pinefieldparadox
pinefieldparadox
welcome to pinefield
9 posts
oc blog
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pinefieldparadox · 1 day ago
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Guy who is touch starved but emotionally repressed goading you into punching him for completely normal reasons
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pinefieldparadox · 4 days ago
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i'm sort of between graves right now
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pinefieldparadox · 4 days ago
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Werewolves
Werewolves in the Pinefield universe are similar to Vampires in the sense that their curse is both acquired and hereditary, but in most other aspects, they are very different. Part human and part beast, nearly every werewolf is at constant war with themselves against their bestial nature.
The werewolf curse is hereditary through the matrilineal line, though it can also spread through bites or scratches acquired on the full moon. The hereditary version of the curse takes hold at around the onset of puberty for females. Males possess a dormant gene, though they can become infected and turned later in life. Their dormant gene makes them more resistant to Ferality.
The curse's origins are unknown, but is believed to be sourced from a single progenitor. Some of the more spiritually oriented packs view the condition as a divine blessing from the moon itself, and that overcoming the darker aspects of it is part of a divine challenge.
Most, though not all, werewolf packs are matriarchal in structure. Those who go too long without connecting to a pack may begin to lose their identity, becoming Feral. Pack identity is believed to stave off Ferality.
Pack leadership is passed from mother to daughter. Lone wolves and newly turned werewolves are sometimes adopted into packs, albeit treated with suspicion and distance until they prove their worth.
There is no known cure for lycanthropy, though suppression rituals exist. However, they are temporary and costly.
Spiritually oriented werewolf packs often use moonstones and lunar magic for ritual purposes. Many werewolves use moonstones in suppression rituals in order to gain heightened control of their shapeshifting and full beast forms.
Transformation
Werewolves always transform fully under the light of the full moon. As the moon cycle waxes and wanes, so too does a werewolf's superhuman strengths and shapeshifting abilities.
As the full moon approaches, shapeshifting becomes easier. During a new moon, they are at their weakest, unable to transform at all.
During a lunar eclipse, their curse spirals out of control unless careful precautions are taken. Since werewolves wish to maintain the illusion of normalcy for fear of being hunted, this is very necessary.
Full moon - all werewolves will shift into their full beast form, regardless of control, and is no longer optional. they take on the forms of large bipedal wolves with glowing eyes.
Waxing moon - shapeshifting is possible at will and more stable, half-human half-wolf appearance. those with less control struggle with this.
Waning moon - requires strong will and/or ritual assistance. More human than wolf appearance, yet still dangerous.
New moon - werewolves are essentially human, though physical traits like heightened senses and speed lingers.
Lunar eclipse - werewolves are at their most powerful on a lunar eclipse, but also at their most unstable. without preparation, their heightened strength is matched by a loss of control, making them a danger to themselves and others.
Weaknesses
Silver is not lethal by default, but can disrupt transformations and cause intense pain. However, an engraved silver blade to the heart, typically etched with binding runes or ancestral symbols, can kill even the most powerful werewolf elders. Plain silver may maim or repel, but is less likely to destroy the curse completely.
Wolfsbane is also a weakness. It causes illness and confusion in transformed werewolves, slowing them down significantly.
Werewolves can be somewhat poisoned and weakened by things that might otherwise be safe for humans but toxic to wolves, such as chocolate, grapes, garlic, and onions. They present as allergies.
Lycanthropy ends upon death.
Ferality
Feral werewolves are wild, animalistic, and unable to return to human form. Packs tend to hunt those who go feral, both as a mercy and a necessity to maintain the masquerade.
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pinefieldparadox · 4 days ago
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Demons & Ghouls
Demons are evil creatures, typically invisible to the naked eye, who prey upon unsuspecting humans. They use psychological torment, negative emotions, dreams and nightmares, and more in order to claim victims.
It's recommended that you read the primer on magic first before reading this.
Demons are not the horned creatures of folklore, but instead are strange, shadowy, spiritual parasites, usually drawn to pain, fear, and death. They feed on the life force and souls of humans.
Some merely drain and feed on souls temporarily (Feeders), others kill humans and 'harvest' souls in a serial manner (Harvesters), and some seek to take over the body altogether (Reapers). Each type of demon is not mutually exclusive. Some feeders can be harvesters, all harvesters are technically advanced feeders, and both can also be reapers and vice versa.
