Without their humanity, a vampire can kill and feed from humans without remorse and take on any opponent without fear. A vampire without his or her humanity will be more calculating and direct, making them more unrecognizable as the person they truly are. A vampire can chose to turn their humanity back on, however it's usually with much resistance due to the fact that the aftereffect is very difficult, because everything they were feeling prior to switching off along with the guilt and shame of all the horrible things they may have done to innocent people and loved ones comes flooding back all at once and with increased intensity.

All vampires will turn their humanity off at least once in their lifetime as a way to deal with tragic moments, such as the loss of a loved one. However, this is an ability that actually fades over time.

Sire Bonds: Although it rarely happens, some vampires will experience a supernatural sense of loyalty to the vampire who turned them if they felt strong romantic type feelings for that person prior to being turned. A sire bond is almost like compulsion, as the sired vampire will go above and beyond to do whatever their sire asks of them, even if they don't want to or don't like the person. The only surefire way to break a sire bond is for the sired vampire to switch off their humanity.

The Cure: A witch of the Traveler subculture era by the name of Qetsiyah was the first to have created the immortality spell and the cure for it. The cure was meant for Silas, who he along with his love interest Amara were the first true immortals ever, however the cure also works for vampirism as vampires are considered to be immortals. When a vampire takes the cure, he or she will revert back to being a mortal human. Once taken, the cure will prevent the person from returning to immortality, causing them to reject vampire blood when they try to ingest it. Additionally, that person's blood will become the cure, as the cure will stay in their system until it is drained from them, making them a target to any vampire who wants to be human again (or hybrid who wants to be a normal werewolf).

When a vampire takes the cure to become mortal again, there are no other real changes aside from being human. However, should a vampire feed from them and drain that person of their cure-laced blood, the years they spent as an undead, unaging vampire will soon catch up with them. In the case of much older vampires (100 years or older), they can age so quickly that they will die within weeks or months. There is a possible theory here, that when a person has had the cure drained from their system, they can return to immortality if they wish. The reasoning behind this theory, is that the cure acts as a shield while it is still in their blood, hence why their bodies will not allow them to ingest vampire blood. But if the cure has been stripped from them, there's nothing anymore special in their blood (with the exception of doppelgangers) that would keep that person from becoming a vampire again.

At this time, there is no longer a cure available to vampirism. The last of the cure, which Bonnie Bennett had retrieved from the 1994 prison realm she was trapped in for a period of time, was taken by Elena Gilbert, who is currently under a sleeping beauty spell and will not wake up until Bonnie, who she islinked to, dies. There is a possibly that another cure can be created, but this would require a very powerful and experienced witch who has access to Qetsiyah's grimoire.

Cancer: A vampire cannot cure a human from cancer. The reason for this is because normal, healthy cells die after a time where as cancer cells do not. Cancer cells do not die-not without medical intervention. They constantly grow and reproduce, therefor vampire blood only serves to accelerate the process.  And if the cancerous human dies and transforms into a vampire, the cells will also be immortalized and continue to grow at greater stages even beyond the final stage that would typically mean death, causing the now aforementioned vampire to suffer excruciating pain for the rest of their eternal life-so unspeakable that they usually wind up committing suicide.

Unsired Vampires: In very rare cases, there are a select few of vampires/hybrids who are considered unsired for one reason or another, but always of a supernatural circumstance-kind of like a loophole in the supernatural world. However, this does not make them Originals, and so the same limitations will still apply to them as regular vampires. Examples; Any vampire who was brought back from "the other side" that died along the sired-bloodline of a fallen Original (i.e.: Finn and Kol), Hayley Marshall who was turned hybrid as a result of dying with her daughter's blood inside her (more on this in another blog), and all of the vampires of Klaus Mikaelson's bloodline who have been unsired from Davina Claire's unlinking spell.

Pregnancies: Vampires cannot become pregnant and impregnate a human being. However, a female vampire's womb can carry a baby in such was the case with Caroline Forbs, who carried the twins of Alaric Saltzman and Jo Parker. The twins were magically transferred from Josette to Caroline by a spell chanted by the dying Gemini witches in order to continue the survival of their coven. The Gemini coven members chose Caroline, figuring that a vampire who consumes a consistent diet of both blood and regular human food would function physiology as a normal human, therefore should be able to carry the babies to full term, and additionally, her super durability as a vampire would serve to keep the twins safe and protected.

Rippers: A ripper is a feral vampire who cannot control his or her bloodlust. They are ruthless, violent predators who feed and then kill their victims in the most gruesome, inhuman fashion. Their victims are generally left mutilated, with their head and/or other body parts dismembered and torn to shreds. Although some murders of rippers are unintentional, because they get a blinding adrenaline rush every time they feed.

Augustine Vampires: A term that was once generally used to refer to any vampire who was captured and made a test subject to the many experiments carried out by the Augustine Society. Now it's a term used to describe vampires who have been infected with Augustine Blood, or more commonly known as the Ripper Virus. Augustine Blood was a chemical compound consisting of genetically modified blood, that when injected, would turn a vampire who cannibalizes on their own kind.

Augustine Vampires are unable to control their urge to feed on vampires, and become rabid and beast-like just by the sight and smell of vampire blood, hence why it is referred to as the Ripper Virus. Damon Salvatore so far was the only Augustine Vampire who, with the help of his former friend Lorenzo "Enzo" St. John, who was able to figure out a way to keep his urges under some control by feeding every so many hours. He has since been cured by an antidote created by the Travelers.

Enhanced Augustine Vampires: Using the same chemical compound, but laced with a werewolf venom extract that is more lethal. Vampires who are infected suffer from a few of the same symptoms as they would if bitten by a werewolf; hallucinations, rabid-behavior, nose bleeds, and coughing up blood. It is not known whether or not regularly feeding on vampire blood would elevate the symptoms or if they would just get worse anyway, eventually killing them like werewolf venom generally would. The only person to be affected by the enhanced ripper virus was Elena Gilbert, who along with Damon was cured by the antidote.

Heretics: Heretics are vampire-witch hybrids originating from the Gemini Coven. As humans, they were siphoners, which are witches who are only able to perform witchcraft by siphoning magic from other supernatural sources, be it a person, place or object. When a siphoner dies with blood in their system, they will be revived into a vampire-the same rules to becoming a vampire applies here as it would to non-supernatural humans. After the transition is complete, they fall into a loophole of sorts where not only do they still have the ability to siphon magic, but they can channel the magic of their own vampirism, giving them a limitless amount of power. Siphoners are the only beings who can be both vampire and witch, and the Gemini coven of witches are the only ones known so far to have siphoners among them.


