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Cults & Organizations
Though the majority of Wicked’s Rest’s citizens are non-powered humans, the abundance of mystical and supernatural occurrences around town have led to a culture that may be seen as “odd” to those on the outside of it. Included in this culture are a disproportionate number of largely human-led cults around town. For the most part, these groups neither refer to nor consider themselves to be cults; more likely, they view themselves as religious groups, organizations, or even “families.”Â
Some of these cults may have something supernatural at the center of them – a demon, a cryptid, or even just a person of supernatural origin – while others may have been built around something more mundane. The amount of knowledge the members of these groups have about the supernatural world may also vary. While some may have limited knowledge about the things they’re worshiping, others may adhere to explanations completely separate from the truth. Additionally, although the majority of these cults have a human leader in place, a few may be led by someone nonhuman, either taking advantage of humans’ ignorance for their own nefarious purposes or simply basking in the attention that may come with leading a group of such magnitude. The activities these organizations take part in vary from group to group, ranging from harmless to potentially very dangerous.Â
You can read about a few of the different cults and organizations in town below.
Wicked’s Rest’s Cults
THE CHOSEN ONES OF PRYGANDO:Â
Following ancient texts found in a cave in Gatlin Fields, the Chosen Ones of Prygando worship the demon Prygando, an ancient being said to live in the underground cave network throughout town. Earthquakes, shifting ground, and cave-ins are often attributed to Prygando’s displeasure by the Chosen Ones, and it is during these times that they may be at their most dangerous. Following events perceived by their leadership to be signs of the demon’s unhappiness, the Chosen Ones often seek to appease Prygando with rituals. These rituals may start small, including things such as small rock structures being built in Prygando’s honor, but if the perceived displeasure isn’t rectified with these small offerings, the Chosen Ones will move on to bigger displays. This can include human sacrifice. Typically, the sacrifice is chosen from within the group. Often, it’s a volunteer. After the sacrificial ritual is complete, the group’s leadership determines whether Prygando has been appeased. If they find the demon to still be uneasy, they may repeat the process until they are certain. They often determine the demon to be uneasy.
CREED OF TERRAMOIST:Â
A newer organization in town, the Creed of Terramoist was founded shortly after the worm citizens of the kingdom of Terramoist gained access to enough technology to make their wet voices heard. Interestingly, the leader of this group is not a human, but rather a citizen of Terramoist himself. The cult’s leader, a skinny grey worm named Mudglas Wigglesworth, holds a position within Terramoist’s royal court as the technological coordinator. As such, he is tasked with obtaining advanced technology for Terramoist to reverse engineer. This is how the cult came to be – while attempting to talk a passing human out of their wireless headphones, Mudglas found he had a knack for convincing humans, and used it to his advantage. Though not currently considered dangerous, the relative newness of the Creed as well as the unpredictable nature of their wormy leader makes the cult one to watch, as they could develop dangerous tendencies in the near future.
KEEPERS OF TENDRILLA:Â
With an alarmingly high number of members in the Seven Peaks, the Keepers of Tendrilla are one of the more active cults found throughout the town of Wicked’s Rest. This group’s activities are etched into the very culture of the town itself, from Tendrilla murals found on the sides of local businesses (both those owned by Keepers and those whose owners neither requested nor desired such decor) to shrines spread throughout all seven of the titular Seven Peaks. While not typically violent, members of this organization may lash out at those who they believe disrespect or dishonor Tendrilla, the cryptid they worship. They will also go to great lengths to protect the shrines throughout Seven Peaks, meaning even accidentally stumbling upon one with no ill will can be a dangerous endeavor.Â
THE PROTECTORS OF HUMANITY:Â
Made up entirely of non-powered humans and largely longtime Wicked’s Rest residents, this organization is dedicated to the safety of humankind… by any means necessary. Perspective members have to pass a series of tests to prove their humanity before being required to complete an initiation ritual: returning to the cult with something supernatural in tow. Most hopeful Protectors elect to find something small and easy to capture, such as a gnome or a supernatural plant, but others strive to impress by bringing back something a little more sentient. Whatever they return with is swiftly taken by the cult’s leaders, a pair of siblings named Natalie and Julius Little. It is unknown what happens to these things afterwards, though none of the sentient beings taken by this cult are ever seen again. If the Littles are satisfied with the sacrifice, the new member is allowed entry into the group. The Protectors consider themselves to be just that – a protective force that looks out for humanity in areas where hunters and Scribes have failed. They share information with varying levels of accuracy among themselves, and hold recruitment events in the Common fairly often.
