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Dawnbreak

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      Welcome to Dead Before Daylight.

      First off, you’ll want to familiarize yourself with the site’s Rules. If you have any questions, feel free to catch DragonBlue or Brenda in DBD”s Discord server. From there take a gander at our Plot, and then you’ll probably want to glance over Dawnbreak and Corinth’s histories.

       

      Once you’ve gotten a basic idea of the Dead Before Daylight universe, it’s time to get to work on your character. First, check out our Bestiary to learn about the playable creatures inhabiting our world; and feel free to look over our Site Canons and Wanted Ads if you have a liking for taking on adoptables or starting your characters out with previously existing relationships! Don't forget to check out our available Factions either!

       

      Now that you’re ready to play, don’t forget to check out the Member Plot Pages. You can post your own or reply to a pre-existing thread - this is what makes our world go round! If you decide to throw up an Open Thread don’t forget to post in the site listing - our Discord also has a channel specifically for these!

       

      IMPORTANT NOTE Since we do not require a character application, DB staff strongly suggest that players create plotter pages for their characters to help players get involved with other members on the site. Plotting is encouraged both in the forums themselves and on our Discord server.

    • •DIVISION X - SUPERNATURAL CONTAINMENT UNIT•

      True to the suspicions of many a conspiracy theorist, government agencies are - in fact - commonly aware of the prolific existence of black listed and believed extinct supernaturals; and invest much resource into keeping their existence as quiet as possible. The Alevskaya portion of Division X operates primarily in Corinth, though they keep a sleeper present inside of Dawnbreak as the town poses a special kind of threat to their goals with so many common citizens being aware of the supernatural presence.

      Division X is tasked with investigating disappearances and murders believed to be related to black listed supernaturals.

      Agents (8):

      Team Coordinator - Harlow Archer [Human]

      MI5 Consultant - Charlotte Daniels [skinwalker]

      Dagonet Marcianus [Werewolf]

      Michael Farquar [Vampire]

      OPEN

      OPEN

      OPEN

      OPEN

       

       

      Dawnbreak Sleeper Agents (3)

      OPEN

      OPEN

      OPEN

      Corinth Sleeper Agents (3)

      OPEN

      OPEN

      OPEN

       

      Agents may be human or supernatural (both black listed and accepted)

       

    • Yenaldooshi
      With it, he goes on all fours

       

      "The skinwalker is an evil witch. Empowered by the murder of a loved one, he dons the pelt of animals to take their form. But they are hollow, strange. They can neither walk nor fly straight and their cries are not of this world."

      - excerpt from records of a forgotten hunter

       

      ABOUT

      Skinwalkers differ from most shifters in that they are human; men and women able to ritually shed their flesh in order to take animal form - albeit at grave cost. Unlike werewolves, they do not typically lose control of themselves and engage in murderous rampages; but like any human being, they are capable of malicious acts of violence. Power and revenge are said to be their most common motivating factors, though the reality of this varies from one individual to the next. 

      A skinwalker cannot be born. They are created ritually, generally by choice of the individual. While there are exceptions to the rule, skinwalkers are generally malevolently created beings as an act of murder is required to complete the ceremony. For this price, they gain the ability to partially take the form of an animal by utilizing a pelt or feathers of that creature.

       

      TURNING

      BECOMING A SKINWALKER

      Image result for yenaldooshiGenerally, Skinwalkers seek others to groom into being. Prospects are lured a variety of ways, most commonly with promises of power or revenge, though it is not uncommon for deception to be involved. This is usually where the split between malevolent and benign skinwalkers is created.

      While the precise details of the ceremony are a close kept secret, the skinwalker ritual requires an act of murder to be completed, and the majority of converts commit this act willingly by seeking out and capturing their own. However, many an unwary youth has been lured by deception. Under illusion, they believe themselves to be ritually sacrificing an animal; and it is only after the slaughter has been completed that the illusion is shattered.

