All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 3 posts ] 
Author Message
PostPosted: Wed Feb 15, 2017 3:44 pm 
User avatar

Joined: Fri Feb 10, 2017 1:07 pm
Posts: 10
Blog: View Blog (0)

Offline
Hello and welcome to my introduction to Primeval. This is a roleplay I created and wish to share with you guys. I will post a bit about it below.

Primeval takes place in a world much like ours, except in this world, supernatural beings roam the streets. They live in secret, and they plague this Earth. These creatures are sentient, and mostly just want to make their own lives easier, but when conflict spurs, they turn to violence.
The majority of these supernatural beings are Lycanthropes and Merpeople. I have individual posts for them providing you with additional information.

The roleplay will take place in New Orleans, where there is a large Werewolf population. Your character can be a Werewolf, Merperson or another supernatural creature (ask me before you choose one please). There are three Packs of Werewolves in this city, my character will be the Alpha of one, but the other two are up for grabs. I need a minimum of two other people and a maximum of 6.

This roleplay will be detailed and have a story, and our characters will all be a supernatural beast, but they don't have to be one of those I mentioned before and they can be of any alignment. If you have any questions about this, or if you'd like to join, you can post below. I am looking for people to help develop the plot with me.

Roleplayers:
1. The Real Sloth
2.
3.
4.
5.
6.

Character Sheet:

Full Name:

Alias(s):

Age:

Gender:

Species: (Werewolves, Merperson, Other)

Appearance: (physical, mannerisms, belongings, accents, clothing etc.)

Personality:

Skills and Abilities: (list any skills they've learnt and any powers they have and how good they are at it. Be reasonable.)

Backstory: (How they became what they are, how was their childhood, how did they get in their position, anything significant.)

Trivia: (List any extra bits of information about them if any.)


Last edited by The Real Sloth on Thu Feb 16, 2017 5:28 pm, edited 1 time in total.

Share on FacebookShare on TwitterShare on RedditShare on VKShare on TumblrShare on Google+Share on MySpace
Top
 Profile  
Reply with quote  
 Post subject: Primeval: Werewolves
PostPosted: Wed Feb 15, 2017 4:08 pm 
User avatar

Joined: Fri Feb 10, 2017 1:07 pm
Posts: 10
Blog: View Blog (0)

Offline
Werewolves, Lycanthropes, Lycans etc. are humans who have contracted Lycanthropy, a disease of mystical origins that turns the host into a wolf-like beast under the influence of the Full Moon.

Image

Origins
There are many different origins and theories by Werewolves about how Lycanthropy came to be, but only a few have been accepted. The most popular and accepted origin is that Lycanthropy is a gift (or curse as seen by others) given by the Lunar Goddess Selene, a deity worshipped by most werewolves as a creator and overlord of some sort. Some say she created them for slavery, meaning Lycanthropy is a curse cast upon mankind (some say because of sins, others give it a relation to the Titanomachy). Others say Selene created werewolves as prophets or followers of the Moon, and the werewolf form is simply just a gift they can use to destroy their opponents or to roam the night tirelessly, and avoid worshipping the Sun.

Another origin which is slightly less accepted though more scientific is that Lycanthropy is a bacterial disease which causes controlled mutations in the host, and makes them sensitive to the Moon's light, as an illusion or something else entirely. Many who believe this theory have also stirred up the myth that the first werewolves were Romulus and Remus, who first contracted the disease from a wolf (some say from eating its heart), and have since passed the disease out of Rome which has spread across the globe. It was said that Romulus and Remus used and passed on Lycanthropy as a weapon to destroy their enemies in war, and it was also how Romulus killed Remus in the altered legend. Despite the heavy similarities to actual wolves, many Lycans believe wolves have nothing to do with werewolves, and any similarities are just coincidental or made up.