SHRIMPLETS OF THE PRAWN:Â
Headed by ex-fisherman Darrell Walsh, the Shrimplets of the Prawn are based out of Harborside and hold the neighborhood’s shrimp-like deity, Krillios, in high regard. Darrell started the cult after spotting Krillios while fishing on his boat one day, so moved by the cryptid’s presence that he retired from his career in favor of taking an oath never to harm another prawn again. This is an oath all new members of the Shrimplets of the Prawn take upon initiation. They consider themselves to be protectors of shellfish, and can often be found “sticking up for the little guy”. Activities include frequent protests of local seafood restaurants (and perhaps sabotage, though none that has been proven by authorities as of yet). Physically, the Shrimplets of the Prawn are considered to be a low-threat cult, with most Wicked’s Rest citizens and authorities viewing them as more of a nuisance than anything else. Crusty’s Prawn Shop is a locus of activity for the Shrimplets.Â
THE WALKERS:
Named after Wicked’s Rest’s giant “walking” mushroom known as the Mushvroom, the Walkers are fanatically devoted to mushrooms of all kinds. On the face of it, they can seem more like a mushroom club, circling around to the town’s strangest mushrooms, like the ones in Eternal Light Cemetery, the Mush Room, and even especially well-formed “fairy rings” on peoples’ front lawns. But dig a little deeper, and you might notice that some members are fae. Many of the others are humans who were at some point trapped in a fairy ring with the fae, and now concern themselves only with mushrooms. There are some more normal mushroom-loving individuals in The Walkers, even budding mycologists, and the group is not usually considered to be a high threat. But if you encounter them at a mushroom locale, keep your wits about you and don’t step into any mushroom circles with them.
THE WATCHERS OF THE FACE:Â
One of the oldest organizations in town is the Watchers of the Face, a group dedicated to the Watchin’ Face. No one quite remembers who founded this group, though it’s said that it was founded shortly after the formation of the Face centuries ago. Nowadays, leaders are elected democratically after long campaigns. Occasionally, these campaigns may involve throwing enemies of the Watchin’ Face into the Devil’s Gullet. The current leader, Betsy Baxter, allegedly tossed three Face enemies into the Gullet for her campaign. The Watchers of the Face organize the frequent Watch Parties, and often use these events as recruitment opportunities. The Watchers believe that there is a literal “man in the mountain” whose face is the Watchin’ Face in question, and their ultimate goal is to free the man, so that he (or the entity) may usher in an age of prosperity and faces.
Probably Not Cults
CLUB CRYPTID:Â
The buzz about cryptids in town does more than just draw in tourists and vloggers alike. Cryptids have inspired merch, art, and so much more, but some have more appreciation for them than others. The place you’ll find the most enthusiasm for these creatures is Club Cryptid HQ. This group of cryptozoologists is dedicated to learning everything they can about the various cryptids in town. While their theories can be grandiose and most of the time off base, some are surprisingly spot on. They’re always trying to set up cameras in different cryptid haunts around time, many of which end up in Wicked’s Rest State Park only to be taken down when a park ranger discovers them.
THE SCRIBES:Â
Founded in the year 1868, the Scribes are an organization trying to learn more about the supernatural world, and can be seen behind books as well as out in the field. They remain relatively neutral when it comes to conflicts between supernatural conflicts and focus more on issues that affect the town as a whole, passing along knowledge and teaming up with hunters, spellcasters, and various supernatural humanoids to take down threats as needed.
THE WHISTLERS:
As investigative science improves and the world becomes more connected with cameras everywhere, it is harder and harder to keep the supernatural a secret. For that, we have the Whistlers, a loosely organized network of powered humans that operate across North America with the aim of suppressing the supernatural. With little formal hierarchy and individual members who tend to work alone, it can’t fully be called an organization or a society, but in the case of a major incident, several members may swarm to a scene for a coverup. The group is incredibly secretive, with not even their own members aware of everyone involved. Membership is possible only by invitation, which is extended most frequently to hunters but occasionally to other powered humans as well, but never to non-powered humans. This strict belief that non-powered humans should remain completely unaware of the supernatural often finds them butting heads with the Scribes.
