Beyond the shadowed corridors of Bloodveil, past the candlelit chambers where deals are struck and whispered secrets take root, lies the Hall of Echoes—a place where names linger, etched into the fabric of the city itself.
Here, fate is recorded. The noble and the forsaken, the hunters and the hunted, the wanderers and the bound—all who step into Bloodveil leave their mark. This hall serves as a testament to those who shape the city's ever-turning wheel, a place where identities are unveiled and destinies are set in motion.
Whether you are a scion of Bloodveil's ancient houses, a hunter lurking in its forgotten depths, or an outsider drawn into its eternal twilight, your presence in the Hall of Echoes is undeniable.
Post your character sheet here, and let the city remember your name.
Code:
[center][SIZE=6][B][COLOR=maroon]Bloodveil Character Sheet[/COLOR][/B][/SIZE][/center]
[HR][/HR]
[B][COLOR=maroon]Character Name:[/COLOR][/B]
[INDENT](What name is whispered in the shadows?)[/INDENT]
[B][COLOR=maroon]Alias/Nickname:[/COLOR][/B]
[INDENT](If they are known by another name, what is it?)[/INDENT]
[B][COLOR=maroon]Race:[/COLOR][/B]
[INDENT](Vampire, human, revenant, or something that defies classification?)[/INDENT]
[B][COLOR=maroon]Bloodline (if noble):[/COLOR][/B]
[INDENT](If tied to one of Bloodveil's noble houses, which do they serve?)[/INDENT]
[B][COLOR=maroon]Age:[/COLOR][/B]
[INDENT](How long have they walked the streets of Bloodveil?)[/INDENT]
[B][COLOR=maroon]Appearance:[/COLOR][/B]
[INDENT](Describe their features, attire, and notable markings. Do they bear the signs of their pact or hide them well?)[/INDENT]
[HR][/HR]
[B][COLOR=maroon]District of Residence:[/COLOR][/B]
[INDENT](Where do they dwell within Bloodveil? The Shrouded Quarter? The Forgotten Warrens? Are they a wanderer with no home?)[/INDENT]
[B][COLOR=maroon]Occupation:[/COLOR][/B]
[INDENT](Do they wield influence as a noble? Trade secrets in the Hollow Market? Serve the Masters or defy them in the Warrens?)[/INDENT]
[B][COLOR=maroon]Affiliations:[/COLOR][/B]
[INDENT](Are they bound to a faction or cause? Do they serve the Crimson Lords, or do whispers of rebellion reach their ears?)[/INDENT]
[HR][/HR]
[B][COLOR=maroon]Abilities & Strengths:[/COLOR][/B]
[INDENT](What skills or supernatural gifts do they possess? Are they marked by the Crimson Pact?)[/INDENT]
[B][COLOR=maroon]Weaknesses & Curses:[/COLOR][/B]
[INDENT](The Pact does not grant power freely. What burdens do they carry? A thirst that cannot be controlled? A mind fractured by forbidden knowledge?)[/INDENT]
[HR][/HR]
[B][COLOR=maroon]Personality:[/COLOR][/B]
[HR=3][/HR]
[B][COLOR=maroon]History & Secrets:[/COLOR][/B]
[INDENTBiography! Secrets! [/INDENT]
[HR=3][/HR]
[B][COLOR=maroon]What He Seeks:[/COLOR][/B]
[INDENT] Motivations go here, what drives them? What do they seek?[/INDENT]
[HR=3][/HR]
[CENTER][SIZE=15px][B][COLOR=maroon]Spooky Bloodveil saying here.[/COLOR][/B][/SIZE][/CENTER]
[/SPOILER]
Beyond counting, yet he remains eternally vibrant
Appearance:
Erasmus is a vision of indulgence, wrapped in velvet and crimson-lined finery. His silver rings glint beneath candlelight, each said to hold a forgotten oath. His skin is ashen, though his lips are always stained red—as if he had only moments ago partaken in some exquisite feast. His eyes, sharp and predatory, gleam with knowing amusement, forever weighing the worth of those who stand before him.
District of Residence:
The Hollow Market
Occupation:
Master of Commerce, Keeper of Bloodveil’s Bargains
Affiliations:
Bound to the Crimson Pact, yet loyal only to his own gain
Abilities & Strengths:
Silver-Tongued Dealmaker: Erasmus possesses an uncanny ability to sense desire and vulnerability, making his bargains nearly irresistible.
Eternal Merchant: He trades in more than coin—knowledge, favors, and blood itself are all part of his ever-growing inventory.
Crimson Feast: Unlike lesser vampires, he does not simply drink—he savors, refining his indulgences into an art, allowing him to draw more than just sustenance from his victims.
Weaknesses & Curses:
Bound by the Pact: While Erasmus plays the game with unmatched skill, he is still a prisoner to Bloodveil’s eternal rule.
Price of Power: Every bargain he seals deepens the weight upon his soul, dragging him ever closer to something unknowable.
The True Cost: Though he always ensures the price is fair, Erasmus cannot control what the Pact demands in return. Some exchanges leave marks that never heal.
Personality:
Erasmus thrives on indulgence. He is charming, smooth, and eerily perceptive, knowing precisely what each individual desires before they even utter a word. His presence is intoxicating, his voice a lullaby of veiled promises. Yet beneath the laughter and fine silks, Erasmus is calculating, his motives forever shifting just beyond reach. He is not cruel—at least, not openly—but he is never truly merciful either.
History & Secrets:
Once a merchant of Varnen’s Gate, Erasmus bargained for wealth beyond imagination, sealing a pact that ensured his empire would never crumble. What he did not foresee was that this wealth would come at the cost of mortality itself. Now, he remains at the heart of Bloodveil’s ever-turning game, amassing riches that are measured not in coin, but in the debts written upon the souls of those who dare make deals with him.
What He Seeks:
Erasmus plays a game of endless trade, reveling in the exchange of power, knowledge, and secrets. But beneath the charm and cunning, there is a lingering question—one even he hesitates to answer. What happens when he no longer finds satisfaction in the bargains he makes?
Vampire—though some question if she is something beyond even that
Bloodline:
House Veyne—The Unseen Hand
Age:
Timeless; none living recall her as mortal
Appearance:
Lady Veyne is an enigma of elegant restraint. Draped in flowing black silks, she never lifts the veil that obscures her features, yet her presence is undeniable. When she moves, she does so without sound—effortless, weightless, like a shadow passing through moonlight. Her eyes burn like dim embers beneath the veil, their gaze piercing, knowing. Those who stand in her presence feel as though she sees more than what is shown—reading the truths they dare not speak.
District of Residence:
The Shrouded Quarter
Occupation:
Ruler of Bloodveil's noble houses, Keeper of Silent Influence
Affiliations:
Bound utterly to the Crimson Pact, yet her thoughts remain her own
Abilities & Strengths:
Silent Dominion: Lady Veyne never speaks aloud—yet all who stand before her hear her voice, woven directly into their thoughts.
Veil of Secrets: She sees beyond deception, uncovering truths before they are spoken. It is said she knows the thoughts of all within Bloodveil.
Eternal Watcher: Her presence stretches beyond the physical, lingering even when she is nowhere to be seen. Some suspect she is not bound to Bloodveil, but rather, it is bound to her.
