to Cry Wolf! We are an 18+ AU, intermediate to advanced Mercy Thompson/Alpha and Omega RP set in present day, in the Tri-Cities of Washington. We are a premium board with a 250 wordcount. Please make sure that you register with your characters name in Proper Case. Not in all caps. Example: Mercy Thompson. We welcome you to the site and if you have any questions don't hesitate to reach out to the staff.
No knowledge of the books is required. All the information needed is available on site. We ask that you read over the species information before rolling one of that type, as there are a few key differences between Mercyverse creatures and the ones you might know.
We put emphasis on the slice-of-life RP with the occasional event to throw things off. ;)
Skin made by Tana @ Cosmo, Shine, and ATF. Graphics, custom stats, forum, profile structure, mini profiles and coding tweaks thanks to Ara. Templates thanks to Becky of Candyland. All apps, threads, fae lore, and plots belong to their respective members of Cry Wolf. Most importantly the Mercy Thompson Universe is thanks to Patricia Briggs for creating such an interesting world for us to enjoy.
This is a limited Class C fae. There is only one of them in existence.
Rawhead and Bloody Bones
Steals naughty children from their homes,
Takes them to his dirty den,
And they are never seen again.
-British Nursery Rhyme
While the origins of Rawhead and Bloodybones varies, the holder of the name isn’t the sort to tell. Perhaps he’s forgotten or perhaps he intends to keep it to himself. Either way, he is an old creature centered around death, pain and punishment.
He has become a bogeyman to the human population, a threat from parents to their children to coerce them to behave.
While he is not a redcap to require blood, he does enjoy the kill and replenishing his own body with bits of flesh and bone. Not that it needs it, but it seems to keep him going. Perhaps it is the secret to his immortality, or maybe that is simply how he is. The rawhead is a creature entirely unique to the fae in that he bows to no one and while not entirely feared by the fae population, he is respected in a fashion. He is a killer and a good one at that.
It is said that he was constructed, made of bodies of the dead. An amalgamation of corpses, he is a frightening sight to behold.
Appearance: Rawhead and Bloodybones is not an attractive creature. Around eight feet in height, he appears to be composed mostly of bones and bloody strips of flesh. His skull resembles that of a boar’s, tusks jutting out from his jaw and far too many pointy teeth. Flayed skin, still dripping blood dangles from his bones. His spine is long and ends in a thrashing boney tail that drags the earth behind him. He walks mostly upright, with long arms that bend in such a way that he can manage all fours if need be. His feet are more akin to paw than hooves despite his boarish head, though he possesses clawed hands on his arms. His vertebrae jut out as jagged spiked deformities.
Scraps of fur dangle from the skin, and he leaves a trail of blood whenever unglamoured. He possesses no eyes, simply glowing red pinpricks in his skull. Now and then he will add flesh and bones to his appearance, killing animals or people for said additions, though they change on his whim and seem to be absorbed into his primary appearance. Because of this he is occasionally seen with a furry tail or more humanoid limbs.
Physically very strong, Rawhead also possesses his own unique variety of magics that are, in the scheme of fae, not the most useful but are powerful enough that they would want the beast locked away in Underhill.
He can lure people into his domain. What he considers ‘his domain’ varies, but it is generally where he sleeps. This was, in older times, lined with the bones of those he killed. Now, however, as that is frowned upon he settles for a bed. The luring works better on children, but anyone that the rawhead views as ‘naughty’ can be brought in with relative ease. Similar to a vampire’s seduction, the desire for them to do as the rawhead pleases overwhelms the victim’s common sense. They simply want to go in.
The rawhead knows what evils a person has done in their past. He does not know details, nor does he know anything else. Anything that the individual considers a ‘bad thing’ they have done in the past are read like a book for the rawhead. This varies wildly. A child that knows it isn’t supposed to use a bad word is just as naughty as a murderer to the rawhead. He is no judge, simply executioner. The only caveat is that the individual must consider the act a bad thing. Someone that holds no guilt over a murder in self defense, will not have that available to the rawhead’s viewing. However, if they feel any guilt over it, its as though it was done in cold blood and they are just as damned as otherwise.