Aos SĂ (pronounced ace-she)
OVERVIEW:Â
The fae are famously poor at organization, but they have managed to organize themselves into small communities spread all over the world, referred to as aos sĂ. About 75% of fae worldwide come from these communities. They are highly variable in size, appearance, setting, and social norms. However, they all have one thing in common: they’re completely and utterly lawless, and lack forms of official leadership. Conflicts tend to be settled with word binding and trickery, perhaps followed by some mutual respect. Aos sĂ often still heavily frown upon certain things, and individual fae may take it upon themselves to punish transgressors in whatever way they see fit.
Wicked’s Rest has a number of aos sà communities in town and nearby – some are in the town proper, others might be out in the woods, mountain, or ocean, or their own dimension. They may have a number of fae species within, or may be exclusive or accessible only to a couple. These communities may be hidden with a sort of “mass glamour” that makes it harder for wardens to pin down the precise location, and may not be visible or obvious to others unless certain criteria are met. Some have sentry fae to turn others away. These powerful protective glamours are not consciously made, and are subject to dissolve if the fae within the community become discontented or weakened.
AOS SĂŤ LANGUAGES AND DIALECTS:Â
While there used to be many prominent ancient fae languages with a variety of roots, they’ve largely fallen out of favor. Most aos sà communities simply speak the prominent language from wherever they are geographically located. Even the secluded ones aren’t so cut off that cultural transmission is impossible. It’s also common for fae to learn and use the language in their country of origin or where the ancestry of their species hails from, but there’s a lot of blending of different influences and cultures.
You can read about a few of the different aos sĂ below.
LOCAL AOS SĂŤ COMMUNITIES
BARE CREEK:Â
Deep in the forests of Wicked’s Rest, lies an aos sà somewhat hidden behind a cloud of mist. If you look into the mist, you can see a Burning Man sign, stolen by the fae who live here, and modified to say Burning huMan. The fae here live what most would call a very natural lifestyle, which includes not bothering with clothes, and spending a lot of time in gnome-formed mushroom circles, dancing and partying. At first glance, humans would assume this aos sà is full of hippies singing sweet songs (or at times a weird rager), though that’d probably be the last glance they ever take.
FATESWORM:
Once, Fatesworm was an average aos sà called Greensphere. It was a little weird, a little chaotic, but nothing special. Then the banshee, Femura, came. She made the aos sà her own, relocated the re-named “Fatesworm” to the Wormwoods and espoused her philosophy to the fae around her. Fate had an amazing future in store for Fatesworm, she said. But only if She is served, which primarily meant serving Femura. Some of the more impressionable fae were quick to take Femura’s views to heart, especially after a couple close calls with wardens, and their lives now revolve around death. Specifically, collecting dead things for Femura, and even solemnly engaging in twisted rituals to please her and, in turn, Fate. While aos sà rarely have official leadership, Femura is certainly the figurehead, and all of the fae who live in Fatesworm do their best to cater to the banshee, firmly believing that Fate will smile upon them if they keep Her earthly vessel content, nourished, and moist with worm slime.
LARK STREET:Â
Not all fae want to be out there with the mushrooms and the magic. Some are far more comfortable in their cozy “human” homes – it puts them closer to their food sources, after all. Muses, faun, and other more humanoid fae (especially those that feed on humans) have formed a network of homes on Lark Street in Deersprings. These fae stay connected as a single aos sĂ through use of specific doors in their homes, which take them to a shared (possibly liminal) space. The sense of community can be helpful, as blending in with humanity comes with its challenges, though attitudes toward humans themselves differ. Many times arguments have broken out over whether the “Door Space” can be used for keeping fresh food. Despite the name of the aos sĂ, some fae who don’t live on Lark Street still have access to the Door Space if they have the correct kind of door installed.
