FINAL NAIL in the coffin â°ď¸ jcink rp
final nail is an 18+ simple supernatural rp set in the small town of goldcrest, north carolina. settled in the appalachian mountains, goldcrest seems perfectly idyllic... as long as you don't dig below the surface.
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lore drop twelve : premium ( paid ) member groups!
paid member groups will cost an amount of onsite currency, or can be won through events. premium groups are dual toned, instead of two shades of a single color like our regular groups.
there was a time when south creek was relatively peaceful â as long as you did what the darkwater pack asked you to do, things were perfectly fine. you could live your life with your family pack. leading the darkwater pack, saint lovell kept you and your family safe, as long as you did what he said. you could watch television on a peaceful night without the sound of gun shots going off down that streets. you could nap in your basement on the night of a full moon without hearing the werestagâs antlers slamming into each other at full force and the scuffling of werebears. this all changed in 1982, when the redfern pack found themselves at war with the darkwater pack.
founded by magnus rodrigo in 1961, the redfern pack ( formerly the rodrigo pack, a family unit ) originated in the neighbourhood of redfern. like most other packs, they listened to the darkwater packâs leader pretty closely â however, this all changed when one of the âprincesâ of the darkwater pack was found dead on the side of the road in redfern. of course, the darkwater pack needed someone to blame, so they pointed fingers at the least helpful pack in redfern â the rodrigo pack. as âpaymentâ, magnus rodrigoâs eldest son was dragged out of the basement by saint and his siblings, and torn apart in the streets.
unable to report the crime to the police, magnus declared war on the darkwater pack. his neighbours, feeling for his loss ( really, everyone felt the loss of ambrose rodrigo ), rallied around him and thus the redfern pack was truly created. redfern quickly grew in power, claiming territory and quickly sweeping through south creek like a spreading wildfire.
as the years passed, the redfern pack came to control most of south creek, or at least have extreme influence and pull within the community of south creek. by the time the 90s came along, though, magnus was old and tired of the fighting, so he entrusted his eldest remaining child with the pack. under this personâs control, the redfern became what it is now â leaning into their violent and dirty reputation.
as redfernâs power grew, the darkwater pack only seemed to weaken. their exclusivity, once being a revered strength, had become a husk of what it once was. now lead by saintâs eldest son, pope, the darkwater pack has begun to fight back by stealing members from the redfern pack and opening up itâs once exclusive ranks to the non-werecanids of goldcrest. while theyâre in no way welcoming to these so called âoutsidersâ, the benefits of better pay and rewards has won out many over the âloyaltyâ they once had to the redfern pack.
with the darkwater pack gaining power once again, all out war has once again engulfed south creek. itâs only a matter of time before everything descends into madness.
war path subplot details
this plot is intended to be lead by the players within it. your actions within this subplot will affect the outcome, as well as how the site plot continues to move. staff may throw things into the ring to create drama and tension without warning, but it will largely be members creating the drama. staff asks that you please communicate what is going down! if something major happens, let staff know, we arenât reading every single thread.
THE DARKWATER PACK
pack leader ( canon ): pope lovell. ~50, please contact bodhi before reserving. a request will be posted.
pack second ( canon ): open, this character likely has a very close relationship with pope.
informants: 0/3 open. these characters will not be listed anywhere, for plot reasons. should be, for all intents and purposes, aligned with the redfern pack but is feeding the darkwater pack information.
members: infinite. members that joined before 2002 must have a canidae form.
THE REDFERN PACK
pack leader ( canon ): name rodrigo. should have been 25 by 1996, open gender, ethnically mexican, central america, or south american.
pack second ( canon ): open, this character likely has a very close relationship with the pack leader.
informants: 0/3 open. these characters will not be listed anywhere, for plot reasons. should be, for all intents and purposes, aligned with the darkwater pack but is feeding the redfern pack information.
members: infinite. can be of any species.
trigger warning pregnancy and miscarriages mention
tl;dr lifespan of ~110 years. can be any land-dwelling mammal or reptile. no flighted or gliding animals werewolves are endangered as a species in america / canada. abilities largely vary by species. enhanced strength, agility, and senses. minorly enhanced healing. are NOT bipedal unless their real-world species is ( e.g. kangaroo ). does not use alpha / beta / omega dynamics. killed by any amount of silver being in a wound. can be born or bitten. your animal is determined by genetics, not who bit you.