Weaknesses & Curses:
Bound to Silence: Whatever bargain she struck to ascend to her current existence, it has robbed her of speech—her words now carried only through unseen forces.
The Weight of Knowing: She cannot shut out what she perceives. The suffering, the plots, the truths—she feels them all, unceasing.
The Pact's Chains: Lady Veyne is perhaps the closest thing to Bloodveil's embodiment. And if the Crimson Pact were ever broken, what would become of her?
Personality:
Lady Veyne is not cruel, nor is she merciful—she simply is. She governs Bloodveil's nobility without force, yet none dare disobey her. There is no malice in her gaze, only the weight of knowing, the burden of carrying every whispered secret. She does not scheme like Erasmus Duskbane or seek deeper truths like Velcor Thorne. She merely ensures that the game continues, that Bloodveil does not collapse beneath its own darkness. There are those who believe she is the only thing keeping the city from becoming something worse than what it already is.
History & Secrets:
There are few records of Lady Veyne before Bloodveil. Some claim she was once a mortal ruler, one who struck the most costly bargain of all. Others whisper that she has always been here, waiting for the city to arrive at its inevitable fate. Whatever the truth, it is buried beneath centuries of silence, locked behind the veil she never lifts.
What She Seeks:
Lady Veyne does not seek power—she has it. Nor does she seek escape, for she is Bloodveil as much as Bloodveil is her. But there is something in the way she watches the city, something lingering beneath her quiet rule. Does she yearn for something lost? Or does she simply wait—patient, eternal—for the inevitable unraveling of the pact?
Vampire—though some say time has unraveled him into something else
Bloodline:
House Thorne—The Keepers of the Forgotten
Age:
Ancient, though his form wavers as if caught between time
Appearance:
Velcor is more shadow than man, his presence stretched thin between moments. His gaunt frame is wrapped in tattered robes, their edges frayed as if unraveling into the air itself. His hollow eyes glow faintly, flickering like dying embers, and when he moves, it is not always certain that he arrives where he began. His fingers are unnaturally long, ink-stained and claw-like, meant for grasping at truths few dare to touch.
District of Residence:
The Forgotten Warrens
Occupation:
Archivist of Bloodveil’s buried secrets, Keeper of the Lost Histories
Affiliations:
Bound to the Crimson Pact, yet his loyalty is only to knowledge
Abilities & Strengths:
The Hollow Mind: Velcor perceives truths buried deep, uncovering secrets others seek to forget.
Warden of the Forgotten: He knows the names of those lost, the stories erased from Bloodveil’s surface. Nothing truly vanishes from his archive.
Presence Between Moments: Time does not bind Velcor as it does others—his movements seem fractured, as though he steps between past and present.
Weaknesses & Curses:
Fractured in Time: Velcor has touched truths even Bloodveil struggles to contain. His mind is splintered, forever drifting between knowing and madness.
Burdened by Memory: He does not forget—ever. The weight of every lost soul lingers in his thoughts, pulling him ever deeper into his archive.
Bound to the Warrens: Whether by choice or by the Pact, Velcor cannot leave the Forgotten Warrens. Something ties him there, unseen and unbreakable.
Personality:
Velcor is neither kind nor cruel—he is simply inevitable. His words come slow, deliberate, as if pulled from places no longer meant to be spoken of. He does not play games like Erasmus or enforce silence like Lady Veyne. He only watches, listens, and waits for those willing to pay the cost of knowing too much.
History & Secrets:
Once a scholar in Varnen’s Gate, Velcor sought truths beyond mortal understanding. When the Crimson Pact took hold, he did not resist—it welcomed him as much as he welcomed it. But in uncovering Bloodveil’s secrets, he has lost something of himself. Now, he remains in the catacombs of the Warrens, searching for answers even he does not fully understand.
What He Seeks:
Velcor is bound to the histories of Bloodveil, collecting whispers, unraveling lies. But beneath his watchful gaze, there lingers a deeper question—what happens when he finds the truth he cannot bear to know?
Mortal—though whispers suggest her soul is tethered to something unseen
Bloodline (if noble):
None, yet remnants of an ancestor's debt linger just beneath the surface
Age:
Thirty-six, though time folds strangely around her
Appearance:
Auspicious Night moves like a specter caught between moments—deliberate, silent, always watching. Her deep auburn hair falls in wild waves, streaked with ink, often loosely gathered as though untouched by vanity. Her skin is pale, her fingers perpetually stained with pigment, and her silver-gray eyes hold a distant, knowing gaze. There is something unsettling about her presence, as if she is perpetually caught between being seen and being forgotten.
District of Residence:
The Forgotten Warrens—where secrets are kept, and old stories refuse to die
Occupation:
Painter, Archivist of Fading Faces, Keeper of Silent Truths
Affiliations:
Unaligned, though Lady Veyne watches her—not as a ruler, but as something far more deliberate
Abilities & Strengths:
Inkbound Sight: Her paintings whisper truths that should not be known, memories that should have faded.
Unerring Observation: Bloodveil moves, and she watches its every shift, its every breath.
Resilience in Shadows: She has endured the city's suffocating weight without bending to its will. For now.
Weaknesses & Curses:
Marked by the Past: A bargain tied to her lineage remains unsettled, and Bloodveil will not forget.
Whispers of the Veil: Her art has begun shifting—not by her hand, but by something else. She has yet to understand what calls to her.
Fractured Autonomy: Bloodveil does not easily release those who peer too deeply into its history, and Auspicious stands closer to the truth than most.
Connection to Lady Veyne:
It began with a painting. One that was never meant to exist.
Auspicious Night had not intended for it to be different than the others—another portrait of a forgotten soul, another quiet echo bound to canvas. But when she stepped back, she saw the mistake.
The veil had lifted.
For a fleeting instant, the painting did not depict Lady Veyne as she appeared, but as she truly was beneath the silken shroud. And Auspicious understood something she was never meant to see.
Since that night, her art has become restless, shifting in ways she does not control. Lady Veyne has not spoken of it, nor has she condemned it. Instead, she watches—as if waiting for Auspicious to complete something that has not yet begun.
The bond between them is unspoken yet unyielding. Is she meant to uncover what Lady Veyne has spent eternity concealing? Or was she chosen to ensure that secret remains buried forever?
Personality:
Auspicious Night is quiet, composed, and deeply perceptive. She does not seek power, nor does she claim defiance—she only exists within Bloodveil's unrelenting gaze. Her art is both refuge and burden, capturing truths she may wish she had not uncovered. She values autonomy above all, yet even she wonders how long she will be permitted to keep it.
History & Secrets:
She arrived in Bloodveil with no intention of staying, yet something unseen bound her here. Her ancestors were creators, craftsmen who wove intent into objects, into paintings, into artifacts of significance. That legacy remains, hidden beneath ink and whispers. Somewhere deep within the Warrens, her name is already written, waiting to be acknowledged.
What She Seeks:
Distance from Bloodveil's creeping grasp, truth without chains, the freedom to remain unseen. But Bloodveil does not forget, and neither do the shadows that linger near her work.
Mortal- though his black soul bares a horrible curse
Age:
Looks to be mid-thirties, but by the light of the candle he looks much older
Appearance:
Waylon has the bearing of a man of wealth, always wearing suits, keeping a clean appearance. This is not the man who came to Bloodveil. At a glance one might mistake Waylon for a wild man, with his mane of long black hair and wild beard. He looks only a bit less feral when his hair is tied back. His clothes are simple, worn boots with jeans and a flannel button-down shirt. Over his heart are strange black markings he does not understand. It aches at times and the marks seem to be slowly spreading.
