black rooms are calling
    to men in leather coats
    white labs are cooking up the silver ghost
    the glass migrates under her translucent skin
    and all the spiders wonder what we've got us in

    i want to live
    i don't want to die
    i want to live
    i want to try

    she can hear glass calling
    or is it someone that looks like him
    she eyes tv reflection and nods a knowing look
    she says it doesn't matter
    she never liked her looks

    --the smashing pumpkins, "glass and the ghost children"



    [ Sentient Species | Language | Religion | Extended Vampyre Appendix ]


    S E N T I E N T . S P E C I E S


    [ The Human | Offspring | New Children | Artificial Intelligences (AIs) | High Blood | Intermediates | Low Blood ]


    NOTE: An asterik (*) denotes species that are currently not available for play. If you wish to play a species that is currently unavailable or aren't clear about something contact administration, and I'll see if we can help.



    Below is a brief synopsis of each sentient species currently or at least recently found within Los Delos and the Wastelands settings. Points of interest include religion, physical alteration, and drug addictions covered under the personality and culture sections in the Human category, with technical breakdowns of each Vampyre subdivion and a lengthy discussion of Vampyres as a species on the whole in the second half of this page in the Extended Vampyre Appendix. Enjoy.


    COMMON NAME: Human, Traditionalists
    GENUS SPECIES NAME: Homo sapien sapiens
    LIFE EXPECTANCY: 60-75 yrs.
    AVERAGE HEIGHT: males: 6�2�� / females: 5�11��
    APPEARANCE: Humans are mammalian bipeds, meaning they walk upright on two legs. Throughout the late 21st century advances in genetics technology allowed humans to specify which physical traits would become dominate in the species through gene manipulation. Traditionally, humans choose features which they considered beautiful, large eyes, symmetrically-balanced facial features, and a sleek, toned frame. Modern humans centered in the Los Delos metropolis usually descended from the peoples of area, and share the same dark hair, eye, and skin coloration, most commonly in shades of brown, auburn and black. Like most species native to Earth, the males are slightly larger with facial hair and more musculature. Physical alteration is popular and so few humans actually have natural hair, eye, etc., colorations. Body piercing and tatooing are also common, as are cyborg-esque machine oriented implants. The rule of thumb concerning physical machine implant alterations is that ones made legally in sanitized Upper City clinics are rarely visable, while illegally made ones often done in the less than pleasant sites in the Lower City are visable, sometimes grotesquely so.
    PERSONALITY: The human psyche is as complex as their anatomy, with dozens of stereotype personalities too numerous to be covered briefly. However humans are prone to psychological phobias and diseases, such as arachnophobia, claustrophobia, insomnia, depression, sadistic and masochistic disorders, anorexia, bulimia, obsessive-compulsive disorder, and insuperiority complexes.
    CULTURE: The vast majority of the Los Delos human population falls into the religious categories of either atheist or agnostic, though a few still practice remnants of ancient religions. Clothing style is dramatic and greatly varies with the individual, as do hair and makeup styles. Anything goes, same with musical preferences. Also, humanity of the 23rd century seems even more drug dependant and addicted than any other past. The drug termed on the streets as "glass" seems to be the most popular at the moment, an inhalent that comes in a compact container similar to an asthma inhaler. The inhalers can be used up to three times, depending on how much the user draws in a singer hit. The drug is highly addictive, with both short term psychological and long term physical effects similar to the now long dead drug heroin. Human society no longer uses physical money. Instead Los Delos citizens are issued fiat money that exists soley in the computer databases in the City, called simply credits. A type of "credit card" is owned by each citizen allowing them to access their bank accounts at any given time.
    SPECIES HISTORY: Humans have existed on Earth for several thousand years, scientifically believed to have evolved from the early primates. For centuries they were the most complex and only sentient species on the planet until the creation of Artificial Intelligence (AI) in computers and robots (mid 22nd century) and deep space exploration (post mid 21th century). Humans made great advances in all areas of the sciences: genetics, medicine, aerospace engineering, physics, and cloning being the fields where the foremost improvements were made. The first successful cloning of a human, done by the underground company, GLPS, (Genetics Labs of Pan South) marked a new era of human technology. From there came the colonization of Earth�s moon and later failed attempts to colonize Mars in the early 22nd century. Wars plagued humanity constantly, including four world wars, the last two which nearly destroyed Earth itself due to the advent of nuclear and chemical warfare. As it was, pollution resulting from nuclear fall-out left three of the seven major continents uninhabitable and completely destroyed the nations of Russia, Japan, Germany, and large sections of the United States of America. Human government went through several changes as countries were created and dissolved, but among the most notable spanning the late 21 century were the Commonwealth of the Federated Nations, a massive peacekeeping organization including seventy-five of the most powerful nations of Earth, Tri-Mac, the notorious Muslim supremacy group of the Middle East which terrorized the planet for three hundred years, and Interstellar Communications of NASA, the first group to launch a full scale colonization of foreign planets, which eventually lead to the definate contact with highly primitive molecular level alien life. The Second Plague occurred shortly after back to back WWIII and WWIV, wiping out large sections of North American and European human life. Nearly all of humanity�s great technology has been lost as the combined result of the war and plague. Currently, a large section of the remaining human civilization of the western half of North America is loosely overseen by the L.D.H.O. (Los Delos Humanity Order), sited in Los Delos City, a large scale enclosed metropolis, covering thousands of miles in what was once the whole of Nevada. The City was created as a safe haven for human life to live without interference from other species and plague. All genetics study is prohibited, though the technology is long lost regardless. The main militant force of the City is the Delos Militia Patrol, whose primary objective is the guard of the City's perimeter wall, a 786 mile long structure of pure steel, occasionally called Devil's Teeth, given the nickname due to the teeth-like projections along its top. Its ten feet by forty feet measuring enclosement, provides the City's permimeter protection as well as insures individuals never leave. More of the humans' history can be accessed from the main page under the history catagory.
    MISC. NOTES: Main concentrations of human activity are as mentioned above, though rumors of various other human civilizations other than the City circulate, though the L.D.H.O. hotly denies such existance. It is generally accepted that the only surviving scrap of humanity are the City�s inhabitants.
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    COMMON NAME: Offspring, Creepers, Freaks, Tech-Heads, Edits (last 4 derogatory)
    GENUS SPECIES NAME: Homo sapien sapiens
    LIFE EXPECTANCY: 50-90 yrs. (varies widely)
    AVERAGE HEIGHT: males: 5'8'' to 6'5'' / females: 5�10'' to 6'3'' (varies widely)
    APPEARANCE: Offspring are in actuality humans, creatures either physically altered with machine elements (reminiscent of the Cyborg age) and/or genetically altered (which is far rarer the case). These "machina" alterations, as they are often called, manifest themselves in any number of ways. They always take the form of some sort of implant, in anything from basic metal alloy plating in various areas of the body, to intranet and/or computer jack modifications for direct interfacing, to various forms of weaponry, to sensory enhancement devices. Otherwise Offspring, for the most part, if not totally, are human on the cellular level, and thusly fit the remaining description of the human species. Illegal genetic alterations, which are believed to represent roughly 1% of the total Offspring population, usually serve some defensive purpose and are drastically expensive in initial cost, as well as extremely dangerous. Without government supervision the results of such attempted gene manipulation are highly unpredictable.

