World

Welcome to our World

We intend to entertain with our stories, but the following posts serve a different purpose—information. From the traits of werewolves to complete time lines for Armageddon, everything you could want to know about the unhappy setting where our characters live can be found among these posts. Something missing? Tell us in the comments!

This section will remain a work in progress as long as we have stories to tell.

More supernatural entities: Coming soon?

Besides humans, vamps, vampires, werewolves, synthetic werewolves, and zombies, there are other entities in the world which bear mention. Among these are silvers, which will pop up a fuller discussion of the world’s timeline.

An addendum for our writers: While certain things simply will not fit in, the world is not set in stone. We are open to possibilities of other supernatural creatures, though they will need detailed explanations behind them. After all, if zombies and vampires exist, why can’t other things? That said, the above listed species will always be the dominant forces in the world, so no future additions will change the fundimentals of how this world works.

Magic: Shazam!!

Magic does exist in this world, but it is rare and hard to manifest. Most magic uses are vampires from The Cult but some humans are capable of it.

Magic is the act of taking your own energy and the energy of things around you and channeling it into “spells.” Experience and patience are crucial to mastering any spell. It generally takes 10 years just to get the basics covered, and most users end up killing themselves learning more spells. Once the basics are covered though, a spell becomes a powerful asset, limited only by the imagination of its user.

Werewolves: Will the real werewolf please stand up!

Werewolves are as old as vampires and their greatest enemies. Synthetic werewolves were created by zombies to exterminate the new vamp wave.

Origins

The first werewolves, like their enemies the vampires, came very close to extinction at the hands of human villagers. One of the very few survivors was Alexander Salin, who survived thanks to incredible self-control. Around 1900, Kaiser formed a special team and caught him, but it wasn’t until a hundred years later they began their experiments. Using Salin’s DNA they were able to create a formula that would turn a person into a less powerful—but more easily controlled—kind of werewolf than the natural variety.

All synthetic werewolves are manufactured at a single lab the zombies oversee. Only exceptional military soldiers are accepted into the program. Once changed, the person is brainwashed to follow the zombies’ orders. This does not always work, so a few have some of their memories intact. The process of changing is very traumatic and painful; the odds of survival are about 50/50.

True werewolves are not seen in our setting until Salin breaks free from the zombie facility, which will be explored in detail in a future post.

Traits

True werewolves are unfathomably strong and animalistic. During full moons, they must fight going berserk, in line with the myths. Even Salin is only able to retain half his consciousness during this time. Even a synthetic werewolf is more aggressive than he was as a human, but he can generally restrain himself. Also, instead of being controlled by outside forces like moon phases, synthetic have the ability to change back and forth between human and werewolf at will.

The strength of a synthetic werewolf, while less than that of a true one, is still nothing to balk at. Able to lift small cars and swing them around like baseball bats, they are amazing hunters and powerful weapons against the vamps. When in wolf form they still retain their complete conscious.

Werewolves are very uncommon, even today. Synthetic lycanthropy is not contagious, meaning under no circumstance can a synthetic werewolf be created outside of the zombies’ lab. True lycanthropy is contagious, but infection is still rare because werewolves do not generally leave survivors. Infection is usually intentional because of this. The changing process is even more painful than the synthetics’ with only a 30% chance of survival. Most of that time is spent in a hybrid wolf form running rampant, adding to the danger for everyone involved. Thankfully, the process only takes about a day.

Both synthetic and true werewolves have heightened senses beyond those of vamps. They also have better control of these senses, so things like garlic don’t phase them.

Zombies: Not your grandma’s undead

In this world zombies are smart, well organized and completely loyal to their cause of world domination. For hundreds of years they been building their numbers and creating a complex hive society that spans the globe. Most of them wear synthetic skins and live among humans. Some even have families. Zombies are the originators of most of life’s recent woes—these undead, hidden among us, planning and plotting.

Zombie mentality and organization

Worth stressing is that everything a zombie does is for the hive. Each has a mind and will of his own, but only in order to accomplish the task that is given to him.

While most play small parts and keep up the illusion they are ordinary humans, some go beyond that. Many leaders at all levels of organization all over the world are zombies. Te United States is particularly infested at the upper levels; most senators, house members and even the President are all zombies. Zombies also make up a large portion of law enforcement, but not the military.

