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Part 1 of Vampyres and Steampunk
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2016-11-05
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2017-04-03
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29/29
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When You're a Stranger

Chapter 29: AU TERMS EXPLAINED

Chapter Text

WHEN YOU’RE A STRANGER: VAMPYRE AU TERMS EXPLAINED:

A note on gender identity: ‘It’ is the pronoun used throughout this document to denote male and/or female, unspecified. The pronoun ‘it’ is meant to encompass, rather than exclude, any and all genders, preferences, or natures. Where an actual gender, preference, or nature is specified, the selected term is considered generally acceptable but not exclusive. Otherwise, as a gender-neutral term, ‘it’ functions for the singular and ‘they’ for the plural. Thank you

Pronunciations: these are not officially phonetic, but in general sounded out, so please forgive the unprofessional manner for which we express them. Pronunciations are only listed next to terms which might be confusing.

SPECIES:

Vampyre: vam-Peer-ray: a near-immortal species which feeds on psychic and sexual energy combined. A vampyre can be born naturally, a processed called whelping, of an omega mother and alpha father. It can also be converted (some call this turning) by sharing psychic and sexual energy, a process which can kill a human if not completed properly. A conversion must be accepted and cannot be forced, thus an unwilling partner will die, often brutally and painfully, unless it gives in. A vampyre has extra-ordinary, considered super-human, abilities, differing by Clan or Family, and long, sharp, non-retractable canine teeth. It can live for thousands of years, getting more powerful as it matures. A vampyres is weakened by ultraviolet, or sunlight, but is not killed by such; it will become very ill with direct exposure. Thus it prefers the strength it has in the dark or at night. A converted vampyres is weakest as a newborn and gains strength and control as it ages and learns, but it can be killed if the hunter knows the way and finds a means past the vampyre’s abilities. A Vampire sire or leader can compel others in certain circumstances, most often as a newborn, fledgling, or youth, to protect it, guide it, and basically control it. Some also refer to this as ‘using the dominant Alpha control.’ Compelling strips the other Vampire of its free will, forcing it to obey direct orders, though the demand can often be softened into less of an order by adding certain keywords or inflections, such as ‘please.’ This is one of the abilities outsiders have witnessed which have them misunderstanding and fearing vampyres; another such circumstance is the constant sexual feeding to get the maximum life energy push into the non-mature vampyres or the injured. Vampires, and sometimes humans, often believe that vampyres drain the life out of people and make them into slaves for pleasure and power. A vampyre generally want to be left in peace to live its very long life with its own kind, though some vampyres have gone rogue. Vampyres are often hunted by humans who mistakenly think they are just like vampires.

Vampire: vam-Pire: a near-immortal species which feeds on blood. Very similar to vampyres, they are turned, a process involving sharing blood with the newborn, or born, giving birth from the womb. Unlike vampyres, vampires do not use sexual energy in the conversion; mere blood exchange is their sole necessity at that stage. Vampires do not engage in sex with their newborns, as the newly converted vampires are considered too weak and delicate for such a process, a vast difference in need and attitude from their enemy. Vampires can get pregnant and bear offspring, but the process is at most times deadly due to loss of blood, so this is a taboo in vampire culture, as well, they are only fertile during newborn and fledgling stages. A vampire does prefer to hunt at night when it is able to see best due to its night-vision, as well humans are at their most vulnerable in the dark or cold, thus a vampire will rest during the day when humans are out in force. Often humans mistake vampires and vampyres as the same species.

Creation: a being created by scientific or medically scientific means in the image of a vampire or vampyre. This is a false being, not actually a member of the intended species. Creations fall into one of three categories: Zombies, Dhampyr , and Vampir. A creation is not converted by a vampyre or vampire in an exchange of energy, nor is it whelped by an omega, marking it as a non-natural abomination. Creations were developed by humans, mainly, to create super soldiers to defend against the other species; however, most creations were failures which turned into mindless zombies and died rapidly or became lust-driven monsters called dhampyr.