Physiology
Lycanthropy must be spread to new hosts, which turns them into werewolves. A host is a carrier of Lycanthropy, and a Carrier is the one who passed Lycanthropy to them. To create new werewolves, a host must have the Lycanthropy disease built up inside them. Upon becoming a werewolf, a new gland develops in the werewolf, which after time produces a liquid containing Lycanthropy. When a host chooses whom to transform into a werewolf, they must wait until a Full Moon is out, which triggers the gland to send the liquid into their saliva. After biting the uninfected human, the liquid infects them. The Lycanthropy disease will begin to spread within them. After a few days, the human can be considered a host for Lycanthropy. They may experience beginning symptoms such as hair growth and other things until their first Full Moon. They will then become a werewolf for the first time. They will continue to experience symptoms for the first few moons until they begin learning to control it.

The gland developed in Carriers generates the Lycanthropy disease, it can take months to generate enough to infect a single person, and then must generate again after infection. This prevents multiple victims to be infected with Lycanthropy. Also, the Lycanthropy disease dies just seconds after leaving the Carrier unless inserted into a potential host, preventing it from being stored in a syringe. Each pack of werewolves shares a unique strain of Lycanthropy that has varying abilities, weaknesses and effects on the host, which is passed from Carrier to their new host. Strains change over several generations of werewolves, but only very slightly in packs, usually every pack shares the same strain, and some packs might be descending from the same strain, though there could be some packs that have completely unrecognisable strains.

Appearance
The appearance of werewolves varies depending on their pack. Generally, werewolves are humanoid wolves, bearing the body of a man with arms and legs, with a wolf's head, claws and paws. They're covered in fur on every inch of their body and have the body shape of their human form (muscles etc.). They are able to stand and run on all fours and on twos, much like both a human and a wolf. They have pointed ears and tails too. Werewolves stand from 6-8 foot tall on their hind legs, regardless of their height as a human. The fur of werewolves depends on the colour of the host's hair, but there's a 25% chance that the fur colour will be inherited from the werewolf's Carrier. Colours range from black to dark red, and some wolves have mixed colours due to mutation or a mix between theirs and their Carrier's fur.

The transformation from human to werewolf starts off by the human gaining a lot of hair all over, then their bones morph as they gain height, and their muscles change until they appear as a werewolf. Through the first few transformations this process takes a while, but after getting used to it you can transform in seconds. In human form, werewolves appear like any other human for the most part. There are some differences between them and an uninfected human, though experienced werewolves can disguise these. These differences include, but are not limited to, silver, grey, yellow or orange eyes, excessive hair growth, sped up muscle growth, young or fair skin (varies between packs), and different mannerisms.

Society and Culture
Lycanthropes live in packs, which are groups of werewolves who share the same strain, and all new hosts are introduced into the pack by their Carriers. Packs are essential for Lycanthrope life, and share bonds like families. Each member of a pack are like brothers and sisters, and know each other well, some even sharing empathy. A pack can contain as little as 5 werewolves to as much as 100. They fight together, hunt together, and work together to survive. Many packs eat humans, some eat animals, and a few eat both. The differences between each diet can affect the werewolves depending on taste or what their strains allow. A werewolf living without a pack is a lone wolf, which are usually killed on sight or banished from cities to turn savage or join up with special packs in the wild. Usually, multiple packs living in a city join their own society as a Tribe. Tribes have a set of rules and restrictions carried on through the packs, they usually contain three or more packs. There is usually only one Tribe per city. Packs have a single Alpha, which dictates the individual rules and traditions of their pack. The Alpha can be any wolf of any gender, and they are either elected or are the strongest/oldest werewolf in the pack. The Alphas of each pack rule the Tribe together to decide the rules and make decisions. Contrary to the popular view of werewolves, many Tribes are sophisticated and occupy buildings where they have meetings with Alphas of other Tribes to discuss things such as rules and territories. There are certain rules that are agreed upon by nearly all Tribes in surrounding countries. These rules are usually about keeping Lycanthropy away from public eye to avoid werewolf hunters and making it harder to catch prey. Lycanthropy is under investigation by humans, as there have been sightings through different continents, but there wasn't enough evidence to say that they're human wolves rather than bears or just overgrown wolves. In the Primeval universe, the death rate is higher in cities near the country side or containing a forest, so werewolf kills are nothing out of the ordinary.