    If physical alteration is popular with "normal" humans, it is nearly a requirement in the Offspring sub-culture, and so even fewer of its members actually retain their natural hair, eye, etc., colorations. Body piercing and tattooing are twice as common as are blatantly unnatural hair and eye colorations and styles.
    PERSONALITY: The Offspring psyche is one and the same as that of humans and thusly is equally as complex in nature. Offspring tend to be less inhibited and obviously less conformist in nature than their unmodified human counterpart. It is also common for their backgrounds to contain unpleasant emotional and/or physical event(s). Most alterations severe enough to categorize an individual as Offspring were gained illegally, and therefore much of the Offspring population are fugitives of the City whose citizenship has been revoked. Offspring are regularly hunted down by Delos Patrol militia units, a common occurrence in the Lower City where their concentrations are highest; it is considered a serious crime to acquire alterations without government permission.
    CULTURE: Offspring is the notation used as a collect term to single out the "machina-altered" section of the human populace into an actual sub-race of humans. Offspring make up a counter-culture of their own, which represents itself as a highly visible presence in the City populace. At least 45% of the entire Los Delos human populace has some form of machina alteration, yet many of these go unnoticed, passing every day as average humans. What designates an individual as an Offspring usually takes the form of one of two things. Either that person voluntarily considers and then assumedly proclaims themselves to be Offspring (usually through association via acquaintance preference) or their alterations are blatantly visible (and therefore quite possibly acquired illegally). Among human culture it is considered taboo to have clearly visible alterations, and therefore many Offspring are ostracized from the normal populace. The more drastic and obvious the machina alteration, the less likely that individual is to be well received by other humans. It is unsurprising then that Offspring tend to drift toward unusual preferences, often labeled (and in many instances correctly labeled) punk, cyberpunk, techy and occasionally even gothic in culture. Most Offspring are of LC (Lower City) origins or at least reside there currently. Roughly 60% of all Offspring fall into this category. Note that Vampyres of both the Intermediate and Low Blood subdivision are also capable of machina alterations, though they are still considered Vampyres, and not Offspring as a species.
    SPECIES HISTORY: See Human.
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    COMMON NAME: New Children (most widely used); also Creepers, Freaks, Zombies
    GENUS SPECIES NAME: Homo sapien proximus ("next or altered man")
    LIFE EXPECTANCY: 30 yrs.
    AVERAGE HEIGHT: 6� (exact: both genders)
    APPEARANCE: New Children are nearly indistinguishable from humans in appearance, but due to genetic alteration the eyes, finger and toe nails are metallic black. Cybernetic implants cover the hands, appearing as smooth black metal ringlets, starting from the base of the hand, enclosing the wrist and finger joints. A similar covering encloses the feet. The implants strengthen the appendages and add durability. Other implants include a removable eyepiece that fits over the cornea to allow infrared vision, internal implants which stimulate a serum to promote quick healing, and implants behind the ear drum to magnify hearing. The original generation of Children wore military standard uniforms: black army pants and a black flask jacket and beret. Those still in service in the City guard compounds wear a similar decor.
    PERSONALITY: A product of their violent genetic background, Children are almost always cold and dispassionate toward both each other and other species. They seem almost robotic in conversation and are prone to explosive mood swings. Mentally, they almost always suffer from depression or one of many various psychological illnesses. Their personalities are characterized by their self destructive nature and immense hatred of the City�s scientists. They grossly lack a sense of well-roundness.
    SPECIES HISTORY: Before the Second Plague, humans were in their height of genetic experimenting, routinely performing alterations to both the human mind and body without the knowledge of the populace. Project New Children was a CLASSIFIED government program charged with the task of creating the perfect human shock troop, an individual that could withstand enemy fire and heal themselves with the help of their cybernetic implants, with heightened senses and strength, that could be produced quickly in mass numbers for an affordable price. The Children were designed to have little mind of their own, but to move and act as robots in human skin. Though they are flesh and blood and were born human, little more than their bodies remain of their former selves. At the start of the program, top human soldiers were asked to partake in an experiment which they believed was designed to test endurance and to see what made them perform better in the field than their peers. The participants were to be given a sedative to put them to sleep, while the scientists would study their brain waves and compare the results with that of regular troops. Without their knowledge as they slept, their DNA structures were being altered and cybernetic implants embeded into their bodies. They awoke with little to no memory of their past lives and identities, their only goal in life to serve and obey the military. The experiment failed due to their violent temperament and utter lack of respect for authority, and a team was quickly put together to dispose of the participants and destroy any knowledge of the program. Few escaped the destruction and those that did underwent another series of alternations in an attempt to produce a more docile individual, though this attempt widely ended in failure as well. A handful escaped in the early stages of annihilation, but in all Likelihood died of hunger and fatigue in the back allies of the City slums. The entire program and its results are deemed CLASSIFIED and few even in the highest positions in government know of their existence. Those that did survive were recaptured and either kept as guinea pigs for further research or given new orders to hunt out vampyres and quietly dispose of them away from the public eye. Of the individuals not either destroyed outright or recaptured, ninty-six remain unaccounted for. Rumors of individuals matching their description seen near the edge of the Wastelands and even in the Lower City section of Los Delos itself have recently begun circulating. The L.D.H.O. denies such speculation.
    MISC. NOTES: During testing of the Children�s new stamina as shock troops it was discovered that the alternations produced many unexpected capabilities. One was the ability to differentiate regular humans from vampyres by smell. They were originally programmed to hunt human enemies, but at the discovery of this ability, their targets changed to a more dangerous prey. Though the Children can heal themselves of wounds that would normally kill a human, they rarely live past the age of 30. The cell structure breaks down at twice the rate of humans and thus wear out faster.
    Children are referred to by a four digit serial code, denoting their factory number and unit group. A626 would mean they were from the first batch of the sixth version produced, individual number 26 of the line. Originally, only 300 were created, organized into fifteen units recognized by a colored band worn on the left sleeve of the jacket with the individual's ID number printed on the left shoulder.
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    COMMON NAME: Artificial Intelligence (AI)*
    GENUS SPECIES NAME: None
    AVERAGE LIFESPAN: Potentially Eternal
    AVERAGE HEIGHT: N/A
    APPEARANCE: There are two basic types of AIs, AI programs, such as those found in computers, and AI robots. The first have no physical form. They are program entities that lack shape and sustenance and fail to meet all characteristics of a living organism, yet they possess self awareness and thus are classified sentient. The latter can appear in any number of ways, either as a bipedal machine resembling a human in build, or various other machines in countless forms. The most common are the bipeds which often take the place of human workers in factories and stores. Neither forms are very intelligent.
