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An Exhaustive Study of the Elderkin: A Collection of Notes and Observations

An Exhaustive Study of the Elderkin: A Collection of Notes and Observations

AN EXHAUSTIVE STUDY OF THE ELDERKIN: A COLLECTION OF NOTES AND OBSERVATIONS ON IMMORTAL AND SEMI-IMMORTAL BEINGS, 1842

COMPILED BY HUGGART LESENCE AN INVESTIGATOR OF THE ARCANE, FOR THE ENLIGHTENMENT OF THE LEARNED AND CURIOUS

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The Elderkin are a class of beings whose lifespans far exceed those of ordinary men. From the cold-blooded immortality of Vampires to the fleeting presence of Dhampirs, the Elderkin are as diverse in their nature as they are mysterious. While much remains unknown, scholars have, over the centuries, catalogued numerous instances of encounters with these beings. The following treatise represents the most comprehensive summary of the known Elderkin races, as well as a speculative analysis of rumored categories.

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1. DUSKWRAITHS: HAUNTING PHANTOMS OF DEATH

The Duskwraiths, of all Elderkin, are the most elusive and least understood. Records of their existence are scarce, and verifiable encounters have occurred only in two instances: once in the Far East and another in the British Isles. These beings seem to exist in a state that hovers between life and death, reappearing after mortal injuries with strange and inexplicable scars that correspond to their fatal wounds. Their connection to the realms beyond death is a subject of much speculation, but no definitive conclusions have been reached.

* Immortality: Duskwraiths do not die as men do. If killed, they rise again, fully healed but bearing a silver scar where their mortal injury was inflicted. It is said that should their body be entirely obliterated, they can warp the corpse of a freshly murdered individual into their own likeness, resurrecting with their former appearance and scars intact. This bizarre phenomenon has led many to believe they have some tie to the afterlife itself, though the mechanism by which they return remains a mystery.

* Physical Traits: Though Duskwraiths may appear frail or lean, their strength is formidable. One account from the Far East describes a Duskwraith who, though weighing no more than an ordinary man, exhibited the strength of an ox and fought with the ferocity of a berserker. Another report from Britain speaks of their unnatural speed, surpassing even the swiftness of other Elderkin once they have lived for centuries or died numerous times.

* Healing: Duskwraiths are believed to heal from lesser wounds within mere hours. Serious injuries, such as broken bones, are said to mend within a day. Their true regeneration is witnessed in their resurrection after death, leaving them unscathed save for the ominous silver scars that mark their passing.

* Known Weaknesses: There are no confirmed means of permanently killing a Duskwraith, though it is said that, unlike Vampires, they are unaffected by daylight or religious symbols. However, their reliance on recent murders to return from destruction suggests they may be vulnerable if no such corpse is available.

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2. VAMPIRES: THE UNDYING LORDS OF BLOOD

The Vampires are perhaps the best documented of the Elderkin, for their encounters with humanity stretch back centuries, and their methods of survival are well-known to those who study the supernatural. Vampires sustain themselves by drinking the blood of the living and possess strength, speed, and regenerative abilities far beyond mortal ken. They are most often encountered in Europe, though reports from Asia and the Americas suggest their presence is more widespread than previously thought.

* Immortality: Vampires are effectively immortal so long as they avoid their specific vulnerabilities. They are difficult to kill, but not invulnerable. A mistletoe stake through the heart or prolonged exposure to sunlight is known to destroy them. Other injuries, no matter how grievous, are swiftly healed through the consumption of fresh blood.

* Means of Procreation: Vampires are unique among the Elderkin in that they can procreate through two distinct methods:

1. Traditional Reproduction: Vampires can bear offspring through natural means, but this is exceedingly rare. The offspring, known as Dhampirs, face tremendous peril upon birth, for their scent often drives the vampire parent into a killing frenzy.

2. The Bite: Vampires can also spread their kind through biting, infecting mortals with vampirism. This process is far more common than natural procreation.

* Strength and Speed: Vampires possess immense physical power. A mature vampire can tear through steel and overpower even the strongest of mortal men. Their speed, while impressive, is rivaled by other Elderkin, though few can match their agility in combat.