Werewolves are very empathetic to one another in their packs, or in general. The reason for this is for safety, as in wolf form, the beast only knows violence, and anyone it doesn't recognise as an ally is automatically an enemy, prey to kill and consume. If the host knows, loves and sees someone a lot, then they mark them as an ally, the beast will recognise them and show them no harm, even act freely around them. So the reason werewolves act like family to those in their pack is to create as many allies as possible in wolf form, so they don't go on killing sprees and the elders can guide the cubs to control their transformations. Controlling your transformations involves willingly entering beast mode to become one with the wolf, so you can control it and choose when you transform, and the sentience you have in that form.

The Carrying process is creating new Lycanthropes, it is an ancient process that werewolves do to ensure new Lycanthropes won't abuse their gifts or be inexperienced. This requires the Carrier to know the potential host very well, be it a girlfriend, boyfriend, spouse, relative or best friend. They then must take this uninfected human outside to an open area during the night of a Full Moon. The Carrier must then show the person their werewolf form, then gently bite them to inject Lycanthropy to them. This process varies, as in some packs the human may be seen as weak and unfit if they run away from the werewolf, though some say the human enters a sort of trance upon seeing the werewolf. The Carrier would then either leave the infected human or guide them home, and when their symptoms first show, or during the week of their first Full Moon, take them to the pack to introduce them, or help them alone and transform with them for the first time. This is usually an intimate process, creating the first bond to the new host, which is the strongest bond they'll get with a werewolf in their pack for the first few moons. If the Carrier were to choose a human they do not bond with, the werewolf form would just simply kill them, preventing them from surviving until their first symptoms.

Core Abilities
Werewolves all have the basic abilities of wolves, though slightly enhanced, such as sharper senses, sharp claws, teeth and the ability to run very fast on all fours. Different strains may have stronger versions of these abilities, and older or more trained werewolves are stronger. These are called Natural Abilities, and a fraction of these pass into human form too. Natural Abilities are present in all werewolves, this includes faster regeneration, though certain strains differ in how these abilities are, such as a certain strain of Lycanthropy might have instant skin regeneration to avoid bleeding-out, or have most of their Natural Abilities passed onto their human form too, or have tougher skin. Werewolves also age differently too: they share the appearance and development of humans from ages 0-60 but after that they age much slower, only growing old in their 150s-200s.

Developed Abilities are powers acquired by your separate strain of Lycanthropy, these powers are developed over many generations and are mostly unique to that strain. They are inherited directly from your Carrier and grow stronger the more you learn to control the wolf form. These powers are in one way or another related to the werewolf form, but in some cases they can be used in human form. An example of these Developed Abilities are the Wolfman form, which allows the Lycanthrope to take on a Wolfman form which gives them the claws, teeth, physical strength, agility and slight appearance of a wolf; another would be that biting someone when it is not a Full Moon will turn them into a Wolfman temporarily, or to take control over the instincts of an animal to make them bend to your will, or to induce fear with your appearance in werewolf form. These abilities are very powerful and take a lot of energy to use.

Core Weaknesses
Lycanthropy may be a gift to some, but it is a curse to others. It comes with a few mental weakness, and physical weaknesses too. One of the physical weaknesses, the most iconic, is that werewolves are allergic to silver. Upon touching silver, it will burn their skin, and if shot or stabbed into them, it will leave a wound that cannot heal ever. The effects and severity vary between werewolves, older and stronger werewolves can hold silver harmlessly, but will be poisoned by it if it enters their bloodstream, while it will burn straight through the skin of weaker werewolves. Different strains are sometimes allergic to different metals, some are allergic to gold, platinum, copper or even iron, though silver is the most common weakness. It is unknown why werewolves are allergic to specific metals, though some believe it is because the first werewolves of their strain were exposed to the metal in some way. Metals other than silver are usually only the weakness of rare strains.