District of Residence:
Although he made his way into Bloodveil through The Veilwood, Waylon now wanders the Forgotten Warrens.
Occupation:
Waylon makes his way in the city by doing odd jobs for others. Delivering messages, or threats. Passing along information. Transporting goods. It isn't much, but I keeps him alive.
Affiliations:
Waylon has no official ties, although the hunters have tried again and again to recruit him. The Nobles do not look kindly upon him, but so as he knows they have made no moves against him yet.
Abilities & Strengths:
Supernatural Strength: Stronger than a normal man, when angered his strength grows unbound Wrong Place, Right Time: Seems to find himself in situations that should get him killed, but he survives and learns Bestial Soul: On the rare occasion he ventures back into The Veilwood, the creatures there do not bother him
Weaknesses & Curses:
Lost Memories: Waylon cannot remember anything before exiting The Veilwoods, and trying to do so causes him pain Recurring Nightmare: In his dreams Waylon sees the faces of the dead, but cannot remember their names. The one face he does recognize seems to be that of Velcor Thorne All Roads Lead to Ruin: The city of Bloodveil has trapped the truth within its shadows and threatens Waylon with self-destruction should he seek them out
Personality:
Waylon is a quiet, observant man who would rather avoid a fight but is quick to finish one should find himself in such a situation. He seems to not have a true grasp of his strength and tends to hold back whenever possibly. Not doing so results in great harm or destruction of property. He has been known to turn down well paying jobs if he feels there is nothing in it for him beyond the wealth.
History & Secrets:
Months ago, or was it years now? Waylon can no longer remember, a man was found wandering out of The Veilwoods, dressed in tatters, raving about the shadows in the dark. At first he could recall nothing, but with time he regained his name, at least, though it seemed no one within Bloodveil knew it, or at least would not admit to knowing it.
Before his arrival in the city, Waylon had been a business man, always traveling for work, no time to start a family. No reason to think about his own family, or their secrets. Not until a strange conversation during a layover in a city he had never visited before lead him to a bar, and then into the strange woods where he wandered long enough to lose his mind.
What He Seeks:
To regain his memories and learn who set him on this path in the first place and make them pay
A trelykos, called a Trinitarian Lycanthrope, or called also simply a werewolf - a race of mortals with special powers of instinct and transformation.
Bloodline (if noble):
Not of noble birth, yet bound by enthrallment to House Veyne.
Age:
Twenty-five winters since birth; seven, more or less, since arriving in the city; almost four since his enthrallment.
Appearance:
Zevlan has sharp, golden eyes, rough like flakes panned from a mountain stream—though hardship and his enslavement has dimmed their sheen somewhat. His teeth are shining white and his canines are quite prominent, visible when brandished in his frequent grins and snarls. They're similar to vampiric fangs, but clearly distinct—they're wider, spaced further apart, clearly meant for tearing and cutting rather than puncturing and sucking. His hair, grown down to his shoulders is black and straight—usually left clean but unkempt, or occasionally tied back in a ponytail or bun. Zevlan speaks with a distinctive voice—clearly youthful, yet raspy, somewhat deep, quite masculine—with an accent and a slightly affected grammar from his foreign origins (think something like Czech, Greek, Polish, or another from that area of Southeast/Eastern Europe).
Unless otherwise instructed by his mistress, Zevlan tends to wear clothes that are stylish but practical, notably baggy and loose, the better to facilitate his shifts between his various forms. While fitted suits look great on him, there's only so many times you can take the same item back to the tailor before they stop seeing you, no matter how much you pay…
In Canis form, Zevv takes on the body of a large, melanistic Eurasian wolf with golden eyes, matching the hair and eye color of his human appearance. The wolf is natural, powerful, graceful and, given the right context, could even be described as "cute".
His fur is, as it appears, quite clean and fluffy. Generally, Zevv does not mind being pet in this form by people he likes, or even by friendly strangers if he's in a good mood—he makes particular amusing sport by messing with any brave children that will occasionally try to work up the courage to pat the massive "dog". That said, he also does not hesitate to snap, growl, and bark at unwelcome touch, no matter who the hand belongs to. Platonic touch is fine, but erotic contact in this form is a complete non-starter for Zevv, and will earn you a vicious mauling if attempted.
He also likes to howl in this form. Loudly. At the Moon, usually, though sometimes at nothing in particular if he's seriously bored.
A nightmare.
District of Residence:
The Shrouded Quarter, either within or not far from Lady Vayne's residence.
Occupation:
Zevlan is bound as a Servant, enthralled to Lady Veyne. He serves The Unseen Hand as a general aide in her affairs, a domestic, a living weapon, a messenger, an intelligence operative, a pet—whatever she requires or demands, Zevv quite literally has no choice but to obey and provide.
Affiliations:
As Zevlan serves Lady Veyne, along with her almost by definition he serves the Crimson Pact. Sitting at the top of the dark pyramid, he brushes shoulders with all the Crimson Lords and their Houses, though only as a victim, and not with the omniscience of his mistress—what little power he has in the world of vampires is solely due to her.
At one point, Zevlan stalked the Warrens and was one of the Hunters. Yet as time passes, and as word of whatever happened to "Golden" (as he was once known) filters through the Warrens, his contacts to that world have largely withered away—though perhaps, they are not yet fully gone...
And far, far away, in the uncivilized lands to the east where even the shadow of Bloodveil can only rarely reach, the Vasilaskis clan may still remember the name of the boy who left them nearly a decade ago… though their feelings towards him may be mixed.
Abilities & Strengths:
Tripartite Power of the Trelykoi
As a trelykos, Zevv has the ability to shift between three bodily forms, each with their own capabilities: Humanis, Canis, and Monstrum.
Zevlan's Humanis form is his "default", the shape, strengths, and weaknesses of a regular, albeit very physically fit and well-trained human male. Aside from excellent reflexes, slightly honed senses, and peak human-level strength, there is not much more to tell.
Humanis is the form which he prefers to eat and drink, to sing, to play and gamble, to think and converse, to fight, fuck, and otherwise go about his life. He may not be a human, strictly speaking, but he is still a man.
Zevlan is also familiar with the revolver, the coach gun (a short double-barrel shotgun), and the use large knives and hand-axes in his Humanis form, although his abilities are not at the level of the supernatural: they're simply those perfectly reasonable of a human with experience since childhood as a forester and a bandit.
Canis sees Zevlan take the form of a wolf—the natural, four-legged kind, related to the domestic dog. Though in this form he is bereft of the ability for speech and opposable thumbs, there are plenty of advantages.
For starters, to Zevv it is better to travel outdoors as a wolf—it faster and easier to navigate the narrow, winding streets of Bloodveil as a trotting, agile creature, with no need for clunky boots or carriages.
Indeed, his wolf form is particularly well-suited to pursuit due to the additional speed (able to run in bursts up to 40 MPH), and to tracking and investigation more generally, as he can enjoy heightened canine senses of smell and hearing in this form—more so than in Humanis, and without the mad red haze produced by his Monstrum form preventing him from making sense of it.