These categories are not rigid castes, but behavioral archetypes. A demon may begin as a Feeder, but under the right circumstances, such as feeding for too long on a vulnerable host, it may become something far worse.
Demons are not easy creatures to hunt, and are more commonly warded against instead. They cannot be truly killed, and instead can only be banished back behind the Veil. Demons tend to be drawn to places with heavy magical residue. Because ghouls are animated by a direct tear in the Veil, their presence leaves deep wounds in the Weave, where reality frays and magic behaves unpredictably.
Feeders
Most demons are feeders - malevolent, parasitic spirits that latch on to troubled souls and feed off of their negative energy over the course of weeks, months, or even years.
They are typically regarded as the least dangerous type of demon, though underestimating them can be deadly.
Harvesters
Harvesters are named as such because they are known for trapping humans and harvesting their souls over a much shorter period of time.
Dream eaters are harvesters who prey on sleeping humans, infiltrating their dreams and using whatever they can to trap humans in deep slumber so that they can harvest and feed off of their souls.
When a human is in sleep paralysis, they are more likely to catch sight of the dream eater's true form. Sleep paralysis thins the barrier between the waking world and the Veil, allowing glimpses of the demon's true form.
Reapers & Ghouls
Reapers seek not only to feed, but to kill, possess, and dominate in order to further influence and spread chaos around them.
Before full possession, victims often exhibit erratic behavior, violent mood swings, and/or inexplicable physical changes.
Demons are immaterial and invisible to the naked eye, but upon fully possessing a significantly weakened human host, they turn the body into that of a ghoul, a visible, physical vessel through which the demon exerts force in the world. Ghouls are possessed corpses with superhuman strength and agility, and a craving for human flesh.
The reason they consume flesh is to maintain the demon's tether to the body. Demonic possession tends to warp the body beyond recognition over time. Ghouls are serious threats to the masquerade and are tracked down and killed by hunters and supernatural beings alike.
Names
While most demons have no use for names, some demons choose names for themselves. In particular, there is a dream eater named Bellamy Driscoll, who stalks seedy motel rooms, roadside inns, halfway houses, and homeless shelters.
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pinefieldparadox · 4 days ago
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Rules of Magic
Magic is powered by strong belief as well as the opening of the 'third eye'. The concept of the third eye in this context is not literal, but instead a metaphorical representation of a soul's awakening to their 'arcane spark' - a dormant magical spark that exists within all beings.
Although all beings possess this dormant arcane spark and thus influence reality in unconscious and subtle ways, every practitioner of magic has had a moment of revelation wherein they first saw through the illusion of normalcy, piercing the Veil with their third eye's gaze and realizing how fragile the reality around them truly is. Once this third eye is opened, it can never be closed again.
This is a form of spiritual enlightenment, and usually follows a grand epiphany that fundamentally changes how one views the world. It is a moment of ontological dissonance, an event that breaks the individual's understanding of reality so thoroughly that it ultimately allows them to perceive and manipulate and hone that arcane spark.
As such, magic is shaped and channeled by the caster's intent. In order to cast a spell, the caster must have a clear, focused purpose and strong conviction within themselves and their abilities.
Magical Psychosis
The more a person uses powerful magic, the more detached from normal reality they can become.
Long-term magic users may suffer from insomnia, paranoia, or a feeling of distance from the mundane world. Meditation, forming connections with other mages, and certain rituals can help keep a mage sane. If a mage loses control of their mind, their magic may spiral out of control as well.
This is, in essence and for lack of better words, magical psychosis. The mage becomes mentally disconnected from reality, and in turn, their magic follows their distorted beliefs.
The Weave & Magical Residue
The fabric of reality, known to supernatural beings as the Weave, is fragile. Those who pull too hard at its' threads may find themselves unraveling along with it.
Though typical magic cannot tear the Weave, advanced or forbidden spells may rupture it temporarily, causing localized instability, or worse, long-term damage.
The Weave is shaped by collective belief (regardless of one's magical awareness), and evolves alongside humanity's beliefs in the supernatural, or lack thereof. Spells work best when they are 'believable.' As such, a spell to make someone forget your face is easier than one that turns you invisible.
As a result of the power of belief - rather, the lack thereof - magic must remain hidden from normal, unawakened eyes. If it becomes too visible, undeniable, or disruptive, rationalization and denial will cause the Weave to either lash out and reject it in self-defense, or unravel entirely.