Common Myths

Garlic: The vampire's supposed repulsion towards garlic was a fabricated lie, similar to how werewolves are not actually immune to silver. This myth was presumably started to hide the fact that vampires are actually vulnerable to vervain.

Holy Items: The myth that vampires could be harmed using holy artefacts like crosses, blessed ground, and holy water may have circulated from the belief that they are unholy creatures originating from Hell and in league with the Devil when in fact, they are not. Vampires are not demons-they are products of dark magic.

Mirrors/Photographs: The myth that vampires did not cast a reflection may have come from the belief that vampires do not have souls.

Soulless: The belief that vampires are soulless beings may have stemmed from their ability to shut down their humanity, causing them to block out their emotions and behave without remorse or regret, giving off the impression that they have no conscience and by extension, lack a soul.

Shapeshifting: The origin of the myth that vampires had the power to morph into a bat, wolf, rat, or a cloud of mist is unknown. It may be the result of a mistake of perception between vampires and werewolves. Or it may even be related to Silas, who has the ability to cast psychic illusions to appear as anyone he chooses.

Lack of a Pulse: Although vampires are reanimated corpses, they still have beating hearts and a need for oxygen. If a vampire is unable to breath for a period of time, they will die just as a human would, however it is not a permanent death and they will revive. In less than favourable circumstances such as drowning, it is usually a torturous pattern of dying, coming back to life to only die again from lack of air.

Sleeping In Coffins: Unless they are being laid to rest for a period of time, vampires who choose to follow a regular sleep schedule will generally do so in normal, human beds.

Human Food Consumption: Vampires can eat normal human food, even though it does nothing for them. Many chose to do so out of habit, to blend in socially, and/or to help curve their cravings for blood.

Drugs and Alcohol Have No Effect on Vampires: Vampires can become intoxicated/altered by alcohol and recreational drugs such as marijuana, however they do have a much higher tolerance and the effects don't last as long due to their rapidly regenerating cells. In fact, many vampires drink alcohol every day, particularly spirits such as whisky, rum, or vodka, as it is said to also help curve their blood cravings as well as to keep their blood circulation stimulated-which in turn keeps their body and flesh relatively warm.


05/25/2016 01:27 PM 

Supernatural Species - Original Vampires

Supernatural Species of the Dark World - Original Vampires


The name is a term used to describe a progenitor in a vampire bloodline. A number of characteristics differentiate an Original from their vampire bloodline that they begat, but the fundamental difference is that Originals become vampires through an immortality spell, not by ingesting the blood of another vampire; and, unlike normal vampires, Originals are nearly indestructible and cannot be killed by anything on earth aside from whatever their immortality is linked to. With the Mikaelsons, it was the White Oak Tree. With Alaric Saltzman, who was an enhanced Original vampire-vampire hunter-his immortality was linked to Elena Gilbert, as a living human doppelganger.

The Mikaelsons

"It has been said that love begins and ends with she who gave us life. A thousand years ago, my mother turned us into monsters, yet still she claimed to love us even as she vowed to destroy us. The noble Elijah, tormented by long buried shameful secrets. Kol, the wily troublemaker out for no one but himself. Finn, the devoted acolyte, his love all too easily warped by our mother's sick hate. Fierce Rebekah, willing to risk everything on the chance that she might one day find happiness. And me, the bastard child, my mother's greatest shame. Now finally we have defeated her, giving her the choice she never thought to give us: to live on as one of the monsters she created, or suffer an agonizing death she so deserves."  -Niklaus Mikaelson.

The Mikaelsons; Finn, Elijah, Niklaus, Rebekah, and Kol, were the first generation of vampires known as The Originals. They are the first of their sired bloodlines and are known for being the oldest, fastest, strongest, and most powerful supernatural beings in the world.

Their history dates way back during the then Kingdom of Norway in the late 10th century with their parents Mikael, a wealthy landowner and Viking warrior and Esther, a housewife and witch respectively. Up until the beginning of the 11th century, the family were mortally humans until the loss of Mikael and Esther's youngest son Henrik, who died from being attacked and mauled to death by werewolves during a full moon. The incident spurred Mikael into finding a way to protect his remaining surviving children, which concluded forcing Esther to use her dark magic to turn himself and their children into the world's first vampires, from whom all vampires are descended. They are the most powerful supernatural beings who are also known for having members who are witches and hybrids as well.

"In the beginning, our family was human, A thousand years ago, now. Although our mother dabbled in the dark arts, we were actually just a family trying to survive in a time when it was quite difficult to do so. And, for better or worse, we were happy. That is, however, until one night, our youngest brother was killed by our village's greatest threat: Men that could transform themselves into wolves during the full moon. Our family was devastated, none more than Niklaus. Desperate to protect the rest of us, our father forced our mother to call upon her black magic in order to make us stronger. Thus, the first vampires were born. But with this speed, this strength, this immortality, came a terrible hunger. No one felt this hunger more than Niklaus." - Elijah to Hayley about his family.

Mikael and Esther somehow learned of the immortality spell that was first created by Qetsiyah a thousand years previously. Esther tweaked the spell, adapting it in order to give their children abilities of superhuman strength, speed, agility and healing that would be far greater than those of the werewolves. She drew on mystical symbols in order to fuel her spell, calling upon the sun for life and the white oak tree for immortality, as it was the one tree known for being one of the earth's eternal objects. To complete the ritual, Mikael and his children had to drink wine laced with the blood of Tatia, a Petrova doppelganger; a mortal duplicated version of the then true immortal, Amara. Then, Mikael killed his children and himself by thrusting his sword through their chests. They awoke in transition and completed it by their father's orders by drinking human blood.

Unfortunately, nature's laws viewed the newly created Originals as abominations and therefor sought to restore balance by giving them a weakness for every new strength they would gain. The sun that gave them life burned them. Their thirst for human blood was insatiable. Neighbouring villagers would close their homes and not invite them inside. Vervain flowers, which grew at the base of the white oak tree, burned them and protected the humans from compulsion. The white oak tree itself, which gave them immortality, is also the one thing on earth that can permanently kill an Originals. The tree has since been burned down, but the ashes have been saved.

Niklaus: Klaus was one of the seven children who was not fathered by Mikael. His father was actually the chief of their village's werewolf clan, with whom Esther had an affair. The truth was revealed to Mikael when Klaus made his first kill after being turned into a vampire which triggered his werewolf gene. Once Mikael realized Esther's infidelity and who the lover was, he hunted down and killed Klaus's father and his entire family, igniting a war between the vampires and the werewolves that has continued into current day. It also made the animosity Mikael always had for Klaus even worse.