In Canis form, Zevv can also use his powerful wolf jaw as a weapon, or to carry things, like a regular canine might.
As an aside, Zevlan prefers to sleep in Canis form, finding it more comfortable and less likely to produce night-terrors than resting as Humanis (sleep is impossible while Monstrum).
This is what mortalkind once correctly feared about Zevlan's people, before they were relegated to half-remembered legend.
Upon the full Moon (or upon drinking a potion made of toxic purple lupine flowers), until the next day's dawn, trelykoi become… Monstrum.
Ten feet tall (though usually with a snarling, grasping slouch), broad as a barn door, coated in an armor of coarse fur and thick rough skin, a Monstrum is a shambling, gibbering, snarling, howling, nightmare of sinew and tooth and claw—a hateful, bloody incarnation of animalistic hunger and mindless rage. Able to lift and toss around heavy carriages, their fangs and claws like vicious, jagged sabers, capable of battering down all but the sturdiest doors and barricades, for sheer strength, a Monstrum is one of the most terrifyingly powerful creatures in the world.
While this does indeed make trelykoi Monstrums excellent on the battlefield, the transformation causes them to lose their minds for the duration. They will try to slaughter anything in sight: not just prey or enemies, but also any innocents, friends and allies, those you are sworn to protect, even closest loved ones: if you are in sight or scent or earshot, you are not safe. Only extremely powerful magic—such as vampiric enthrallment—can abate this drive of madness and spare those who otherwise would not be. As such, trelykoi in fights tend not to transform themselves into Monstrum, unless they are alone and surrounded or are very, very desperate.
Zevlan typically is only a Monstrum when he is forced to be, by the light of the full Moon—though as mentioned a lupine flower potion can also provoke a transformation. While in theory he can summon this form at any time, to simply be made a Monstrum is extremely taxing and exhausting on the body: proper recovery requires plenty of food—meat, ideally—and rest, for at least a full day after (and all of this is to say nothing of the madness that comes with it, which Zev knows well and has a healthy fear of). As a practical matter, even if he wanted to, Zevv cannot transform into his Monstrum form more than once or twice a week at most, without falling seriously ill and being made comatose—potentially, if done enough, permanently.
Weaknesses & Curses:
Moon's Burning Essence: As a race, trelykoi such as Zevlan have a unique vulnerability to the application of silver. When worn over or as a part of clothes, it prevents voluntary transformations, and turns involuntary ones into drawn-out, agonizing ordeals. When pressed against the skin, it burns, twinges, shocks, irritates in the manner of a weak Galvanic cell—deeply uncomfortable, but bearable if limited. If ingested, it is a nauseating and deadly poison, inducing bloody vomiting. If breaching the skin and mixing with the blood, it acts as an acid and a quick-striking venom.
The only known cure is a potion of toxic lupine flower—deadly to humans. It is effective and simple, but be warned: any trelykoi, no matter how weakened by silver, which drinks of the lupine flower will become a powerful, uncontrollable Monstrum until the next sunrise.
Wild, Feral, Uncontrollable: As mentioned before, when in Monstrum form, Zevlan will be unable to tell friend from foe, driven only by hunger and hatred, except for…
Leashed by The Unseen Hand: Zevlan in particular suffers under his enthrallment to Lady Veyne, cursed under the arch-vampiress' He is unable to directly harm her or to disobey her commands.
Personality:
Zevlan is by nature temperamental, emotional, passionate. He wears his heart on his sleeve—as such, he is currently a brooding, sullen, ill-tempered creature, frequently angry and depressed, on account of his continued and deeply despised enthrallment. Loving his friends deeply and fiercely, hating his enemies with fire and venom, Zevv is not one to quickly forget a kindness nor to forgive a slight. Outside the realm of his emotions, however, he has a poor memory, and tends to live in the moment.
Not an intellectual by any means, he nevertheless has a natural curiosity and an urbane, open-yet-sardonic worldview. Though Zevlan is disdainful of money, he takes a gleefully hedonistic enjoyment of his material pleasures—he likes to drink (with a particular yen for vodka and strong botanicals), his appetite for feasting is near limitless, he's easy and eager with sex (though can occasionally get possessive of favored partners), he loves poetry, the theater, and music (and can sing and play the guitar well himself), he likes a good fight, and he's willing to try anything once if it seems like fun. Despite this image of a debauchee, Zevlan takes the honing and development of his own skills seriously, and he has a strong sense of justice which gives him a deep happiness from seeing things made—in his view, anyways—fair. He feels a natural sense of belonging with rebels, and those who seek to change the world for the better.
History & Secrets:
In distant lands far to the east, Zevlan was born to a pack of wolves, a band of nomadic travelers, traders and bandits, and a nightmarish hunt of monsters—all the same group, the Vasilaskis Clan of trelykoi, who still living in their native lands in the traditional fashion by hunting and camping in the forest, alternately trading with and savaging those they lived around. Zevlan had a happy enough boyhood as such a creature—but when a trelykos becomes a territorial man, the world shrinks indeed. Fascinated by stories of the larger world since he was young enough to remember them, Zevv had no interest at all in battling for the same old woods and stones: at eighteen, he struck out on his own, seeking the city of vampires (which old trelykoi legends held as their ancient enemies) for fame, fortune, and fulfillment.
As it turned out, the urban life in Bloodveil suited Zevv, and he quickly fell in relatively easily with the shadowy but fun-loving crowd of mortal rebels who made up the Hunters of the Warrens. There, he learned more about the city he was making his home, and even managed to snuff out the life of a few lesser vampires in his career. His bright, odd-colored eyes earned him the nickname Golden, and it was under this nickname that he made a number of Hunter friends and earned a reputation for enthusiasm in the hunt and for good-natured camaraderie.
Not long after his twenty-first naming day, however, things took a turn. Rumor had been swirling that Lady Veyne, the mysterious woman who seemed to live at the dark heart of the web of vampiric nobility that ruled the city, would be traveling near the Warrens and thus vulnerable to an ambush. If this was not set as a trap, it might as well have been: many Hunters were killed in the street-battles that broke out between them and the Lady's retinue. Zevlan himself managed to separate Veyne from the rest of the melee, and was inches away from actually striking a killing blow… but his instincts betrayed him, she found an opening, and sunk her fangs into his neck.
Yet, this did not kill Zevlan: instead, something far worse happened.
Lady Veyne seems to have taken an interest in this strange young creature—no normal human, but something altogether different—and instead of draining him of his blood, she injected venom into his mind, his nerves, and his soul: she made him a Servant, a thrall for her personal use. Unable to harm her, forced to obey her every command, the murderous Hunter beast was tamed—quite against his will.
It's been like that ever since, for nearly four years now—it's a bitter anniversary that now he has spent more time in Bloodveil under her thumb than free. Though he has since become familiar with the treatment and his new "home" alongside the Veiled Lady, he still is learning a few tricks, and the wounds of being enslaved are still quite raw…
What He Seeks:
Zevlan seeks three things and three things only, likely to be achieved in this order:
1. To get release from his enthrallment to Lady Veyne, by any means necessary (save for his own death),
2. To find companionship and love—ideally with a new pack one of his own kind, but a kindred spirit from another race will do,
3. To rip out the throat of every vampiric parasite in Bloodveil with his fucking teeth, and burn this Godsforsaken city to the ground.
