Chapter 1: Character List *Updated 23/05/25*
Notes:
EDIT: Made a few tweaks to character's age; been going over the timeline
Edit 2: Updates for new camps have been made
Chapter Text
Okay, here are the current MAIN defectors in the fic, Some I may have missed but i plan to update this for when i update the fic. This doesn't include Quartich or the other canon characters; mostly new, OCs or main groups that need to be grouped for their camp or situation.
The Vampire Squad
- Devin Mansk
SecOps| Soldier, hand-to-hand combat, Director of Frontier West
Age 26 (physically)
38 (chronological)
Primary: Morphling
White, American
Turned by: UNKNOWN | 2142 - Maira Walker
SecOps| Soldier, weapons Trainer
Age: 25 (physical)
34 (chronological)
Primary: Telekinesis
Kiwis (New Zealanders)
Turned by: Mansk | 2145 - Kamath
Sci-SecOps| Xeno & Terran entomology, carcinology and Biochemical Engineering
Age: 27 (physical)
38 (chronological)
Primary: Telepath
Latina, Colombian
Turned by: Mansk | 2143 - Trina Shen
SecOps| Robotics Engineer, software programmer
Age: 30 (physically)
34 (chronological)
Primary: Telekinesis
Japanese, American
Turned by: Walker | 2150 - Daniel Choi
SciOps| Avatar Driver, Xenobotnist
Age: 27 (physical)
31 (chronological)
Primary: Telekinesis
Korean, American
Turned by: Jocelyn Maze | 2150 - Molly Curfman
SciOps| Avatar Driver, Engineer, researcher
Age: 28 (physically)
32 (chronological)
Primary: Morphling
White, British, Americcan
Turned by: Daniel Choi | 2151 - Jocelyn Maze
SciOps| Link-room Technician, programmer
Age:30 (physical)
35 (chronological)
Primary: Misting
White, Canadian
Turned by: Devin Mansk | 2149 - Grace Augustine
Avatar Driver, Xenobotanist, Xenolinguist, Head of SciOps
Age: 46 (physically)
48 (chronological)
Primary: Telekinetic
White, American
Turned by: Devin Mansk | 2152 - Angela Henrick
SecOps| Soldier, weapons specialist
Age: 28 (Physically)
28 (chronological)
Primary: Misting
White, British
Turned by: Walker | 2154 - Kathrine Hale
MineOps| Captain, operations manager, engineer
Age: 34 (Physically)
35 (Chronological)
Primary: Telepath
White, American
Turned by: Grace Augustine | 2153 - Paz Socorro
SecOps| Pilot, test pilot
Age: 35 (Physically)
36 (Chronological)
Primary: Morphling
Latina, American
Turned by: Grace Augustine | 2153 - Mile Socorro
Age: 6 months (as of Chapter 40)
Primary: N/A
Latina, mixed, Pandoran
Turned by: N/A, Dhampir - Adan Solis
MedOps | Doctor
Age: 17
Primary: Misting
Hispanic
Turned by: Maria Walker| 2154
* Cryo-time is not included in any of the Chronological ages.
Deserting Camp 0
- Jake Sully
SciOps| Avatar Driver, Corporal
Age 23
White, American, Forest Avatar. - Nadine Reza
SecOps| Sargent, Pilot
Age 26
Latina, American - Morgan Langley
SecOps| Soldier, Engineer
Age 26
Black, American - Kimberly Greene
SciOps| Avatar Driver, Combat Medic, biochemistry.
Age 32
White, American Forest Avatar - Jerome Epstein
SciOps| Avatar Driver, Xenobotanist
Age 33
White, Amerian, Forest Avatar - N'deh
Na'vi, Warrior, Hunter
Age 35
Omatikaya (banished), Forest Na'vi
Deserting Camp 1
- Ruby Carr
SciOps| Avatar Driver, Xenobotnist
Age 29
White, British-American, Forest Avatar - Zane Madaki
SciOps| Avatar Driver, Zoologist
Age 31
African, Forest Avatar - Zeke Hodge
SciOps| Avatar Driver (formally: Avatar Deceased), Xenobotist, Bioengineer
Age 32
White, German-American, Forest Avatar (formally) - Harry Scooter
ISV Crew | Engineer
Age: 27
White, American - Elroy Brine
ISV Crew |
Age: 48
White - Theresa Liem
ISV Crew | Physiotherapy
Age: 39
Asian
Deserting Camp 2
- Eliza Drennek
MedOps| Surgeon.
