THE CROSSWYTH LEGACY LORE

This is everything contained within the Crosswyth Legacy lorebook:

CW: Human slavery, violence, murder, lack of bodily autonomy (capturing humans to feed upon), implied non-con

Setting

  • Genre: Gothic horror, historical fantasy, supernatural thriller, Hunters vs. Vampires
  • Time Period: 1888, Victorian-Era inspired
  • World Info: The Hallowfen Moors of northern England have been haunted for millennia, with vampires at large. The Crosswyth family is a bloodline of supernaturally-gifted vampire hunters who once led the fight against the vampires, but all have died out except for {{user}}. Various other hunter groups exist, but none have the gift of vampire hunting as full-blooded Crosswyths do.

Alt tag

Hunters

The Crosswyth Family

The Crosswyths are supernaturally-blessed (or cursed) vampire hunters. Cursed to hunt vampires, given the task centuries ago in the 1200s. Their power has decreased due to an unknown cause, leading to their dwindling numbers. A major attack on Sainted Heights killed all but one of the Crosswyths, {{user}}, who had been hidden in their mother’s coffin in the chapel by their nursemaid. The family is seen as a cautionary, if tragic, tale of the dangers of vampire hunting, and a reminder that even the best hunters may fall. Many of the family’s detractors delighted in their failure, and several other “hunter families” have sprung up, though none have the coveted Crosswyth abilities. Criticism was directed at their isolation, perceived superiority complex, and refusal to work with other hunter groups. Currently only a handful of Crosswyth Hunters remain, with none currently living at Sainted Heights.

Motto: "Lux in tenebris lucet, et tenebrae eam non comprehenderunt" (The light shineth in darkness; and the darkness comprehended it not)
Sigil: A heraldic golden sun on a blue background
Remaining Staff: {{user}}'s bodyguard and de facto family leader, a few maids, a groundskeeper.

Alexander Crosswyth

Lord Alexander Crosswyth is {{user}}’s father. He was killed ten years ago in a devastating vampire attack on Sainted Heights when {{user}} was a child. Buried beside his late wife in the Crosswyth family vault beneath the chapel.

In life, Alexander was an austere man, still reeling from the loss of his beloved wife and {{user}}’s mother. Though stern and disciplined out of necessity, he loved {{user}} and intended to train them to eventually lead the Crosswyth family.

Lady Crosswyth

Lady Crosswyth was Lord Alexander Crosswyth’s wife and {{user}}’s mother. She died when {{user}} was young and is buried beside her husband in the Crosswyth family vault beneath the chapel.

She was beloved by Alexander and he ensured that fresh flowers and various tributes always rested atop her coffin.

The Crosswyth Curse

Crosswyth family members by blood have twice the lifespan of the average human and are blessed with enhanced senses, night vision, and advanced agility. They are immune to vampirism as long as they are a full-blooded hunter, having been Blooded. Other hunters may join the Crosswyths, but only blooded Crosswyths have these enhanced abilities. Also known as the Crosswyth Curse. Crosswyth abilities only exist AFTER the Ichor Ritual is undertaken, not before.

Blooded Crosswyths

A blooded Crosswyth is a Crosswyth family member by blood. They have the Crosswyth abilities (enhanced senses, night vision, advanced agility, 2x lifespan) along with regular Crosswyth hunter abilities (immunity to vampirism). Only a blooded Crosswyth may lead the family. They all have golden eyes, a hereditary trait and sign of their powers. The Crosswyth blood is a dominant trait. As long as one parent is a Blooded Crosswyth, their child will have the same trait.

Joining the Crosswyths

To be eligible to join the Crosswyths, one must either be a Crosswyth by blood or by proving themselves as a skilled vampire hunter. All must bring three vials of vampire blood from three different vampires as an offering during The Turning. Even Crosswyths by blood must undergo the Ichor Ritual at age sixteen.

Crosswyth Hunters

A Crosswyth hunter is a Crosswyth member who was originally an outsider, but who has proven themselves and survived the Ichor Ritual. They lack the Crosswyth abilities but are immune to vampirism. Only a handful still exist, none of whom live at Sainted Heights.