    PERSONALITY: As well as lacking physical form, AI programs also lack what could be called a standard personality. Most lack humor of any kind and their will is that of the programmer�s, though they can make decisions of their own free will, following their program parameters, if you choose to call that free will. Robot personalities are similar in that they often only exist to perform a number of specific tasks and their thought processes are designed to carry out only those. One of the AIs greatest advantages is the ability to learn from trial and error, making them quite useful in solving problems.
    SPECIES HISTORY: Artificial Intelligences have been around for hundreds of years, in varying degrees of genius. Programs and machines possessing some form of sentiency have been around the longest, first coming into use around the mid 21st century. The advent of Cyborgs marked one of mankind�s greatest achievements, as it was traditional belief that a machine couldn�t be made to think and act flawlessly human. Cyborgs were expected to be the future of mankind, yet the Cyborg Rebellion of 2089 proved their reliability next to nil. Cyborgs slaughtered hundreds and gained control of thirty cyborg production factories, with intentions of wiping humanity of the face of the earth. Shortly after, all series of Cyborgs were destroyed and the making of anything completely mechanical, sentient and more intelligent than a zombie has become illegal, punishable by public execution. Over the years relatively few attempts have been made to recreate Cyborgs probably due to the stiff penalty. As a result AIs are limited to only the two semi intelligent groups mentioned above.
    MISC. NOTES: AIs are only owned by the government which controls all factories and companies in the City. Government officials fear civilian tampering with the AIs and strive to avoid a repeat of the Cyborg incident.
    NOTE: Realize that New Children, Cyborgs, and AIs are all three very different things. Also, Cyborgs aren't typically accepted as characters because in the story line they no longer exist.
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    COMMON NAME: High Blood (Vampyre)*
    GENUS SPECIES NAME: Homo sapien nocturna (Subdivision I)
    AVERAGE LIFESPAN: Unknown; speculated to be capable of reaching ages in the five digt range, that is unless they choose to age.
    AVERAGE HEIGHT: Around 6�.
    APPEARANCE: In build, the High Blood are an almost exact composite of a human, though they tend to be more lanky with less muscle. They lack body hair and pigment in skin, eyes and nails, a direct result from the immense magnetic field they produce, giving them a sinister pasty white look. Their pupils constrict to form snakelike slits in bright light, and during the Blood Lust their irises turn metallic silver. Nails are usually kept long and clawlike, and are often used as weapons. Their teeth tend to be slightly pointed, while in place of the four canines, long, unretractable fangs stand in place. The High Blood actually have short hairless tails extending from the last vertebrae which are highly malleable and end in a small spade.
    PERSONALITY: In this species you find all kinds. High Blood tend to be dominating and dictative. The casual onlooker might call them great listeners if you enjoy a chorus of screams and blood for company, and they are at best psychotic masochists. They are best known for their religious fanaticism with the widely misunderstood Maat which seem to govern their lives. They are often melodramatic, gothic, and highly intelligent.
    SPECIES HISTORY: The High Blood Subdivision I sub-species are essentially believed to be the surviving group of the original 40 inspection scientists of the Jupiter Incident, in essense the very first generation of once humans infected with the supposed space originated Jupiter virus strain. None of their current history is known succeeding the destruction of the original Los Delos military research compound of the early 22nd century. Early reports from eye witnesses from directly after the Jupiter Incident state that the infected individuals (later to be termed "High Blood" and earn the nickname of vampyre) attacked and took with them several of the Los Delos base's personal. It is assumed that these individuals became the second generation of "vampyres" now known as the Intermediates, or Blackdoves. Much of what is known concerning the events directly preceeding the Jupiter's return and directly relating to the High Blood's origin has been explained in depth in the
    Los Delos history section of this website under the "Virus and the Downfall" segment. Refer there for more information.
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    COMMON NAME: Intermediates, Blackdoves, Doves, Leech Monkeys (Vampyre)
    GENUS SPECIES NAME: Homo sapien nocturna (Subdivision II)
    AVERAGE LIFESPAN: Unknown; speculated to be capable of reaching ages in the three digit range, that is unless they choose to age.
    AVERAGE HEIGHT: Varies | For made Doves (and not born), same as before Turning.
    APPEARANCE: In build, the Intermediates are an almost exact composite of the human form, though they tend to be more lanky with less muscle. The upper canines are immobile pointed fangs, reaching little over a half inch. The first premolars are pointed as well and dip slightly below the normal tooth line. Finger- and toenails are glassy, colorless, and tend to grow very quickly to a possible inch in length and are drastically sharper than normal human nails. With age Intermediates' skin, hair, and eye coloration will slowly begin to loose its pigment, the hair fading to a silvery and eventually bone white. Skin complexion starts out a pale but relatively normal shade, but will eventually fade to a chilling and not always flawless ivory. The eyes begin as well as a pale shade of one of the normal human eye colors and fades from there to a stark white. Keep in mind, however, that all of these species specific alterations can be hidden permanently with cosmetic procedures, though few choose to do so, believing it to be a sacrilege to their race. Considering the strange alterations humans often have performed on themselves, such Intermediates leaving themselves with their natural coloration are rarely pointed out for what they are. They instead tend to blend in quite nicely with the human population.
    PERSONALITY: Varies. Far more "human" than Subdivision I, though usually displaying lower moralities, higher violent tendencies, and far greater apathy. Strongly arrogant toward Low Blood and humans.
    SPECIES HISTORY: Any information on the species history of the Intermediates is little more than speculation. What is assumed and is probable is that they are the descendants (either born by sexual reproduction or made via the Turning process) of the original Jupiter virus victims, who in turn passed on the disease to the next generation, who in turn continued the cycle.
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    COMMON NAME: Low Blood, Parvius (by Sangiu'matii � derogative), Crestfallen
    (primarily urban vampyres of the Spider's Dusk movement), urbanites, leech monkeys (Vampyre)
    GENUS SPECIES NAME: Homo sapien nocturna (Subdivision III)
    AVERAGE LIFESPAN: Unknown; speculated at right under a century.
    AVERAGE HEIGHT: Varies, same as whatever it was before their Turning.
    APPEARANCE: In build, the Low Blood are an almost exact composite of their previous human form, though they tend to be more lanky with less muscle. They possess one set of fangs that take the form of a retractable "sheath-like" fang cover that can be voluntarily lowered over the normal upper canines. Nails tend to be sharper and slightly more pointed than normal humans if left to grow. Otherwise outwardly they adapt an abnormal grace and presence, and their eye color occasionally pales slightly. The Low Blood are the only subdivision of vampyre that never age after turning.
    PERSONALITY: Varies. Far more "human" than Subdivision I and II, though usually displaying lower moralities, higher violent tendencies, and greater apathy.
    SPECIES HISTORY: Low Blood are the most common of the vampyre population and are also by far the most city oriented. Over three fourths the total Low Blood population takes residence in Los Delos City, and at least of portion of the remainder makes journeys there from time to time under Sangiu'matii purposes. From the beginning of the vampyre crisis the Low Blood have remained the most visible of the subdivisions and therefore the most commonly studied--and feared. In fact to most of the human population (that section which acknowledges the existence of vampyres--you'd be surprised the percentage that does not) believes the Low Blood to be the only species of vampyre, referring thusly to them simply as "vampyres." In recent decades the Low Blood have increasingly make their presence known, something much to the fright of Los Delos citizens.
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    L A N G U A G E