WERECREATURES donât stop at just werewolves. werecreatures can be any land-dwelling mammal or reptile, whether they are pawed or hooved. werecreatures cannot be winged animals, have the ability to fly, or the ability to glade. the type of animal that a werecreature turns into is thought to have some kind of genetic component, and nothing to do with the kind of werecreature that turned them. however, various continents have a variation that is most common. werewolves are most common in a large portion of western europe, whereas werefoxes are particularly common in the united states. in fact, werewolves are a relatively rare sight in the states, as they were hunted to near extinction in the late 1800s. it is possible to be born a werecreature, or to be turned.
cultures in the werecreature community vary wildly, but one thing remains consistent throughout most cultures: packs are almost always family units, and not recruitment based. a lone werecreature is considered an extremely dangerous thing, as they have no pack to reign them in once theyâre turned. to be without a pack means that you must have done something to betray your previous pack - even if you claim to have left of your own free will. packs do not have the dynamic of alpha, omega, and betas â they may have members that have more influence within the pack, or even someone that leads the pack, but the heads of a pack are almost always just a coupled pair leading their children through life. the concept of sole alphas is often considered taboo and a gross misuse of power.
in goldcrest, there are two packs that are not family units, and instead operate more like a gang or crime family. they operate off of territory ownership, with both packs owning a section of south creek. the darkwood pack is the oldest pack in goldcrest, and until late 2002 they were entirely exclusive, only allowing canidae-type werecreatures to join their pack. due to dwindling numbers and power within goldcrest, they have opened their doors to a large variety of werecreatures â however, discrimination is very likely, and non-canid werecreatures are often made to do the dirty work. the redfern pack is newer, having cropped up in the late 1970s. they hold most of south creek in their grasp, and are an incredibly diverse group â however, they are known for their violence and their inability to let go.
werecreatureâs strength, agility, and endurance vary based on what animal they turn into during a full moon. they are only able to turn on a full moon, and when they turn they become a monstrous version of whatever animal theyâre meant to be. unless the kind of animal they are is able to exist on two legs, a werecreature will not be bipedal. all werecreatures have enhanced senses of smell, sight, and hearing. werecreatures do have a healing factor, but they do not heal fast enough to raise eyebrows.
werecreatures tend to have some trouble producing children. while fertility is high, the monthly shift causes extreme bodily distress, and can result in the sudden loss of said child, premature births once the full moon has ended, and in extreme cases can cause death in the carrier.
werecreatures may live slightly longer than the average human, but are not considered immortal by any means. the oldest living werecreature died at the age of 110 years old, and was considered extremely elderly. they can die by human means such as illness, infection, injury, and old age. a werewolf does not have to be wounded by a silver weapon in order for the wound to kill them, but if a werewolf is injured by a silver weapon, it will always result in death. this includes the smallest knicks created by a silver blade. itâs not uncommon for members of the two warring packs to don silver rings if they know there is going to be a fight.
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goldcrest has three main sections of town, along with a single "outskirts" section, which has no set neighbourhoods. the neighbourhoods outlined in this post are where your characters will be able to live and work. each section is described through aesthetics more than one-to-one descriptions. members are encouraged to make their own businesses and add them to our list, but we've figured out a couple of default locations for you to claim and do with as you please! currently, the only businesses that have been claimed are: beckett mining company and the storyteller.
uphill is upper-middle to upper class, and includes the neighbourhoods of briarcrest heights, holloway park, crestwood estates, and blackthorn hill.
south creek is lower to middle class, and includes the neighbourhoods of miller's bend, ashford ridge, willowbrook, copper pines, redfern heights.
town centre is solidly middle class, and includes the neighbourhoods of goldleaf street, founder's row, and market row.
for as long as anyone can remember, HOA has practically ruled uphill with an iron fist. one particular neighbourhood especially practically lives and breathes the rules for their HOA. briarcliff heights is the neighbourhood that you could only dream of living in, with rows upon rows of mansions older than the historic main street just a 20 minute drive from the furthest driveway. all white picket fences, historical homes, old money kind of mansions.
within this HOA is some of the townâs oldest members. just under a century ago, a business man had rolled into goldcrest, decided that this would be the perfect place for him and his friends to settle, and they have been here ever since. over the years, they have played many roles in the town. many of them still work in the mayorâs office, and it seems that the business man has been the town's mayor for as long as anyone can remember. however, they simply refer to themselves as the HOA.