Vampir: Vam-peer: Some creations of late have been successfully in most respects, keeping their high intellect and better reflexes, though vampir feed on a combination of blood and sexual energy to prevent the threat of oncoming rot and wasting, a flaw in the general design. The most powerful weapon of a creation is the ability to blend seamlessly among humans, undetected until too late. However this false vampire/vampyre has none of the real weaknesses of a vampire/ vampyre and can channel energy pulses as a weapon. This is signified by an eerie blue glow in their eyes and wherever they are charging the energy to release from (hand, etc.). Vampir have been known to engage in bloodlusts or sexual orgies similar to their lesser relatives.

Dhampyr: Dam-peer: a species which has been changed by medical or scientific means into simulation vampires or vampyre, mimicking their ability to feed on blood or energy. These dhampyr are undead, animated corpses with higher brain functions. A dhampyr hunts humans, vampires, and vampyres for food and sport. It is created, not born, being sterile, but does possess male or female genitalia. It is truly a powerful force to be reckoned with within twenty-four hours of conversion, thus its most vulnerable state is in that first twenty-four hours. Dhampyr have maturity levels but no names for them, strictly calling all of their members dhampyr. It is fast, strong, can fly, turn invisible, and communicate with some mammal species. On the flip side, it cannot actively cross running water, needing to be in something enclosed and specially prepared to do so, as a dhampyr has an intense phobia of water, resulting in sinking and drowning. It has a weakness to rosemary, garlic, and sage, as well as sunlight, which causes it to rot faster and weakens it. Dhampyr cannot heal, though they are harder to injure, and the only true way to kill a dhampyr is to pierce its heart and remove it’s brain. It is not injured by strong religious beliefs.

Zombie: failed creations, mindless, slow moving, and decaying, subservient to their masters. These are generally eating machines that last of two weeks to two months until enough of the corpse rots away to make functioning impossible. Unlike human horror tales, zombies cannot infect people or create other zombies; they are mindless corpses on the verge of death.

Human: anything else not labeled animal, vegetable, mineral, or element - - the other bipedal, sentient species acknowledged on Earth. It is often the target of vampires, creations, zombies, or rogue vampyres.

GENDER IDENTITIES/ NATURES:

Alpha: The mature vampire which can get an Omega pregnant. Also, Alphas can create newborns, thus becoming Sires. The process is still unclear how a female Alpha gets a male Omega pregnant, as during the mating both vampyres are too far gone to really pay attention to the physical mechanics, and no one has been rude enough to study how it happens in a mating pair. However, while rare, a female Alpha can impregnate a male Omega. An Alpha is created when a newborn matures and has no need of its sire, or if the Omega’s current Alpha/ sire is killed before the Omega reaches maturity. An immature Alpha is a dangerous, uncontrollable, grieving Alpha which can go into lust ruts and needs to be guided by protectors and advisors, if the immature can be found and caught. The immature Alpha is the one which humans often see and relate to the common undead vampire, often unaware that these are two different species. A male Omega can impregnate a female Alpha, as long as she still possesses a viable womb and ovaries. Also, though extremely rare, a male Alpha who was once a male Omega might become pregnant if the connections between the ovaries and uterus have not completely sealed upon becoming an Alpha or if the connection is reopened. There are mature Alphas who have chosen to create multiple newborns in order to control a harem, which is severely frowned upon by the vampyre species as being abusive. A newborn needs such attention that even having two at the same time can be detrimental to the newborns. Alphas can control the newborn with commands which the newborn is compelled against all self-preservation to obey.

Omega: Oh-meh-gah or oh-May-gah: a vampyre able to bear and whelp pups. This can be male or female and starts as soon as second sex after conversion (first sex being the life-giving process, anything after that is mating and feeding simultaneously). Rarely do newborns get pregnant, though fledglings have been known to do so and youths are the most common pregnant Omegas seen. A mature Omega is possible, though as rare as newborn pregnant Omegas, as usually by maturity the vampyre has become an Alpha. A pregnant newborn needs extra special care and protection as the newborn is in the very early, overwhelming, and confusing stage of the rebirth. No one looks down on a pregnant Omega, even a newborn, but the Alpha that neglects a pregnant newborn would be harshly punished and the newborn taken and put into care of a safehouse. Omegas can also be a pup who has reached physical maturity and differentiated naturally as a fertile child-bearer. The rare mature vampyre Omega which never switches to an Alpha after performing a conversion needs to bring the newborn to a safehouse, as the Omega sire is unable to provide the newborn Omega with the proper nourishment, or so the theory goes. This is a very rare case and is practically unheard of in most clans, and no living vampyres are known to have this ‘permanent Omega’ condition. Others would not know how to approach such a rarity.