Mental weaknesses for werewolves are a result of the wolf side of them, which is aggressive and unrelenting. Lycanthropy was primarily used to destroy one's enemies in ancient times, and so the bestial personality of the wolf was perfect for this. However, in modern times Lycanthropes find it hard to control this pure aggression, and so unleash it unwillingly and uncontrollably. The wolf form will kill anything that moves which it does not recognise as an ally, and will personally hunt down its enemies. This leads to unexpected murders which mostly turns the Lycanthrope into a vulnerable victim of themselves, not wanting to kill as they do. It affects their human self too, as the Lycanthrope finds it hard to conform to formal rules of society, and may have an outburst of primal rage, and begin fighting people. This is why many werewolves abandon regular society to join their packs, and find a way to help each other to control their wolf side and reduce the amount of uncontrollable murders.

Deities and Worship
Werewolves worship the three Deities of the Moon, also known as the Lunar Gods. These Gods are Selene, Aren and Herne. Selene is the main Goddess, she is the known creator of the first Lycanthropes and is worshipped the most, she is thought to be primordial and immortal, and is known as the "mother" or master of werewolves. Aren is the second God, worshipped only by some, and is seen as a "father" or leader of all werewolves. Herne was a werewolf turned God, created by Selene starting the second generation of werewolves, and is seen as the personification of Lycanthropes everywhere. All three Gods have an emblem that is usually used to represent them at shrines.

Selene is the Lunar Goddess of Lycanthropy, creation, transformation, guidance, power and the personification of the Moon. She is worshipped on the Full Moon, and provides the ability to pass on Lycanthropy, and granted Developed Abilities to the werewolves. Werewolves are most powerful during the Full Moon, and this power is thought to come from Selene herself. Werewolves worship Selene in order to be more proficient in their Developed Abilities or in everyday life. Selene's emblem is a Blood Moon (by some Tribes) or a silver Full Moon, sometimes a woman with silver hair, in some occasions the silver-haired woman is inside the Moon, and rarely she is holding a silver blade to symbolise her dominance over werewolves. The Blood Moon is a fabled apocalyptic event that involves Selene commanding all werewolves to kill every human on Earth on its final days to complete their destiny.

Aren is the Lunar God of humanity, Tribes, Alpha wolves, leadership, intelligence, control and willpower. He is worshipped on the New Moon, when werewolves are powerless, mostly by the Alphas of each pack, and is less popular than Selene. Aren's origins place him as a God or King who thinks Lycanthropy is a curse, and tries to help werewolves. He is said to be immortal or primordial but has only influenced werewolves for a millennium. Werewolves worship him in order to control their beast form, and place their bloodlust to rest. A follower of Aren will regret any murders performed by their werewolf form and can feel compassion and emotion even in wolf form. Werewolves will be driven by hunger instead of bloodlust in wolf form, at the expense of being much less powerful in their Natural Abilities. Some followers of Aren claim the zenith of worship for Aren can cure Lycanthropy, though this is a myth. Aren's emblem is an eagle spreading its wings, sometimes the eagle is coloured white inside a black circle, representing a New Moon, though the New Moon is seen as a negative symbol among werewolves, so this symbol is only used to respect Aren rather than worship him. Rarely the eagle is coloured black on a shiny tinted blue moon, this is a special emblem used by his most devoted followers.