Soon after learning of Klaus's werewolf heritage, Esther was obligated to curse him in order to make his werewolf nature dormant so that he would not further upset the balance of nature by possessing so much power. Klaus felt betrayed, as though he was being unfairly punished and in retaliation, he murdered their mother and framed Mikael. That only served to fuel Mikael's hatred for his step-son and ever since has been mercilessly hunting him and his siblings down for the next 10 centuries.

After the death of Esther Elijah, Niklaus and Rebekah swore loyalty to one another; "Always and forever" was their motto. However, over the centuries, Klaus started using silver daggers he stole from the Five Brothers to neutralize his siblings whenever they got in the way of his life or plans. Finn was the first to be daggered in the 1100's and was left neutralized for 900 years. Kol was daggered on multiple occasions for his recklessness and carelessness. Rebekah too was also daggered at various points in time, usually after making the mistake of falling in love with a human and wanting to turn him, which Klaus would not permit. Out of all his siblings, Elijah was the only one who was ever spared or managed to escape. Klaus led Elijah to believe that he dropped their incapacitated family deep in the ocean where they would never be found, and for this betrayal, Elijah swore vengeance.

Knowledge of the Originals to the Rest of the Supernatural World: Over the years, legend began to surround the Originals as their story became lost to history: almost all vampires knew that they were descended from the first generation of vampires, but they knew next to nothing about them. Some even believed they were only a myth, as Stefan and Damon did. Only one was actually known at all: Klaus. He was believed, mistakenly, to be the oldest vampire in the world to the few vampires who knew of him, and while many vampires knew of Elijah, he was mistakenly assumed to be a "foot-soldier" or minion of Klaus' and wasn't revealed to be an Original vampire to most, nor was he known to be Klaus' half-brother. Elijah was serving his own interests: namely, Klaus' destruction to avenge his lost family. Mikael was also not anonymous in history, but no one knew he was an Original vampire, either, nor did they know his true goal was to slay his step-son Klaus-he was instead infamously known as the Destroyer, an ancient vampire who hunted vampires. It is unknown if the other Mikaelsons had a famous/infamous history, but vampires did know there were other Original vampires besides Klaus. It was Elijah who revealed to the Mystic Falls gang that the other Original vampires were his siblings.

Out of the six Originals, Mikael, Finn, and Kol were permanently killed by white oak stakes; Mikael has actually been killed twice, once by Jeremy Gilbert and a second time by his step-son Klaus.

The three remaining are currently residing in the French Quarter of New Orleans, Louisiana as the main patriarchs of the vampire community. It is here that Klaus had more or less started his own family. His Original vampire-werewolf hybrid nature allowed him to father a child, a daughter named Hope, with the then werewolf now hybrid Hayley Marshall during a long night stand.

Alaric Saltzman: For a short time, Alaric was living as an undead Original vampire, whose life was linked to Elena Gilbert. When Elena died and became a vampire, Alaric also died. He came back from the Other Side, and continued his life as an Original vampire until he was cured by crossing over the anti-magic boundary line and was rescued conventionally by Josette Laughlin (aka Jo Parker).

Through the overuse of the Gilbert Ring, Esther manipulated his spirit while he was on The Other Side before being resurrected, and as a result he developed an alter ego. Bonnie referred to it as "the Darkness." Others called him Dark Alaric or Evil Alaric, who hated vampires and vampire sympathizers, killing members of the Mystic Falls Council who protected their secrets.

Through Esther's dark powers, Alaric was turned into an Enhanced Original vampire so that he could kill her children with the last white oak stake and rid the world of the existence of vampires for good.

Esther used the same immortality spell that she used on her own husband and children, but with a few minor differences; she melted and binded his Gilbert Ring with the last white oak dagger to make it indestructible (ironically, it was later destroyed by Daliah). Alaric was then killed by Esther with the white oak stake while under the influence of his alter-ego which is what fuelled him to be a ruthless vampire hunter like Mikael. Elena's doppelganger blood was laced with wine which was given to Alaric before his death, however, her mystical essence was also drawn upon for his immortality, which meant his life would be linked to hers. If and when Elena dies, be it by being killed or of natural causes, Alaric's life would end also.

Knowing this led Rebekah to killing Elena to stop Alaric from killing her and her siblings. He was resurrected from The Other Side as an Original Vampire sans the alter-ago which apparently went away upon his return. While trying to save Damon Salvatore from certain death, Alaric was pulled into the magic purification zone over Mystic Falls (an anti-magic spell that was casted by the Travelers). He essentially dies from the stab wound that had killed him before his transition when the magic that made him an Original vampire was stripped from him. Jo revived him with her medical rescue skills, but upon being resurrected a second time, he was reverted back to a mortal human as a result of the Traveller's magic purification spell.

Lucien Castle and Marcel Gerard: To be updated.

Powers And Abilities

Super Strength: Original vampires are considerably much stronger than their non-original descendants, werewolves, evolved werewolves, non-original vampire-werewolf hybrids, true immortals, supernatural hunters, and humans. Examples displays of such powerful strength include dismembering an enemies head or ripping out their hearts by plunging into their chest with their bare hands with little to no effort, shattering windows by throwing small objects at them, and moving or breaking heavy objects. It is unknown if an Original vampire's strength would grow with time as it does with non-original vampires, but because of the Mikaelsons age being over ten centuries, it is probably safe to say that they've reached their peak, but still remain the strongest.

Super Speed: Original vampires can also move faster than their non-original counterparts. They can catch up and stop other beings in their tracks, supernatural or not, and cover many miles in mere minutes.

Super Agility: Original vampires possess more superhuman reflexes, flexibility and dexterity. They can move quickly, jump very high, climb and run incredibly fast without difficulty or exhaustion.

Super Durability: Originals can take far more trauma than their descendants without much discomfort or injury. No original vampire thus far has been dismembered, which implies that they are nearly indestructible. Even wooden weapons aren't enough to really weaken them, although if they are struck in the heart, it will incapacitate them for several minutes until they recover. Ordinary bullets, knives and blunt objects can hurt an original vampire, but not significantly.

Super Healing: Original vampires regenerate from their injuries mere seconds faster, even those inflicted by wood, vervain, or a werewolf bite.

Healing Factor: Original vampires can use their blood to heal the wounds and injuries of humans and werewolves, as well as non-original vampires if no other blood source is available. However, like with their descendants, there is a limit to this ability such as not being able to heal a human from terminal illnesses like cancer.

Immortality: Original vampires are immortal and therefor do not age with time and are immune to all human illnesses, diseases, infections, toxins, and poisons.

Enhanced Emotions: Like their descendants, Original vampires experience emotions like love, joy, anger, and fear at magnified levels, allowing them to live life more intensely.