Beta: Bee-tah or Bay-tah: neither Alpha or Omega, this is a vampyre converted by a newborn, fledgling, youth, or immature Alpha. Betas do not have as strong a bond to their sires, nor do they require constant mating from their own sire as part of the feeding/ nurturing process. A Beta can often be surrogated out to another ‘surrogate’ sire, often another Beta, for the newborn care it needs. Most often Betas are created by uncontrolled newborns or by out-of-control immature Alphas. Creating a Beta is not against any laws, but it is frowned upon because a newborn is unable to provide for or care for another newborn, and an immature is too unstable to do so. Betas still mate but do not produce offspring by mating, unless it is with the opposite gender. There are no male Beta pregnancies, and female Betas cannot get anyone pregnant. Their anatomy works similarly to a human’s, and in fact the Beta is most often mistaken for a human until their own special abilities shine through. Their fangs, while still not retractable, are smaller and duller than a normal Alpha’s or Omega’s, denoting their weaker overall condition, and there scent is muted enough to pass for a human’s normal musk.

Male: Possessing a penis or identifying with the gender often possessing a penis, though not necessarily a scrotum or testes. Testosterone based hormonal responses. Please see Other Gendered for more information on this gender identity.

Female: Possessing a vagina or identifying with the gender often possessing a vagina, though not necessarily an uterus or ovaries. Estrogen based hormonal responses. Please see Other Gendered for more information on this gender identity.

Other Gendered: This term encompasses those who identify with other than the above listed gender identities. This can be choice or otherwise and we choose not to go into detail with this, as this is left up to reader interpretation. Sexual preferences and gender identities run the same gamut as in Universe 616 (Marvel’s term for the mainstream reality), but is by no means limited by presently known examples. As well, we, as the writers, do not dissuade individual expression or identity, therefore if someone is male who does not have a penis, or female without a vagina, we do not question but accept this.

STAGES OF GROWTH:

Pre-Pup: a pup in the womb or born earlier than full gestation (five months or 21 weeks). A female Omega or Beta delivers her pup through her vagina (or cesarian section) while a male Omega must have a cesarian section to deliver his pup.

Pup: the natural offspring of a vampyre Omega/ Alpha or Beta/Beta coupling. A pup is born and grows in the same fashion as a human, though gestation is only five months, with other known differences, and reaches physical maturity at around the annual age of eighteen to twenty-one. Before that time it is considered a pup. After that, it is considered an adult. A vampyre pup still has to learn to control its abilities and powers and understand vampyre culture versus human and vampire cultures, just like and child in the human world might need to do. A pup does not need conversion, as it is born a vampyre, and can be born Alpha, Omega, or Beta, but this isn’t revealed until physical maturity. A Beta will ever be a Beta, and an Alpha will ever be an Alpha, but a pup which differentiates as a rare Omega can produce children of its own and become an Alpha when siring a newborn through conversion. A born Omega does not spontaneously become an Alpha; it is always through siring a newborn that this process happens. If that Omega never sires someone, it will remain a fertile mature Omega able to produce offspring.

Adult: An adult vampyre is one which was born a pup rather than converted as a newborn and has now reached a physically mature age of eighteen to twenty-one human years. If a vampyre is converted before this age, it is never considered an adult, even if it moves into enough control to be considered mature. An adult vampyre is not the same as a mature vampyre, but these designations can go hand-in-hand.

Non-Mature: not the same as immature, a non-mature is a general term for a healthy newborn, fledgling, or youth without differentiating among the stages. Non-mature can also be used as a term for a pup before it reaches physical maturity.