    [ Technical Note | Popular Language | Written Communications | Miscellaneous Forms ]



    T E C H N I C A L . N O T E
    Keep in mind that the majority of postings should be written in English for practicality, though present day English no longer exists in the story line. This page is simply for your own personal knowledge and can be skipped over for later, though the section on Telepathy is helpful if you'll be dealing with that type of communication.


    P O P U L A R . L A N G U A G E
    There are three primary languages used on Earth, each either directly descending from a derivative language or a blending of several derivative languages. Aeng-las, a contemporary version of English spoken in the 20th century, sh'Sane'lo'cras, a complex blend of Russian, Latin, French and Spanish, and Man�, a blend of various Middle Eastern and Indian languages. Assorted dialects have sprung up by the dozens for all three and often are so dissimilar that one dialect can�t understand the other, even if they're versions of the same language.

    a n g - l a s:
    Aeng-las (ANG'LOZ) is the result of a few hundred years of change in English dialects. It is the official language of the City and nearly all its citizens are fluent in it, and those that aren't know enough to get by. It resembles Middle and Old English in that it's commonly spelled just as it sounds, minus silent letters, with the exception of a few vowel sounds. It sounds much like Spanish when spoken but has a harder constant sound. R's are rolled and hyphens generally separate syllables.

    s h ' s a n e ' l o ' c r a s:
    sh'Sane'lo'cras (sh SHAWN loo cros, simply "Cras" for short) is mainly a blend of Russian and French and a great deal of abbreviated Latin, and has a soft flowing sound, spoken very quickly with most syllables short and spliced together. In written form all words are written together, without spaces, which would make for difficult translating without the commonly long, complex words. For some reason it's the only thing the High Blood speak, so all Intermediates are required to be fluent in it. The Low Blood have recently taken to using it for naming vampyre organizations and safe houses, which makes sense since the language is completely unknown to humans.

    m a n �:
    Man� (mo'NAE) is one of the oldest languages still spoken on Earth and has been around for thousands of years in some form or another. The primary reason it's still popular is it's simplicity. There are only 5,000 words in the entire language and 300 characters in written form. It's found most often in the Lower City.
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    W R I T T E N . C O M M U N I C A T I O N S
    Most advanced civilizations use some type of written communications. A few of the more notable ones that lack spoken counterparts are NCMvIII and glyphics. NCMvIII came about as writing by hand became nearly obsolete and the advent of computers and holograms needed computer code to function. NCMvIII is the language that replaced them. The code is a series of alphanumeric sequences, starting and ending in brackets (<>) that serve as programming for computer networks. Rarely would anyone know little more of NCMvIII than its acronym (which stands for Net Communication Medium, version III) other than computer and holo programmers. After technology crashed and the world was thrown into something akin to a modern Dark Ages, many cultures began to dissolve, along with them their languages. During that time many ancient forms of writing were rediscovered and put into use. Glyphics is the collective term for the most popular of those that still exist today. It's a combination of cuneiform, an ancient form of writing, pictographs, symbols that represent objects, ideograms, symbols representing ideas, and phonograms, symbols representing sounds. Even now it's rare, but is occasionally encountered and is worth mentioning.
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    M I S C E L L A N E O U S . F O R M S
    t e l e p a t h y:
    The ability to communicate through thoughts alone. Found in human psychics and most vampyres, telepathy comes in two basic forms, open and closed telepathy, both of which are pretty self explanatory. Open telepathy is where a telepath broadcasts their thoughts to everyone within a given radius. Closed telepathy is where a telepath sends their thoughts to a specific person or persons. Note that you don't have to be telepathic to be communicated with telepathically.

    o t h e r:
    Other languages include modern German, Russian, a version of Japanese, Latin, and various types of Greek.
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    R E L I G I O N


    [ Zendu | Ream and Old Catholicism | Maat | Atheism ]



    NAME: Zendu
    PRACTICED BY: A scattered handful of humans and vampyres, usually Low Blood.
    BASIC BELIEFS: Zendu is the result of the intermingling of beliefs from a form of ancient Buddhism and modern thinking. Its followers believe through controlled breathing and meditation they can harness natural energy from the body to conquer all obstacles and eventually reach the ultimate goal in life, attaining mental enlightenment and a state of inner peace. The name "Zendu" comes from the term Zen, which refers to the mysteries of the universe. There are several versions of Zendu on Earth, with worshipers organizing themselves into several cult groups according to each belief system. Most common is the Zen Shure Cult. A decade ago the L.D.H.O. declared the religion illegal after allegations of planned rebellion against the City among its followers. As a result the cults went underground to practice in secret.