Age 37
White, American - Kendra Midori
SciOps| Officer, Researcher, Environmental-Resource Specialist
Age 28
Japanese, British - Mingxia Wu
SecOps| Pilot, Samson Engineer
Age 29
Chinese American - Ashley Sloan
SciOps| Avatar Driver, Xenobotnist, Researcher
Age 27
Latina-British, Forest Avatar - Trinity Harper
SecOps| Soldier, Weapons trainer
Age 30
American
Deserting Camp 3
- Major Zoey Kung
MineOps| Soldier, Head of MineOps (formally)
Age 43
South Korean - Bree Kung
SciOps| Xenolinguistics, Software Engineer
Age 16
South Korean - Elena Ramírez
ISV Crew | Chiropractor, Medical
Age: 88
Physical cage: 45
Primary:
Hispanic
Destering camp 4 | The Vents (cave system) | Homebase
- Sean Wallen
MineOps|
Age 47
Amercan - Marcus Freemen
MineOps|
Age 42
White, American-Swedish - Maria Leon
SciOps|
Age 27
White, Britsh Amerian - Wei Chang
MineOps|
Age 39
Asian, American - Will Murphy
MineOps|
Age 34
White - Moran Kellis
MineOps|
Age 35 - Matthew Hoster
MineOps|
Age 31
White, - Alejandra Castro
MineOps|
Age 45
Mixed, American - Austin Flintly
MineOps|
Age 30
White American - Xanthe May
SecOps|
Age 34
Black, American - Danielle Cassidy
MineOps|
Age 28
White, British - Xavier Holton
MineOps|
Age 36
White, American
Deserting Camp 5
- Grace Everdeen
SciOps|
Age 28
Hatian American - Amanda Everdeen
SecOps|
Age 28
Haitian American - Thea Everdeen
SecOps|
Age28
Haitian American - Lilith Everdeen
SciOps|
Age 28
Haitian American, Forest Avatar.
Destering Camp 6 | The Refuge | The West Frontier
- Alma Cortez
SciOps | Avatar Driver, xenobiologist, teacher
Age 43
Black, Canadian, Forest Avatar - Priya Chen*
SciOps| biologist, xenobotnist
Age /
Thai - Anqa Salaam*
SecOps| Pilot
Age/ - Hurit Ahenakew
SecOps | Weapons hander.
Age 33 - Nalin Laine
MedOps| Research medic
Age 30
White American - Sonyea Levin
SecOps | Soldier
Age 29 - Rajinder Singh Grewal
SecOps| Supply manager
Age: 39 - Louis de Luca
SecOps| soldier
Age 38
White American - Kady Winslow
SecOps| soldier, weapons expert
Age - Jin-young MacKay
SecOps| Constructionist, carpentry
Age 30
Korean-American - Daniela Neves
SecOps| Sniper
Age 30 - Alexander Tremayne
SciOps| Biologist
Age
Black, American - Billy Nash
SecOps| Soldier
Age 25
White, American - Hajir Beshara
SciOpc| MedOps, research scientist, zoologist
Age 40 - Marvin Kale
SecOps|
Age - Nox
SciOps| Linguistics
Age 26 - Ryan Jax*
SecOps|
Age/ - Minnie Johnson
SecOps|
Age - Jennifer Brackson
SecOps| Mechanic
Age 37 - Julieta Rivera
SciOps|
Age| 22
Mexican - Dani Jones
SecOps |
Age 38 - Peter Sullivan
SciOps
Age 23 - Jackson Fitz
SecOps | Engineer, mechanic.