Mature: a vampyre no longer considered immature, youth, forced, etc. This is an Alpha able to live on it’s own and protect itself and even others. A mature vampyre can take on newborns and therefore mates. While a vampyre can convert someone to a newborn at any stage, only the mature vampyre is truly capable of helping that newborn survive and grow. This stage lasts centuries. Clan leaders are only ever mature, and have the ability to control the rest of their clan, even newborns not their own. Rarely will there be a mature vampyre who is also an Omega which never spontaneously becomes an Alpha, even after converting a newborn. The mature Omega is such a rarity that most vampyres don’t know how to treat it and feel that it must be weaker than a mature Alpha; however, the mature Omega can be a deadly killing machine if it’s mate and pups are in danger.

Newborn: a newly converted vampyre, needs to be under the care of a sire for protection and guidance, in need of bi-hourly feedings, usually lasts two weeks to a month, Omega or Beta. A neglected newborn can become a confused, over-sensitized fledgeling and skip into immature state, making it a dangerous being that never learned limits or controls. If a neglected newborn is found and cared for by a surrogate soon enough, this process can be halted and even reversed.

Fledgling: a young vampyre, not as energy-dependant as a newborn, but still in need of protection and training and daily feedings, usually lasts for several months to a year, Omega or Beta. Neglected fledglings can grow into dangerous immature vampyres with little control and over-triggering emotional reactions and lusts. A fledgling caught soon enough can be nurtured and educated but will always be haunted by the abuse it suffered, generally making this vampyre into a fearful, private, soul who tries to avoid others.

Youth: A vampyre beyond fledgling but not still a fully mature vampyre. Needs feedings once a week, and still needs training but no longer requires constant attendance by the sire, may be an Omega or Beta but can be an Alpha, this stage lasts for years to decades depending on individual growth and diligence, might be forced out of this stage by extreme emergency conditions, such as the death of the sire. AS a youth can convert someone into a vampyre, there are youth Alphas.

Forced: a vampyre forced out of the youth stage by the death of the sire, forced into spontaneously becoming an Alpha though not yet mature enough for this stage. This is the equivalent to a traumatized teenager in the human world, and can be a delicate stage. Forced vampires can be rash, violent, unpredictable, and overly emotional. Due to the nature of their status, a forced vampyre can be guided into maturity far easier than other immature vampyres, and thus can be saved most often by care and counseling for the grieving former youth. A Beta can be Forced and will not become an Alpha, but it will have all the trauma of the Forced Alpha.

Immature: a term for any vampyre beyond the youth stage but not in control enough to be considered mature. This happens either by being forced through the death of a sire, being neglected as a newborn or fledgling (accidentally or on purpose), or by being a youth left to go wild. Immature vampyres are hard to control and very confused, frightened, and angry. They are not shunned by other vampyres but are pitied and often have to live their miserable lives in safe houses, or more extreme cases in containment. The living vampyre responsible for creating immature vampyres is the one often shunned or punished, if it can be caught. The immature vampyre is the one most often spotted by frightened confused humans and thought to be a vampire. Any youth stage vampyre who is considered immature can never regain its youth stage. It can be rehabilitated with great care and years of careful nurturing into a mature vampyre, but this is complicated and rare. Usually a youth lost is lost for good.

Venerable: ancient or elderly vampyres, the wisest and rarest. This being is centuries old and has learned pretty much everything it needs to learn. It can create, nurture, and kill other vampyres as well as command an entire clan if needed.

RANKS:

Clan Member: any vampyre who is not a rogue, of any age. Mature clan members may have houses for their immediate family members but are not required to do so. If a clan member wishes, it can claim residency at the clan leader’s house instead, and can only be refused if the leader can prove the member has gone rogue,

Sire: any vampire which has converted a newborn or has care of a newborn, fledgeling, or youth. Sires are Alphas, and if the vampyre who converted the newborn does not spontaneously become an Alpha, is a Beta, or is a newborn or fledgling Omega (and therefore not capable to become Alpha yet), a surrogate Alpha is appointed for the newborn, automatically granting the rank of sire to the surrogate. Sire is a rank only used for an active guardian; once the guardianship ends, the rank of sire is removed. A sire which abuses those in its care can legally have the rank removed by an elder and will be banned or shunned or otherwise punished for such a misuse of a helpless charge.