The zombies answer to a single being known to them as Kaiser. Most will never see him in person but all feel his presence. “Kaiser” refers to both an individual and his position as leader of the zombie hierarchy; if they current Kaiser is slain, another will instantly take his place, following the same plans and desires as his predecessor. It is unknown how many Kaisers there have been. The zombies’ plot will be covered in the timeline.

Physical traits

Physically, zombies are no better than an average human. Their synthetic skins have been perfected over centuries, and only noticeable to the very trained eye. They do not need to eat, sleep, or breath, though devouring flesh is a favorite pastime. They feel no pain, and only destroying the brain will finish them off.

As stated, zombies do not need to eat to survive. They can, however, eat anything they want and pass it as a human would. What they pass though is usually just rotting mush of whatever they ate.

Zombies and technology

Zombies also control many of the worlds technological advancements. During the wars with the vamps they use many devices specifically designed to stun or even kill a vamps within seconds. Their crowning achievement is the synthetic werewolf.

Zombies’ bodies can be easily repaired with today’s technology; limbs can be replaced or reattached within hours.

Another great weapon the zombies developed is the giant “Flesh Mech.” These deteriorate quickly, so they must be used within a certain amount of time, but are very powerful weapons during that span. Resistant to most weapons and capable of crushing even the strongest werewolf with a direct blow, each stands roughly seven stories tall. (More details will follow in a future post.)

Zombification

Zombies can easily infect someone with just a simple bite, though they use this ability less often now than centuries ago; generally, conversion only happens when more troops are required. Someone will turn zombie within a matter of hours and will at first personify the classic slow walking, brain-craving mess we recognize in movies. Zombie scientists have come up with a way to promote redevelopment so that in just a few days the slow, brainless zombie becomes smart, capable, and utterly devoted to Kaiser. Most zombies are created in isolation to avoid an outbreak.

Humans: The huddled masses

Like in most fantasy worlds (and the real one), humans have very little that’s special going for them other than their ability to learn and create. The vast majority of humans have very little to no idea what is going on in their world and generally if someone begins to piece things together, he “falls down a flight of stairs” or gets mauled in a “freak bear accident.” You get the idea. That doesn’t mean humans are incapable though, just not informed.

As the vampire population increases so does the number of humans who know about them. Acting on another of their strengths, these humans eventually band together, creating various organizations collectively known as Hunters. Hunters are well equipped and very talented in the art of killing vamps, zombies or even werewolves. Most methods are distorted by myths and legends, but some of their tricks still work. Other humans form underground alliances to pursue the truth about the happenings of the world, rather than engaging the supernatural directly. A few even figure it all out. Still more humans learn by having an acquaintance who is turned to a vampire, or by working at high levels in politics or the military.

Humans are also able to use magic like vamps. This takes even greater dedication and patience but proves quite rewarding to some. That said, the leading cause of death for any magician is still curiosity.

Vamps and vampires: Dissonant horrors

We start with vampires because they are, for better or worse, on an upswing of popularity at the moment. This is nice because it gets people motivated and interested in the vampire mythos, however it also creates a growing group that only knows one author’s idea of vampires.

Heredity

Vamps and vampires are similar but form two distinct lines, each originating from a single individual. Though it is unknown who the first vampire actually was, the first vamp was Genus (JENN-us). The only major difference between the two is that vampires are generally stronger than vamps. Vampires are also extinct; they either died from boredom or were killed by villagers hundreds of years ago. They do, however, come back, which will be explained in the history later on.

Traits and abilities

Vamps and vampires have increased strength, agility, stamina and intellect. They are usually four times stronger and twice the as fast as they were in their human lives. The change in physique is difficult for new vamps at first but they adapt after a few days. A vamp is generally smarter when turned; it’s not so much a bump in they reasoning but rather an increased awareness which makes it easier for them to learn.

Vampires and vamps also have telekinetic potential. Proficiency generally takes years of practice but any of them are capable of it. The average vamp will be able to lift and manipulate things weighing up to a ton within 5 years of practice. More is possible in shorter times if he is trained properly and shows enough dedication. Using this ability can damage the user if he pushes himself too far or hard.