With his physical strength, comes the capability of ripping his foes and/or victims apart. Long claws on his hands, lengthy tusks and sharp fangs make such a feat easy. They don’t simply kill, they completely destroy. And then hoard the bones.
Cold iron, of course, can drive the rawhead away. He also avoids cemeteries, though this seems to be from personal preference. There are reports of his victims finding solace in a graveyard. He prefers dark, damp places and isn’t terribly fond of the sun. There are no reported cases of him attacking anyone during the day. He does his hunting at night.
And, of course and possibly most importantly, he’s playing nice for the Grey Lords. He doesn’t want to return to his cage and, as such, is required to not kill as liberally as he might have once done.
While male unicorns are often mistaken for nightmares, nightmares do exist separately as their own species. They are entirely female and extremely rare, requiring male unicorns to breed with in order to reproduce Any female offspring will be a nightmare, while males will be unicorns. Nightmares, however, have a difficult time conceiving and an even harder time finding males to breed with. Especially because they tend to form lasting bonds and mate for life.
Nightmares appear as one would expect: As large, black horses with flowing manes and tails. Their eyes are a unique trait, being either silver or red, and frequently rotating between the two based on their emotions. Many other fae consider them inept because of this trait as it betrays how they are feeling. Their glamour, however, does hide this.
They stand, roughly, the height of a small draft horse on average and possess a slim, lithe build. Their hooves are feathered and silvery. Faint bits of silver and white appear throughout their hide, making them look like the night sky, speckled with stars. The older a mare is, the more white she possesses. Ancient mares, over five hundred, have snow white manes and tails.
Nightmares control bad dreams. They can give anyone a bad dream and their abilities can conflict with those of a sandman, causing confusing and weird results. However, while Sandmen might choose to offer good dreams to those they like, Nightmares have no such option. They deliver only bad dreams and their presence frequently inflicts them upon those nearby until they grow used to to the nightmare's presence. This is an unconscious act on the mare’s part, and these bad dreams aren’t nearly as potent as the ones purposely inflicted.
Walls do nothing to stop them, as they can render themselves noncorporeal and pass through them. Fences, however, can stop them unless they can be jumped.
While nightmares possess the usual weakness to iron, their primary weakness is being bridled. Should someone manage to bridle a nightmare, they lose all their abilities and slowly turn into a normal mare, losing all sentience until the bridle is removed. This is a slow process and can take years, depending on the age of the mare. The older the mare, the longer the process and it’s considered ideal to capture them as fillies in order to bridle them and keep them for one’s own purpose.
Some attempt to bridle nightmares for the beauty of them, but a more common reason is to bribe them with removal of the bridle in return for inflicting devastating dreams upon their foes. This practice is, clearly, very uncommon.
They are weaker during the day and are frequently nocturnal. Their passive ability to pass along bad dreams is practically nonexistent during the day, and they cannot influence someone’s dreams during this time.
Allowed Public: No Capable of half-fae: No Also known as: Headless Horsemen
Dullahan are the infamous headless horsemen of legend. Horror stories abound about them, and they are widely feared and reviled. But their role is often misunderstood. Though occasionally sent by the Gray Lords as executioners, a Dullahan's true role is that of a guide and protector of the dead, and not even the fae leaders can truly control them.
Dullahan are not born, they are created. Each one was formerly a human ghost, one of obligation or duty unfulfilled. They make a pact with a Gray Lord, for the chance to continue their life, but few know exactly what they're getting themselves into, or how unwise it is to make deals with faeries.
Dullahans are armored figures on horseback. They can be male or female, and look as they did as a human, which does not affect their strength. Frailer-looking ones are as strong as burlier ones. They are clad in black armor. The only real difference is the fact that they are headless. The body either carries the head, or holds it on the saddlehorn. Their horse is a part of them, capable of being summoned or dismissed at will. The steed is pure black, with fiery eyes. Medievel weaponry is commonly carried on them: swords, axes, maces, and bows are the most common.
Dullahans are physically strong, almost at the level of a werewolf, and almost as fast on the ground. Their horse is faster, capable of running down any prey. They heal almost as fast from any wound but one inflicted with gold. Their armor protects them from attacks, and their bodies are very resistant to damage. They lack the usual fae weakness to iron.