    MAJOR DEITIES: In older forms of the religion, a divine being called Buddha who created the religion after his discovery of the path to enlightenment. Newer forms have personified the principal of Zen mysteries into many gods, each controlling a certain element of the universe.
    HOLIDAYS AND CUSTOMS: Every morning and evening followers wash to their elbows with warm water and pray to their god(s) in all versions of the religion. Meditation in regular intervals seems to be the most important custom. Any holidays have been lost over the numerous years and changes in the religion. The study and mastery of martial arts is common and encouraged by religious doctrine, believing to induce responsibility and strength in the individual.
    HISTORY: Zendu evolved from older versions of Buddhism into the form that it appears in today.
    OTHER: Followers are prohibited from eating any kind of meat and the drinking of alcohol. Unlike earlier versions of the religion, belief in the afterlife is taken more as a joke than a traditional view.
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    NAME: Ream and Old Catholicism
    PRACTICED BY: A few discrete humans and a moderate sized portion of the Crestfallen vampyres.
    BASIC BELIEFS: The existence of all-powerful God, Christ, his son, and the Holy Ghost in the Divine Trinity. The religion had all but died out until many of the vampyres converted from traditional atheism, and started up Ream Catholicism which focuses on the Holy Ghost as an incarnate of a vampyre god who serves as the driving force behind the vampyre existence, into a set of very complicated views and customs. Old Catholicism, amazingly, has survived into the 23rd century with its doctrine basically intact.
    MAJOR DEITIES: The Trinity: God, Christ, and the Holy Ghost. In Old Catholicism, the saints and the Virgin Mary are occasionally personified as minor deities which are prayed to.
    HOLIDAYS AND CUSTOMS: Christmas, Easter, Leant, etc. The seventh day of the week is usually reserved for special religious gatherings and worship. In Ream Catholicism, Easter is viewed as the rebirth of the Holy Ghost.
    HISTORY: Catholicism took over when traditional Protestant Christianity was outlawed and spent nearly 200 years being kept alive only by a few hush-hush groups, practicing in secret.
    OTHER: Church doctrine allows only monogamous marriages; anything else is seen as sin.
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    NAME: Maat
    PRACTICED BY: In vampyre societies, held sacred by the High Blood and considered sacrilege to be practiced by anyone else.
    BASIC BELIEFS: Maat is a complex and notoriously hush-hush religion with obscure beginnings. It supposedly was cast down into the first groups of High Blood psyche by the "Elder Lords," a vague group of supposed Vampyre Gods and explains the Blood Oaths that tie all vampyres to the Sangiu'matii and decrees the vampyres' true origions and role in the universe. Not even loyal Doves put much stock into these fanatical ramblings of the High Blood. Little is known of the specifics of its beliefs save that it exists due to the small, selective numbers practicing it. High Blood are secretive creatures regardless.
    MAJOR DEITIES: A mysterious group of beings commonly referred to as the Makers or Elder Lords, which assumedly associates to the makers of the first High Blood. Little more than that is speculation.
    HOLIDAYS AND CUSTOMS: Known only to the strict few who practice it.
    HISTORY: It's believed that Maat came directly from the High Blood's fanatic imagination, considering that they are the only species that practices it. Knowledge of the religion's existance came word of mouth by Doves, and eventually to Low Blood. Humans do not know of its existance.
    OTHER: Only the High Blood know anything even vaguly resembling truth about this religion.
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    NAME: Traditional Atheism
    PRACTICED BY: The majority of the human and vampyre population, and New Children and Offspring who claim any opinion at all.
    BASIC BELIEFS: Atheism comes in several forms and variations, but the core belief is that all species evolved through time as stated by the ancient scientist, Charles Darwin, and his theory of evolution. Species adapted to their environment and those best suited for survival outlived the weaker individuals, and thus their genes were passed on to future generations.
    MAJOR DEITIES: None.
    HOLIDAYS AND CUSTOMS: None.
    HISTORY: Atheism has been around for centuries, but its popularity grew to its peak during wartime in the last two world wars. It's speculated that this is so because this was a time when atrocity became commonplace, and people grew to believe their gods had forgotten them.
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    E X T E N D E D . V A M P Y R E . A P P E N D I X