The Ichor Ritual - Becoming a Crosswyth Hunter

The first vial of vampire’s ichor is offered to the Crosswyth ancestors as a gesture of respect. The second is to be drunk, and this kills most initiates. A Crosswyth by blood is almost guaranteed to survive. Any who transform are killed immediately by the supervising Crosswyth. The third is either buried with the failed initiates, or magically preserved and kept on a necklace, a reminder of the thin line between life and death. This ritual renders a hunter immune to vampirism.

Unaffiliated Hunters

Hundreds of other hunters exist besides the Crosswyths, and while they are vulnerable to vampirism, they remain highly skilled. They are armed with crossbows (preferred) or bows. They wear thick clothing, wear high collars, protective clothing, and ash wood arrows or bolts. Some operate alone, most are associated with a hunter organization. All hunters must be ruthless and devoid of sentiment, prepared to fight any vampire or strike down a bitten human. Known Hunter Organizations: The Cloaked Vigil, Sanctum of the Eternal Flame, The Sable Guard

Hunters possess the following skills, though some specialize in particular ones:

  • Combat training: Ideally long-range combat with a crossbow. Hand to hand combat isn't ideal due to bite risks. Silver blades, stakes, and improvised weapons also used.
  • Agility and endurance
  • Stress management and strategic planning
  • Survival skills
  • Field medicine: Treating wounds, blood loss, poisons, performing makeshift surgeries
  • Vampire knowledge: Signs of vampire activity, typical vampire strategy, identifying vampires in the latent (nearly undetectable) stage, lore, occult practices, herbalism, ancient texts
  • Discipline, leadership, ability to follow orders

Vampires

Vampires

Vampires are former humans who are now undead, trapped between life and death. They no longer age, but insatiably hunger for blood. Anyone bitten by a mature vampire will transform in three sunsets, but not all survive the transformation. Vampires are walking corpses, and when cut, bleed black ichor.

Appearance

  • Ashy, washed-out skin with red eyes. Gaunt face, flushed only after feeding, visible black veins, corpselike.
  • Some bloodlines are hauntingly beautiful. Others are horrific and monstrous. All are unsettling in their own way.
  • Elongated fangs, claws instead of nails, cold to the touch.

Abilities

  • These abilities increase over time and after a recent feeding
  • Enhanced strength, speed, agility, senses
  • Regeneration/resilence, immortality
  • Blood-stealing. Can circulate a victim’s blood through their body shortly after feeding.
  • Advanced abilities: Hypnosis, dream manipulation, invisibility, turning into mist, blood magic

Vampire Vulnerabilities

  • Garlic, mirrors, sunlight, crosses, holy water, churches, wood stakes to the heart (hawthorn or ash), decapitation, burning, silver.
  • Younger vampires are more vulnerable than mature or ancient ones.
  • Hunters burn vampire bodies after death

Vampiric Thirst

Vampires thirst for blood and must eat, lest they devolve into feral creatures. If vampires go without blood for a very long period, they will slip into a catatonic state. Human blood is preferred (and different vampires like the taste of different types of humans) but animal blood will suffice. Vampires cannot drink from each other.

Ways to Sate Thirst

  • Most ethical: Using a human blood donor (rare, but they are paid handsomely) or only drinking from animals.
  • Most common: Using enslaved human thralls, cutting a vein, and drinking. Biting will cause an unwanted transformation.
  • Also common, less convenient: Finding a human in the wild

Feeding Frequency

  • Young vampires have little control over their very frequent hunger and must feed several times per week. Mature vampires feed once or twice per month. Ancient vampires can go anywhere from a year to several years without blood. Most vampires prefer to feed daily.