LASSOED LANDRY:
After a group of fae discovered a plethora of cowboy memorabilia and Old Western movies, they took a liking to the genre and concept and shifted the core “focus” of their aos sĂ to reflect it. This aos sĂ’s love for things like “horse” riding and “bull” wrangling borders on an obsession, leading to a few nymph-made vine lassos flying around at all times and humans hog-tied for food sources (or general fun, for those who may not rely on humans for food). Located in Gatlin Fields, members of this aos sĂ can often be found terrorizing farmers (to immerse themselves in the life!) and making unwelcome visits to the Mane Attraction (to see horses!), though no outsiders know where the entrance to the aos sĂ truly lies.Â
MIRRORED DISTRICT:Â
This surreal little pocket dimension is home to a community of varied fae species that prefer to be as far removed from humans as possible. The Mirrored District can be accessed by jumping into one’s reflection in certain, large surfaces of water at night, though some mirrors in town provide alternative means of entrance and exit when the light is at just the right angle. Some fall into the Mirrored District accidentally and get stuck. The Mirrored District has a dream-like beauty but can be disorienting due to everything being upside-down, the sky stretching out below. The shops sell truly strange supernatural fae goods. Many residents are aware of Wicked’s Rest and seem to be under the impression they are connected to the rest of the town normally. They refer to visitors as being “from the other side of town,” and tend to greet other fae as “cousin” but don’t explain why. The District is only as big as Wicked’s Rest and terminates at an abrupt perimeter. Those who walk into the strange fog rolling off the edges of town are rarely seen again. Terrible things happen to non-fae who linger in the Mirrored District for too long.
NETHERLAND:
Having experienced the radical shift of living in the Bleak Point neighborhood before it was overtaken by the mineral abnormality that forced it underground, the fae of this aos sĂ can be a little… odd, even by fae standards. As a community, Netherlanders have an odd relationship with the tunnel system and take part in many rituals regarding it. With every meal, be it that of a fae species that feeds on some sort of human energy (such as muses and faun) or the more mundane food-types of fae with normal dietary habits (like nymphs), an offering is made to Netherville itself. Some of the older members of the aos sĂ remember a time when the community existed entirely above ground, while others were born into the darkness of Netherville and have never known anything outside of it. The generational gap tends to lead to some different approaches when it comes to rituals the aos sĂ takes part in, but only in regards to the reasons behind those rituals. This aos sĂ has a variety of fae species living among it, but the bugganes within the group are considered especially renowned due to their connection to Netherville.Â
SALUAROP:
This aos sà has taken up residence in the downtown area, thanks to a promise bind with Sal, the hapless former owner of a nondescript used car shop, Sal’s Used Car Shop. The interior of the dealership has been split into two parts: an “art gallery” where the various muses share the art made by their meals and a “dance floor” where the faun of the aos sà have their nightly dinner. Outside in the parking lot, the nymphs have returned the dealership — including much of the remaining inventory — to nature. The fact that the cars left over in the dealership are all entirely overgrown with plantlife doesn’t stop the pixies who live within the aos sà from attempting to “sell” them to passersby, of course. Humans walking by the dealership should be cautious – if the pixies can convince a person to come inside the dealership, it’s unlikely that they’ll ever leave again. This is how the muses and faun obtain most of their meals. The sign to the actual dealership has degraded over time, through a mixture of the nymphs’ natural living and the pixies’ chaotic meddling, lending the aos sà its name.
VEILPEAK:Â
While not supernaturally hidden, Veilpeak is named as such because it’s high up in Wicked’s Rest’s Seven Peaks, obscured by both its elevation, and the fact that the only way to walk there is to navigate through an intense cave system. The aos sà is located on a large ledge, unable to be seen from below, making it most readily accessed by flight or by cave. This community is rumored to have developed their own human farm in the caves, though some of the fae may have fondly taken them into their homes as rescues.
Undead Clans
Throughout the years, the undead have started to realize that the old adage “safety in numbers” can be quite literal. They’ve been known to organize themselves into groups commonly referred to as clans. Clans can be exclusive to one species or another but the majority of these groups have broadened their membership to include all species of the undead, especially if the group wants to branch out to more than one area. There are some clans that have been able to spread their resources throughout the country, or even throughout the world, with branches in several supernatural hot spots. Other groups simply choose small numbers with members even calling each other family.Â
Hierarchy differs from group to group. There are a few clans who run more democratically than others, relying on a voting system or councils for all decisions involving their group. Other clans choose to have a set leader to look to for guidance. These leaders are most likely the eldest of their clan but it’s not unheard of for some of these positions to be given to someone with more leadership qualities regardless of age. Membership isn’t always an easy process with exclusivity depending heavily upon the way the clan is run.Â
You can read about a few of the different clans below.