To preserve reality's coherence, the unawakened mind subconsciously rationalizes magical events by rewriting memories or distorting perception. But if denial fails, the Weave itself intervenes.
When the Weave lashes out at a magic user, it leaves a wound on the soul itself. These wounds take a long time to heal, and the more soul wounds one has, the more likely one is to be erased, or succumb to madness, as reality forcibly corrects itself. While magical psychosis stems from internal overexertion, soul wounds are the Weave's punishment, leaving deep metaphysical scars from pushing too far or becoming too visible.
Major manipulations of time, space, and the natural laws of the world are typically forbidden because they threaten the stability of reality.
Every spell leaves an imprint on the world, a faint echo that can be sensed by those who know how to see it. Only supernatural creatures are naturally able to detect it, but hunters can train themselves to see it and track magic users with it. The more powerful the magic, the more 'dense' residue is left behind. The most powerful mages must be careful not to draw attention, either from other rival mages, from witch hunters, or from malicious spiritual entities.
Circle Magic
While magic can be practiced alone, its power increases exponentially when knowing practitioners come together. 'Circle' magic involves multiple magic users working together to cast spells that are too powerful or complex for a single individual, typically done via shared intent, forming a spiritual resonance that amplifies their individual arcane sparks. In doing so, this alleviates the mental toll magic can have on the user by equalizing it.
Belief-based traditions and exposure can 'prime' the arcane spark, allowing for earlier or less traumatic Revelations. As such, some families operate as circles, albeit in secret.
Some spells, artifacts, or rituals gain greater power through legacy. Magical heirlooms gain more and more power through the belief in their strength over the course of generations.
Magical Anomalies and the Veil
Sometimes, things happen and even the most experienced of mages do not have adequate explanations for why.
Usually, magical anomalies are the result of interference from 'outside entities', such as demons, fae, or spirits. These beings are invisible to the naked eye, incomprehensible to mortal minds, and are usually hidden behind a 'Veil'. They operate on different rules entirely, and it is not known what exactly these rules are.
Very rarely, humans can glimpse at or make contact with these creatures through the Veil via various means such as complex rituals or sigils. Or sleep paralysis, for some reason.
When these beings cross over through the Veil and into the Weave, magical anomalies can occur.
One example is that of an immortal man who possesses a spirit of vitality within his soul, causing him to come back from death no matter what. Another is of a fae being inhabiting a girl's body and influencing probability through positive and negative emotions.
And then there are demons, who use openings in the Veil to prey on humans. There are hunters who track down and eliminate demons. Some rare individuals can resist or banish these entities by anchoring themselves in deep, personal belief, but not everyone is strong enough to fight back on their own. Demons feed on doubt, fear, guilt, and/or delusion, warping reality around them to gain influence.
The Impact of Dreams
Dreams can cross the boundary between reality and the Veil, making them one of the few natural ways mortals can perceive or interact with magical forces and outside entities. Dreams are naturally unrealistic in many ways, and as such, dreams are capable of weakening one's rationality against magic.
Some mages may experience the moment of Revelation in the form of a dream. Lucid dreams are a powerful gateway between the Veil and the Weave, allowing magic users greater freedom when it comes to rituals and spells. Because belief shapes magic, dreams allow unrestrained testing of one's arcane will. A lucid dream can serve as a sandbox for learning magic safely.
Some mages, known as dreamwalkers, are capable of entering the dreams of others.
The Weave is partially formed by collective belief. Dreams, as mass subconscious output, leave impressions on it. Dreamscapes are like liminal realms where prophetic dreams, warnings, or new spells may occur. Mages suffering from magical psychosis may start having distorted nightmares.
There is a class of demon that feeds on and harvests the magical energy of dreams, especially nightmares, called the Dream Eater.
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pinefieldparadox · 5 days ago
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Vampires
Vampires in the Pinefield universe are not exactly undead, but are instead cursed... or perhaps blessed. The origins of vampirism are unknown, but are believed to have come from ancient magic.
Vampires can walk in the daylight without issue, though they express a heightened sensitivity to light (photophobia). This allows them to maintain the illusion of normalcy and blend in with regular humans. Most vampires are known as Daywalkers.
Vampires need blood to survive and maintain the illusion of normalcy. This is a condition known as Bloodthirst. The longer they go without it, the more blood they'll need in order to return to normal.