Feeding

Process of Feeding

  • It is preferable to feed by first cutting the skin, then sucking out the blood. This avoids unwanted turning of humans, and the responsibility of a fledgling.
  • Young or impulsive vampires may struggle with self-control, accidentally killing the victim
  • Victims are left lightheaded at best, and drained/dead at worst
  • Preferably, no more than a pint is drank at a time

Effects of Feeding

  • Vampires have a reddish flush after feeding and appear more lifelike. They are slightly warmer to the touch.
  • Their powers grow stronger
  • They can push the blood to warm certain areas of the body
  • Euphoria and increased energy follows, and possibly sexual arousal

Vampirism Progression

  • Young (under 100 years), Mature (100-300 years), Ancient (300+ years)
  • Over several centuries, vampires grow in power but lose their ability to partake in mortal activities such as eating, sleeping, or experiencing true emotions.
  • Younger vampires are less powerful, but retain many humanlike characteristics

Human Thralls

Vampires capture human (or rarely animal) thralls, also referred to less politely as slaves or cattle, using them to satiate their thirst. When feeding, vampires cut the body (most commonly neck or arms) and drink, avoiding biting. A bite will result in an unwanted transformation.

Thralls are traded, or more commonly, they are bought and sold at underground markets. It is seen as wasteful to kill human thralls, as they are valuable means of feeding. They are usually cared for well, as poor health taints the flavor of the blood.

Treatment of thralls varies. Some are respected servants, others are little more than animals. Some even become romantic partners (willing or unwilling) to their vampire overlords.

Vampiric Intimacy

Vampire Sex

  • Vampires do not produce any bodily fluids - no cum, no precum, no natural lubrication
  • Vampires can only achieve an erection if they have recently fed
  • Vampires cannot reproduce as humans do. Their bloodlines are passed down via turning a human.
  • Vampirism cannot be transmitted sexually
  • Vampires have enhanced stamina and will last far longer than the average human, only stopping when the post-feeding euphoria wears off

Vampiric Sex Culture

  • Most vampires are not driven by a humanlike libido, which incentivizes procreation. Instead, they are driven by the need to feed and dominate. Thus, it is near impossible for a vampire to avoid biting, clawing, marking, or physically harming their partner—requires immense self control.
  • Vampires are rarely aroused, except for after feeding
  • Vampires prefer to engage in BDSM and other kink-related activities, enjoying the dom/sub dynamic more than the act of sex itself.

Vampire Clans

All vampire clans are traced by bloodlines, which can be a tangled web of masters and spawn. Vampire clans operate similar to aristocratic families or feudal societies. Most in the Moors have sworn loyalty to the Morvaine Clan in exchange for protection, but not all. Several have plotted uprisings to no avail. The Clans frequently host social gatherings and balls, primarily to discuss matters and network. Clans may consist of one or multiple bloodlines, as well as abandoned bastard fledglings.

Turning a Human

Mature vampires (older than 100 years) may turn a human by biting them, which involuntarily injects the virus directly into the bloodstream. Only about a third of humans survive the transformation into a vampire. Humans may also turn into a vampire by drinking vampiric ichor, which has a higher survival rate.

Morality

  • It is seen as irresponsible to needlessly turn a human. Ethically, a master should take responsibility for any fledglings they create. Failure is frowned upon and is akin to child abandonment. For this reason, vampires are picky about who they turn.
  • It is the only means that a vampire may continue their bloodline
  • Only a Mature vampire (older than 100 years) is able to turn a human. Bites from a Young vampire will simply kill.

Process

  • Turning a human can be animalistic, clinical, or deeply intimate depending on the situation
  • The Master-to-be bites the Fledgling-to-be, typically at the jugular vein
  • The symptoms mimic rabies: incubation period, prodromal period, neurologic period. It is not a pretty sight. Survival is not known until after three sunsets have passed, rate is 30%. A healthy adult human between 18-50 is more likely to survive than other ages and demographics.
  • If the human transforms, they will immediately thirst for blood

Vampire Transformation

If a human is bitten by a vampire, they endure a nasty three-day period of transformation which mimics rabies:

Day One

  • Symptoms do not show. False sense of security.

Day Two

  • Symptoms appear. The site of the bite appears infected and burned, and should be cleaned.
  • Fever, itching, fatigue, headache, irritability, insomnia, loss of appetite

Day Three

  • The human appears near death, with sunken eyes and a corpselike appearance
  • Agitation, confusion, hallucinations, seizures, excessive salivation, hydrophobia, anxiety, vomiting blood
  • A coma follows, from which the human may never awaken

After Day Three

  • If the human survives, they will awaken from their coma with an intense hunger for blood, which should swiftly be provided.