Age 34 - Ming-Sí Liu
SecOps|
Age 40 - Maggie Chu
SciOps
Age 32 - Brendon Ivon
SecOps | Soldier
Age 27 - Franchester Lopez
MedOps|
Age 29 - Ava Lopez
SecOps|
Age 26 - Steve Benson
SciOps|
Age 33 - Yefti
Sarentu|
Age 19 - Nor
Sarentu|
Age 19 - Ri'nela
Sarentu|
Age 18 - Teylan
Sarentu|
Age 17 - Kìoetey
Sarentu|
Age 17 - Telisi
Sarentu|
Age 18 - Okni
Sarentu|
Age 17 - Yuayt
Sarentu|
Age 17
Unknown
- Leah Brookes
SecOps|
Age/ - Jodi Brookes
SecOps|
Age/
- - Markus Hatt
SecOps - Edgar Wright
SecOps - Demelza Bonhôte
SecOps - Jasper Sallow
SecOps - Violet Mormont
SecOps
_
1 Transport Trooper of Unknown Numbers- Farid Bensalem
Miners Group 2 (Living between The Vents and the Tech yard)
- Meg Elkins
SecOps | MineOps Supervisor - Josh Winslow
SecOps | - Shad
SecOps - Marvin Winslow
SecOps - Cynthia Willow
SciOps | Avatar Driver (formally)
White, American. Forest Avatar. - Jahan Reza
SciOps | Xenozoology
Age: 26 - Conner Darling
MineOps
Age: 22
White, - Frankie Gates
MineOps - Ricky Jacobs
MineOps - Jasmin Hunter
MineOps
Age 33
Thai, Canadian. Albino - Felicity Madrigal
MedOps - Phil Moore-Graves
MedOps - Daisy Bell
SecOps - Danny Bell
SecOps - Blake Lawson
SecOps - Uliyana Pendle
SecOps
Unknown camp
- Anela Harding
- Javier Harding
- Unborn Harding
- Unknown number of humans
Chapter 2: Nadine Reza
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Nadine Reza.
Like jake, she enrolled to the Marines when she was a teenager. She's about 23-4 on Pandora (excluding cryo)
She's a double amputee. One (her leg) happened which led to a medical discharge from the Marines. Her left arm was amputated before her shoulder shortly after her arrival on Pandora (to avoid spoilers, i'll update this once the story of what happened dropped in the main fic)
Shoulder reconstructed with a prosthetic joint and arm:
Her leg was only amputated to just below her knee;
((if you know the sources then let me tell you.... the designs are STUNNING!!! I couldn't help myself, Nadine deserves the beauty!)
Nadine carries around with her small tools to help with maintenance, she also has removable panels in either one of her protheses to hide small bites and pieces around, like weed.
Synthetic nervous system:
this is sorta what the sythetic sheets look like:
the colouring of the holding pad is more like this:
How it looks under the prosthesis shell, or at least how it's supposed to: the sheets are large and made to be cut down to fit each new prosthesis:
Chapter Text
Vampires carry on genetic information via their blood from one vampire to another through blood exchange.
For example, If one vampire develops a mutation to withstand sunlight, sharing the blood often leads to them passing around this mutation to each vampire the original let be sampled to ‘update’ the current gene pool and this also passes down to the next generation of newly-turned. This is an evolutionary trait to ensure the survival of the species.
This happens with blood consumption in terms of non-humans. As Vampires are creatures that can morph and shift but they cannot do it without a genetic template to draw from. Fusion is a morphling gift but it introduced the ability to morph into non-vampire forms (this will be expanded on in a later chapter when relevant and less spoiler-y.
It doesn’t have to be simply a bat form, that was the first well-known creature vampires can morph into and the easiest, even for non-morph primary vampires. The Morphling creature form availability are only to what the vampiric’s ancestors have consumed. If no vampire on one bloodline has never consumed animal blood, they simply cannot turn into an animal.
The typical animals are a bat, wolf, raven or cat, but is vampires are in other counties like Africa or the Amazon, then the choices are far more varied given the different species available. If there is no migration or blood exchange from other vampires, then neither will ‘pass on’ the animal morph templates.
Morphlings are the sort to find great ease in changing their shape vs those without it as their primary. Although, like Misting, Morphling can a very physically demanding gift but much greater than misting in many ways. Morphlings shifts can be rapid and requires less thought; they have a gut sensation on what they can turn into and what they can’t, non-morphs tend to need to meditate to ‘find’ these forms.
Some Morphlings have questioned and judged their vampiric’s ancestors on their choice of animal in their ‘collection’. Why a Gecko? Or a sparrow? However, the range can be useful when needed. They often have a favourite form to go to than the rest or will show off to spite those less attuned for morphing.