Emotional Control: Original vampires have a limited degree of control over their emotions, however this ability fades with time. Because of how old the Mikaelsons are, it is unknown whether they still possess the ability to "switch off" their humanity.

Mind Compulsion: Original vampires can manipulate and influence the thoughts, behaviors, actions, and memories of humans, as well as non-original vampires and non-original hybrids. They cannot, however, compel witches or werewolves.

Telepathy: Original Vampires have the ability to enter the minds of others as long as theirs is stronger than them, although, as Original vampires, they have one of the strongest minds in the world. Normally, this ability works in a tactile fashion and the vampire requires physical contact in order for it to work successfully, but with practice, it can also be used to send out distress calls or memory sharing. They can control dreams and subconscious, producing and modifying dreams, bestow nightmares or lucidness. Other effects of this is the ability to distort perceptions of reality and being able to trap someone in their dreams. Original Vampires also have the power to trick the minds of others into seeing/feeling things that aren't actually happening.

True Face: Like with all vampires, Original vampires possess a true face under their human one. When their true face comes out, the pupils dilate, the sclera of their eyes turn blood red, dark veins under their eyes will appear as blood is being forcing pumped throughout their body, and their canines extended into razor sharp fangs which are strong enough to rip into any substance, especially flesh, and easily tear away limbs.


Weaknesses

Physical Trauma: More significant injuries along the lines of broken bones and organ damage can slow down an Original, due to the combination of pain and lack of proper bodily function. However, the most effective way to incapacitate an Original, albeit temporarily, is to inflict injury normally fatal to a human such as breaking their neck or ripping out their heart. Breaking an Original vampire's neck will render them unconscious for several hours. Ripping out an Original's heart will leave them unconscious without a heart until one grows back. Stabbing them in the heart with a wooden stake will neutralise them for a number of minutes.

Desecration: Being completely drained of blood, heart stopping, or having not fed on blood for a significant amount of time will cause an Original to desecrate like any other vampire, along with losing some of their strength and all of their ability to function at all. Their body will appear as a corpse and can only be revived by being fed blood.

Invitation: All vampires must be granted an invitation before entering a human or werewolf's home, either by the owner or person of entitlement. Invitations only need to be granted once, and from that point on, it cannot be revoked. If a vampire should ever find himself inside a human's home without being invited in, he or she will become extremely disoriented and suffocate, and will eventually desecrate if they do not remove themselves in prompt time. Vampires do not need to be granted an invitation to enter homes own by other vampires.

Magic: It is said that a witch with enough power can kill/dangerously affect a being as powerful as an Original Vampire, but the consequences of attempting to garner that much magic will likely kill the witch unless the vampire is already in a weakened state. In order to become empowered, a witch must channel an extremely potent source of magic (i.e. the violent deaths of 100 witches/the power of the Harvest). Witches can also do spells that can seriously harm a vampire, and this is inclusive of the use of mystical and dark objects. Other magics can serve to inconvenience an Original, such as the spell of sage which can block a vampire's keen sense of hearing.

Poisons: There have been toxins and substances created, either supernaturally or scientifically, that can have an adverse effect on vampires.

Sunlight: An Original vampire will burn in the sun and even burst into flames, however, it will not kill them. Like their non-Original counterparts, pieces of jewellery (usually rings) with enchanted lapis lazuli stones embedded in them can be created for a specific vampire by a witch. All of the Mikaelsons possess a lapis lazuli except for Klaus. Because he is an Original werewolf-vampire hybrid, Klaus does not need a ring because his werewolf half overrides this disadvantage of the vampire half.

Vervain: A human or vampire can avoid being compelled by an Original if they ingest vervain or are wearing it on their person. Vervain will burn an Original if it they touch it, but they will heal very quickly. Vervain usually is not enough to weaken or render an Original unconscious unless it is a very potent/high-concentrated dose.

Werewolf Bite: A werewolf bite will not kill an Original, but they will be weakened with some of the more common symptoms such a spiked fever and hallucinations. The effects can last for a number of hours. Klaus of course will not succumb to a werewolf bite because he is a werewolf-vampire hybrid.

Wood: A wooden stake to the heart will neutralise an Original vampire, but they will recover within minutes. Klaus cannot be neutralised by wood because he a hybrid.

White Oak Ash Daggers: Enchanted silver daggers dipped in white oak ash will neutralise an Original vampire when stabbed through the heart and will remain immobilized as long as the dagger stays embedded in their chest. If the dagger is removed, the Original vampire will recover within hours. To replace the daggers back into their heart to keep them neutralised, the dagger must be dipped again in the white oak ash. In Klaus's case, the enchanted dagger must be made of gold.

*Another thing to note here, is that only humans and other Originals can use the daggers. Non-original vampires will burst into flames if they try to dagger an Original.

White Oak Stake: The only weapon on earth that can permanently kill an Original vampire, including Klaus. It comes from an ancient White Oak Tree that existed during the time of the genesis of The Original Vampires and was used as the source of their immortality. All of the white oak stakes that ever existed have been destroyed, however, inhaling white oak ashes or splinters can still potentially kill an Original vampire and seven white oak bullets have been fashioned out of a knight and horse talisman that Klaus had carved when he was a child.

*The same rule applies with the silver daggers; only a human or fellow Original can use the white oak stake. When the white oak stake is stabbed into an Original's heart, they will burst into flames which could bring a non-Original vampire down with them.

Papa Tunde's Blade: The blade originally belonged to Papa Tunde. It absorbs all the power of those killed with it, either by using it to physically kill the person or by using it to carve sacrificial signals into them to draw the person's power. The blade only has to be stabbed in part of the way, and then it will dig itself in the rest of the way, rendering an Original vampire immobile due to the excruciating pain that it inflicts upon those who are stabbed with it.

Cursed Stake: There is another weapon, a cursed stake that can be used to neutralize an Original that even descendant vampires can use. An Original revives immediately upon its removal unlike the White Oak Ash Daggers which can take hours. However, unlike the daggers which will put an Original vampire in a deep sleep, the cursed stake allows for them to be aware and feel everything that is happening around them; as Rebekah Mikaelson described, she was able to feel the freezing cold water against her skin while she was at the bottom of the ocean, as well as the burning and hardening of her veins from being denied blood.

If the cursed stake stays in a vampire's heart for a period of time (how long hasn't been determined), he or she will be infected with the curse; a welt like mark shaped like a skull and they will eventually go insane with no return. There is no known cure. Freya Mikaelson tried to use a spell that she thought would heal Rebekah, but it was only temporary as the skull shaped mark returned which meant she is still cursed and will only go insane again hours later.