* Regeneration: A vampire’s ability to heal is perhaps their most feared trait. Even the gravest wounds, so long as they are not exposed to sunlight or fire, will heal in moments after feeding on blood. Without blood, however, their strength and healing are diminished, and they may be starved into weakness.

* Weaknesses: Vampires are notorious for their susceptibility to sunlight, which burns them to ashes. They may also be incapacitated by stakes through the heart, though if the stake is removed and they are not burned, they will heal and rise again.

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3. DHAMPIRS: THE RARE AND UNFORTUNATE HYBRID OFFSPRING

The Dhampirs are the rare hybrid offspring of a human and vampire union. Despite their potential for great power, Dhampirs face mortal peril from the moment they are born. Most do not survive infancy, as their scent triggers a blood frenzy in their vampire parent, who is driven to kill them. Dhampirs who survive past infancy and escape their vampire parents are often able to walk freely among humans once they reach a certain age.

* Rarity and Survival: The chances of a Dhampir surviving birth are slim. In their infancy, Dhampirs emit a peculiar scent that drives their vampire parent into uncontrollable madness, resulting in the death of many Dhampir children. Only those lucky enough to escape this fate grow to adulthood. Once they pass early childhood, they lose their scent entirely, at which point they are no longer a threat to their vampire parent and can live without detection.

* Extended Lifespan: Dhampirs age slowly and can live for centuries, though they are not truly immortal. Unlike vampires, they are not bound by the need to consume blood, though doing so can enhance their strength and healing temporarily.

* Abilities: Dhampirs inherit a portion of the strength, speed, and healing of their vampiric forebears. While not as powerful as full-blooded vampires, they are still far superior to mortals in combat and endurance.

* Resistance to Sunlight: Unlike vampires, Dhampirs can walk in the sunlight without harm, though some are said to be sensitive to its brightness. This makes them particularly valuable as allies or enemies to both mortals and vampires alike.

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4. FAERIE (ELVES): THE ANCIENT MAGES OF THE FOREST

The Faerie, often called Elves, are exceedingly rare and seldom seen by human eyes. They live in deep, untouched forests, far from the reaches of civilization, and are known for their exceptional skill in magic. Unlike their smaller kin, the Fae, Faerie are taller and more regal in appearance, often passing as human despite their long, pointed ears, which can measure up to seven inches. Their magic and longevity set them apart from mortals, and they are rumored to be descended from ancient beings who once roamed the earth freely.

* Immortality: The Faerie are not truly immortal, but they live for an extraordinary length of time—up to 1000 years. For every decade a human ages, a Faerie ages but one year, giving them an otherworldly air of wisdom and patience.

* Abilities: The Faerie are powerful mages, skilled in the manipulation of natural forces and ancient arcane arts. They are said to be able to control the elements, commune with spirits, and wield potent spells that few mortals could comprehend. Despite their magical abilities, they often choose to live in isolation, uninterested in mortal affairs.

* Physical Traits: Though Faerie can often pass for human, they are typically tall and lean, with their seven-inch ears being their most distinctive feature. They possess a certain ethereal grace that makes them seem almost otherworldly.

* Weaknesses: Faerie are highly sensitive to iron, much like their lesser kin, the Fae. Contact with iron burns their skin and renders them incapable of using magic. Additionally, they are bound by ancient pacts and laws that often prevent them from acting freely, particularly in dealings with mortals.

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5. FAE: THE DIMINISHED KIN OF FAERIE

The Fae are a smaller, more human-like subclass of Elderkin, distinguished by their petite stature, slightly pointed ears, and their connection to the natural world. Interbred with humans over the centuries, the Fae possess longer lifespans than ordinary men, but they are not truly immortal. They lack the power of their ancient Faerie ancestors but are still known for their keen senses and minor magical abilities.

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* Lifespan: Fae live for approximately 130 years, and age much more slowly than humans. Their diminutive forms and pointed ears distinguish them from mortals, though they are often mistaken for humans in certain circles.