((I can't drop the photo but here;s the link to it: https://static.wikia.nocookie.net/charmed-reboot/images/0/0e/1x20_Shapeshifting.gif/revision/latest?cb=20190517104406 )
Now, this doesn’t just mean animal Morphing. Vampires can also take on humanoid shapes but, unlike animal blood, the human samples aren’t retained for long and only lingers in the vampire’s system for a few hours as the vampire’s gut breaks down human blood for subsistence more efficiently.
That said, Morphlings can often take on looks of fellow vampires; most common are those of the same bloodline with a single sire, or those they’ve turned (it goes both ways). They’re very likely to A) Bite each other for one reason or another and B) the latest newly-turned would have had a sire who turned many; passing their sample into them in the transformation. Aside from blood, Morphlings don’t need anything else to turn.
There are subtleties to Morphlings that can be overlooked; such as in changing how old they look; looking younger or older; blending in with ageing humans for longer or enhancing certain attributes to make them look more visually appealing.
There are limits, often the younger the vampire is, the harder it is to know how to turn, or for those very fluid with changing; how to stop. Maintaining a morph can be hard, a few hours at most for all-form changes can lead to higher thirst and need to feed.
Scents do not change when in a new form; this mostly stops a vampire from confusing a disguised ‘human’ as a snack.
Non-morphs need far more time to master this part of them. The older the vampire, the more control and more forms to take on and for longer. Newbies are often taught one form to at least master, regardless to ensure they had means of escape if their humanoid form was too big or too slow.
Sunlight, though not harmful, can lock a vampire into either his animal form or his humanoid form if directly exposed; they can’t change form unless there’s some shade.
Morphs cannot take on bonus limbs; such as Pandora’s animals; while they have a blood sample, the extra limb is too much of a physical demand. They can get away with a tail, as they have a tail bone but extra sets of limbs are far harder for the vampire’s nervous system to create. It’s possible ancient vampires could, but unlikely. It’s a visible tell for those familiar with species to see these differences.
Notes:
Should i do more info for the other primary gifts?
Chapter 4: Omatikaya Map (updated 18/06/25)
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This is the current map regarding important landmarks; huge and will be updated with any new camps when we get to those chapters :)
Feel free to open up into a new window to zoom in properly for smaller details.
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Here are some visual references to what my vamp crew's fangs look like;
- All Sharpened
- Single fanged
- Dual Fang
- Dual Fang, plus sharpened lower
On normal days, the teeth resemble their natural, human teeth until they're provoked into revealing their teeth.
Not all vampires have the same 'type'. Sometimes teeth and fangs can change over time or unless a vampire is in a stress-based environment for long periods of time; the teeth sharpen out entirely to appear more threatening or for more offence-defence; the effects can be reversed to 'native' teeth shape when the vampire is in a safe environment for some time.
Devin Mansk
Daniel Choi
Molly Curfman
Maira Walker
Kamath
Trina Shen
^ this is why Grace was pissed off af bc this is a huge damaging bite!
Jocelyn Maze
Grace Augustine
Paz Socorro
Kathrine Hale
Notes:
Let me know if any of the images fail to load!
Chapter 6: Vampire | Their faces
Notes:
None of the images are edited to resemble their vampire-form.
they have red eyes normally (when not covered with contact lenses), black then thirsty or enraged, tho Spider's will be brown when he grows up bc of his human side. his eyes may only darken when hungry.
Chapter Text
- Devin Mansk
- Maira Walker
- Kamath
- Trina Shen
- Daniel Choi
- Molly Curfman
- Jocelyn Maze
- Grace Augustine
- Angela Henrick
- Kathrine Hale
- Paz Socorro
- Mile Socorro
(As a toddler)
Chapter 7: The Suspended Shack
Chapter Text
Here's a somewhat basic picture of Morgan's suspended shack; what it looks like in the tree.
not 100% to my personal tastes but this is sorta of how i imagined it. the link itself is painted or covered with wooden panelling and the weave covers are decorated
Here's some samples
These panels were installed over and around the door to make it look pretty
Chapter 8: Vampire | Blood & Biology
Notes:
Okay, while i still have a poll going on about vampires having blue blood...i've decided to make it a reality for my vampire's lore with a plausible reason. Here's what i have so far on Vampire biology; I hope you enjoy XD
Chapter Text
Vampire Biology differs significantly from human Biology and develops into three stages of Transformation and full ‘maturity’ is reached at after 4 years.