    [ Introductary Information | Oral Physology | Other Adaptations & Mortality | Turning | Feeding ]



    I N T R O D U C T A R Y . I N F O R M A T I O N
    In depth description on most of the species of Crestfallen isn't really necessary. Everyone knows what a human looks and behaves like (hopefully...?) and the majority of the other characters stem from human origins and are still for all practical reasons, human for the most part. The vampyre, however, is the exception. Though at least one of the vampyre subdivisions has direct human origins, some of the others do not, and regardless, vampyres are quite different from humans in many aspects. That and the fact that vampyres can be called the most important species in Los Delos (along with humans of course) creates the need for a page that states a wealth of the known information about vampyres, both in strict physical views as well as in behavior. You've been asking for it and well, here it is. Everything you could ever want to know about a vampyre and more.
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    O R A L . P H Y S O L O G Y
    Perhaps the most notable thing about the vampyre is their fangs; these specialized teeth are also one of the vampyre's greatest assets in life. Each of the three subdivisions have different fang structures with varying degrees of usefulness. The fangs of a vampyre are not made of enamel, but of a much harder substance. The fangs are not hollow and their inner structures match human dental structure. Vampyre teeth are, however, far more sensitive due to the nearly triple amount of nerves allocated within the teeth. All fangs lengthen and thicken with age. A breakdown of the most notable differences in outer fang structure among subdivision is as follows:

    s u b d i v i s i o n I:
    The oral cavity of the High Blood is by far more complex than that of any other subdivision. The bones surrounding the cavity are slightly larger than that of a human as to accommodate the teeth within, and from the outside, give the vampyre the look of having a slightly bulging mouth, almost like they had just eaten something and their mouths were full. High Blood have 36 teeth, unlike the common 32 in humans and other vampyres. The extra two sets appear as incisors and aid in cutting. Each tooth is pointed, like the canines, and average the size of a normal human tooth. The exception is in the canines and the first premolars. Both sets of canines, top and bottom, are not only pointed, but appear as long fangs that can reach up to an inch in length. The points are needle sharp, the edges razor fine. A secondary set of fangs appears in the first premolars (the first tooth to the back of the canine). Again, this secondary set of fangs is found on both the top and bottom pairs of first premolars. These teeth are about two or three centimeters longer than the remaining teeth and also aid in cutting, while the primary fangs are used to pierce and hold the flesh of the victim. The fangs of the High Blood are all completely immobile, angle slightly outward, and protrude over the lips when at repose.

    s u b d i v i s i o n I I:
    Fang structure is far less complex than that of the High Blood. There are two sets of fangs, again in the canines and first premolars, but only among the teeth of the upper jaw. The incisors, second premolars, and first, second, and third molars are completely normal by human standards. Again, all fangs are immobile and are set at a normal angle. The canines function as the primary fangs, and reach a full length of a little more than a half inch (not including root). The secondary fangs�the first premolars�are pointed and are a few centimeters longer than the average tooth.