       

      Regardless of one's intentions in becoming a skinwalker, there are negative consequences. It is rumored that by completing the ritual, one is sacrificing a part of their soul to a malevolent spirit (often said to be a Wendigo or something of the like). After this spirit consumes this essence it leaves behind traces of itself - thus providing the skinwalker its powers.

      Transformations

      Initially, skinwalkers can only transform into a single animal, and must have some piece of that animal – feather, hide, claws, teeth etc – in order to assume its form. With time and experience, they can learn to adapt new forms. Skinwalkers most commonly transform into creatures associated with death and bad omen. 

      • Coyote
      • Wolf
      • Fox
      • Crow
      • lynx
      • Vulture
      • Black Cats

      ABILITIES

      In addition to being about to partially or fully transform into their chosen animal, skinwalkers are known to have other abilities.

       

      Endurance

       skinwalkers have incredible speed and endurance, and are rumored to be able to travel up to 200 miles in a single night.

       

      Illusion

       Skinwalkers have the ability to cause manipulated hallucinations in humans. This allows them to deceive individuals into believing they are seeing objects that are not there, and can be used to lure victims into traps.

       

      Corpse Spells

       As a sub-category of witch, skinwalkers are capable of limited magic utilizing ingredients typically obtained from bodies of the dead. Most commonly these include create small, needle-like darts from human bone; these are embedded in the flesh of a victim, and poison over time. Another common substance is corpse powder, which is used to cause hallucinations in small doses.

      Skinwalkers also have the ability to manipulate their bodies in strange, unnatural ways. 

       

      TYPES

      MALEVOLENT

      These skinwalkers are those that participate in the ceremony with full knowledge and understanding. They select their own victims, and willingly shed blood for their own gain. Though any act of murder will suffice, the skinwalker’s power is directly related to the victim’s relation. Therefore, a skinwalker who murders a sibling or close family member will be more powerful than one which chooses to take the life of a stranger.

       

      BENIGN

      Skinwalkers falling under this category are usually those who have been deceived into the life. They are often lured in by the promise of gaining superhuman abilities. Under the guidance of the converting skinwalker, they engage in the ceremony believing they will be sacrificing an animal. This is not the case. Deceived by illusion, once the murder has been committed they are faced with reality. In these cases, the victim is determined by the original skinwalker; therefore they are just as apt to be a family member, friend, or complete stranger.

       

    •  

      ABOUT

      Werebears are among the most powerful spcies of wereshifters, rivaled only by werewolves and tigers. While generally of solitary disposition, they are still prone to forming into moderately large Sleuths for mutual support and protection. Most sleuths are comprised of family groups with alliances forged under a dominant family.

      Generally, werebears are of amicable dispositions and are prone to live and let live sensibilities. However, there are a rare few who are naturally mean tempered and violent. Unfortunately, these rare specimens have lent a negative perception to the species as a whole.

      ABILITIES

      Super Strength

      Werebears are powerful beasts, rivaled only by the largest of werewolves and weretigers - though, for sheer strength, still able to easily outmatch the average of either species. When shifted they can easily over turn even large vehicles.

      Enhanced Senses

      Like most wereshifers, werebears have heightened senses of sound and scent. While their sight tends to be lacking, they are still able to see quite well at night.

      Berserker

      The more wounded a werebear is, the more dangerous it becomes. They are known to devolve into a rampage state in which they seem to shake off even great injury whilst inflicting massive amounts upon opponents.

       

      FAQ

      GESTATION

       

      How long is a werebear's gestation period?

      Seven months

       

    •  

      ABOUT

      Another species of shifters, werefoxes are most common in eastern Asia, though there are also species native to North America. While many werefoxes tend to keep to themselves, it is not entirely uncommon for them to group into skulks for safety like many werecreatures do. They are known to have more docile temperments than other shifters, likely due to lacking in strength compared to their larger cousins.

      ABILITIES

      Enhanced Strength

      Though among the weaker of wereshifters, werefoxes are still much stronger than the average human.