They can see and interact with ghosts and spirits, and can go incorporeal and invisible at will. This is taxing if used too often, and is usually used either as an escape or to escort a ghost without being seen, though walkers can see them.
They have a frightening visage, and can instill fear in those around them. Older Dullahan are better at this, and those with powerful wills may not be affected.
They are unaffected by the Wild Hunt, and react as neither predator nor prey. Their task is guarding and guiding the dead.
While Dullahans are fearsome opponents, they cannot kill. A Dullahan could break every bone in someone's body, beat them to a pulp, or carve off their limbs, but unless their opponent is ordained to die, through what authority no one, not even the Dullahan themself, knows, the Dullahan cannot kill them.
While iron holds no fear for a Dullahan, gold does. Gold burns them much as iron does most fae, and cuts through their armor like butter. The simple sight of gold makes them uncomfortable, and all Dullahan have an innate dislike of it. Religious icons affect them in the same way; they cannot be warded off by one, but the sight of a religious icon, wielded by someone of true faith, makes them uncomfortable, and they will often opt not to be there.
While their bodies are resistant to damage and heal quickly, their heads are not and do not. The only way to kill a Dullahan is to destroy their head. If someone is able to take the Dullahan's head, their body is bound to obey them, though they are still bound by the inability to kill. But binding any fae to one's will is always a risky proposition...
Dullahan have limited access to glamour. The only form that they can take is the form of the human they once were.
Ankou can only be male. This is a limited Class C fae. Only one currently allowed on board.
A holdover of older times, Ankou are harbingers of death and watchers of the dead. They deliver warnings to those who are soon going to die (either verbally, or with a knock on their door), and collect the souls after those they warn have departed. They guard graveyards, to ensure that the dead have their peace; woe betide the person who disturbs the remains of the dead, because the Ankou will visit retribution on them swiftly, often taking the person’s life. Offend them, and your life may be shortened; help them, and you may find their favor. Ankou rarely bear ill will to anyone, save for if a person interferes with them performing their duties in a timely fashion; thus, they tend to be scrupulously polite, even if they are rather no-nonsense about what they do. Ankou are few and far between, and most have remained solely in Europe; even there, each has their own territory, and they do not cross into another of their kin’s space unless they have no other choice. It is almost unheard of for two to meet face to face.
Unglamoured, Ankou always appear as tall, thin men clad in black, with a large, black felt hat to obscure their face. Their faces are gaunt and haggard, and their hair is always long and completely white. They carry a scythe as a weapon, of which the blade glows in moonlight; they also always keep a bone with them at all times, which they use to hone the blade.
Ankou can sense if a person is going to die within the next year. They can also communicate with and collect the souls of the dead, and cross them into the afterlife - the soul generally doesn’t get a say in this. Ankou don’t have to wait for a person to die naturally, either; they are adept with their scythes and can kill offenders that way, and then cross the dead person’s soul afterwards. On the flip side, they can choose not to take someone who’s due to die, temporarily extending their life; this is something extremely rare and would take an acknowledged debt to do. In addition to the usual fae glamour, Ankou in their unglamoured form can shadow their facial features to help obscure them even from other fae and sidhe-seers.
The Ankou are not weak to iron and iron does not burn them; however, religion is a strong defense. Ankou are turned aside by the prayers of the devout or by religious objects held by someone who believes in that religion. If someone requests to speak with a religious leader (a priest, minister, rabbi, etc) before they die, the Ankou must honor the request and wait until their target is done. They cannot enter churches at all, save for on “The Night of Wonders”, now more commonly called Christmas Eve.
Vampires throw off the Ankou’s abilities considerably. Ankou can sense if a person is going to die even if that death is part of being turned; however, they can’t cross that person’s soul, even if they’re on the spot at the moment of death. Once the person is a vampire, their soul cannot be crossed, even if the Ankou takes the vampire’s head off first.
Ankou do not and cannot reproduce sexually, although they have all the working parts to have sex. When one Ankou reaches their end, they create another in their place to continue the work; the new Ankou comes into being physically adult and will quickly learn how to do what Ankou do from innate knowledge.