    s u b d i v i s i o n I I I:
    Fangs among this subdivision are slightly more complicated than Dove fang structure and have developed a highly useful adaptation. Low Blood have only one set of fangs, but two sets of canines along the upper jaw. All teeth in the lower jaw are normal. The primary canines of the upper jaw are normal and stay fixed in place. But for whatever reason, possibly a gene mutation, the Low Blood possess a second set of canines (fangs) that can be retracted in small sheaths lodged among the upper jaw bone. The fangs themselves can be lowered and raised via special voluntary muscles located among the palette (not found in humans), and can be involuntarily lowered with the onset of special hormone production triggered during the Blood Lust. The fangs themselves are pointed, with the tips reaching a few centimeters below the incisor row when not retracted and appear quite delicate and thin but are actually nearly impossible to chip or break. When in use, the fangs are positioned directly over and in front of the normal canines. The backs of the fangs are carved into a sort of groove that fits perfectly over the canine and makes for a snug fit, so in fact the fangs aren't actual teeth, but rather are specialized covers for the upper canines. With immense age, the fangs of Low Blood may actually fuse with the canines so that the fang cover and tooth become one; if this occurs the fangs become immobile and tend to lengthen and grow normally from there on.
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    O T H E R . A D A P T A T I O N S & M O R T A L I T Y
    Vampyres stay true to at least one of the ancient vampire myths: they are stronger, faster and more uncanny than any human, and this is true to all subdivisions. Each subdivision possesses different degrees of sensitivity in each field. Older vampyres of higher subdivisions will be more powerful than younger vampyres of lower subdivisions in every aspect. Vampyre muscles are far more oxygen efficient than humans therefore less energy can be exerted to produce higher results. All of the senses: sight, smell, hearing, touch, and taste are heavily amplified in vampyres.

    Understand that no vampyre is "magical." They are simply more highly evolved, efficient predators. Their eyes are capable of seeing the craters on the moon or the granules of paint on a wall. This is possible for a few reasons. There are more light sensitive cells in the back of the eye and the pupil widens to nearly cover the iris in darkness to allow in as much light as possible. Their hearing is roughly that of a bat, capable of detecting both higher and lower frequencies than humans. Their sense of smell measures with that of a dog, and their sense of touch is like that of a cat�s whiskers. Though no vampyre could see in total darkness, they could easily make their way around an unfamiliar room by feeling the air pressure of the room alone to sense where objects were. And then there is the ability to harness telepathic abilities, which amounts to mild psychokinesis and telepathy to astral projection and manipulation of emotions and mental "attacks" in High Blood and skilled Doves.

    Every vampyre can recognize another vampyre on first sight. Vampyre eyes are far more sensitive to light than human eyes, as they can actually see certain hormones of the body being produced. One of these hormones is fear. Another is the one of the miscellaneous hormones produced by vampyres only. This hormone, which has to do with the process of breaking down oxygen in the blood stream, appears visibly outside the body as a dull black/gray mist. Vampyre eyes can see this chemical in the air, as technically could many light amplifying instruments. Vampyres can smell this hormone, which manifests as a slight sweet odor. Humans can neither smell nor see this substance.

    Another highly evolved adaptation of the vampyre is their ability to heal rapidly. Not all wounds can be healed (such as beheading, a stab to the heart, head, neck, etc.), and death from extreme loss of blood is also possible. Any massive trauma that overwhelms the vampyre's system can result in death, and all subdivisions feel pain on the exact same level as human beings. Healing in vampyres is identical to that of humans as far as the cellular level goes. It is simply accomplished much faster, and this is simply a produce of advanced evolution. If the average vampyre was shot with a standard projectile hand gun, lets say, in the arm, the wound would completely heal in a matter of days, even around the bullet itself if it�s left inside.

    Vampyres are immune to most toxins and diseases, though they carry allergies to sunlight and silver. Sunlight is a very mild allergen and really effects the vampyre no more than to slow them down and weaken their stamina. Like all nocturnal hunters, vampyres prefer to be in the dark where their supersensitive eyes function best. If silver is exposed to the skin for several minutes it will produce a burn; depending on the length of the time the metal is in contact with the skin, the burn may in fact be so severe that it will leave a scar. If a wound is made with a silver object the wound will heal slowly or perhaps will not heal at all depending on the severity.

    Note that all High Blood and Intermediates (Intermediates either born or made) possess the ability to either allow the aging process to continue (this especially relevant to born Intermediates, as there must be some way for their bodies to age and mature to a reasonable adult form), or to halt it once a certain desirable age has been reached. This can be done only once. Afterwards if a High Blood or Intermediate chooses to restart the aging process they will be unable to stop it and will continue to age at a reduced rate of roughly one year to every five. Born Intermediates (there are few other High Blood save the original) age at a normal human rate until they reach roughly the age of 18 to 20. After that if the aging process is not stopped they will continue to age at a rate of one year to every ten.

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    T U R N I N G
    There are a few dozen ways one can become a vampyre, some more pleasant than others. High Blood were the first vampyres and there is currently no known way to create another of the subdivision. Sexual reproduction in vampyres is definately possible, if a closely Sangiu'matii monitored and sanctioned occurrence; it is crucial to note that only High Blood and Doves are capable of this; Low Blood can only create another vampyre by Turning a human. How one becomes a vampyre directly determines their strength.

    Vampyre blood is quite potent in composition and poisonous if entered into a human's system in small amounts. The process of Turning actually takes more than one exchange on more than one day, sometimes several. If the process is not completed the human will usually die a very slow and painful death as their blood more or less eats itself alive, rendering the victim a hollowed out, dried shell. This is called a 'husk ghoul,' though note that the 'ghoul' per say, is most definitely dead and soon to be privy to decomposition. Vampyre victims are often warned that if they do not willingly allow the vampyre to complete the process after the first exchange that they will die, and this alone is generally enough for most victims to comply.