       

      Enhanced Speed

      What they lack in brute strength, werefoxes make up for in speed and agility. They are fast even for shifters, and there are few species able to match them.

       

      Enhanced Senses

      Werefoxes have heightened senses of scent and hearing as well as keen night vision.

       

      Healing

      They are able to withstand many forms of injury and minor wounds heal quickly. Scrapes, bruises and shallow lacerations usually heal in a matter of days while graver injuries like deep wounds and broken bones can take weeks to months depending on severity.

      FAQ

      MORTALITY AND WEAKNESSES

      Because of their smaller stature, werefoxes are somewhat easier to kill than their larger cousins (i.e. werebear, tigers). A high caliber rifle shot to the chest, neck or head is likely to be too much for a werefoxes healing to overcome.

      Foxglove - while the flowers themselves are generally harmless to werefoxes (though many report a dislike for the smell), consumption of the plant will cause them to fall ill and in high enough measures can be lethal. Hunters have been known to extract and concentrate the natural toxin of the plant to coat their weapons as it interferes with their regenerative abilities. A high dose of foxglove poison can kill in as little as four hours.

       

      GESTATION

       

      How long is a werefox's gestation period?

      Werefoxes have a gestation period of about five months, and their infants are generally small and weigh under five pounds.

    • World

      Dead Before Daylight is set in an alternate universe which coincides with Earth. While they are geographically similar, some names and locations are unique to the DBD universe. At present, the primary settings of play are Dawnbreak and Corinth, Alevskaya.

      user posted image

       

      Dawnbreak:

       

      Dawnbreak exists in the state of Alevskaya, which correlates roughly to earth’s present day Alaska, specifically near the southeastern foothills of the Kuskokwim Mountan range and south of the Togiak Wildlife Refuge. Originally a mining town, the operation has since shut down and Dawnbreak now has heavy roots set in fishing and agriculture.

       

       

      user posted imageCorinth:

      A massive, sprawling metropolis, Corinth is the most heavily populated region in Alevskaya and one of the largest cities in North America. It is largely controlled by human and fae kind, and is known for having segregated areas where other creatures are not permitted to enter freely. While much of the city is well constructed and pleasing to the eye, there are vast tracts of poor, dilapidated areas. These parts of the city are known to be dangerous. They are often unpatrolled by law enforcement officers, and those that do take watch there are heavily armed. These parts of the city frequently exist in states of near anarchy.

       

       

    •  

      "There are many debates on whether or not fae are actually a threat to mankind, but the fact remains that these creatures are highly unnatural. Infused with magic that is difficult for humans, many of us believe that the tales of fairy lights leading naive souls out into the forest to be preyed upon are true. Fae are mischievous, and although many do not appear it, very dangerous. Still, they exist along side our kind as equals and - most often - betters."

      - excerpt from records of a forgotten hunter

      ABOUT

      Ancient creatures who thrived in the Medieval Era and slowly began to die out in the following decades, fae are mostly perceived as friendly creatures who sometimes have a loose grasp on human customs and common courtesies.  Some are known for being incredibly playful and mischievous, harboring a lighter view of the world than many of their other supernatural counterparts. However, as with any other creature there are many of the fae kind who have darker motives.

      Fae, both Seelie and Unseelie, generally enjoy existing where there is art and creativity, and easily fall into a depression when there isn't something of that sort happening around them. They enjoy humans, and can be found in art districts and galleries and other areas that house creative minds. However, many of their kind also relish and thirst for power as proven by their presence in world politics and leadership.

      The Fae Courts

      SEELIE

      Seelie Fae believe in order. They want harmony, and their goal is to unite as many people as possible into a friendly coexistence. Many of them are softer by nature, though they are not necessarily the "good guys." There have been many Seelie Fae who took their love of Order too far and abused their lessers. Many Seelie Fae are very traditional.

       

      UNSEELIE

      Honor is a lie, loyalty can be bought, and order only benefits those in charge. The Unseelie Fae often believe Seelie Fae to be naive, too caught in their sunshine and rainbows to see real problems within their own society. Many Unseelie Fae are commoners and working class people who rebel against order and tradition because they believe it only benefits those in power.