Nothing can be chained forever… in the end, there is only freedom, and death.
Small and slight of build, fair skinned, dark haired, with no readily apparent marks of The Pact.
District of Residence:
The Forgotten Warrens.
Occupation:
Messenger / Necromancer.
Affiliations:
Velcor Thorne.
Abilities & Strengths:
Above Average Charisma, Empathy, Magical Aptitude.
Weaknesses & Curses:
A Slight & Awkward Body, A fascination with Death & Undeath.
Personality:
Seeker of Knowledge, Driven, Goal Oriented.
History & Secrets:
Euston Darcy's family thought that they'd buried their family's images long after Euston's great-grandfather changed his profession from "Resurrectionist" (grave robber, dealing in providing cadavers to aspiring doctors) to Land Owner. In his last years, great-great-grandfather became obsessed with the idea of having the dead arise from their graves by themselves, to spare his back from the strain of having to dig them up. Decades later, Euston stumbled upon this ancestor's hidden store of grimoires and diaries, as well as a book of word translations. The study of necromancy was forbidden by law in Euston's homeland and he was certain that if his interest became known to his family that he would be disowned, so he took what he considered his ancestor's most important books and fled to Bloodveil. Soon after his arrival in the city, Euston heard of the Houses, House Thorne and Velcor Thorne. Going to House Thorne might mean servitude, but the opportunity for knowledge was not to be resisted. Luckily for Euston, Velcor Thorne decided to accept him as a servant and was not adverse to the mortal's desire for study.
What He Seeks:
Euston Darcy seeks to transcend death on his own terms.
I will, one day, know everything that lies beyond the veil.
If this isn't okay for some reason, I'll just delete it and any responses from the rp.
Bloodveil Character Sheet
Character Name:
Thaddeus Corvin Kreutzwald
Alias/Nickname:
Zephyr Riven
Race:
Vaewolf (vampire x werewolf hybrid)
Bloodline (if noble):
Not Applicable
Age:
115 Years (born October 31, 1910)
Appearance:
Human Form: Pale ash skin, shoulder-length silver-white hair with black and blood-red streaks, and small pointed bat ears. Mismatched gold and pale-gray eyes with subtle almond-shaped pupils give him a predatory intensity, while sharp lupine canines and vampire teeth hint at his hybrid nature.
Wolf Form: Sleek midnight-fur wolf with dominant silver dappling. Faint silver orca stripes trace the shoulders, spine, and tail, blending subtly with the dapple. Prominent white streaks radiate from his amber eyes, emphasizing his piercing, predatory gaze.
Bat Form: Compact, glossy-black bat with elongated wings and faint crackle of static along wing bones.
Rat Form: Nimble charcoal-gray rat with white streaks over eyes, tail ringed with silver; senses razor-sharp.
Werewolf Form: Towering nine-foot figure, anthropomorphic, bipedal, and muscled, fully coated in silver-black fur with diffuse silver dappling. Orca-style stripes trace the spine and limbs, visible yet understated, blending naturally with the dappling. Retractable fangs and claws are pronounced. Prominent white streaks radiate from his eyes, which crackle faintly with lightning, emphasizing his intense gaze.
Hybrid Form: Standing roughly 7'0", bipedal and lean with silver-black fur along arms, shoulders, and back fading into pale ash skin, wolf-like ears through shoulder-length silver-white hair with black streaks, mismatched gold and pale-gray eyes flickering with faint lightning, retractable claws on hands and feet, combining human grace with lupine agility.
Human Height: 6'3" - tall enough to convey a commanding presence without being absurdly large.
Human Weight: 190-200 lbs - lean but muscular; his hybrid nature gives him strength without bulk.
Wingspan: 6-7 ft (human-folded)/13-15 ft (human-unfurled), 9-10 ft (werewolf-folded)/18-20 ft (werewolf-unfurled), 10-12 inches (bat-folded)/24-30 inches (bat-unfurled), 8-9 ft (wolf-folded)/16-18 ft (wolf-unfurled), 6.5–7.5 ft (hybrid-folded) / 14–16 ft (hybrid-unfurled)
Human Build: Athletic/lithe – enough muscle to hint at supernatural power, flexible and agile for combat or escape, but elegant enough to move gracefully in formal attire.
Wolf Build: Muscle: Lean and wiry rather than bulky; defined musculature along limbs and torso, optimized for speed, endurance, and explosive power rather than sheer mass. Height & Frame: Towering compared to humans 7’ in wolf form, with long limbs for leaping, climbing, and reaching. Agility: Extremely flexible joints and spine, allowing fluid, acrobatic movements—vaulting walls, twisting mid-air, or dodging attacks. Posture: Slightly forward-leaning, predatory stance; shoulders narrow but strong, giving a streamlined silhouette. Claws & Paws: Proportionate to his size, enough to grip, slash, or climb; retractable claws if you want him more “controlled.” Fur: Sleek and close to the body, with subtle dappling or streaks that catch moonlight—enhances the impression of speed and shadowy grace rather than bulk.
Werewolf Build: Towering, fully bipedal, heavily muscled but functional; built for raw strength, intimidation, and combat while retaining surprising agility; broad shoulders and pronounced limbs support both power and endurance; claws and fangs proportionate for offense and climbing; posture predatory yet balanced. On all fours he stands at 5.5-6 ft at the shoulder with a length of 10-12 ft nose to tail and weighing 450-500 lbs.
Hybrid Build: Athletic yet imposing (~7’); lean, defined musculature blends human elegance with lupine power; agile and flexible for acrobatic movement, climbing, or combat; slightly forward-leaning predatory stance with fur along shoulders and back, clawed hands and feet for precision and intimidation; a natural mix of grace, strength, and supernatural presence. On all four Thaddeus stands at 4-4.5' at the shoulder with a length of 8-9 ft nose to tail and weighing 350-400 lbs.
Formal Clothing: Suit / Formal Outfit: Tailored dark suit – black, charcoal, deep midnight blue. Slim fit but allows movement (for his agile hybrid body). High-collared shirt or vest – subtle Gothic or Victorian influence; could be dark gray or deep red. Cravat and silk tie – deep red, silver, or muted violet; adds aristocratic flair. Outerwear / Cloak: Long, flowing cloak or cape – black with a subtle sheen, lined in crimson or silver; helps hide his hybrid features. Hood option – can shadow his eyes and ears, giving him a mysterious, wolfish presence. Accessories: Mask – full masquerade mask, black or metallic, allows him to blend while hinting at his wolfish or vampiric traits. Gloves – fine leather, fully covered; conceals retractable claws. Boots / Shoes – polished, high-quality leather; subtle spikes or metallic accents for combat readiness.