Advanced Beast Bite: The venom of this creature's advanced bite is made up from seven werewolf bloodlines. It was designed to have no cure and to be potent enough to even kill an original vampire, possibly even Klaus despite being a hybrid.

Weaknesses Unique to Niklaus Mikaelson

Golden Daggers: Using the same method with White Oak Ashes, gold daggers specifically must be used on Klaus as silver daggers won't work.

Wolfsbane: Due to his werewolf side, wolfsbane can effect Klaus but not as severely as regular werewolves or non-original hybrids.



05/25/2016 01:18 PM 

Supernatural Species - Siphons

Supernatural Species of the Dark World - Siphons

Also called siphoners, are a subsection of witches born with a rare genetic mutation that makes it so that they cannot produce their own magic, but have the ability to absorb it from other magical sources (ie. other witches, vampires, enchanted objects). They are considered to be abominations by many witch communities and almost often banished or face harsh treatment.

Siphoners are few in numbers and controversial due to the fact that they have the potential of becoming vampire-witch hybrids, which are specifically referred to as Heretics.


Powers And Abilities

Siphoning: The most obvious being their ability to siphon magic in all forms from another source.  By extension, they are able to detect the magic within other beings as well as unravel the most sophisticated of spells.

Spell Casting: After absorbing magic, Siphons have the ability to perform magic and cast spells like any witch, changing and manipulating events through use of incantations, binding agents and more. They can also brew potions/elixers like other witches.

Merging Ritual: A tradition that is so far only practiced by the Gemini Coven. It is performed during a celestial event by twin siblings, where the more powerful of the two wins by absorbing and combining all the magic and essence of both twins into one. The weaker twin dies. There is a loophole, that a merging ritual doesn't necessarily have to be performed by twins, so long as the two witches are 22-years-old and are blood related. Siphoners are able to become full-fledged witches by competing and winning in the merging ritual. If successfully performed, said siphoner will gain the power of a typical witch whilst retaining their ability to siphon.


Weaknesses

Distraction: Denying a witch from concentrating or giving full attention to their spells, may render them ineffective.

Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a witch as one would weaken a vampire with vervain.

Magic: Siphoners are just as susceptible to the forces of witchcraft. This is inclusive of mystical objects such as Papa Tunde's Blade, and dark objects. It is currently unknown if Siphoners can siphon magic from one another or from Dark Objects, but this is very likely.

Physical Contact: Siphoners need physical contact with their source in order to siphon from them. This can be overcome through the use of magic containing amulets that can be worn with them to be siphoned in defense.

Mortality: Siphoners, like any witch, are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).

 

Heretics

Heretics are the only known vampire-witch hybrids. The originally start out as living siphoning witches who have died with vampire blood in their system and had to complete the transitioning phrase just like any other human who transforms. Siphons fall into a loophole in Nature's laws that when they become vampires, they are allowed to not only retain their ability to siphon magic, but to channel the magic of their own vampirism, which essentially gives them a limitless source of power.

Heretics even have the ability to siphon the magic from the venom of werewolf or vampire-werewolf hybrid bites, essentially making them immune to infection that would typically be fatal to normal vampires. They also have the ability to cure other infected vampires. 

The only known surviving Heretic to date is Valarie Tulle.

05/23/2016 12:21 PM 

Supernatural Species - Hybrids

Supernatural Species of the Dark World - Hybrids


Although the general definition of a hybrid is a creature that has been crossbred from two or more different species, but in the Vampire Diaries/Originals universe, it is a term that specifically describes a werewolf who was turned into a vampire, with the only exception being Hope Mikaelson who was born a witch-werewolf-vampire Tribrid. Heretics is the proper term for siphoning witch-vampire hybrids.

Werewolf-vampire hybrids possess both the strengths and some of the weaknesses of their parent races, along with powerful attributes unique to themselves alone due to their combined heritage. For werewolf-vampire hybrids, this includes day-walking and being able to transform into a wolf without the full-moon's influence.

To become a werewolf-vampire hybrid, a werewolf must die with either Klaus or Hope's blood in their system. Now here is where it gets tricky: In order for a werewolf to complete their transition, the blood they must drink needs to come from a single and rare supernatural creature. It was believed that doppelganger blood was the only powerful binding agent that can complete the transition of a new hybrid, but because Hope is the only born witch-werewolf-vampire tribrid, that also makes her rare and therefor her blood is also considered to be just as mystical as doppelganger's. However, this theory has so far only been proven with hybrids who had died with Hope's blood specifically in their system. It has not yet been tested with hybrids who died with Klaus's blood, but it is believed that Hope's blood can be used to complete the transition phase either way.

What Would Happen if a Werewolf Tries To Complete Their Transition With Normal Human Blood?: The transition would fail and the werewolf would eventually die. They become unstable and rabid, experiences unbearable pain, bleeding from their facial orifices such as the eyes and nose until they are either killed or die anyway of failed transitioning combined with exsanguination.

Niklaus Mikaelson: Klaus is the only werewolf-vampire hybrid to be turned before triggering his werewolf gene. His werewolf gene was triggered after he made his first human kill as a vampire. However, since Klaus is the Original hybrid and was turned into a hybrid with dark magic performed by his mother Esther as opposed to being turned by another hybrid or vampire's blood, it is unknown if untriggered werewolves can be turned into hybrids successfully via the normal procedure. If it were possible, the werewolf would presumably trigger their werewolf gene during their first kill as a vampire following the completion of their transition by feeding on the blood of a doppelg�nger or Hope Mikaelson. However, this has never been done before and concrete details are still unknown.

For many centuries, Klaus's werewolf natural had been forced into a dormant state through a spell cursed on him by Esther. The only way to lift the curse, was that he would need a powerful witch, the moonstone, a vampire and werewolf sacrifice, as well as the sacrifice of a human doppelganger by drinking all of their blood. After Katerina Petrova had successfully escaped and turned herself into a vampire by Rose's blood, Klaus and Elijah both thought that there would be no more doppelgangers as they presumably believed that the Petrova bloodline ended with her. That was until Elijah discovered Elena through Rose and Trevor as a bargaining chip for their freedom, which was granted to Rose, but not Trevor who ultimately suffered the wraith. When Elijah learned about Elena, naturally the word got to Klaus, who was able to use her in the sacrificial ritual and successfully lifted his curse, allowing him full access to his werewolf-vampire hybrid traits and the enhanced strength and powers that come with it.

Powers and Abilities

The powers and abilities listed here are more specific to non-original werewolf-vampire hybrids, since I don't think I need to go into greater detail about Niklaus. We should all have an understanding by now that Klaus' strength, speed, agility and all other powers as an Original hybrid far exceeds that of non-original hybrids, whether they are his creation or Hope Mikaelson's. 