WICKED’S REST’S CLANS
DIVINE RETRIBUTION:Â
This clan is run by a ruthless fury who has retained a necromancer or two to do their bidding for them. Most of the undead involved have been taken in by force, the leader of this group using the necromancers to control the recruits until they decide to fully join out of fear or a form of Stockholm Syndrome takes over. Because of this, the members are completely loyal to the leader of this clan but they’re also small in numbers. The powerful fury that runs it is covered in markings from their previous kills which makes it hard for them to be out in the open and the sole purpose of this clan is to bring their next meal to their fury leader to keep sourcing their power. It's only a bonus to their leader that they get to rid the world of anyone who committed the atrocious act that sent them and their recruits to their graves.Â
KNIGHTS OF THE BLOODLESS TABLEAU:Â
Founded by a knight who remains an elder vampire in the clan to this night, Bloodless Tableau has retained some of the elder’s chivalrous values, while also prioritizing their continued existence. These undead tend to be uptight and unchanging in their ways, for better or worse. They only feed from those who can defend themselves, while sneering at those who prey on the weak. Some undead from this clan have even been known to protect individuals from less considerate undead or supernatural creatures (though, they’ve also been known to return to find said individual later when they’re feeling better and feed from them, so it’s hit or miss). Experts in the old ways, this clan is renowned for the armor and defense-wear they produce – even some humans seek it out. Bloodless Tableau is slightly more exclusive than most clans, requiring an invitation from a current member. This invitation may be extended if the member is impressed by an undead’s chivalry, bravery, or grit. Members take a vow that they will follow the clan’s code of honor. It’s not uncommon for Knights to live in old fashioned dwellings filled with historical dĂ©cor and medieval armors.Â
THE MYSTIQUE:Â
According to The Mystique, the best part about being undead is long-lasting youth and beauty. These undead are sometimes considered vain in nature, but no one can deny their elegance and sense of style (black clothes and lace are adored). Many are or were part of high society, but they don’t particularly care about influencing it, seeing humans as nothing more than food. These undead don’t tend to seek out conflict, but they still relish in feeding. More than that, they typically devour humans completely, eating some and saving the rest for use in clan rituals that are thought to enhance their beauty. They believe these rituals can do a multitude of things for their undead members including delaying the elder transformation in vampires, making them all less gaunt, and giving their skin a more natural glow to help with their pale nature. Vampires tend to be pitied among this clan due to their lack of a reflection and the unfortunate mess with elders. Because elders no longer look beautiful, the clan also has a ritual of honoring their own elders by setting them ablaze. Most elders readily accept this, but a few have escaped throughout the years. Most undead who live in remote gothic mansions in a display of both wealth and privacy belong to this clan.Â
NIGHT SHEPHERDS:Â
The Night Shepherds see no point in influencing those they should simply be eating. The clan infiltrates towns and attempts to manage the local humans like cattle, with the ultimate goal of automating their food sourcing process and overthrowing the current world order. They’re careful about overhunting (it’s not good conservation), and will protect their human herds. This clan has a possibly unhealthy level of worship for their clan leaders, and will follow their commands without question. Some in the clan wish to form better relationships with humans either out of genuine desire, or so that when they take over the world, the humans won’t try to overthrow them. Most Shepherds try hard to live among humanity and fit in, though their success varies.
NOXFERATU:Â
Exclusive to vampires, this clan may want to overthrow humanity, but they throw caution to the wind, and their goals (if they have any) are often lost in the chaos. In fact, there are many splinters of the clan, some even fighting each other. Noxferatu seem to want to fill the world with vampires, and don’t spare much thought about the long-term consequences that might have for their food. This clan adores spawn, and encourages all vampires in the clan to create as many as possible. They don’t take time to train up the young vampires so they tend to be sloppy and many end up at the wrong end of a stake as a result. Those who have stuck around and learned tend to have honed their physical strength. Not particularly concerned about being seen, it is customary for those in the Noxferatu to compel and connect with lapir, giant bat-like creatures, and use them as their faithful mounts. Many form genuine and affectionate connections with regular bats as well, able to call upon them. There is ostensibly an elder vampire leading this clan, but no one seems to have talked to them or seen them, so it’s unclear where orders come from. Despite their flaws, the Noxferatu are known to be happy vampires who know how to have a good time. These vampires usually like their comforting crypts and cemeteries, and can throw a wild mausoleum disco.