Safehouse Alpha: An Alpha appointed by suggestion of clan leaders and safehouse leaders to work with the charges there, specifically as surrogates for forced, immatures, or newly converted newborns who need one. Becoming a safehouse Alpha is a great appointment filled with hard work and much heartache, but the work is well worth it according to those who perform in such a capacity. Safehouse Alphas can tend to be arrogant when dealing with Alphas who have no current rank, such as sire or leader, but must show proper respect to any of rank. Over the centuries, safehouse alphas may take sabbaticals to regain their equilibrium and composure before accepting a reappointment to the safehouse upon elder recommendation. It is not considered a shame to take sabbatical, but it is a heinous crime to abuse a charge, any charge, at a safehouse. Some safehouse alphas do not have specific charges and are there to help do the menial labor, rather than the specified caregiving, though often these tasks are carried out by Betas or safehouse residents trying to learn the control needed to become mature clan members.

Leader: A rank of either appointment by the clan members or heritage in smaller clans. A leader is an older vampyre who helps guides and protect the members of the clan, working directly for the clan leader and answering directly to said leader or any elder. A leader by heritage happens when there are so few vampyres in a clan that any mature vampyre over two centuries can step into the roles if not challenged. There is only ever one leader per city per clan and that leader runs the clan house in that city. All clan members can expect to be housed in the leader’s house.

Safehouse Leader: A safehouse leader is appointed by the Circle of Elders from among trusted Alphas in each clan. THis is a leader who controls, guides, protects, and cares for any and all people in the city safehouse, though some large cities may have more than one safehouse, each run by a different safehouse leader. Anything which happens in the safehouse or on the grounds is the responsibility of the safehouse leader, and that leader has ultimate authority even beyond the clan leaders. The only vampyre which can out-say a safehouse leader is an elder. Safehouse leaders can allow anyone to enter the house and can turn anyone, within reason, out. To turn someone out of the safehouse, the safehouse leader must be able to prove endangerment, extreme or even dangerous disrespect, or rogue status. A safehouse leader, being the authority of the house, can also proclaim justice, up to and including execution for wrong-doers. Physical assault of another’s newborn is one such crime which can be punishable by death. The safehouse leader may appoint any of the safehouse Alphas to carry out any determined punishments and will often do this on a rotational basis to spare anyone the trauma or stigma of being considered the safehouse disciplinarian, an unofficial status which can cause fear and discomfort.

Clan Leader: Clan leaders are only ever powerful Alphas and can control any and all newborns of that clan, though have no power over newborns of other clans. They have limited control over their clan fledglings and none over any but their own youths. However, a clan leader can be venerable, by which time it had learned the control that can be exerted over the entire clan. A clan leader cannot control another clan’s members, even at the venerable stage.

Elder: An elder is a leader in a clan, not necessarily venerable, who helps enforces the laws and traditions. The elder, of which there may be several in a larger clan, forms the governing group of the vampyre culture. Elder is a rank of respect and must be earned through intense loyalty and dedication to the vampyre race. To become an elder, a vampyre often goes from sire to leader or safehouse Alpha to safehouse leader before being appointed elder, but some rare cases of breaking this chain have occurred. In each clan only one elder is selected for the Circle of Elders. Elders have been granted the control by all of the clans that can be exuded over any clan member in all of the clans, and is best wielded by a venerable stage vampyre if possible.

Rogue: a vampyre which no longer obeys the rules of polite vampyre society, breaking free from the typical restraints and indulging in their whims and desires. Rogues often will abuse others, including other vampyres. A rogue will at times purposely half-convert newborns then leave them unfulfilled and dying on the edge of rebirth, rape or torture with impunity, or create multiple newborns for the power and control without the means or desire to properly nourish or teach them, thereby creating an entire group of newborns destined to become immature vampyres without strict interference. Rogue vampyres will sometimes attack humans as part of their debauched lifestyle, but often will do this in privacy rather than in public. There are rumors that rogue vampyres even aid vampyre hunters and vampire hunters.