Super Strength: Werewolf-vampire hybrids are stronger than regular werewolves, non-original vampires, supernatural hunters, true immortals and humans. Even non-original hybrids can gain the upper hand of a non-original vampires far older than them. And because of their vampirism nature, hybrids can become stronger with age.

Super Speed/Agility: A hybrid's intense quickness, agility, reflexes and endurance makes them faster and gives them far more stamina than any werewolves, even more evolved werewolves, non-original vampires, hunters, true immortals, and humans. Hybrids are able to use this ability both in human and wolf form and full moons especially can magnify their speed. As with strength, this power will grow with time.

Superhuman Senses: Werewolf-vampire hybrids have extremely keen senses of hearing, sight, touch, and smell that exceed those of non-original vampires, werewolves, evolved werewolves, and humans. Since they're a supernatural crossbreed between werewolves and non-original vampires, non-original hybrids have the combined senses of both species thus making their ability extremely effective.

Super Durability: Werewolf-vampire hybrids can bear a lot of trauma. They also hardly ever get tired or fatigued. Hybrids can take far more trauma than any non-original vampires, werewolves, evolved werewolves and humans, without much discomfort or injury. Stakes, arrows and wooden bullets will not kill a hybrid when they are struck in the heart due to their werewolf nature-they merely become unconscious.

Enhanced Healing Factor: Werewolf-vampire hybrids have the combined healing capabilities of both non-original vampires and werewolves, rendering them practically invincible to anything but fatal wounds that can seriously impair their functionality like decapitation or heart-extraction. They can recover/heal/regenerate from any injury much quicker and more effectively than any non-original vampires, werewolves, evolved werewolves and humans. They also heal much more quickly when exposed to vervain, wolfsbane, or wood. Consuming a regular diet of human blood also has been known to make the healing process faster.

Healing Abilities: Due to their vampire nature, hybrids can use their blood to heal humans and werewolves of their injuries.

Immortality: Werewolf-vampire hybrids stops aging the moment they transition. They become immune to all conventional diseases, toxins, poisons, viruses, illness, infections, and injuries.

Daytime Walking: Due to their werewolf heritage, werewolf-vampire hybrids are immune to sunlight and u.v. rays that would otherwise affect a vampire, both Original and non-original, therefor they can walk around freely in daylight without the need of a lapis lazuli ring.

Enhanced Emotions: Because of both their vampire and werewolf traits, hybrids experience emotions more powerfully than humans and non-original vampires, particularly emotions such as anger, rage, and aggression due to their werewolf heritage. Werewolf-vampire hybrids are more prone to violence and rage than non-original vampires. 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.

Emotional Control: Due to their vampire heritage, non-original werewolf-vampire hybrids are able to exert certain control over their own emotions, e.g. they can turn off their humanity, however this ability actually fades with age.

Lycanthrope Enhancement: Werewolf-vampire hybrids are capable of using their werewolf features to further supplement their powers and abilities. Hybrids can grow claws from their nails and werewolf fangs from their teeth even when they are still in their human forms. Their claws are sharp enough to penetrate the skin of werewolves, evolved werewolves, hunters, non-original vampires, and even other non-original hybrids. Also, werewolf-vampire hybrids can display both sets of vampire and werewolf fangs. Their eyes also change into those of their werewolf form; their irises will have a yellow/topaz glow, presumably granting them better eyesight.

Mind Compulsion: A werewolf-vampire hybrid can compel the minds of humans. They cannot, however, compel original vampires, non-original vampires, supernatural hunters, witches, or werewolves.

Telepathy: Werewolf-vampire hybrids have the ability, albeit a weak variant, to enter the minds of others as long as theirs is stronger than them. Normally, this ability works in a tactile fashion and the non-original werewolf-vampire hybrid requires physical contact in order for it to work successfully. They can also use this ability to send out distress calls and to share memories. Like their physical attributes, their mental strength increases with age.

  • Dream Manipulation: Hybrids can control dreams and subconscious like non-original vampires/original vampires. They can produce and modify dreams, bestow nightmares or lucid dreaming. Other effects of this ability is the distortion of reality and trapped in the dreams.
  • Illusions:  They also have the power to trick the minds of others into seeing/feeling things that aren't actually happening.
Shapeshifting/Transformation Control: Werewolf-vampire hybrids have the ability to transform into their werewolf forms at will. Most of them however avoid transforming due to the pain it causes. They have complete awareness, but they still have no control of their actions in werewolf form. They can also perform partial transformations, manifesting single features of their werewolf forms.

Werewolf Bite: Due to their werewolf heritage, werewolf-vampire hybrids have venom which is fatal to non-original vampires and they themselves are immune to werewolf venom. Werewolf-vampire hybrid venom takes effect much faster than a normal werewolf venom and will kill a non-original vampire much sooner.

Immunity to Silver: Due to their werewolf heritage, magic bonded to silver doesn't affect werewolf-vampire hybrids. Weapons made of silver might wound them, but the wound will heal at a superhuman rate.


An Ability Unique to Niklaus

Werewolf Bite Cure: Klaus' blood is the only known cure for a normal werewolf or werewolf-vampire hybrid venom, although there is a possibility that his daughter Hope may also possess this ability due to her uniqueness as a born witch-werewolf-vampire tribrid.

Compulsion: Like his other Original vampire siblings, Klaus can control the thoughts, emotions, behaviors, actions, and erase/manipulate the memories of non-original vampires, non-original werewolf-vampire hybrids, and humans. He cannot compel werewolves, supernatural hunters, or witches.


Weaknesses

Again, these are all specific to non-original hybrids. Niklaus has all of these same weaknesses, even as an Original, although he would not be affected as greatly and heals/regenerates within seconds. The only thing that can neutralise Klaus is heart-stopping/being drained of blood or golden daggers dipped in white oak ash and the only thing that can permanently kill him is the white oak stake or weapons like arrows/bullets fashioned from white oak.

Broken Neck: Breaking a werewolf-vampire hybrid's neck will result in the non-original werewolf-vampire hybrid's unconsciousness, but they will recover within minutes.

Desecration: Being completely drained of blood or the heart stopping will cause a werewolf-vampire hybrid to desiccate due to their vampire side, losing most of their strength and any ability to move.

Invitation: Due to their vampire traits, werewolf-vampire hybrids are unable to enter a human's home without an invitation. They only need to be granted an invitation one time, and they can come and go anytime as they please. They can enter the homes of vampires freely without an invitation.

Magic: Werewolf-vampire hybrids are susceptible to the powers of witchcraft. This is inclusive of mystical and dark objects. Siphoners can also siphon magic from hybrids.

Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a werewolf-vampire hybrid pain and also slow them down. However, this is momentary as they will heal completely within seconds.

Poison: There have been toxins and substances created, either supernaturally or scientifically, that can have an adverse effect on vampires.

Vervain: Werewolf-vampire hybrids are affected by vervain like their non-original vampire counterparts. It will burn their skin on contact, weaken them if ingested/injected into them, and they can't compel anyone on vervain.

Wolfsbane: Werewolf-vampire hybrids are affected by wolfsbane like their werewolf counterparts the same way vervain affects non-original vampires.

Wood: If a werewolf-vampire hybrid is struck in the heart by a wooden weapon such as stakes and wooden bullets, it will incapacitate them for a short time, but will not kill them.

Methods of Permanent Death: Decapitation or heart-extraction.

Other Things To Know:

Sire Bonds: Unlike with non-original vampires, non-original vampires will become sired to either Klaus or Hope, depending on whose blood was in their system prior to their transformation. Non-original werewolf-vampire hybrids turned by either one will have a deep, supernatural sense of gratitude and commitment to them, causing them to obey their every command, even they don't really want to or don't like them. A non-original hybrid's sire bond can be broken, by transforming into werewolf form an excess of 100 times in a row until they can no longer feel pain from it. Once they no longer experience pain from transformations, they will no longer feel a sense of loyalty to their creator. In the case of non-original werewolf-vampire hybrids turning humans into non-original vampires, a sire bond can still form if the human had strong romantic feelings for them prior to being turned, although this rarely happens. The sire bond can be broken by wishing for the sired vampire to move on and be happy without them or if the sired vampire switches off their humanity. 

Pregnancies: Upon discovering that Niklaus' werewolf nature allowed him to father a child with Hayley while she was a regular werewolf, it is a possibly that male non-original werewolf-vampire hybrids can also impregnate werewolves and humans. As to whether a female hybrid can become pregnant by a werewolf or human is uncertain.

Magic Purification: The Travellers' anti-magic spell can strip the vampirism from a hybrid, reverting them back to mortal humans, but in the same condition they were prior to becoming vampires, which was dead. The nature of their death will be the same as before; broken neck, drowning, fatal stabbing/gunshot wounds, etc. In the case with Tyler Lockwood, who returned to the physical world from The Other Side, he resurrected as an untriggered werewolf, essentially giving him a second chance. His full moon curse however has since been triggered again when he mercy killed (albeit hesitantly) his girlfriend Liv, a Gemini witch who was dying anyway, in order to save his own life; by triggering the curse and becoming a full werewolf, he was able to quickly heal from his own wounds that would have otherwise killed him.


05/23/2016 05:28 PM 

Supernatural Species - Werewolves

Supernatural Species of the Dark World - Werewolves

Werewolves (or  Wolves for short) are a near-extinct supernatural shapeshifting species of individuals who unwillingly transform into large, fearsome, and extremely hostile wolves on the night of the full moon. Even in their human form, werewolves possess superhuman physical prowess, though not to the same level as a vampire, and their abilities are not as powerful compared to those they possess on the full moon while transformed. These creatures are the most dangerous enemies of vampires due to their venomous bite, which is lethal to them. Werewolves are also hardwired to kill vampires on sight in their wolf form, though they still hunt human prey whenever there are no vampires to kill.

A person can only be a werewolf if they are born to at least one werewolf parent; werewolves cannot be turned by bite or scratch as is commonly believed in folklore. Furthermore, the werewolf gene must be "triggered" by taking the life of a human, either intentionally or by accident, in order to gain access to their enhanced abilities (such as superhuman strength, speed, and accelerated healing) at the price of transforming into a wolf during every full moon. It does not matter if the kill was accidental or intentional, premeditated or out of self-defence-- if a werewolf causes the death of a human, their werewolf gene will be activated. Difficult-to-control anger and aggression are common personality traits in even those werewolves who have not activated their lycanthropy, therefore the likelihood of them losing control of their tempers and inadvertently triggering their werewolf gene by accidentally killing someone is quite high.

While some werewolves prefer to keep to themselves and keep their beastly natures hidden, most seem to aggregate themselves into packs and residing in areas isolated from general human society so they can run free on the full moons without fear of hurting or killing anyone.

Code of Loyalty: Unlike vampires, werewolves have an unwavering sense of loyalty, and will often bond with other werewolves they meet. They form packs and work with each other as sort of an extended family. The bond of loyalty between werewolves is so strong that while changed under full moons, the only beings they do not attack are other werewolves (regardless of whether or not they have activated their werewolf gene). This code does seem to extend to werewolf-vampire hybrids, as well.

Werewolves also feel everything more sharply in their animal form, especially familial ties. Their familial ties tend to prioritize and draw them closer to younger generations over the old, even if they are unaware of their existence.

Physiology

Food: Like normal humans, werewolves can and often do eat human food if they wish. However, because they turn into ferocious beasts during the full moon, they are carnivores. When in wolf form, they can feed on human or vampire body parts and organs, but they are not required to ingest them in order to prolong their existence, like vampires must do with blood. Many wolves try to avoid attacking and eating humans by locking and chaining themselves up. Some will even ingest wolfsbane to weaken themselves.

Appearance: Werewolves in their wolf form are quite similar to natural wolves, although unlike natural wolves, werewolves have glowing yellow, topaz, or orange eyes, wicked fangs, and a much more feral and predatory appearance. They can also be distinguished from regular wolves by their displays of supernatural strength, blurred speed, and size which is comparable to fully grown humans. The fur color of werewolves differs from one to the other (e.g. Tyler Lockwood's fur color is dark brown, Mason Lockwood's is white and grey, Jules' is light brown with a hint of white, and Hayley's is white and brown). Werewolves appear the same as any other human during the rest of the month and functions the same way aside from their enhanced abilities of speed, strength, and healing.

Werewolf Transformation: A werewolf will only transform into a wolf under a full moon. The first transformation is quite slow, and the person is subjected to at least five or six hours of intense, bone-breaking pain before the actual transformation. With every other transformation after the first, the experience does not last as long but is still excruciating and is something that many werewolves come to dread. During the transformation, the body of the person is twisted in an unnatural manner as their skeleton reshapes and shifts to form a wolf's anatomy. Later, the werewolf grows excessive body hair and becomes feral. Their irises turn golden-yellow, their sclera turn black, and their teeth elongate into canines before the transformation is complete. A werewolf will return to their human form after a few hours-sometimes sooner, sometimes later. After the first transformation, the werewolf will experience muscle aches.