SHADOW SYNDICATE:Â
This clan places emphasis on infiltrating powerful positions in society – government, CEOs, police chiefs, etc. Because of this, they’ve inserted influence over humanity in subtle ways over the centuries, shaping the course of history. Shadow Syndicate trains all young and old undead alike to master their separate abilities so they may continue to steer society in a way that benefits them. Leaders no longer insert themselves into society but still exert influence over the clan from the shadows. This clan prefers sticking to the shadows and manipulating from behind the scenes of larger corporations to help nurture the needs of their undead members. Shadow Syndicate owns what is perhaps the largest collection of historical records of undead activity in the upper echelons of society. Many of these undead live quite modern lifestyles, enjoying the finer things and looking down on undead who play into stereotypes.

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The Scribes
In a world that's much bigger and stranger than most people know, there are always going to be information gatherers – those who wish to learn as much as possible about the supernatural. The Scribes are one of the foremost organizations doing this, though are very secretive. They aim to be benevolent, but their pursuit of knowledge can be a danger as well as a boon.
FOUNDING:
While humanity as a whole continues to be unaware of the beasts they share their world with, supernatural threats only continue to grow. In places like Wicked’s Rest with high supernatural activity, this poses not only a threat to the town, but an ever growing risk to humanity itself. In the year 1868, when a giant egg appeared out in Gatlin Fields, a small group of humans knew they had to pull together for the better of the town. These future scholars determined that in order to protect everyone, the best thing they could do was compile and learn as much information as they could. Based in the neighborhood of Bleak Point (now Netherville), they observed the supernatural world around them. They took field notes. They searched for sources of information that spanned that globe. They put themselves in danger in order to learn. They made allies and developed their own philosophy. This marked the beginning of what would later be known as The Scribe Organization.Â
Today, Wicked’s Rest’s Scribes operate out of the newly-excavated Netherville headquarters, which was their original base, but had been lost to the “mineral abnormality” that had covered it for a century. It’s filled with old information from Scribe forebears, much of which had been lost.
PASSING THE TORCH:
Today, the organization has grown thanks to the original members who ended up passing the torch to their children. Some could have been raised to understand the importance of their parents’ work, while others only learned the truth about it as an adult. Some expectation of legacy seems to have formed through the decades, and families have stayed in the organization since its origination. Quite a few of them spread far and wide across the globe, specializing in collecting knowledge on farflung creatures and building their own Scribe branches, while others stayed at the Wicked’s Rest headquarters, trying to anticipate the next disaster. Over time though, contact with those not in Wicked’s Rest started to fade one by one which has led to the Scribes in town to believe they are the only operational branch left. It only left the remaining families scrambling to double their efforts, because one thing is certain even today: as hard as the founders worked, there is still so much information that needs to be collected.
INFORMATION & KNOWLEDGE:
Many Scribes are still dedicated to field research and observing what they see in the world, taking studious notes to file away. While they’ve proven their use in many situations already, they are only getting started, and some Scribes may dedicate themselves to collections of supernatural volumes, while others may be more focused on the keeping and preservation of knowledge. Other Scribes may function more like archaeologists or anthropologists, going out in the world and getting their hands dirty in the name of learning. More recently, Scribes have amassed several rarely disclosed locations that house dangerous artifacts, one of them being Containment in Gatlin Fields. These artifacts have the potential to cause harm in the wrong hands – or the Scribes may simply not know enough about an artifact to keep in it their main headquarters. Should some of these artifacts fall into the wrong hands, the results could be catastrophic. Scribes, however, feel strongly that they are the right hands.Â
MORALITY:
Above all else, the Wicked’s Rest Scribes seek to keep the town and humanity as a whole safe from the numerous threats it faces day in and day out. They’ve developed their own codes and philosophy to help guide them in this lofty endeavor. Within their code, Scribes agree to be pragmatic with all issues the town faces and like to map out potential consequences of sharing valuable knowledge. Scribes pride themselves on their objectivity and prioritize accordingly, with the greater good in mind. They operate as a democracy and every decision the organization makes is put to a vote amongst its ranks. To some, this can become frustrating as it can sometimes take a while for decisions to be made.