OTHER TERMS:

Clan: Groups or ‘families’ of vampyres. Vampyres form family groups, either through Omega birthing or through conversion. All members of the same clan share the same extraordinary abilities and have general clan or family names they share, even if they were not initially blood related. Once a vampyre is born or reborn (through conversion) to a clan, it is a member of that clan for life. A vampyre can marry or mate in a different clan and be accepted by other clans, but the true family is ever the original clan. Clans not only share the same powers, they can learn to read each other’s minds and heal each other through energy or sex. Some clans are larger than others and some are older. Older clans are only considered such if they have living elders, thus “older clan” status can fluctuate as eldes die or mature Alphas become elders. Some clans are never considered older due to a lack of elders, but have long standing and respected members anyway. Native culture or habitat is not a bar to being in a clan, and clans generally accept each other even if they do not always mingle. Once someone joins a vampyre clan from the ranks of humans, or rarely from breaking free from the vampire packs and swearing fealty to a vampyre clan, that member is no longer seen as an enemy, and will be protected by other vampyres, even in other clans, unless that member breaches the trust and endangers the clans. If a vampire manages to join a vampyre clan, even though accepted, the vampire is closely watched at all times, as getting close to a vampire pack can once more turn the vampire into a mindless killing machine. A group of vampyres from different clans can, rarely, and with approval of the elders, choose to form their own, new clan. This new family will choose a joint name to switch to, giving up their old clan family name and loyalty. The creation of a new clan is rare, though not unheard of, and must be sanctioned; this will occur if the members feels more affinity for each other than their own original clan family, for whatever reason. Occasionally a clan will die out if it’s members stop breeding, converting, or change loyalty, though this is rare as most clans consist of hundred of members or more. There is one current clan consisting of about twenty known members, and is in threat of dying out as no pups have been born to the clan for over two hundred years and conversions also rarely occur.

Family: a group of clan members living together in a house, not necessarily the clan house. Some clans have many families, but a clan with only a few members may consider every clan member as an extended part of the same family rather than just members of the same clan, thus offering loyalty to one another in a more visceral way than most large clans might have. As a sign of clan membership and loyalty, each clan family still sports the clan name as an identifier. If a family member switches clan loyalty, the identifying family name is also changed to match that of the new clan.

Pack: Packs are formed around powerful leaders and fighters, usually by threat, fear, and force, and are consisted of Creations as well as rogue Vampires or Vampyres. The underlings follow the leaders and these are basically killing groups. Mating is not for producing children in vampire packs, it is for filling blood and lust cravings, and often done in mass orgies and by brutal force. Vampires have been known to rape their own pack members or the members of another pack, but normally they spend their lusts on weaker humans or more humane vampyres; in fact, they will often consider it a triumph for a pack to capture a vampyre and pack rape it. When a pack encounters a lone human, survival is never in the future; the pack will often rip the human to pieces after filling their lust, feeding on the still living flesh of their tortured prey. Lone vampires, not in packs, are less bloodthirsty and can surprisingly sometimes be reasoned with. But a pack feeds off one another’s darkness and so a lone vampire cannot break from a bloodlusting pack until the lust has died down.

House: a house is run by a family head, a mature Alpha, though Betas or the very rare mature Omega is not forbidden to run a house. Houses are expected to offer sanctuary for clan members on a limited basis and every mature member of the house is expected to participate in the smooth running of the house. A house can refuse sanctuary to anyone that is perceived a threat, and in rare cases even a clan member may be turned away if the threat is severe enough. Clan members in the house owe their fealty to the head of that family, the vampyre which runs the house. Guests are non-clan members staying temporarily at the house and are treated with respect and courtesy due any guest, not expected to work though not turned down if volunteering.

Clan House: a house run by the clan leader and open to all clan members for hospitality, sanctuary, and even long-term boarding. Vampyres who live in the clan house are expected in some way to contribute if asked, but do not have to volunteer such help if not asked. Volunteering is merely polite. There is only ever one clan house per city and none in smaller towns and villages. A clan house can turn away non-clan members, but can only turn away a clan member if the danger will threaten the entire house. In such a case, the clan leader is expected to provide as much assistance as possible and guidance or access to the closest safehouse.