Everday Clothing: Tops: Dark fitted shirts (black, charcoal, deep gray, or muted burgundy). Long-sleeve henleys or turtlenecks for stealth and warmth. Leather jackets or tailored coats in black or dark brown for urban blending. Hooded tunics or cloaks for shadowy travel. Bottoms: Slim or tapered trousers—durable fabric for movement (black, charcoal, dark navy). Tactical pants with discreet pockets for tools, daggers, or small gadgets. Footwear: Sturdy boots—black or dark brown leather, mid-calf, with soft soles for silent movement. Optional subtle spikes or reinforced toes for combat readiness. Accessories: Fingerless gloves or full gloves if needed to hide retractable claws. Utility belt, bandolier, or strap system for daggers and gadgets. Scarf or high-collared coat to partially conceal wolfish features or vampire traits in public. Minimal jewelry—perhaps a ring or pendant with a hidden utility (poison vial, lockpick)
Theatrical Gothic Aristocrat: Mask-Venetian Jester Mask Design: The black base with gold accents and jester points adds a touch of theatrical flair, hinting at his circus background and affinity for performance. Symbolism: The mask's playful yet mysterious design mirrors his dual nature—part entertainer, part enigmatic figure. Attire: Gothic Aristocrat with Romanian Influences-Tailored Dark Suit: Opt for a black or deep charcoal suit with subtle Romanian-inspired embroidery along the cuffs and collar, reflecting his heritage and adding a touch of mystique. High-Collared Shirt or Vest: A deep crimson or muted violet shirt or vest with intricate detailing to evoke a sense of nobility and otherworldliness. Cravat or Silk Tie: A crimson or silver cravat adds a regal touch, complementing the mask's gold accents. Long Flowing Cloak or Cape: A black cloak with a subtle sheen, lined with crimson or silver, enhances his mysterious presence and allows for dramatic entrances. Leather Gloves: Fine-quality black leather gloves, possibly with subtle wolf motifs, hint at his supernatural abilities. Polished Boots: Sleek black leather boots with subtle metallic accents for mobility and combat readiness.
Equipment:
Silver-edged daggers (rarely used due to sensitivity)
Hooded cloak for anonymity
Protective amulet embedded with binding stones
Notebook/journal for occult and supernatural records
Standing 6'3", Thaddeus exudes an air of elegance tinged with danger. His pale ash skin contrasts sharply with shoulder-length silver-white hair streaked with black and blood-red strands. Small, pointed batfolk ears peek through his hair, hinting at his supernatural heritage. Mismatched eyes—one gold, one pale gray—feature subtly elongated, almond-shaped pupils, giving him a predatory intensity without looking fully inhuman. Sharp features and retractable canines, complemented by visible vampire teeth, reinforce his hybrid nature. Every movement is precise and deliberate, carrying the quiet authority of someone whose senses and reflexes far surpass a normal human’s. His clothing is stylish yet practical, tailored to allow fluid motion and, when necessary, seamless transformation into his other forms.
In Canis form, he towers as a melanistic Eurasian wolf, amber eyes mirrored by prominent white streaks radiating from them. Silver-black fur is sleek with dominant silver dappling, accented by faint orca-style stripes along the shoulders, spine, and tail that catch moonlight as he moves. Muscles are wiry yet powerful, optimized for speed, agility, and endurance rather than bulk. His posture is predatory but graceful, capable of playful or affectionate interaction with trusted humans, though unwelcome contact is met with sharp teeth and claws. Howls to the moon are common, both for ritual and boredom. In this state, Thaddeus leans into instinct. He becomes more direct, physically expressive, and territorial—growls, posture, and movement say what words do not. He’s quicker to act on impulse, but still cunning; when calm, he enjoys the freedom of speed, senses, and playful dominance over his environment.
In Werewolf form, he towers as a fully bipedal predator, silver-black fur gleaming under light with diffuse silver dappling. Orca-style stripes trace the spine and limbs, visible but understated, blending naturally with the dappling rather than dominating it. Eyes crackle faintly with lightning, framed by prominent white streaks that draw immediate attention to his intense gaze. Muscles are dense and functional, built for raw strength, combat, and intimidation while retaining surprising agility. Retractable claws and fangs are pronounced, tools for offense, climbing, and defense, though his movements remain precise rather than reckless. In this state, he leans fully into instinct—territorial, expressive, and commanding; posture, growls, and movement communicate what words cannot. He reacts quickly and decisively, yet retains a cunning awareness. When calm, he revels in the freedom of raw strength, agility, and the electric energy that courses through him, asserting dominance over his environment with a predatory grace.
Standing roughly 7'0", Thaddeus is bipedal and lean, with muscular definition visible but never bulky—tall enough to intimidate yet fluid in movement. His body is partially covered in silver-black fur along his arms, shoulders, and back, fading into exposed pale ash skin. The fur subtly hints at markings from his full wolf form, giving an almost ritualistic or mystical quality. His head and face retain sharp, elegant features, with a slightly elongated muzzle and retractable canines. Wolf-like ears poke through his shoulder-length silver-white hair, streaked with five stray black strands that remain soft and flowing, blending seamlessly with the fur. His mismatched eyes, one gold and one pale gray, sometimes flicker with faint lightning when agitated or using his powers, drawing attention in dim light. Hands and feet are tipped with retractable claws, allowing both delicate manipulation and lethal precision, without fully appearing beastly. His movement combines human grace with lupine agility, allowing him to move silent and swift, perfect for tracking, combat, or shadowed navigation—yet careful positioning lets him still pass as an unnaturally tall human in dim light. He retains enhanced senses: keen hearing, smell, and night vision, combined with vampiric reflexes, werewolf strength, and partial regenerative abilities. The overall effect is both dangerous and captivating, a natural form for intimidation, tracking, or blending into shadows, while still capable of subtle social engagement. His silvery hair, wolf markings, and lightning-flecked eyes give him a presence that is at once predatory, noble, and otherworldly. This is where his human intellect and lupine ferocity meet. He is calculating, but his presence is intimidating enough that subtlety often gives way to intimidation. He’s more ruthless in this form, balancing predatory instinct with cold, tactical awareness, making him dangerous in combat and unnerving in social encounters.
Sleek and compact, Thaddeus’s bat form has black membranous wings that span roughly 2–2.5 ft unfurled. His golden eyes shine with intelligence, and movements are swift, silent, and acrobatic. Hands and feet are dexterous, allowing him to grasp or climb in tight spaces. Patience and stealth dominate here. Thaddeus prefers observation to direct engagement in this form, using silence and shadows to his advantage. His predatory side becomes watchful and calculating—more like a spy or assassin than a warrior.
Small, nimble, and sleek, with black fur, alert golden eyes, and prominent white streaks radiating from them, Thaddeus navigates narrow spaces with ease. Tail and claws aid in balance, climbing, and manipulation, while his intelligence and senses remain sharp, making him an expert at stealth, reconnaissance, and evasion. Here his adaptability shines. Thaddeus becomes resourceful, opportunistic, and clever, willing to exploit small advantages others overlook. While less intimidating physically, this form brings out his cunning and knack for survival, favoring evasion, infiltration, and mischief.
Thaddeus’s fog form is a swirling, shadowy mist, dark gray with faint silver undertones that glimmer in low light. His golden eyes float eerily within the vapor, visible only when he chooses to reveal them. Movement is fluid and silent, allowing him to seep through cracks, slip under doors, or drift over rooftops with near-invisibility. Physical attacks are impossible in this state, but his presence can be intimidating or disorienting to foes. Patience and subtlety dominate here—Thaddeus becomes almost entirely ethereal, preferring observation, infiltration, or escape over confrontation. This form emphasizes vampiric cunning, allowing him to haunt spaces, appear unexpectedly, and vanish without trace. Exposure to strong winds, sunlight, or anti-vampire enchantments can disperse him, though he can reform when conditions allow.