Herne the Hunter is the Lunar God of the Hunt, bloodlust, beasts, sacrifices, strength, fighting and murder. He is often regarded as the Spirit of the Hunt. Herne is the only Lunar God who isn't worshipped, because his followers hunt with his guidance as he is only active during the Hunt. Herne is the personification of the werewolf's bloodlust and bestial nature, and the more devoted the follower, the stronger their bloodlust and the more powerful they are. A werewolf who follows Herne will feel no remorse for murder and violence and will kill for sport. The most devoted followers claim to Hunt with Herne's Spirit beside them, literally Herne's physical form or "ghost". Since Herne is the opposite of Aren, followers usually only worship one or the other. Herne used to be a human, who was made a lycanthrope by Selene herself after many werewolves were killed during the middle ages. Herne was transformed around the 1600s and lived for two centuries and died around the mid-1800s. He was given immense power and had the first Developed Abilities, and had possibly hundreds of powers according to his followers. Herne is considered the most powerful werewolf to have existed, and is the ancestor of nearly all werewolves today. He ascended to Godhood after death but prefers to stay on Earth, as a Spirit to guide his descendants on the Hunt. Herne's emblem is traditionally a stag-horned helmet coloured black on a white field, which represents the helmet worn by Herne himself.


Last edited by The Real Sloth on Thu Feb 16, 2017 4:55 pm, edited 1 time in total.

Share on FacebookShare on TwitterShare on RedditShare on VKShare on TumblrShare on Google+Share on MySpace
Top
 Profile  
Reply with quote  
 Post subject: Primeval: Merpeople
PostPosted: Wed Feb 15, 2017 4:16 pm 
User avatar

Joined: Fri Feb 10, 2017 1:07 pm
Posts: 10
Blog: View Blog (0)

Offline
Merpeople, Merfolk, Nereids, Sea Nymphs etc. are sentient humanoid aquatic mammals that live in the oceans.

Image

Origins
Merpeople descended from the Oceanids, the many daughters of the Titans Oceanus, the Father of the Seas, and Tethys, the Mother of the Seas. The Oceanids were Sea Nymphs, beautiful and kind supernatural women who were born from the ocean. They mated with humans and produced the first Merpeople, and from that sparked the large Merfolk population today. Merpeople are thought to be thousands of years old.

According to Merpeople history, Oceanus, whom is worshipped as a God by Merfolk, forged a Kingdom which the fairytales call "Atlantis" though the true name remains unknown. Atlantis was made within the Atlantic Ocean, where all Merpeople first started. It was where he ruled and where he lived, where he slept and where he died. It is said his body became part of the ocean after his fall in the Titanomachy, as his remains stayed in Atlantis rather than Tartarus. Tethys however, remained safe and guarded in Atlantis, protected by her many offspring. Though the fall of Oceanus cursed the ocean, and spawned many wicked sea monsters.

A large part of the Merpeople population abandoned Atlantis because of fear, and thus were considered traitors by those who stayed protecting Tethys, Queen of Atlantis. The ones who left moved to different oceans and developed different cultures. The ones who stayed managed to kill most of the monsters in the Atlantic ocean and even attacked any humans who passed above their kingdom in ships - they became proud and arrogant warriors who were loyal to their Queen, whereas Merpeople in the Pacific, for example, mostly began feeding of humans and became Sirens.

After many years, Tethys used her powerful water magic to create a single Oceanid out of the remains of Oceanus and herself, who was essentially a God. This Oceanid, named Asterion, became the new King of Atlantis after Tethys's fall, and his children after him. Asterion was so powerful that he could manipulate the waters around him, and taught the Atlantean Merpeople how to use this magic, which was named after Oceanus. The magic eventually spread to the other oceans and all Merpeople managed to use Oceanus.

At modern day, Merpeople have learnt how to travel on land and many prefer eating humans rather than fish, as it makes them beautiful, but only recently they've learnt how potent the flesh of supernatural beings can be.


Physiology
Merpeople have the classic appearance: the body of a humanoid but the legs are the tail of a fish. The colour of their scales depend on their parents, just like hair or eye colour, but it can be every and any colour, and Merpeople who live in deep waters can adapt to colourless scales (and are even blind). Merpeople naturally look very ugly, their skin is pale, they have sharp teeth and nails, their eyes are black, they have gills/webbed fingers and they look very sinister in general. This contrast from the Water Nymphs that birthed them comes from millennia of feeding on fish and mating with other Merpeople.