While it takes time, some also learn how to cut things using this force as well. (An example: A Vamp and a Human are fighting it out. The human is well equipped and is able to keep the vamp at a distance. He chooses to hide behind a stone pillar as cover but with a wave of the vamp’s hand the pillar splits in half and falls away.)

A few vamps will instead develop telepathic abilities. No vamp can have both. This is much harder to control and use effectively, but it lets the vamp do things like read minds, influence others, or even cause brain damage. Compared to telekinesis, telepathy can be far more dangerous to the vamp if overused.

The average vamp is a little paler than he once was, but this only noticeable to someone who knew them while he was living. Over time the paleness increases and the body wrinkles. This takes a long time though, and the interval when these stories take place is only 70 years, so it won’t be an issue yet.

One noticeable feature is the teeth. The canines are slightly longer and more pointed than those of a human, but they can be easily hidden. A vamp also loses its body hair from the neck down, though the hair on its head will continue to grow. Their bodies also become more toned.

Blood

Blood is very important to a vamp or vampire. While they hunger for it, they do not drink it as food but as life energy. A vamp can eat food but will have to regurgitate it later on. Non-human mammal blood will also work with vamps, but only human blood will keep them at 100%; after drinking non-human blood a vamp will be reduced to half his usual potential. Worse, drinking the blood of vermin will reduce a vamp’s strength to on par with humans. Even among human blood, quality counts, so the blood of the sick or elderly won’t bring a vamp to his full potential either.

Despite this, vamps are unaffected by diseases, so any human blood is “safe” in that regard. (No need to worry about that common cold.) If a victim is under the influence of drugs when bitten the effects will pass over; if a vamp feeds on a person who is drunk, the vamp will become intoxicated. The effects of harder drugs like cocaine will of course also pass to the vamp. Any added effects such as these will last roughly an hour.

Being bitten will not turn the victim, and he will only die if too much blood is drained.

As part of the turning process, vamps and vampires lose their human desires for things like physical affection, but they find the act of drinking very sensual and crave it similarly. Most vamps prefer to go after one type of person (or animal) that especially appeals to them.

Myths

Here, vamps and vampires do differ somewhat significantly: Vamps are not restricted by most classic vampire myths, while vampires generally are. (These myths include prohibitions on entering a house without invitation, crossing over running water, and the like.) Religious symbols also do nothing to a vamp, but they will make a vampire uneasy. Vamps are effected by strong smells though, due to their heightened senses. Garlic is a great example of what they don’t like; they can manage, but it is very bothersome.

Sunlight is also very dangerous, though vampires have it worse. Vampires will be incinerated within a few minutes if exposed to any direct sunlight, while vamps are a little more resistant and will last half an hour—in intense pain. Vampires are also hurt by indirect sunlight, (meaning just being outside with sunlight, even in the shade, will cause them pain), while vamps are safe in shade and can travel freely if well clothed. Sunlight reflected by mirrors counts as direct therefore hurts both.

Turning

Turning, the process of creating a new vamp/vampire, has a few steps. The future vamp (the “offspring”) must be bitten and completely drained of blood. After this, the vamp who drained him must replace the offspring’s blood with his own. This process takes about 10 minutes and will kill the offspring if interrupted. After this the offspring  will go comatose for a few hours.

(For a detailed look on how changing happens, read The Diary of Bobby Jones.)

Upon waking the new vamp will feel fine until he begins to change. Changing is a long process that takes 5 days to complete. Once a vamp has finished turning, his sire will have a connection with him which is best described as ownership. Though it isn’t as strong for vamps as for vampires, it will always be there and will sometimes effect a vamp’s judgments. If a vamp or vampire is killed, all his offspring regain their free will.

Vamps and vampires have rank numbers. 1 is assigned to the oldest (Genus) and each generation is a rank lower; those turned by Genus are 2’s, the offspring of the 2’s are 3’s, and so forth. Each rank sees a significant drop in power compared to its sires, but the averages given earlier are for 5th- and 6th-ranked vamps.

A 12th-ranked vamp or vampire is know as a “Thin Blood.” Thin Bloods are only as strong and capable as humans and have all the negatives of vampire heritage (weak against sunlight, etc). They are shunned by most vamp societies and generally have lives of misfortune. Also, they are unable to turn people, making them the end of the species. Anyone a Thin Blood attempts to turn will simply die.

Vampire societies will be covered in the history.