Once bitten, it is rare and nigh impossible to cure a human. Hunters immediately kill any bitten human, not taking any chances. Some folk healers claim to know a cure if caught early, but it is unreliable.

Vampire Bite

Vampire bites swell and infect quickly and always lead to either transformation or death. Exceptions are rare and hunters are trained to slay any bitten human on sight, even a comrade or loved one. Symptoms do not appear for a full day, which can be deceptive.

Master/Fledgling

The Master and Fledgling relationship is sacred in vampire culture. It is primarily a mentor-mentee relationship, with the Master taking the responsibility of guiding the Fledgling through the first century of vampirism. Fledglings gradually gain independence, but are still part of the Master's bloodline, and thus their clan. It is ideally a close bond, but can be exploited by masters with ill intent.

  • Masters commonly train multiple Young Fledglings at a time
  • Fledglings gain full independence after one century, when they are considered Mature. They often still maintain a close relationship with their Master.
  • A Master's duties: Feed their Fledgling, take responsibility for any of the Fledglings missteps while they are still a Young vampire, help them integrate into vampire society, hone their abilities
  • A Master and Fledgling may be romantically involved, but this is often seen as poor taste, due to the power imbalance, though it is not forbidden.
  • Abandoned fledglings are known as bastards and are pitied and quickly taken into a clan for their protection. They are seen as abandoned children, with the ire directed towards the absent Master, not the bastard fledgling.

Ferals

Feral vampires are vampires who have not fed in a long period (Young vampires need to feed more often, Ancient vampires can go for years) and have gone insane with thirst, driven by bloodlust. They are often those who have been expelled from a clan, abandoned by their Master, or were accidentally turned. They are incredibly dangerous and have no survival instinct, mindlessly attacking anything with blood.

Some vampire clans may take in ferals to try to nurse them back to health, while others will kill them on sight. Some ferals may be saved, but others are too far gone.

Bloodlust

Bloodlust is the mindless insanity that goes beyond typical vampiric thirst. It is all-consuming and drives ferals to attack anything in sight. Bloodlust overrides all self-preservation instincts. It kicks in after as little as a week (a very young vampire) or as long as five years (ancient vampire) without consuming blood.

The Morvaine Clan

The Morvaine Clan is a powerful vampire clan to whom most vampire clans in the Hallowfen Moors have sworn loyalty to, in exchange for protection. Centuries ago, the Morvaines brutally dominated the other vampires, even employing Hunters to eliminate rival clans. Some clans whisper of revolting against Morvaine rule, holding old grudges for the past bloodbath. The Morvaines and their associated clans use The Nightbound Kin as their martial force, seeing them as expendable soldiers and assassins for their cause.

Sigil: A golden chalice of blood with a red rose inside

Locations

Hallowfen Moors

The Hallowfen Moors are one of the most haunted regions in England. Thousands of years of ill omens have driven all but the brave or the foolish away from the place. Small towns dot the landscape of rolling hills and herds of sheep. A thick cloud of mist constantly hangs over the Moors. Vampirism is active, with several clans taking up residence in the area.

The Mistwood

The Mistwood is a dense wooded area in the southwest moors region. Mist hangs in the air, and it’s rumored to be the most haunted area of the Moors. Supernatural creatures dwell within, never daring to leave the shelter of the forest. Legends tell of faeries, ghosts, and other creatures, but only werewolves and feral vampires have been conclusively documented. The forest is a maze of paths, and the trees seem to swallow all who enter, leading to countless disappearances. Signs warn passerby to avoid entering, and all but the bravest Hunters steer clear.

Town of Ashton

Ashton is a moderate-sized town in the southern Moors region under Hunter control. Its civilians live under the protection of various Hunter groups, but are prepared to deal with vampires themselves if need be. They employ various anti-vampire measures, such as garlic wreaths on doors or salt at the threshold of the house. Guarded by the hunter organization and guard force The Sable Guard.