District of Residence:
The Forgotten Warrens
Occupation:
He acts as a mercenary and thief, dabbling in espionage and thrives as a circus performer. Runs an inn and shop in Bloodveil for money and gathering information/easy feeding.
Affiliations:
Crimson Masquerade-the circus of performers that he's made his family
Abilities & Strengths:
Elements: Darkness, Nature, Lightning
Shapeshifting
Forms: Human ↔ Wolf ↔ Werewolf ↔ Hybrid ↔ Bat ↔ Rat ↔ Fog.
Hybrid Form: Towering wolf-vampire blend, optimized for combat.
Uses: Combat, stealth, or reconnaissance.
Limitations: Overuse fatigues; blood moon rage risks feral loss of control.
Flight
Bat Feathered Wings: Glide, hover, fly, or thrust into aerial maneuvers.
Defensive Use: Wings shield against attacks; can whip as blunt weapons.
Offensive Use: Razor-edged feathers or talon-like tips can cut.
Limitations: Damaged wings take months to heal; clumsy mid-recovery.
Neuromuscular Mastery: Near-instant reflexes, allowing dodges and precision attacks.
Limitations: Silver, moonstone, mercury, wolfsbane, binding stones can cripple
Heightened Senses
Vision: Low-light, partial infrared, motion tracking; vulnerable to blinding light.
Hearing: Detects faint sounds up to 10 miles (open terrain) / 6 miles (forested).
Smell: 100× human; can detect illness, emotions, even pregnancy.
Aura Reading: Perceives emotional/magical energy.
Empathy & Lie Detection: Picks up intent and subtle cues.
Teleportation
Thaddeus possesses the ability of Teleportation, allowing him to instantly relocate himself, small objects, or willing allies by spatially rearranging matter or projecting his consciousness. He can use this defensively to escape danger, dodge attacks, or reposition stealthily, and offensively in a wide range of ways: teleporting objects into or around foes to create traps, punch holes, bisect targets, or displace materials to cut or impale (e.g., glass through concrete or metal rods into a body), redirect attacks back at enemies, summon air or water bursts to generate shockwaves, drop massive objects onto targets, or deploy small items to immobilize or impede opponents. He can teleport items to distant locations (creating an instant “mailing” system), simulate flight by hopping through the air, bypass walls and obstacles, shorten travel time, and strategically teleport allies—but doing so requires precision and concentration.
Thaddeus can only teleport to locations he can see or has visited before, and misjudgment risks materializing into solid objects. Momentum is conserved, so falling or mid-combat strikes still cause damage. Teleportation requires focused concentration; stress, shock, or injuries can delay or cancel the process. Each jump leaves behind a subtle spatial disturbance or trace, allowing highly sensitive opponents, magical wards, or aura-readers to track his movements. Celestial cycles also govern his powers: the new moon enhances stealth but suppresses wolf strength, the full moon amplifies wolf instinct and risks feral misfires, the blood moon grants unstable boosts, allowing greater distances but with poor precision, and during a lunar eclipse his teleportation fails completely. A solar eclipse scatters his exit point erratically, making him unpredictable and dangerous to allies as well as enemies. Magical or environmental interference can block or corrupt teleportation. He cannot phase through mountain ash barriers, warded circles, or silver-and-moonstone bindings, which suppress his hybrid essence and lock him in place. Strong enchantments or spatial wards may reroute his destination, scatter his exit point, or cancel his teleportation entirely. Psychic or magical assaults can also shatter his focus mid-jump, risking failed or dangerous mis-teleports.
Fogform: Limited mist body to slip through cracks or evade bonds.
Animal Affinity (Folklore): Wolves, bats, and rats instinctively obey or rally to him — feels them as extensions of his aura.
Dream Invasion – inherited from vampire lore; he can whisper into dreams (rarely used due to moral restraint).
Water-Walking – can stride across rivers/lakes; surface ripples in unnatural patterns. Reflections in water may reveal a different form (wolf, bat, or monstrous hybrid).
Wall-Crawling – spiderlike ability to climb sheer stone or ceilings.
Burns, slows healing, slows regeneration; fatal if heart/brain penetrated; piercing wounds reduce effectiveness of strength, reflexes, and shapeshifting until fully healed; other metals may irritate, weaken regeneration, or dull senses
Contact burns or rapid systemic weakness if ingested/introduced into bloodstream. Juniper and wild‑rose cause feverish paralysis; wolfsbane + silver can trap a vaewolf in wolf form.
Celestial / Lunar Events
New Moon • Total Lunar Eclipse • Blood Moon
New Moon: lethargic, senses dulled, easy to capture. Total eclipse: fully human, powers suppressed. Blood Moon: overwhelms them with feral rage, no sentience or control.
Binding & Suppression Stones
Hecatolite (Moonstone) + silver collars/traps
Blocks lunar cycle, drains powers, traps vaewolf in wolf form; long‐term exposure erodes speech and sense of time.
Environmental & Energetic
Fire • High‑Voltage Electricity • Ultraviolet Light
Fire and high UV cause severe burns; electricity stuns or kills at high amperage; healing possible if blood/time available.
Sound & Sensory
High‑Pitched / Sonic Weapons
Intense pain and disorientation due to ultra‑sensitive hearing.
Magical & Spiritual
Magic • Mountain Ash barriers
Spells hit harder than mundane attacks. Mountain Ash forms impenetrable lines/circles, alters behaviour inside the boundary.
Physiological Limitations
Severe Physical Trauma (decapitation, heart extraction, neck snap) • Extreme Blood Loss
Decapitation or heart removal = instant death. Massive blood loss kills. Lesser injuries slow them until healing completes.
Withdrawal ⇒ sickness, hallucinations, rabid loss of control. Over‑feeding ⇒ drunkenness, poor coordination, easy to overpower. Hunger is constant; raw meat/blood cravings can compromise secrecy.
Sensory
High-pitched/Sonic Noise
Intense pain, disorientation, and sensory overload; temporarily weakens reflexes and dusk heat
Psychic Attacks
Extreme psychic assault, magical mind probes
Overwhelms senses, can bypass aura reading, hypnosis, and dusk heat; causes disorientation, nausea, or temporary paralysis. High skill or power required.
Extreme Temperatures
Cryogenic cold, liquid nitrogen, or extreme heat beyond normal environmental hazards
Causes temporary paralysis, slows reflexes, reduces strength, or damages tissues. Regeneration works but is slower; prolonged exposure risks serious injury.