    Below is a brief breakdown of the means with which one may become a vampyre, listed in order from strongest resulting vampyre to weakest. After that, you'll find an in depth description of Turning itself.

    --> High Blood are the strongest, in every way, in every aspect.

    --> When High Blood reproduce sexually the end result is a Dove, not another High Blood. For some reason something is lost in the genetic code and so the full effects of vampyrism in the truest form (High Blood) is lacking.

    --> High Blood can also Turn a human. When this is done, the end result is a Dove.

    --> When two Doves reproduce sexually, another Dove is produced. (Genetics are confusing. You�d think you�d end up with the next level down, as is the case with High Blood, but go figure.)

    --> A Dove can Turn a human (result Low Blood).

    --> A Low Blood can Turn a human (result obviously Low Blood).

    To Turn someone, simply means to give them the gift of the vampyre. The original vampyre is then deemed the Maker and typically teaches the newborn vampyre what they are and schools them in the teachings of the Sangiu�matii - as least assuming that the Maker was commissioned by the counsel to create another vampyre. The relationship between Maker and underling is quite intimate, and the two will form a sort of psychic bond where they can feel each other�s presence, when something is wrong, etc., etc. The underling is rarely far from their Maker, and the two generally live out their lives near each other.

    Outside of the Wastelands, this strict method of Maker and underling is not present, and the gritty realization that one has just been made a vampyre is realized. It can be a terrifying experience, especially since the majority of the City�s human population either denies the existence of vampyres or feels they are immune to such such fate.

    Turning is almost always done only with humans, and individuals over the age of twenty-five years rarely survive the process. Likewise, individuals under the age of fifteen rarely survive--in both cases the human body is at a state where it simply can�t tolerate the stress of Turning. There are no current records of a Cyborg ever being Turned, and only a few dozen where New Children were Turned, and those are surely dead.

    Turning begins with a vampyre selecting the victim. Wasteland vampyres travel to the City to watch humans. In the Wastes, earning the right to become a vampyre is considered a great honor, and likely prospects are watched for sometimes up to ten years before they�re Turned. Again, among urban vampyres, this method is forgoed, but regardless, once a vampyre has selected their victim, a change of blood must be made.

    First the vampyre will draw large amounts of blood from the victim, either from the carotid artery in the neck (All vampyres instinctively know where major arters are located.), from the thigh, wrist, or chest. The incision in the victim�s artery does not necessarily have to be made with a vampyre�s fangs, but rather can be made with any object or even a sharp fingernail. Once enough blood has been drawn to make room for new blood, the vampyre will in turn either slice their own wrist or chest and allow the victim to drink from them.

    The amount of blood needed to be given is determined by the vampyre�s subdivision. Vampyres of higher subdivisions have more potient blood and thus less blood is needed in the transaction on both person�s parts.

    NOTE: As many as five such transactions, where the vampyre takes and then gives blood, may be required for the transformation to be complete. Afterwards, the victim goes into a tracelike state that may last for several days. During this time the immune system is literally destroying parts of itself that will soon be unnecessary. New glands and structures are formed, and when the victim awakes, they will be fully vampyric.

    The entire process takes quite a bit out of both the Maker and the victim, and an inexperienced vampyre can easily overindulge themselves and kill the victim. It's even possible for the Maker to kill themselves in the process if they allow too much blood to be drawn. The process is intense and heavily surrounded by the chemicals produced in the vampyre's own saliva and it's easy to become disoriented. Both vampyre and victim feel intense pleasure induced from the toxins as well as the muscle contractions that massage the toxin from the vampyre�s mouth. The same pleasure is also brought about when the victim draws blood from the vampyre, again, for both partners. The blood the victim will ingest is already oxygen rich and the similar light-headed feeling with occur in them, coupled with the maze of alien toxins and hormones found in the vampyre blood.

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    F E E D I N G
    Vampyres need to feed about once every few days, at two pints a feed as far as nourishment is concerned, though feeding is also done for pleasure alone. Vampyres need to eat human food (as they are still very much a living thing); however the entire disease of vampyrism is really a defect of the blood cells. The cells become physically incapable of carrying oxygen to the body and thus the vampyre suffocates. The species has adapted an interesting response to this�feeding off of human blood to replace their own. What is called the Blood Lust will set in naturally and starts as a dull ache in the canines and then spreads to all-out agony through the entire body if feeding is not induced. The eyes will glaze over a metallic silver, dilate, adrenaline and various other chemicals and hormones will being to coarse through the blood system, and in the case of Low Blood, the fangs will lower. Intense emotion can also bring about the color change in eye pigment, but the silver color is generally associated with the Blood Lust. Located underneath, at the base of the tongue and alongside the saliva glands are specialized glands that produce a mild toxin which functions as both a pain killer and depressant. During the course of a normal feeding/Turning, the brain sends a signal to the glands to start producing the toxin. Involuntary muscles lining the glands then rhythmically contract and massage the toxin into the mouth where the tongue smears the chemical over the wound created on the victim. In the course of the feeding/Turning the victim�s own blood stream will absorb some of the toxin. As the toxin streams through the victim�s body, an immense pleasurable feeling spreads throughout the and vampyre. Pleasure is felt by the vampyre by both the contracts of the involuntary muscles of the mouth as well as the stimulation of the nerves in the fangs. For the human it is the toxin. The vampyre is immune to the toxin, though a slight lightheaded feeling may be induced from the increased levels of oxygen brought on from the victim�s blood. In a sudden attack of the Blood Lust, this message is not sent and since the toxin is missing, the victim feels intense pain.
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