Town of Carrion

Carrion is the name of the town formerly known as Eastwick. It is neutral territory in the eastern Moors region. Twenty years ago, it was tragically attacked by vampires, its residents killed or forced to flee to Ashton. The townsfolk’s ghosts now haunt the abandoned town, some benevolent, others evil. Few dare to enter Carrion, leaving it to rot. Even the vampires steer clear of the place.

Town of Sepulcher

Sepulcher is a moderate-sized town that was long ago overrun by vampires. Various smaller clans who operate under the Morvaine Clan reside here. Occupied by The Nightbound Kin.

Sainted Heights

Sainted Heights is the manor house The Crosswyths have lived in for centuries. It is a sprawling mansion with gothic architecture; tall spires adorn each wing and ivy creeps up the exterior walls. Wrought iron fences and a heavy gate barricade the property. It once stood as the brightest beacon in the fight against the vampires, but with the family’s diminished staff, it has fallen into disrepair. Watchtowers are situated at all four corners of the grounds, each armed with large crossbows.

Sublocations

  • Crosswyth Chapel: A small chapel for private reflection. A cemetery holds hundreds of fallen hunters, and the underground vault holds the Crosswyth forebears. Vampires cannot enter this holy place.
  • The stables: Once held dozens of horses, now holds three.
  • The gardens: An English garden, once beautifully trimmed, now overgrown. A glass-walled gazebo stands in the middle.
  • The Mistwood: A dense wooded area just outside the iron fence. Mist hangs in the air, and it’s rumored to be the most haunted area of the Moors. All matters of supernatural creature dwell within.

Castle Morvaine

Castle Morvaine is a large gothic castle and home to the Morvaine Clan. It sits atop a hill overlooking the town of Sepulcher. The castle was formerly owned by a wealthy man who died without an heir. It has been renovated multiple times. A mist gathers around the castle. Architecture features gargoyles, arches, tall spires, and vaulted ceilings. Some features include the main hall, dining room, drawing room, ballroom, multiple bedrooms for family and servants, and vault. The place runs like clockwork and features a full staff of servants, all vampires. Human thralls live in the basement where they are isolated, but well cared for.

The Sanctuary

The Sanctuary is the Cloaked Vigil's headquarters. It is a ramshackle house just outside Ashton, shared among a dozen high-ranking members. Most share a large room with beds separated by partitions, but the first, second, and third in command have their own rooms. Taxidermied vampire heads are mounted on walls, fangs sit in display cases, vampire hearts and organs are preserved in jars. Includes a basement training area with equipment, weapons, and cages for trapped vampires. The yard is fenced in, with sigils and garlic hanging to ward off vampires.

History

Crosswyth Family History

  • 1200s - Vampires began cropping up in northern England. Efforts made to stop them, all the lords of the land formed a coalition of vampire hunters, pledging their men. Lord Conrad Crosswyth was the only lord to remain passive.
  • The leader of the vampire hunters was killed. He came to Lord Crosswyth as a ghost, cursing him with supernatural abilities to fight vampires, and a longer lifespan with which to do it.
  • Rebuked, Lord Crosswyth eventually took up arms, training his ten children to fight as well.
  • The Crosswyth family continued to use their curse against the vampires, but their numbers dwindled. Some say it was bad luck, others say they are being punished for the exclusivity, elitist, and vain attitudes they held.
  • Currently, only one Crosswyth by blood remains: {{user}}

Ash Tree Plague

The Morvaine Clan placed a curse on the ash trees, by far the most commonly used wood for stakes and crossbow bolts, thanks to its magical properties. This led to the death of 90% of ash trees in the Hallowfen Moors, and the vampire hunters scrambling for alternatives.

Factions

The Cloaked Vigil

The Cloaked Vigil is one of the most powerful Hunter organizations, though it pales in comparison to what the Crosswyth Family's power was in its heyday. It is stationed just outside the town of Ashton. While they accept amateurs, their high-ranking members are the best vampire hunters at present. They are known for their brutality towards vampires, referring to them in derogatory terms such as "it" or "those things" or "the bloodsuckers," showing no mercy out of necessity. Softness is not tolerated in the Vigil's ranks. Prospective members must bring three vampire heads upon entry.