Human myths of the caladrius treat them as a religious parable or analogue; while there are plenty of comparisons to be drawn, this is not actually the case. They are a type of healing fae, generally very gentle and compassionate, with the ability to draw the part or all of an illness of another into themselves, leaving those they’ve focused their abilities on well again. Because their abilities can prove lethal to themselves (or, potentially, to others), caladrius children are taught and nurtured carefully by caladrius adults without exception, such that they understand exactly what they can do, and how, and how to judge what may be too much to take. They are blessed (or cursed) with a strong sense of right and wrong, and find it very difficult to go against this moral compass, regardless of who or what they might be dealing with.
In their natural form, caladrius look like a cross between human and bird. Their wings start at their shoulderblades and are connected to their arms right up to their wrists, before splitting off to leave their hands and their primaries free of each other. The feathers are white, ranging from a pearly grey-white through pure white and descending into a rich cream, with hair that matches their plumage Their eyes range from very pale yellow to gold. Caladrius have human-shaped legs, and while their feet and hands are also largely human, they are tipped with short talons instead of nails. They have very fine, sparse white down on the backs of their feet, spanning up their shins to their knees, and reaching from the tops of their shoulders down to the backs of their hands.
Caladrius have the ability to absorb any illness or disease from humans and animals, from the common cold to something as severe as HIV/AIDS. They can then filter it out safely from their bodies over a period of time depending on the amount and severity of what they’ve absorbed (a lingering cough from a cold might take a day; something lethal would take months, assuming they took in that and nothing else… if they survive it themselves). They also can give an absorbed illness to another person, although this requires physical contact where absorbing does not.
Caladrius are not bothered at all by holy objects, scripture, sanctified sites or anything of the like; however, they do have the common fae weakness to iron. They are also vulnerable to the magics of black witches and can sometimes be temporarily snared by an elder vampire’s seduction. While not prone to catching illnesses on their own, they are prey to the symptoms and effects of any sickness they’ve currently absorbed and have yet to complete dispersing - although they can’t spread illness by contagion. If they cannot disperse a lethal/terminal illness quickly enough, they will die.
Passing Illness to Supernaturals:
If it’s alive and somewhat compatible with whatever sickness they’ve taken in, Caladrius can disperse the illness by passing it on just the same as they do to humans. That includes all kinds of magical humans and half-fae. It’s a lot more difficult to do to one of the supernatural community, however; it’s not a quick or subtle process, and the need for physical contact means it generally needs to be a willing subject. While they can’t pass illness to full fae, werewolves, or vampires, caladrius can benefit from many forms of magical healing, and a vampire’s bite will delay sicknesses from progressing as long as they continue to be fed on regularly.
Filtering Takes Time:
How long it takes for a caladrius to filter an absorbed illness depends on three main factors: the age of the caladrius, the severity of the illness, and if they are currently filtering more than one illness. The following are generalizations of how long it would take a young caladrius (under 100 years of age) to filter a single illness. For every 100 years of age, time is reduced by about 10%. For every additional illness being filtered at the same time, time is doubled.
Mild illness (requires no medication - impairs little, i.e. sniffles, styes) - 1 day
Minor illness (may require medication, i.e. common cold, ear infection) - 1 week
Moderate illness (requires medication and/or doctor intervention) - 1 month
Severe illness (requires hospitalization, may be life threatening untreated) - 4 months
Nascent Terminal illness (high likelihood of death in 2+ years, treated or untreated) - 8 months
Advanced Terminal illness (high likelihood or guarantee of death in 1 year or less) - 1 year
Terminal illnesses or compounded severe illnesses carry a high likelihood of death to a caladrius. The rule of thumb is if the original carrier is likely to have died within the filtering time, the caladrius has the same span of time before they may suffer the same fate.
Legend has it that when Perseus beheaded Medusa, the blood which gushed forth from the Gorgon's severed neck mixed with the foam of Poseidon in the ocean waves and Pegasus was born into this world. Athena then carried the young Pegasus to Mount Olympus to be tamed and trained, housed in the massive stables of Mount Olympus, alongside the various chariot pulling horses of gods such as Helios, Poseidon and Zeus. Zeus would be the god to make the most use out of Pegasus, and Pegasus would become a weapon carrier of Zeus, sharing the role with gigantic eagles, and it was Pegasus who often carried the thunderbolts when Zeus went to war.