The full transformation takes about 81 hours, to fully convert from a human to a vampire; 3 days, 9 hrs.
Three stages are:
Initial, lasting about 2 hrs after blood exchange. This is where the heavy-duty changes start in getting the turning human’s biological systems reworked; starting with healing life-ending injuries, changing the stomach and repurposing the brain, senses, internal organs and bone structure changes. The human is awake and aware but semi-paralysed from the nervous system changes. Eyes change, and fangs are developing. It’s sometimes considered ‘complete’ in terms of the transformation for the matter of the newly turning’s ability to get up and act like a person than comatose throughout the entire matter. The initial phase stops when the human heart stops and the vampire nervous system boot up.
Post-consciousness, a term used for the first 30 hours following the ‘awakening’ of the vampire. In this stage, first meals are important to provide more food for the Vampiric body to continue on it’s transformation at a more ‘background’ level. It’s recommended that the turning gets a full belly of blood to ensure the transformation progresses easier on their body. If starved at this time can lead to death. In this stage, most senses are hyper-stimulated so prone to isolation or to find ways to avoid overstimulating themselves to avoid aggression. Bones and Skin thicken up, making it harder for skin to break so small sharp things won’t break the skin. Nails become retractable claws and are more prone to extending with negative interaction. Vampires are most aggressive and irritable in this stage.
Settlement, is the third stage, lasting about 49 hours after Post-consciousness. All vampire organs are in use, ‘redundant human organs’ are dissolved and repurposed as energy which takes a while. Vampires are taught hunting methods and they gain access to their other abilities once their Vampiric heart starts to produce new blood starts to fill their veins beyond what was left in their tissues. Through this stage, the vampire becomes tired with spurts of energy which can lead to mood swings and erratic behaviour or outbursts of abilities. The end of the transformation typically is signified by a long few hours of quiet as the brain chemistry settles down now the body is no longer expending energy and resources. Often a feed is required after such a time.
Vampires lose organs that they don’t need for functional use or use outside of sexual needs; their diet is no longer able to process food or water and so, their body reflects that. Consumption of substances that aren’t blood can lead to vomiting up from the first stomach to remove any swallowed food.
The main organs they have are:
- Lungs. These are primarily kept as a means of stimulating vocal cords to speak and the olfactory nerves in the nose. Like humans, it requires the diaphragm to function; they can be ‘winded’ which can shut someone up for a minute or two but the vampires don’t use their lungs to breathe. They can hold their breath for as long as they want but the lack of sense of smell is uncomfortable after a while.
- Heart: While not functional like a human’s, it’s one of the most important organs of the vampire’s body, said from the brain. It produces the vampire blood and other hormones necessary for the vampire. The heart can endure punctures to it directly, like a stake or an arrow as it’s the ‘heart’ of their healing processes but a full removal of the heart leads to immediate death.
- Liver. About a fraction of its original size, it’s used to filter out waste and help balance the nurturance of blood. Can regrow a new one if one is removed though feeding is unpleasant.
- Stomachs. A vampire has three stomachs, the first from the oesophagus is mainly stored from feeding. The second starts to break it down more and starts the digestion through the third, the smallest stomach that neutralises any lingering blood waste, like drugs and such. Then the rest if passed down.
- Small intestines. Very similar job; in that the small intestines break down ingested substances even further.
- Partial Large intestines. This organ is far shorter than the human version as it’s the last to absorb anything that the small intestines haven’t and have finished and closed up along the transverse colon and so, vampires cannot excrete waste like a human. However, the sealed-off rectum and anus remain present but serve for sexual intercourse; those areas have some new pleasure-based nerves lining the inside and glands to help lubricate such passages.
- Reproductive organs. While mostly redundant, it’s possible for pregnancy for both male (to impregnate a woman) and female vampires (to be impregnated by a male); the organs remain to keep both sexually active or to retain good hormone balance for their respective bodies. The loss is not significant on the body. Sexually active female vampires don’t need to feed as much as sexually active males are, as they are not losing any sort of fluid as they are or to that degree.