the HOA is goldcrestâs current Head of vampiric Activity. of course, they canât exactly advertise the vampiric part, but if you are a vampire in goldcrest, the HOA knows about you. they know where you live, where you work, what you do on saturday afternoons, they know every fledgling you sire and who sired you, even if you may not be entirely aware of who that is yourself, because every vampireâs bite is a little different, and they are ancient enough to know exactly whoâs bite mark that is on your neck. you cannot make a move without the HOA knowing about it.
the hoa subplot details
all members of this subplot have been in goldcrest since at 1913-1915. they are all vampires, and have all been close friends with âthe businessmanâ. all members of this subplot are considered canons.
head of hoa: open. the businessman is likely a white cis man, and has been mayor of the town for a very long time.
hoa member: open
hoa member: open
hoa member: open
hoa member: open
trigger warning mentions of chronic and terminal illnesses, cancer.
tl;dr functionally immortal. vulture like feeding habits, feed largely on dead bodies. 1/10 turn from feeding. if not resurrected in 12 hours, they won't resurrect. retain illnesses and ailments they had in life. look relatively sickly. physically weaker than the average human. enhanced speed and agility, NOT superspeed. enhanced senses. killed by exposure to werecreature blood. cannot be turned by werecreatures.
VAMPIRES were, at some point in their lives, entirely human. vampires are almost nothing like the legends say. they do not burn ( nor do they sparkle ) in sunlight, they do not have an allergy to garlic, and while they may have some enhancements, they most certainly do not have super strength. vampires are, essentially, just the dead walking once again, meaning that their body retains very little to no strength that they once did.
vampires are created only after a person has passed, and doesnât involve much. a vampire will feed upon your dead body, and if it is less than a week dead, there is a 1/10 chance that youâll wake back up with a bloodlust so strong that you could only imagine it as a punishment for your sins in life. it can take anywhere between one minute and one hour to resurrect, and if you do not resurrect within an hour, itâs likely that you wonât resurrect at all. the longest that it has ever taken someone to resurrect was 12 hours, however, their body was largely destroyed by cancer.
vampires are sickly looking creatures, their skin often sagging slightly from their body fat or muscle ( at least, what remains of it ) and discoloured with decay. oftentimes, vampires are described as looking like theyâve been left to rot in the summer heat for a week before their body was discovered. their skin is far more fragile than it was in life, bruising easier and healing slower than it once did thanks to a lack of blood flow. whether or not a vampire becomes sunburned in the sunlight entirely depends on how easily they burned in life. while vampires that were turned young do age until their form is considered âfully developedâ and adult, they may still appear on the smaller and more frail side. any ailment that a vampire had upon their death ( chronic pain, long-standing injuries, illnesses ) will remain with the vampire for all eternity â however, they may be able to go through modern day treatments to lessen their symptoms.
vampires have a relatively vast culture, but few things persist across all vampire cultures. vampires are, inherently, scavengers. they will prey on the dead more often than they prey on the living. in the early ages, before it was known that deadmanâs blood was entirely safe to consume, hunting the living caused great danger for vampires. upon the discovery that deadmanâs blood was ( and is still ) safe for consumption, many vampires chose to take up a scavengerâs lifestyle. this is why youâll find many vampires working in the funeral industry, or in end-of-life care. many vampires choose to keep mirrors out of their homes, as their reflection shows how they died â all of their injuries, all of the blood, all of the bruises, whatever age they died at is how they see their reflections. due to the nature of vampires, theyâre unable to produce offspring after death. many vampire families are made up of sires and their fledglings, children bore before the parentâs death, and/or those that the vampire is particularly close with.
vampires possess heightened senses, able to hear ( barring those that were hard of hearing upon their deaths ), smell, and taste better than the average human. they have an unnatural speed â however, they arenât able to run at impossible speeds â and are able to push their bodies past human limitations. vampires do not possess any form of superstrength, and are considered weaker than the average human. their strength may heavily depend on how strong they were in life. injuries sustained by a vampire will heal, but will do so at twice the length that it would take the average human.
vampires are immortal and incredibly difficult to kill. they are only able to be killed by werecreature saliva or blood coming into contact with wounds, or by drinking werecreature blood.