Powers and Abilities

Super Strength: Werewolves possess supernatural strength that makes them far stronger than true immortals, supernatural hunters and humans. Even untriggered werewolves possess great strength that exceeds past the limitations of humans. While in wolf form, their strength is amplified to a degree that can either match or excel that of non-original vampires, which allows them to easily overpower and kill a non-original vampire. When in groups, they can overwhelm an Original.

Super Speed: Werewolves are much faster than immortals, hunters and humans. They possess this ability both in and out of transformation with an animalistic quickness. However, the power is faster at night than in the day, due to the moon's presence, and their speed increases greatly when the werewolf is transformed during the full moon, appearing almost as blurs moving very quickly. In werewolf form, they can use this ability to chase down their prey of choice; vampires, by catching up with them and even out running them.

Super Agility: Werewolves possess superhuman agility. Either in wolf or even in human form, they have demonstrated that they can move, jump very high, climb, flip and run incredibly fast without difficulty or exhaustion. They can also jump down from incredible heights with almost gravity-defying grace.

Super Durability: Werewolves can take far more trauma than humans without nearly as much discomfort or injury, however, not as much as vampires.

Accelerated Healing: Werewolves possess superhuman regenerative abilities, meaning that if they are physically injured, their bodies will heal rapidly. Like vampires, werewolves can heal from the most grievous of injuries, even in human form, albeit more slowly in comparison to vampires. However, unlike vampires, when it comes to fatal injuries such as a broken neck, they stay dead.

Superhuman Senses: Werewolves have extremely keen and heightened senses of smell, sight, taste, hearing and touch inherent in all canines, but because they are supernatural and have powers that exceeds their normal wolf counterparts, their senses are more enhanced. Some older and more experience wolves have the ability to sniff out vampires and taste herbs like vervain or wolfsbane in food and drinks where the flavor would typically mask the taste and smell of the herb.

Lycanthrope Enhancement: Werewolves are able to make their eyes glow when angry or threatened, but only for a short amount of time. When a werewolf is furious or feels threatened, their anger increases all their power and abilities for a short period of time, which allows them to access some of the power of their wolf form to give them an edge.

Werewolf Bite: A werewolf's venom is lethal to non-original vampires. While an Original vampire cannot die from the venom, they are not wholly immune to the effects of the bite. For non-Original vampires, the venom acts as a poison of sorts that will enter the bloodstream and deliver the toxin throughout the body, producing discomfort and weakness. All vampires who are bitten will ultimately develop uncontrollable hunger that progresses to delusions, hallucinations, rabid rage, and dementia. After that point, non-original vampires will finally die. Klaus' blood is the only known thing that can cure a werewolf bite.

Immunity to Silver: Werewolves are immune to magic bonded to silver. Weapons made of silver might wound them, but the wound still heals at supernatural rates and will not be fatal to them.


Weaknesses

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

Fire: Fire can presumably 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.

Magic: Werewolves are susceptible to the powers of witchcraft. This is inclusive of mystical objects and dark objects. It is unknown if a Siphoner can siphon the magic from a werewolf, though it has been proven that a Siphoner who has become a vampire-witch hybrid can siphon the magic of a werewolf bite in order to cure them of its fatal effects. 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, as well as inducing a werewolf transformation earlier than they would normally begin to change.

Mortality: Werewolves are considered to be mortal and therefor can die of old age and share many of the same weaknesses as non-supernatural beings (e.g. suffocation). As to whether they can succumb to conventional illnesses like the cold or the flu, or terminal diseases like cancer is unknown, but improbable.

Wolfsbane: Just like with vampires and vervain, if a werewolf ingests wolfsbane, it will cause them to become severely weak and feverish. Also, if a werewolf's skin comes into contact with wolfsbane, it will burn them.

Methods of Immediate Death: Broken neck, a slit throat, decapitation, heart extraction, fatal stabbings/gunshot wounds to certain body parts like the head or the heart.

Other Things To Know

Pregnancies: A female werewolf who is carrying a child will not turn during a full moon, as this is nature's way of protecting the new life of the child growing inside of her.

Moonlight Rings: A moonlight amulet is a piece of jewelry with a black kyanite gemstone enchanted by witches to allow werewolves to control their transformation, thus sparring them the need to turn every month on the full moon. It was first believed that in order for moonlight amulets to function properly, they have to be enchanted by a witch on the night of a full moon. However, it was later shown that the witches under Esther's control did not need the full moon for their amulets to be effective. For example, the first batch of moonlight amulets made in the modern day were crafted by Genevieve, who led Niklaus Mikaelson to believe that she was making them for Hayley Marshall and the rest of the Crescent werewolves. However, it was revealed that she had actually double-crossed Klaus and tricked him into allowing her to use his blood to bind the spell, since he can control his own transformation as a hybrid; because of this, the wearer of the amulets is given the power by drawing on Klaus' own strength, weakening him whenever a werewolf calls on the stone to prevent their transformation on a full moon.

The second batch of moonlight rings were crafted by the French Quarter Witches under the orders and supervision of Esther Mikaelson while in possession of Cassie, a Harvest Girl's body. Esther was the one who originally invented the spell for the stones and did not need Klaus' blood for the rings to work. Unlike the first amulets which were set in gold rings, these new ones were set in silver.

Unification Ceremonies: is a ritual performed by a werewolf shaman on two Alphas of different packs to join them and their different powers as one. As werewolf packs possessed different strengths, the packs would marry their Alphas through the Unification Ceremony and make their combined packs stronger as a result. The powers of a hybrid can also be passed down to the pack through this ceremony.

  • First Step: Trials: The two betrothed share of trials. The first of all is that of fasting, followed by major trials of purification that ends with the exchange of all the secrets with one another after smoking blue calamus root.
  • Second Step: The Wedding: The actual rite is to be officiated by a shaman of the werewolves. The newlyweds are tied hands as in pagan ceremony of hand-fasting, with a ribbon and flowers. The two then hold up a candle while saying their votes marital and then lit a candle placed on the altar thus activating the power-sharing with the rest of the pack.
  • Addition Step: Submission To the Dominate Alpha: Alphas may decide to give up their status as alpha, recognizing the future groom as the dominate alpha to be eligible for shared powers in the ceremony. This requires that the abdicating alphas do a blood vow. This part of the ceremony is called the Anointing of the Alphas.
  • And Finally: The two married alphas must live as a couple in order for the ceremony to work.

The Crescent Pack: Are the only group of werewolves except for Hayley Marshall, whose werewolf curse is in reverse; they are trapped in wolf form and only transform into human forms for a few hours during a full moon. This curse was placed on them by Celeste Dubois. Due to how much time the Crescent Pack has spent their lives in wolf form, they have gained much more control over their actions than other werewolves.


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