Safehouse: a place run by an important clan leader or trusted leader, sometimes even an elder, appointed by the Circle of Elders. Safehouses owe no affiliation to a particular clan though the safehouse leader still identifies with its own clan, thus a safehouse cannot turn away anyone claiming sanctuary, even in extreme dangerous conditions. Every able member of a safehouse can be called upon to defend those who are not able above and beyond regular clan loyalties. There are even traditions of safehouses providing the last bastion of safety in times of war against humans or vampires. A safehouse is also used to protect vulnerable vampyres, often before they reach maturity, providing nurturing and even surrogates if required. Victims which are rescued from rogues or packs or hunters are brought to safehouses for initial care and determining if they need further containment or can be nurtured into health and maturity. Safehouse leaders are responsible for matching victims up with responsible mature vampyres for care and guidance. A vampyre which brings in a newborn created by accident by someone not yet mature enough to create one is never punished, only praised for the rescue. The creator of said newborn is also not punished but it guided, its sire being the one expected to receive any punishment required. IF said sire was the one to bring in the accidental newborn, the sire is also expected to bring in the creator of the newborn so the safehouse can ensure proper guidance is carried out by the negligent sire. Rarely is a newborn taken from a sire that has no other newborns, but it has been known to happen the case of deliberate neglect or inability to nurture properly. In the case of an Omega (non-mature but the sire is still present in the life of the non-mature), the Omega is rarely taken from the Alpha sire, as this can cause a forcing. However, if extreme abuse or neglect is detected, a forcing is more preferable than continued abuse or neglect. Sometimes a fresh newborn is brought in by someone after the sire is killed in a freak accident during the conversion or in an interrupted conversion. The safehouse has Alphas on hand willing to step in and finish the conversion and take over the newborn. Vampyre pups (young born not converted) also can be in the safehouse for any number of similar reasons to the converted victims. At times these pups are their with either the Omega or Alpha parent, as well. Safehouses are large clan communities and all mature and elders in the safehouse bear a responsibility to aid in the care of those unable to care of themselves, with the leader having ultimate authority. A safehouse leader is often someone in line to become an elder, even if that status is still far off in the future, so being chosen to run a safehouse is a great honor and responsibility. A safehouse has never fallen to enemies, and some rumors abound that this is due to secret, ancient abilities the elders grant to safehouse leaders for times of great need.

Containment: a general term in the vampyre culture which means to be locked up. It can refer to a dangerous immature which needs permanent housing away from the general populace, a rogue which has been caught and is being punished, or even a captured vampire or criminal being housed while the Circle of Elders decide what to do. Prisoners awaiting sentencing are never kept above a week, a time which is used to study the individual and help inform the decision of the ultimate fate of the prisoner, be it rogue, vampire, or criminal human. Containment is never less than a week and can, in extreme cases, be for life. More often than not, a sentence of death or banishment is carried out as long-term containment is used for sick immatures who need protection and care rather than for storing rule breakers.

Den: a term used for vampire homes no matter how many is in the pack, even a solo vampire.

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SOME CLANS, ENERGY COLORS, AND ABILITIES:

Rogers: gold: strength, speed, fast regeneration, immunity to disease and toxins
Romanov: vivid green: agility, high intelligence, stealth
Maximoff: red: fear manipulation, mind reading, telekinesis
Wilson: maroon: flight, communication with winged creatures, keen eyesight
Summers: orange: channel external energy, immunity to ultraviolet sickness
Storm: sapphire blue: create energy bursts, fly
Osborn: sickly green: channel energy into bursts of explosive toxins and hallucinogens
Pryde: lilac: phase through things
Pym: dark grey: Size control, communication with insectoids
Xavier: soft yellow:> read and control minds, psychic attacks
Carter: silver: deadly aim, eagle sight, high intelligence, blend in among humans

Notes:

The end chapter will always be our ever-updating AU Terms. Thus, every time a new chapter is put up, look before the last one so you may find the story additions. We apologize if this is confusing, but we felt these terms would make your understanding of our AU more enjoyable.

Thank you, Sam and Dani

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