* Abilities: The Fae are known for their heightened senses, particularly their hearing and sight, and some retain a weak ability to manipulate natural elements. Unlike their faerie ancestors, their powers are significantly diminished, though some can still perform small feats of magic, such as conjuring wind or controlling minor flames.

* Weaknesses: Iron is particularly harmful to the Fae, burning their flesh and nullifying their abilities. They are also physically weaker than most other Elderkin due to their small frames.

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6. VEILFORGED: THE CHOSEN OF THE DIVINE

The Veilforged are Elderkin who owe their extended lifespans to divine or celestial intervention. They serve as emissaries, protectors, or enforcers of the will of the gods, and are granted powers to aid them in their tasks.

* Immortality: Though the Veilforged live for many centuries, they are not truly immortal and can be killed through mortal means. However, their longevity is tied to their divine connection, which must be maintained through rituals or divine favor.

* Abilities: The Veilforged possess great strength, divine magic, and near-superhuman resilience. However, they are bound to serve the god or divine force that granted them their extended lives.

* Weaknesses: If a Veilforged loses their connection to the divine, they age rapidly and may perish. Specific rituals can sever this connection, rendering them mortal once more.

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7. UNDERDWELLERS: THE HIDDEN ENGINEERS OF THE EARTH

The Underdwellers are a curious race of Elderkin, rarely seen by mortal men. They live far beneath the surface of the earth, in caverns of their own making, and possess a technological prowess far exceeding that of humans. Physically, they are short, burly, and bearded, with large, fuzzy bat-like ears and mole-like noses. Their eyes are useless, for they are blind, relying instead on their ears and their acute sensitivity to vibrations.

* Lifespan: Underdwellers live for up to 500 years, rarely venturing above the ground. Their subterranean cities, built with technology more advanced than anything humans have created, are marvels of engineering.

* Abilities: Though they cannot use magic, the Underdwellers are master engineers, crafting machines and structures that are unrivaled. Their strength is considerable, allowing them to move great stones and dig vast tunnels with ease. They also employ echolocation, relying on their large ears to "see" underground.

* Heat Resistance: The Underdwellers are highly resistant to heat, having adapted to the high temperatures of the earth’s depths. While fire does little to harm them, they are still vulnerable to bright light, which disorients them above ground.

* Weaknesses: Though physically strong, the Underdwellers are blind and unable to use magic, relying solely on their technology. Their aversion to bright light and their inability to navigate open spaces makes it rare for them to leave their subterranean domains.

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8. DRAKEKIN: LIZARD FOLK OF THE SWAMPS

The Drakekin are a reclusive and mysterious race, resembling the fabled lizard folk of legend. These beings are known to dwell in remote and treacherous swamps, far from the eyes of civilization. Drakekin are amphibious, possessing the physical traits of both reptiles and aquatic creatures. Their aversion to mankind has left much about them unknown, and their lifespan remains a matter of speculation.

* Appearance and Habitat: Drakekin are described as tall, lizard-like beings with webbed hands and feet, gills along their necks, and scales that vary in color from mossy green to dark brown. They inhabit the deep swamps and marshlands, often spotted near murky waters, though they rarely allow themselves to be seen by human eyes.

* Lifespan: The true lifespan of the Drakekin is unknown. They have successfully avoided human contact for generations, leaving no trace of their birth or death cycles. Some speculate that they may live as long as other Elderkin, but no evidence exists to confirm this.

* Abilities: Drakekin are believed to be amphibious, capable of living both on land and underwater for extended periods. Their strength lies in their physical endurance and their mastery of stealth within the swamp. Tales speak of their ability to breathe underwater, move silently through the marshes, and camouflage themselves with the foliage and muck of their habitat.

* Weaknesses: Due to their avoidance of human contact, little is known of their weaknesses. However, some scholars theorize that Drakekin may be vulnerable to extreme cold, as their physiology suggests a reliance on the warm, humid environment of the swamps.