The Scribes are aware that they share the town with many non-human species as sentient as they are. On this matter, they also strive for neutrality. They tend to avoid working with any individuals who have only violence in mind, or individuals of any species that are currently attempting to exert control over the town. In general, they have a vested interest in keeping the supernatural secret from humans who are not in the know. Given their study on the subject and personal experience, they know just how dangerous it can be when humans begin to pry into the supernatural. Some Scribes see the irony (or hypocrisy) in this more than others, but most agree it’s for the best.Â
Each Scribe has their own approach, but as a whole, they will work neutrally with any species, provided they have assessed the situation, need, motive, and likely outcomes to be for the greater good. While it is rare they will interfere with different disputes among species, if things escalate to a certain point, Scribes will provide necessary information to other parties that are de-escalating any conflict. They tend to focus on large-scale issues that plague the town as a whole as these tend to require more specialized knowledge. Scribes will also keep records of events like this in order to help future generations who may encounter similar problems.Â
SECRECY:
Because of their dedication to privacy, even those who grew up within the supernatural community may not have heard of the Scribes. Though the Scribes value working with others, they also value secrecy and ultimately wish to remain relatively undisturbed. They understand that the knowledge they hold is valuable, and as such, Scribes typically reveal themselves only when they feel the situation or time call for it, so as not to put a target on their back or cause greater conflict. However, regardless of being covert, those with a keen interest in the supernatural, as well as those in need of assistance, often find themselves face to face with the Scribes.Â
RECRUITMENT:
In order to even enter the Headquarters and other facilities, an invite from one of its stewards is required. Information in the wrong hands can be a very dangerous thing and those rare few who are invited to join the Wicked’s Rest Scribes, rather than legacied in, are thoroughly vetted. New members are occasionally recruited by an active Scribe who has deemed them trustworthy. Before officially joining, recruits have to take a test with both multiple choice and written answers. For the character portion of the exam, the paper is spelled to prevent lying. Part of this section is an oath to not commit violence or murder. While not impossible to circumvent this spellwork here, in order to cheat one has to be very skilled at compartmentalization. The oath itself is not magically binding.
COMMUNITY DYNAMICS:
While the Wicked’s Rest Scribes themselves are pledged to nonviolence, they will share information with a network of people in town who they may be able to call upon to help, and they wish to grow that network. Their goal is to be respected by most species (at least, the individuals who know of them) due to their pragmatism when it comes to keeping all citizens of Wicked’s Rest safe. However, they’re not quite there yet.Â
Some species may not appreciate being studied, such as fae. Among the most prideful and insular species, fae don’t take kindly to anyone prying into their secrets and communities, especially humans, and will work against the Scribes in different ways that can range from mild to extreme. Other supernatural creatures may agree with the fae, and try to work against this group trying to source their secrets, or they could feel that getting vital information to the right people might help prevent others from succumbing to their own fates.Â
When it comes to humans integrated into this world, such as hunters, spellcasters, and mediums, opinions can vary between Scribes being useless for doing nothing but gathering information to being a valuable part of the supernatural world by providing information where they can. Opinions can differ based on who you talk to and what the latest conflict was.Â
(Art credit: sedone)
Shapeshifter Packs
OVERVIEW:Â
Shapeshifters are not always as insular as people might assume – while there are instances of packs of only werewolves, or colonies of only sirens, it’s common to find a mixture of shifters all cohabitating, be it in the wild or in a more urban setting. There is a good reason for this beyond the obvious benefit of looking out for one another: when shifters organize themselves into a pack and form strong bonds, they’ll find that their strength and senses are heightened while in close proximity to pack members. Bonded pack members may also find that their emotions run high when they’re together, making their behaviors more unpredictable and prone to dangerous, primal instinct.
Each pack has some kind of leader, determined in whatever way they see fit. It might be a test of strength, brutality, or even loyalty to the other pack members by means of personal sacrifice – it really all depends on the shifters in the pack. Once chosen, the health and success of the pack will become that shifter’s responsibility, and they will work hard to make sure that their bonds are strong, offering them the best possible advantage against any threats that might come their way.