Merpeople can look beautiful, but the cost of beauty is eating human beings, as eating one will pass their beauty to the Merperson, making them more human and very attractive. Merpeople can not mate with humans anymore, as their genetics clash too much to reproduce - they must reproduce with other Merpeople. Merpeople are mammals, meaning they give birth rather than lay eggs, they are not fish in any way other than tail.

Society and Culture
Almost all Merpeople hate humans, though not all eat them out of self-respect as they are intelligent and sentient. Though some Merpeople, known as Sirens, acquired a taste for human flesh. Sirens were originally from the Pacific, but the practice was used all over the oceans. Sirens evolved the ability to sing a song that sounded so beautiful it attracted humans brutally, it takes a lot of skill to learn. Anyone that hears the Siren's Song will stop at nothing to approach the Siren. The Sirens themselves are extremely beautiful because of the humans they've consumed, and after attracting the human, they will proceed to kill and eat them. Sirens are usually Mermaids, but there are male Sirens too. They also usually choose a piece of land, where they (they mostly hunt with their siblings) will stay to attract sailors, but sometimes they go to the shore to eat.

Merpeople all bow to the King or Queen of the Oceans, who is the direct descendant of the Oceanid Asterion, and the most powerful Merperson in the oceans. They rule the seas but not all worship them, but they have the utmost respect from all Merfolk. They live in Atlantis and hardly ever leave. Merpeople speak several different languages to each other, which differs greatly depending on which ocean they're from.

Core Abilities

All Merpeople are born with the power to use a very powerful ancient magic called Oceanus. It allows them to manipulate the magical waters created from Oceanus's very own blood that flows through the oceans. This "blood water" has magical properties, though Merpeople can convert regular water into this type of water to achieve the same effects using their own blood, but it weakens them. The waters of Oceanus are most potent when manipulated directly from the ocean, especially the waters surrounding Atlantis.

The powers of the waters they use allow them to: transmutate objects into water and vice versa, use the water as a poison to achieve a number of effects (induce insanity, mind control, damage or kill them, drown them etc.), create powerful waves and weather phenomenons and many other abilities. They can even use Oceanus to turn their tails into legs to walk on land if they're powerful enough.

Merpeople also have powers they acquire naturally. Physiology-wise, Merpeople have a very tough skeletal structure which allows them to survive the pressure of the ocean, more so for Merpeople who live at the bottom of the ocean. They also can breathe in both underwater and above, but only when their gills are present. Merfolk can swim very fast, and the muscles in their tail are so strong that they can dent steel with them. Contrary to many stories, Merpeople cannot talk to or control sea creatures, and they do not speak any human languages though they have the capability to learn them. Sirens can learn the skill to sing a Siren Song which can attract all listeners and seduce them, which is useful for hunting and eating humans.

Core Weaknesses
Merpeople are naturally ugly, so if they wish to look like humans, they will have to change their diet to humans. Eating humans is brutal and barbaric, so Merpeople who do this could be considered "evil", and it also makes their gills and webbed fingers disappear. Though the alternative is eating fish, which doesn't provide as much sustenance as human flesh, and makes them lose their beauty. Some Merfolk have different physiology depending on where they're born, such as Merpeople born deep down in the sea are blind but have echolocation and eat very little amount of food, and some have transparent skin. Merpeople can also not be outside water for too long, as being dry will hurt them and slowly make their skin peel off and could even kill them.


Share on FacebookShare on TwitterShare on RedditShare on VKShare on TumblrShare on Google+Share on MySpace
Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 44 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
cron
Powered by phpBB ® Forum Software © phpBB Group; All Material is the Express Property of Creative Freedom RPG and Its Members | DVGFX2 by: Matt

Protected by Copyscape Duplicate Content Penalty Protection