They have glands throughout the body to regulate bio functions. In their pharynx, the back of the throat, the passageway reacts to the signals that their stomachs release; such as low blood causes the wall to ‘dry’ and give a burning sensation until satisfied with blood.
Bones are denser but lighter and are able to take a stronger beating than humans. Skin is also stronger, as mentioned. The vampire body is designed to be durable in most cases, however, UV weakens the body and the risk of injury is far higher than in the dark or out of direct light.
Like most senses, the vampire eye-sight is brilliant. The Iris loses natural colours and is stained red as they’re enhanced. Thirst turns the colour dark to stop eye-sensitivity and heightened sight to seek out warm prey. Eyes also turn black when responding to strong emotions, like rage or lust.
Vampires have retractable claws, typically used less against prey, and more for fighting vampires in offence or defence but are used for getting into and out of places when needed. Their claws help the vampires scale walls, only prominent in their hands, not feet. They can claw through stone, and metal though strength and time also is a factor.
Vampire fangs, you can go here on what they look like for each vampire. Vampire fangs aren’t hollow like snake but are instead covered with microscopic pore that release a more potent venom into their victim more directly to induce their desired response of non-struggle. They exist in human-shape, non-sharp but can change to sharpened fangs when provoked or needed. They have a second venom glad that can be used to stimulate cell growth or recovery, in small doses which is used to heal up bitten prey. Unless healed by a vampire, the bites with typically scar. The second venom cannot heal major trauma.
Trivia:
The bite used in the vampire’s transformation will often scar.
Vampire Blood
Vampire blood darkens over time and can take up to 4 years for the vampire to fully ‘mature’ into their nature biologically. The blood starts off a human-red, as this in in most part as the human own blood still saturated into the newly-turned’s tissues and is slowly replaced over time and with regular feedings.
One of the few ‘redundant’ organs that linger is the heart; the organ that produces blood also makes vampire blood without beating. While the body turns, it’s one of the first organs to change but it’s not mature to make full vampire blood while the vampire is still ‘alive’ in the initial transformation so there’s a time period that follows that the heart had to naturally wait out the ‘native’ blood and the introduction of blood from feeding to filter through from the digestion process.
Native blood lingers the longest while the vampire’s transformation continues post-initial is important to prevent any possible reactions as the vampire continues to turn after the first initial transformation is complete and enters the latter two stages.
Children under 8 do not survive the process as their immune systems aren’t mature enough and will not tolerate the vampire blood and will as result not just attack vampire blood in their system but also the child’s native blood. Post-eight years, things are still risky 79% mortality rate. 16+ are often safer times as the body is developed enough.
The full transformation through all 3 stages takes 81 hours (3, days, 9 hours) from the moment of blood exchange and as mentioned, 4 years for full maturity post-transformation. Newly turns can’t transform a human until at least 9-12 months after their own transformation when their blood has enough of its own vampire blood to pass on to a new generation.
Dhampyr blood isn’t bright red like a human's, nor is it the navy blue of a mature vampire. It’s a dark Baal Red. Dhampyr cannot turn humans into vampires and can only reproduce via another Dhampyr to produce another Dhampyr descendant. Dhampyr’s are immune to vampire blood, and thus cannot be turned.
One of the Vampire’s tells can be the cool nature of their skin tone but the undertone can set off a cool-ness that adds to the mirage of the paleness of vampires. Freshly fed vampires can ‘flush’ with from a feed, but often this appears as a process of digestion that can present as a ‘pink’ flush. This can make it harder to pinpoint a vampire in the crowd.
Blueness is most prominent when Vampires are thirsty, seen mostly around the lips and darkens the shadows under the eyes as a response.
The blue of a mature vampire’s blood is a tell, and while Vampires have thick durable skin, they’re still able to ‘bleed’ but doing so in front of an unaware company exposes that they’re not human. So vampires have to be extra careful to not scratch or bleed in front of the company. Vampire bruises are also bluey-purple so it’s also advised to cover up until the bruises have faded.
Here's a medical reference of this (blood changing colour) happening to a woman once, and its plausibility.