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9. MERFOLK: THE PEOPLE OF THE WATERS

The Merfolk, known in both legend and lore as the inhabitants of the seas and deep lakes, are a relatively well-known race of Elderkin. Though they are often mistaken for myth, sightings of these aquatic beings have been reported across the coasts of various continents, suggesting a wide distribution. The Merfolk are a distinctly aquatic race, with human-like upper bodies and the lower halves of fish, adapted for life underwater.

* Lifespan: The Merfolk live for an estimated 200 years, though they age slowly compared to humans. They spend the entirety of their lives in the water and are rarely, if ever, seen on land.

* Appearance: Merfolk are said to have long, flowing hair and shimmering scales that cover their tails. The colors of their scales vary between shades of green, blue, and silver, giving them a mesmerizing appearance beneath the water’s surface. Their eyes are adapted to see in the darkest depths, allowing them to traverse the deepest oceans.

* Abilities: Merfolk are exceptional swimmers, able to traverse vast distances underwater without tiring. They are also said to have the ability to communicate with marine creatures and control the currents to some degree. Their songs are rumored to have an enchanting effect on sailors, luring them into the depths, though this may be more legend than truth.

* Weaknesses: Merfolk are entirely dependent on water, and exposure to dry environments for extended periods can lead to their death. Without constant immersion in their aquatic homes, their gills dry out, and they are rendered helpless.

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10. NEPHILIM: THE MIGHTY MAGES OF HUMAN SUPERNATURAL DESCENT

The Nephilim are a rare and immensely powerful class of Elderkin, known for their supernatural parentage and extraordinary magical prowess. Famous examples include Merlin, Methuselah, and Noah—figures of legend and history who are believed to have wielded arcane power far beyond that of ordinary men. The Nephilim are often the offspring of a supernatural being and a human, giving them both an extended lifespan and the ability to wield potent magic.

* Lifespan: Nephilim lifespans vary depending on their parentage and generation, but they typically live for hundreds of years. Some, like Methuselah, are rumored to have lived for nearly a millennium. Others, such as Merlin, have been said to be bound to their longevity through powerful magical forces.

* Abilities: Nephilim are renowned for their mastery of magic. Their powers can include the manipulation of elemental forces, spellcasting, prophecy, and the ability to influence the very fabric of reality. Their talents, however, often depend on their lineage—those with stronger supernatural parentage tend to possess greater magical abilities.

* Physical Traits: While Nephilim are born of human stock, they often display signs of their supernatural heritage, such as unnaturally sharp eyes, heightened senses, or an aura of power that distinguishes them from ordinary men. Unlike Vampires or Faerie, they typically do not possess obvious physical markers of their power.

* Weaknesses: Nephilim are still vulnerable to mortal injuries and can be killed, though their magical abilities often afford them some form of protection. Their powers can also wane with age, and depending on their lineage, they may be bound by certain mystical laws or contracts that limit their actions.

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SPECULATIVE ELDERKIN RACES: OBSERVATIONS AND THEORIES

Though many Elderkin races are well-documented, certain other categories have been proposed based on scattered accounts and folklore. These beings, while rumored to exist, lack the verifiable evidence of their kin. Nevertheless, their potential presence cannot be dismissed.

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GHOSTS: THE RESTLESS DEAD

The existence of Ghosts—the spirits of the dead who cannot pass into the afterlife—has long been debated. Though many reports of hauntings exist, it remains unclear whether these entities are truly Elderkin or some other form of supernatural being.

* Immortality: Ghosts, if they exist, are said to be trapped between life and death, existing in an eternal state of unrest.

* Abilities: Ghosts are rumored to be able to pass through walls, manipulate objects, and communicate with the living, though their power to influence the physical world seems limited.

* Weaknesses: Ghosts, if real, are often believed to be vulnerable to iron, religious symbols, or exorcism rituals, which can sever their ties to the mortal world.

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CONCLUSION:

The Elderkin, confirmed and speculative alike, stand as a testament to the vast and mysterious forces that shape our world. While much remains unknown, the study of these beings offers a glimpse into a hidden world of power, longevity, and strange purpose. Scholars must continue their inquiries with caution, for though knowledge is power, the forces that govern the Elderkin may be beyond our mortal understanding.