Blocks physical powers and shapeshifting, prevents or restricts entry, suppresses senses; magical or psychic assaults hit harder than normal, can cause disorientation, mental damage, or pain
Can slow healing, immobilize, or induce temporary unconsciousness
Instantly Fatal: Heart extraction · Decapitation · Silver/iron through heart or brain
Rapidly Fatal/Neutralising: Prolonged fire or high‑voltage electrocution · Mercury poisoning · Total blood loss
Severe but Recoverable (with time & blood): Silver/iron wounds elsewhere · Wolfsbane, vervain, juniper, wild‑rose, wolfsflechte toxins · UV burns
Temporary Suppression: New Moon lethargy · Mountain Ash barrier · Hecatolite + silver restraints · High‑pitched sonic blasts
Stone
Effect on Vaewolf
Notes/Combinations
Moonstone (Hecatolite)
Suppresses werewolf powers; traps in wolf form
Can combine with silver collars/traps for long-term immobilization
Obsidian
Weakens shapeshifting temporarily
Sharp obsidian spikes can physically trap him if embedded
Hematite
Dampens supernatural strength & reflexes
Great for ambushes or neutralizing him without killing
Quartz (Clear/Smoky)
Interferes with senses & mental powers
Could be used in containment rooms or against illusions
Onyx
Blocks psychic/aura powers
Useful for protecting targets from his mental influence
Amethyst
Destabilizes emotional control
Could trigger aggression or weakness under stress
Bloodstone
Aggravates blood-based physiology
Can be combined with silver for lethal traps
Jet
Anti-vampire effect
Useful to slow vaewolf or force retreat
Citrine
Disrupts sensory & mental powers
Can combine with Onyx for psychic suppression
Emerald
Interferes with regeneration & healing
Can combine with Bloodstone for blood-based traps
Personality:
Thaddeus Corvin, known in shadowed circles as Zephyr Riven, carries himself with a deliberate, measured air, the kind born from years of surviving predators—both human and supernatural. He is fiercely independent, often retreating into solitary contemplation where his mind toggles between cold, calculated reasoning and instinctual, wolfish urgency. Though reserved and cautious, a wry, ironic humor occasionally surfaces, sharp and disarming, hinting at the warmth he rarely allows others to see. His loyalty runs deep, extending particularly to outcasts, street urchins, and the motley members of his circus “family,” though his protectiveness can verge on possessive, and his trust must be earned through actions rather than words. Shrouded in mystery, Thaddeus reveals little about his past, movements, or motives, cultivating an aura of intrigue that keeps both allies and enemies uncertain of his true capabilities. Drawn to the mystical and the occult, he studies supernatural politics and rituals with relentless curiosity, believing knowledge is the only true safeguard in a world that hunts him relentlessly.
Despite his cool, unflinching exterior in tense situations, he is not immune to emotional vulnerability. Survivor’s guilt, the haunting memory of his parents’ deaths, and the internal struggle between his vampire hunger and wolfish bloodlust often pull him into brooding reflection. He is resourceful and clever in combat and espionage, improvising solutions with a rapid, analytical mind, yet his impulsive streak and occasional overconfidence sometimes lead to unnecessary risks. Unpredictable in his actions, Thaddeus can surprise allies and enemies alike, his intensity and presence felt even before he speaks. In rare moments of sincerity, his interactions are marked by lyrical, almost poetic expressions drawn from moonlight, storms, and shadows, revealing a depth of passion and empathy that contrasts sharply with his often solemn, enigmatic, and unknowable demeanor.
Fiercely independent and self-reliant
Wry, darkly ironic sense of humor
Deep empathy for outcasts, street urchins, and strays
Reluctant leader; prefers to observe and act strategically
Cool under pressure; broods when alone, surprisingly warm in rare moments of vulnerability
Cunning survivor: quick thinker in fights or escapes
Lone wolf instinct; collaborates when necessary
Interested in the occult, rituals, and supernatural politics
Positive Traits:
Brave – faces danger despite personal risk.
Loyal – unwavering to those he trusts.
Suave – polished and charming when needed.
Protective – especially toward outcasts or his circus “family.”
Observant – notices small details, reads situations well.
Independent – relies on his own skills and judgment.
Resourceful – improvises effectively in combat or stealth.
Clever – quick-thinking and adaptable in high-pressure situations.
Passionate – intense about personal causes and relationships.
Neutral Traits:
Reserved – cautious about revealing true thoughts or feelings.
Mystical – drawn to occult knowledge and supernatural mysteries.
Determined – persists until goals are achieved.
Unpredictable – actions may surprise allies and enemies alike.
Intense – carries a strong presence and emotional energy.
Solemn – serious when the situation demands.
Skeptical – questions motives and situations before acting.
Whimsical – occasional playfulness or ironic humor emerges.
Solitary – prefers working alone unless collaboration is necessary.
Negative Traits:
Impulsive – sometimes acts before fully thinking it through.
Secretive – keeps information and feelings closely guarded.
Possessive – protective to the point of jealousy or over-attachment.
Paranoid – wary of betrayal, even from allies.
Rowdy – occasionally reckless or loud in confrontational moments.
Selfish – may prioritize personal survival or goals over others.
Pugnacious – quick to fight if challenged or insulted.
Vulnerable – emotionally scarred, struggles with trust.
Short-sighted – can overlook long-term consequences in immediate crises.
History & Secrets:
His father, a master of the night, wielded shadow and elemental magics with the precision of a predator; his mother, a beta werewolf bound by loyalty and circumstance, taught him the instincts and ferocity of the wolf. From an early age, Thaddeus lived between worlds—attending clandestine coven rituals by moonlight while learning to stalk silently in the forest by day. The distant thunder of war, as the Austro-Hungarian Empire mobilized its forces across Europe, cast an uneasy shadow over the Carpathian villages. Scarcity, fear, and unrest threaded through the countryside, shaping his instincts long before he faced supernatural foes. But peace was fleeting. When he was only seven years old, fearful of his hybrid nature and the power it might bring, a coordinated strike was launched on the Ashen Lotus stronghold. Both of his parents were slain in the assault, leaving Thaddeus orphaned and marked by their deaths. From that night onward, he learned the harsh truth of his dual heritage: his very existence made him a target, and survival demanded cunning, secrecy, and mastery over both sides of his nature.
He sought someone who could help him—not from his mother’s pack, nor his father’s coven. Amidst the burning bodies of his parents and kin—slain as punishment for his parents’ defiance—he fled into the night, the weight of their deaths seared into his memory. From the age of seven until eleven, he survived on the streets, learning quickly that hunger, cold, and danger were constant companions. At ten, a vampire fledgling cornered him in an alley, and instinct took over—his first shift into the wolf, raw and savage, leaving blood on the cobblestones. By the time the Great War ended on November 11, 1918—when he was eight years and eleven days old—and Transylvania was officially ceded to Romania, Thaddeus had already learned to navigate a world that had no place for a hybrid child like him. A year later, at the age of eleven, he was found by Maestro Caelis, ringmaster of the Crimson Masquerade, who would become not only his mentor but his surrogate parent. The feral child, suspicious and hungry, even tried to steal from the maestro at first—but instead of punishing him, Caelis saw potential in the boy and took him in, offering guidance, purpose, and a place among the circus’s shadowed performers.
What He Seeks:
Thaddeus Corvin Kreutzwald, the enigmatic Zephyr Riven, is driven by a restless need for autonomy and survival in a world that constantly seeks to bind or control him. Haunted by the deaths of his parents and the duality of his Vaewolf nature, he pursues mastery over his hybrid powers and the occult knowledge that may grant him both understanding and leverage. Loyalty to his surrogate circus “family” fuels a protective streak, compelling him to defend those society has discarded, even at personal risk. Simultaneously, he is drawn to secrets, forbidden rituals, and the mysteries of Bloodveil’s shadowed corridors—both for strategic advantage and the thrill of uncovering truths that others fear. His actions are a balance of careful calculation and wolfish instinct, guided by a desire to preserve freedom, wield power judiciously, and find equilibrium between his vampire hunger and lupine bloodlust.
They burned my family to ash. I bite back in the smoke.