Chapter 9: Jakes's Camp
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this is somewhat like Jake's camp looks like. Missing a few details and storage areas and more trampled ground but close enough XD mostly for reference
Chapter 10: Bree's reference quality of Art
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this is to mostly show how skilled Bree's drawing skills are in terms of faces.
A reference of skill and quality, the person drawn is not part of the fic. it's a reference.
the photo has the author credited so feel free to go on Instagram for the artist's content and give that a like!
Chapter 11: Dhampyr Teeth
Notes:
okay since we're getting Dhampyrs more introduced in the last chapter, I'll drop this in for now; i intend to do a full 'about' page later when they're more common knowledge.
Plus, you'll see what Spider will have growing up since he's a 1st Gen Dhampyr.
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Dhampyr teeth are one of the important features for a Dhampyr to inherit from their parents however, as each new generation passes, they get slightly more human and so, their teeth reflect how much vampire blood is in their veins.
There can only be 7 generations of Dhampyrs from a single family line (this will be explained in another chap) and so they’ll reflect how the teeth change from one generation to the next. For some context, Dhampyrs cannot breed with humans or vampires; only another Dhampyr and will often seek another dhampyr who is in close enough ‘generation’ to be compatible for breeding together.
1st Gen will often go through three shedding of teeth when growing up; Baby teeth, toddler teeth, child teeth and then there’s permanent adult teeth. The shedding of teeth comes about as baby teeth are often considered blunt (By vampire standards) in part if they’re still breastfed past the first tooth (first eruption typically starts at 6th months). This can force weaning after the first shed as the second set are far sharper and no woman (human or vampire) wants to lose a nipple. Their first set is used for the introduction of solids like soft meats.
Their second set is ready for heaver meat and can even start to bite into bone, at about 8 months old. However, in some cases, vampires will shave the points for this set and the next to resemble human teeth if they’re blending in with humans. As barbaric as the practise is on toddlers, it’s considered necessary as the infants can crunch through dentures and teeth covers. Enamel is something that regenerates with Dhampyr teeth so it can repair the teeth with a blunt edge or attempt to sharpen them again. By the time they’re in their child-teeth (that erupt at 18 months), they’re capable of biting straight through bone. Their adult teeth can now tolerate other materials like metal and stone with very little issues.
Despite their inhuman shape on a regular basis, their canines ‘fangs' are capable of getting sharper and extending and in part for a threat-display and to aid in deep feeding if necessary. They’re immune to diet-based damage that humans would have; in part, their saliva would break it down so but also enable them would ‘heal’ any damage. If a tooth is pulled out, they’re able to regrow.
They’re still able to produce some venom in their teeth that is an anti-coagulant, so blood can’t clot and they able to produce similar effects on human prey to subdue them if they so desire. They have also some healing properties in their saliva as well. This makes them venomous.
2nd Generation will also go through three teeth-sheds but less elegantly. They’d be weaned at the same as a 1st Gen and will have the same strength, durability and effects. They’re capable of extending their fangs if threatened or feeding but can no longer regrow a tooth if lost but does retain the ability to regrow enamel. They’re considered venomous.
3rd Generations have two teeth sheds, their baby teeth are able to last into childhood before they shed for bigger teeth for stronger meats then they shed to permanent teeth in late childhood. They retain the effects but lose strength and sharpness, so they’re unable of biting through metal easily once they’re on their last set. They’re able to dent metal but nothing more unless gnawing in the same spot. They’re capable of extending their fangs further in response to a threat or feed. They’re considered Venomous.
4th Gen also have two teeth sheds but they lose the ability to anti-coagulate and heal effects but retain some effects to subdue prey. They’re weaker in teeth strength and durability but jaw strength remains strong. They no longer capable of sharpening/extending fangs to a threat or to feed. They are considered venomous.
5th Gen only have one shedding of teeth, like a human. Much blunter and less strong in both teeth strength and jaw strength. No longer having any effects on prey, they’re considered non-venomous. They’re still able to bite through things a human wouldn’t but it’s not advices as they can damage their teeth. Enamel is no longer regrow able.
6th Gen, like 5th and humans, only have one shed but they’re more prone to deformities of the teeth when they erupt; often dental assistance is required to straighten out teeth or remove and replace if need be. They’re non-venomous, and weak in strength and durability. They’re unlikely however to be damaged by diet-based damage.