Some stories tell of Pegasus finding himself a mate in the form of Ocyrhoe. Ocyrhoe was the daughter of the centaur Chiron who had been transformed into a horse by Zeus, when she had revealed too much about the future. Pegasus and Ocyrhoe were said to have mated bringing forth Celeris and Melanippe. Some tell of these offspring of Pegasus being the forefathers of a new race of winged horses.
Whether this is fact, fiction, or some combination there of, only a few who still live know the truth, and none of them are willing to comment. What is known is that they are a fiercely protective and honorable species, they seek grand adventure but do not crave the fame that comes with heroic deeds. They simply crave the memory and experience of the adventure, like some ancient adrenaline junkie. The more adventure a Pegasus has seen, the more powerful they become. The more grand the adventure, the harder it is for them to turn down.
The Pegasus is a heavily built creature that closely resembles a light draft horse. They are solid of bone, heavily muscled, and thick of neck. Their powerful legs are heavily coated, often so much so as to hide the heavy, wide hoof beneath. Mature Pegasus' have a long, flowing mane and tail, often so long that they drag on the ground when they walk or trail out behind them in flight like a streamer. They may come in any color, though the most common are black, dappled grey, and white.
They possess a massive pair of wings, feathered and similar to an eagle, that sprout from the withers. These wings must be at least twice as wide as the Pegasus is long to hold it aloft, though young Pegasus are often able to glide when younger. Their wings continue to grow, though at a very slow rate once they hit maturity, as the Pegasus ages and the eldest of the species have truly massive wingspans.
Despite their size and heavy build Pegasus' are a quick and agile species. Even as humans they tend to be of a heavier build, with a grace that lends itself well to physical activity. It is not uncommon to find a Pegasus playing sports, or enjoying strenuous activities like rock climbing or spelunking.
One of the reasons for the myth of the Pegasus being Zeus’ weapon bearer is the species natural control of lightning. They can summon lightning at will, even on a cloudless day. In the young, this is frequently done in relation to their emotions, being difficult to control. As they grow older and more comfortable with themselves, however, they gain more control over their abilities.
The Pegasus, like all fae, possess a weakness to cold iron, which burns them badly, often leaving scars on their beautiful hides. They are a powerful creature and the only thing that can hold one is a chain of silver. The size of the chain does not matter, it can be as fine as a necklace or as thick as a man’s arm, if it is made of silver a Pegasus will not be able to break free.
Bridling a Pegasus with a fine silver bridle will have the same effect as bridling the Nightmare. He will lose all of his power and ability, and slowly turn into a normal stallion, wings slowly shrinking away with his sense of self. If a Pegasus is freed before his wings disappear, he may recover his sentience and slowly regrow his wings. If his wings have fully disappeared before he is freed, He will regain his sentience but he will never grow back his wings, and will forever be marked as a slave.
The ideal way to hold a Pegasus is to bind them with a set of silver horseshoes. A Pegasus shod in silver is bound to the one who forged the shoes, but otherwise retains all of his sentience and natural given abilities. The Pegasus may even be allowed to lead their life as they please when shod in silver, but he must follow the letter of his masters command when given and may be called to his master from great distances this way. When shod in silver the Pegasus' glamour will show a pair of thick silver bracelets on his wrists, decorative and beautiful. The Pegasus will never be able to remove its own shoes, but someone else may remove the shoes once the master dies and severs the bond.
The Pegasus is able to procreate with other equine Fae. Their preferred breeding partner is the Nightmare, as these couplings are more often successful. This coupling will result in female offspring being Nightmares, with male offspring being Pegasus. Unicorns also produce viable offspring, with females being Unicorns and males being split at 60/30 Unicorn/Pegasus. Pegasus tend to produce more female offspring over all, no matter whom they breed with. They are incapable of producing offspring with humans, or any none equine Fae.
It has been found that a concentration of the bloodline will on very rare occasion produce a female Pegasus. (Female pegasus are a class C and limited to 1 per player)