You can read about a few of the different packs below.
Wicked’s Rest’s Packs
CHILDREN OF METAZOA:
These shifters have taken a more ritualistic approach to the whole “found family” trope, believing themselves to be superior to all other forms of supernatural life and willing to prove that in some rather horrific ways. Each new member is initiated with a trial of faith — they must go out into the world and bring back offerings. Sometimes these are human sacrifices, sometimes dangerous monster parts (harvested by the initiate), or even the “live” undead or the heads of fae beings. These offerings are then presented to the leader of the pack, who determines their value and decides if the initiate is worthy of joining. Generally speaking, the more successful initiates a current pack member is able to recruit, the higher their standing within the pack. Their goal (or so says their leader) is to expand until they can create a large enough society to recruit globally and protect their flock from any outside threat.
GLOOMBORNE:
Down in the deep deep dark of the caves connected to Netherville is a pack of shifters that find themselves best suited for the environment: eyeless, long-limbed, and pale, these creatures haven’t seen the sun in their entire lives. They originated from a pack that lived in Bleak Point before the Serpent’s Flat erupted from the ground and wiped the neighborhood off the map in 1921. Many members of the pack survived in the underground caverns and adapted to their new habitat within a few short generations (thanks largely in part to the demonic magic they were marinating in down there), resulting in the spindly, frightening shapeshifters that still reside there now. They like to visit the Devil’s Gullet and provide offerings for Lankyloo, who they believe to be the first of their kind. However, now that the ground has opened up above their heads, some of them might start venturing up to the surface…
SHIFTSKINS:
Members of this pack can often be found loitering around The Chimera, and have become a little notorious among their peers. They’re all loud, brash, overly-confident types, who tend to bully and berate the more meek members of their kind. This might have a lot to do with the fact that their leader is a bugbear who, by all accounts, loves nothing more than scaring the absolute shit out of people. Which is obviously a bugbear’s natural inclination, but this one often takes it too far. It’s been said that he learned how to terrify large groups of people at once by studying lutins, but that’s neither here nor there. He’s kind of a jerk, and everyone who chooses to be in his pack are jerks, too. And yes, they do all wear the exact same kind of leather jacket with a large back-patch that is an illustration of a roaring grizzly bear encircled by the words “SHIFTSKINS RULE” , which can thankfully make them easier to avoid. It’s exactly as obnoxious as it sounds and definitely matches the pack’s general vibe.
WILDKIND:
The Shiftskins seem to have inspired more than just fear throughout the community of shifters in Wicked’s Rest; some have feelings of a more aggressive nature in mind. A werewolf who was once part of the overly confident group broke away and has started forming Wildkind after a nasty incident. This werewolf didn’t enjoy the way the Shiftskins ran things, and wanted to try other tactics, such as a supportive community of shifters who could command the town through respect. The group still believes that shifters are the superior species, but they choose to wield their power in much kinder ways. Most of the members are level headed, prone to philanthropy, and get along with the other citizens of the town. Naturally this has led to a huge rivalry with the Shiftskins that gets out of hand. Fights often break out between the two groups, and this alone has made it impossible for a member of Wildkind to go into the Chimera and come back unscathed. As such, they’re setting up camp at the Midnight Drive-In instead, at least until they can find a more suitable location to plan out their slow take over. Their leader believes it's only a matter of time before the pack can rule, especially with the town starting to rally behind them.Â
WRATH OF THE WILD:
The Wrath pack lives out on Lisey’s Peak, and they spend as much time as they can in their natural forms. They function much more like an actual pack of wild animals than they do like the humans they will sometimes disguise themselves as, but there’s no hard rule against going into town and mingling with the non-shifters. They form pack bonds through combat, both against each other for sport and against their perceived enemies and prey. There is no room for anyone who causes friction by questioning the ethics of their pack dynamics, and anyone that expresses that kind of hesitation will be slaughtered on the spot. Here, mercy is seen as weakness. Even their hunts have a tendency to be fraught with internal conflict, as the shifters can sometimes get worked up into a frenzy, with each fighting for dominance over the meal. Their leader, who assumes the role by killing the previous leader, is usually the one to put a stop to these frenzies, but it isn’t always without killing one of their own.