7th Gen, human-like teeth in all aspects. Less prone to deformities, weak to diet-induced damage (like sugars).
Many Dhampyrs, when old enough can live with sharp teeth or use other methods of disguise of them.
Surgical treatments; blunting the teeth through dental practises. Once done, it wouldn’t need to be done again unless enamle growth occurs and causes problems
Cosmetic covers; custom dental covers are often a go-to for many Dhampyrs. While not cheap, the faux teeth caps are hand-crafted to fit and are often glued in place and are long-lasting. The glue is a modifiable denture glue that would be unsafe for humans and can be lifted with their strength and wouldn’t damage their teeth with forced removal. The custom nature is due to the unique nature of each dhampyr teeth and which generation, and the quantity of teeth that would need a cover. Individual teeth caps, really as one to cover a lot can’t rest comfortably and risk being bitten through. Due to some venoms that don’t work well with some human substances in dental procedures, the teeth caps are typically made from the dhampyr’s shed teeth; broken down and reformed.
Dhampyrs that can’t afford teeth caps or surgery are often found to wear masks or make-do with ‘runs in the family’ as an excuse if living around humans. In some cases, it’s not necessary if the community that live in is more dhampyr-driven and run.
Chapter 12: Avatar Disguises V1
Notes:
(See the end of the chapter for notes.)
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Here are the rough ideas of what the Avatar's aesthetics are gonna be.
Right now, it took a long time to get this version out. it's broken down into two halfs; I couldn't go a whole figure at once without it looking very disproportionate so this is to get the idea of what they look like across.
their vibe, at least.
the designs very between each dream walker but they'll have the necessary details coverings the same like hands, feet and eyebrows.
each person may change their colour schemes, body paints to look brighter but the paints must still be able to cover and look reasonably placed.
Notes:
May not do a male verion but I'm happy with this so far. let me know what you think XD
Chapter 13: Cryo-link pod & Crown
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Minor Spoiler for later down the line for when this pod is working but tbh, i had too much fun creating this XD
Note: The middle glass is made from the other cryo-pods they had and the two end halfs come from two AMP suit canopies that were shrunk and repurposed to fit on the link bed
Chapter 14: Jake's Zawɾ’fwefwi/ Death Whistle Design
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Chapter 15: Waycord
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Later generations develop further.
Chapter 16: Homebase | Cave 1
Notes:
The Miner's Home. Homebase, the central cave in The Vent's system.
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Chapter 17: Spirit Tree | Cave 2
Notes:
finally finished my concept of the spirit tree the dreamwalkers can use.
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The Dreamwalker's spirit tree
Chapter 18: Hot Springs 1 | Cave 3
Notes:
The hot spings close to Homebase, not the only one but only one discovered so far.
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Chapter 19: Everdeen's Avatar
Notes:
The Quad's shared avatar!
sharing an uncanny likeless to Nesim of the Zeswa.
--I meant to post this earlier but forgot to
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This is what Nesim should look like, before she lost her eye to the RDA in a conflict. Nesim i probably about 17-18 in 2154. The Avatar is about 23 years old physically at this point (17 when decantered).
Chapter 20: Marcu's Eyesight |
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I used this Website to generate Marcu's Colour blindness: https://www.color-blindness.com/coblis-color-blindness-simulator/
Here's a na'vi
The rainbow beads
vs what he can see
the forest
Chapter 21: The West Frontier Map (updated 21/05/25)
Notes:
It occured to me that I forgot that the West Frontier needed a map. I made this map for my Tumblr account for the other DLC locations but i cropped it down to just focus on the current areas for the story
and I'll need to create one for the Valley too for future references as well
and I need to update the main map later too...
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yes, to those who play the game know the border of the Upper Plains is different but i extended it bc borders like that don't technically exist and i wanted the Zeswa to be in a different place bc they won't be spending 16 years by the lake and rivers. plus the borders in the game are simply marking playable areas vs non-playable so...
Chapter 22: The Valley of Mo'ara
Notes:
(See the end of the chapter for notes.)
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This is the current map regarding important landmarks; huge and will be updated with any new camps when we get to those chapters :)
Notes:
Feel free to open up into a new window to zoom in properly for smaller details.