Original Retro Noir Supernatural Roleplay, 21+



Creatures & Dangers

Last edited: 14-11-2525, 05:10 PM

There is more to the supernatural world then Witches, Daemons and Vampyres. They are merely the ones that hold human level intelligence and do not roam as instinctual beasts. Typically, these creatures are found sparsely throughout the forests, open fields, caves, sea and other places untouched by civilization and war. Though at time, depending on the beast, war might attract hungry beasts seeking food of the corpses.

These creatures & Dangers exist in the world to cause conflict. Characters, even opposing species, often get along in roleplay. These are avenues to provide conflict in scenes outside of the cities and war context. If your character is traveling between two major destinations and is not confined in the safety of a vehicle, it is very likely they will encounter one.

The Moroi

Vampyres that have been starved to the brink of bloodlust madness. They are not longer people, but insatiably hungry monsters that roam the world in particularly dark places from caves, dense forests, sewers, abandoned buildings and more seeking fresh blood. They are ruthless, unorganized, and will even attack each other for blood. Unlike the Vampyres of which they devolve from, the Moroi cannot step into sunlight at all. From whatever transfiguration occurs in their de-evolution, the sunlight is more then in irritant, it burns their skin, and boils them from the inside out.

Crawlers

For a long time there was no name for these frightening creatures of the night. No one knows exactly what they are beyond a cryptid only a handful of people have documented witness accounts of. But since the Great War, they have been flushed and migrated to outskirts of cities and towns that they have been seen more and more in the late-night skittering, climbing walls, and ceilings. They are described as pale, gaunt, humanoid creatures with long limbs and claws on all fours that are said to inhabit caves and remote areas. They posses long claws strong enough to cut through stone. Their diet is primarily small animals, rabbits, dogs, cats, rodents but occasionally attack humans. They are never seen during the day, as sunlight burns them, and are suspected to be immune to carbon monoxide.

Nymphs

Nymphs are elementals that camouflage in their environment as Trees, stone, soil, snow, water, or move like wind or dance in fire. They are considered a hybrid between the physical world and the spiritual plane, meaning they do not always hole a physical form. One will know when they are approaching a Nymph(s) because there will be a faint whisper in the air of a language that cannot be understood. They can be spoken to if one has the spell or ability to speak through telepathy, empathy, communion with the elements or the Nature Path to languages. They are half-sentient, that you will not have full conversations with them, but you may ask for peaceful passage, or dangers in the area. Provided you do not attack them or act destructively to their environment (even as simple as cutting wood, or leaving notches in trees, and hunt for food) they will typically leave you alone and only observe. Nymphs remember blood spilt, if one has ever killed a Nymph (which can only be done through magic given their nature), it will be remembered and shared among all Nymphs of which one may be attacked upon sight. Nymphs are not common, typically only found in the deepest parts of woods away from the paths and roads.

Ghosts & "Demons"

Ghosts of many threat levels exist. From a haunted room in a flat, a cabin in the woods, the woods themselves, or some other abandoned building may be home to supernatural forces of the spiritual verity. Because there is a great deal to hauntings, please see the very special page dedicated to Ghosts & Hauntings


Rifts

Rifts are anomalies even for the supernatural. They have existed in a few locations for a very long time, but since the start of the war and the mass use of magic more and more of these anomalies are appearing over the last year (1939-1940). Normally they cannot be seen with the naked eye, not without veil sight. Though some are massive enough they begin to warp the air like around heat. To Veil sight, they are like “tears” in space with a mix of energy and color, each one seeming to vary a little. The rifts should NOT be touched, they are volatile either sucking the individual inside of them to never been seen again, or ripping their body into pieces in a violent explosion. Some who are sucked in find themselves trapped in the spiritual plane, while others are dumped out in some random location and random time. People stuck in spiritual planes of rifts may “haunt” like a ghost, wherever they are or how far they travel in the spiritual plane. Should a medium take notice, it is possible to fetch a Daemon who can Psychopomp Travel to retrieve them. Daemons with this power touching rifts and survive it, can obviously un-stuck themselves.

The Watchers are currently investigating these rifts, trying to find resources that write about them. But have not found anything yet. They continue to search of texts that “might” have information, or artifacts that may be related.

More may be added later.