    • Lilins are amazing but leave a lot of questions so here are some frequently asked questions and generic questions to help you.

      Can a Lilin be a twin/triplet.... etc?

      Yes. However, this causes a conflict that is normally resolved in the death of all but one of the multiple children. The dominant multiple will often kill the others for the same reason the human stays with the Lilin through birth and protects the Lilin child, because part of their soul, themselves, is in the other child(ren). They are attempting to reclaim that part of themselves. In rare cases the dominant Lilin multiple will not do this allowing their multiple to live however this is a 1 in 10000 case.

      Can I break the veil and see the true form of a Lilin?

      No. The simple fact is that the veil is older magic than anyone can even fathom and will stay in tact. If you befriend a Lilin well enough and convince them to take you through the veil, however, you can see their true form.

      Can I be a Bat Lilin and be in a day guild?

      Yes absolutely. The guilds originally were prejudice and some of the guilds still are, but for the most part it depends on the Lilin and their feeding preference.

      Can I change guilds if I don't like the guild or can I be a loner Lilin?

      No. Since Lilin are such a small populace they don't allow rogues and guilds expect a level of loyalty. Lilin that stray from these paths are sought out and killed. Unlike most supernaturals that can hide from their own kind, Lilin cannot. If you need help deciding on a guild or need help with your Lilin just reach out to @Morrigan

      Have another question, feel free to ask.

    • GENERAL INFORMATION

      While most witches will practice solo, it is customary for a witch to join a coven. Covens range in size and variety and, for the most part, free to practice as they will together. There are special cases in which they must seek out permission to use certain types of magic from an elder coven. Elder covens consist of lead witches from multiple large covens within an area.

      For Dawnbreak, the Elder coven is located in the Corinth.

      Covens in general are a democracy and believe in 'do no harm'. Additionally, covens themselves normally make their own hierarchy this is a common hierarchy among them:
      Matriarch/Patriarch - Lead witch in a coven.
      Priest/Priestess - Second in command, to be seen if the Matriarch/Patriarch are unavailable.
      Advisors - Normally no more than 3 these are people that the Matriarch/Patriarch trust their judgment.
      Members - All other members of the coven.

       

      ALLIANCES

      The Savage River Pack

       

      •MEMBERS•

      This lists only the Elder Coven in Corinth

      • Matriarch/Patriarch: Mordria Nemes
      • Priest/Priestess: Open
      • Advisors: Open
      • Members: Open
    • The Gregory Family Hunter's have been in Dawnbreak since around 1850, shortly after the gold rush of 1800 that brought many other settlers to the town. The Gregory's recognized a need to stay as they were descendants of a long line of hunters tracing back to, and even before, Van Helsing.

      When they settled they quickly came into hard times due to the heavily populated werewolf area but soon came to a moderate agreement between the Savage River Pack and the Gregory family. The agreement would be that they didn't hunt anything that didn't kill. The agreement has always been a rocky one but one kept pretty well in line save once or twice, the primary reason it's still rocky to this day.

       

      •GENERAL INFORMATION•

      The Gregory family has always been the fringe supernatural enforcement for a set of laws agreed upon when they settled in Dawnbreak. They keep to this agreement strictly not only as their reason for staying but respecting the supernatural presence that they live in tandem with.

      The family itself has always remained pretty small. Other hunters are generally not welcome without personal invitation of the Gregory family and rarely allowed to stay in Dawnbreak itself for extended periods to keep the alliance between themselves and the supernaturals in tact. Rogue hunters that come into town and hunt are taken care of with the same sort of courtesy as they give "rabbid" wolves.

      After the agreement with the wovles was made, the Gregory's themselves worked more on other supernatural occurences including hauntings, spirits, and other supernatural issues that are uncommon in general.

       

       

      •ALLIANCES•

      Savage River Werewolves

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