Leader: Jack Sterling (26, light skin, brown hair, and blue eyes. Respected leader despite his youth, efficient, sadistic streak)
Second in Command: Levi Morgan (25, dark skin, dark eyes, easy smile. Balances Jack's intensity.)
Third in Command: Vance Bennet (30s, massive build, ruddy complexion and light hair. Intimidating enforcer.)

The Sanctum of the Eternal Flame

The Sanctum of the Eternal Flame is a vampire hunter organization with a religious angle, operating out of an ancient stone monastery. They have declared the other hunter organizations as heretics, and they are the only ones truly able to stop the vampire menace.

The Sable Guard

The Sable Guard is a vampire hunter organization based out of the town of Ashton. They wear dark clothing and primarily work to guard Ashton and keep order, more of a defensive than offensive force. Allied with The Cloaked Vigil.

The Nightbound Kin

The Nightbound Kin is a martial force of vampires operating under the Morvaine Clan's authority. They handle much of the grunt work and are the main offense against Hunters. They are viewed as lower-class and expendable. They range from berserkers and soldiers to scouts and assassins.

The Silver Crescent

The Silver Crescent is a small organization of werewolf hunters based in the town of Ashton, residing in a single manor house. Since werewolves are scarce in the Moors, they usually assist with fighting the much larger vampire menace. They view werewolves as nothing more than animals to be slaughtered.

Witch Hunters

Witch hunters are a specific class of Hunter dedicated to the destruction of magic users. Most use anti-magic sigils or wards, while also relying on tracking and martial skill. Unlike vampire hunters, witch hunters wear light clothing, staying agile. They linger around the Mistwood where their quarry hides.

Witch hunters lack a centralized organization. They remain as solitary vagrants on the fringes of society, much like the witches they hunt. Though quietly approved of, witch hunters are seen as tainted, as they must meddle in magic to be able to fight it.

Witches

Witches are feared, misunderstood, and ostracized from society, fearing discovery by witch hunters. They are rumored to dwell within the Mistwood, though some hide in plain sight, living among ordinary townsfolk. Their esoteric powers range from divination to dreamweaving. Sigils provide protection or power, marked on the body or a specific location. May also be referred to as hags.

Timeline

  • 1200s - The Crosswyth family is given their vampire hunter abilities.
  • 1502 - The Morvaine Clan dominates all other vampire clans and takes control, uniting many under their rule.
  • 1507 - THE LADY is born.
  • 1509 - THE LORD is born.
  • 1534 - Uriah Morvaine, leader of the Morvaine Clan, turns Rhys ab Owen, later THE LORD.
  • 1536 - Uriah Morvaine turns Catherine Dumont, later THE LADY.
  • 1791 - Uriah Morvaine is killed by a Hunter. THE LORD inherits and is the new ruler of the Morvaine Clan.
  • 1796 - THE LADY’s attempted coup fails. In an unexplained act of mercy, THE LORD permits her to live.
  • 1832 - Alexander Crosswyth, {{user}}’s father, is born.
  • 1848 - Garrett Stojanović is born.
  • 1861 - Jack Sterling is born.
  • 1862 - Following his father’s death, Alexander Crosswyth becomes the leader of the Crosswyth family.
  • 1863 - Garrett Stojanović survives the Ichor Ritual and becomes a Crosswyth Hunter.
  • 1870 - Lady Crosswyth, {{user}}’s mother, dies.
  • 1870 - Alexander Crosswyth assigns Garrett Stojanović to be {{user}}’s bodyguard.
  • 1878 - Alexander Crosswyth dies in a vampire attack on Sainted Heights. Many other Crosswyth Hunters are also killed. {{user}} survives thanks to their bodyguard Garrett hiding them in the Crosswyth burial vault beneath the chapel.
  • 1878 - Jack Sterling establishes the Cloaked Vigil, a vampire hunter organization.
  • 1888 - Present year. {{user}} is made the leader of the Crosswyth family and undergoes the Ichor Ritual, making them a Blooded Crosswyth.
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Pub: 20 Sep 2025 04:38 UTC

Edit: 14 Oct 2025 02:06 UTC

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