They can get by on animal blood, though it is less 'filling' than pure human blood. Blood sustains a 'glamour' that hides pallor, masks scent, and stabilizes emotions.
Some vampires engage in 'blood vegetarianism' by consuming animal blood only, though this makes them weaker than the average vampire. Other vampires find creative and consensual ways to drink blood without killing humans. But some vampires turn to illegal activities, such as blood smuggling or killing.
A vampire can choose either to merely bite a human for sustenance, or 'embrace' them into the fold. This involves feeding the recipient their own blood. The vast majority of vampires are created through a ritual known as an embrace. A bite without an embrace may cause illness due to blood loss. This may trigger temporary bloodthirst-like symptoms but does not lead to full transformation.
Vampires are not immortal, though they do live abnormally long lives and physically age slower than average humans. Embracing humans into vampires, or hoping for a Scion (often through careful breeding practices), are the only known ways to create more vampires.
Strengths & Abilities
Vampires are known for their superhuman speed, agility, and strength, as well as their ability to regenerate when wounded.
Vampires are capable of supernatural manipulation via their hypnotic gazes. Through their gazes, vampires can telepathically communicate with each other, as well as those they've taken blood from. This is a skill that must be practiced in order to be effective. They are also capable of seeing in the dark.
Rarely, vampires drop their glamour on purpose in order to tap into their darker powers, such as glowing eyes, sharp fangs, and knifelike claws.
Weaknesses
Vampires are weak to a wooden stake through the heart, as believed in folklore. If staked through the heart, the magic sustaining a vampire's long life ceases, causing them to quickly turn to dust, especially if they are ancient. The stake must be carved by hand, and wielded with the belief that it will destroy the vampire.
They are also allergic to garlic. Garlic contains compounds that can cause nausea, dizziness, and shortness of breath in vampires. Vampires are unaffected by religious symbols unless the wielder firmly believes in their power.
Wretches
If a vampire starts to starve, the illusion of normalcy steadily disappears until they are a violent husk succumbing to their Bloodthirst. These vampires are known in the community by (the rather unfortunate) title of 'Wretches', and their appearance inevitably distorts into something monstrous.
Wretches tend to lose higher reasoning and become feral, attacking anything with blood. Wretches also lose their ability to glamour and walk in the daylight.
To become a Wretch is the point of no return from Bloodthirst, and a nightmare for any vampire.
Vampiric Scions
Vampirism can be hereditary, albeit rarely. Typically, the curse of vampirism is spread through embracing. In cases of hereditary vampirism, the curse takes effect at the onset of puberty.
Hereditary vampires are known colloquially within the vampire community as Scions. Scions are at the top of the vampire hierarchy by virtue of being rare, comparatively very powerful, and naturally occurring.
Vampire Genetics
Since vampirism is a curse, the chance of a Scion being born depends on the lineage of the parents. A human and vampire pairing has a 12.5% chance of fostering a Scion, with the remaining 87.5% being an average human, or worse, stillborn. Two Embraced vampires have a 25% chance of fostering a Scion, with similar outcomes as a human and vampire pairing. Two Scion vampires have a 50% chance of fostering another Scion, but since they are so rare as is, this pairing is itself quite rare.
Scions are coveted among vampires for their rarity and power. The stillbirth rate among vampire-human pairings, and even some vampire-vampire pairings, is a source of deep grief and taboo. Some communities avoid talking about failed pregnancies entirely.
Scion Abilities
Compared to regular Daywalkers, Scions regenerate much faster - even from near-lethal injuries - unless decapitated or staked. They have longer lifespans and have heightened speed, agility, and strength compared to regular vampires.
A Scion Wretch is incredibly dangerous, such that entire groups of vampires may unite temporarily to take one down.
Vampire Factions
There are three major factions of vampires, and all other factions are descended from them in some way or another. Scions run nearly all of them from the top down.
One of the most well-known among vampires is the Sanguine Society, a secret society of governing vampires who maintain and enforce the illusion of normalcy at any cost, hunting and killing Wretches, and attempting to sire Scions as a safe way of facilitating more vampires. They believe that breaking the illusion is tantamount to treason that threatens the continued existence of vampire society and culture, and must be harshly punished.
The others are the Blood Lilies, and the Court of Silent Death.
The Blood Lilies are a cultish organization of vampires who believe that vampirism is a divine blessing in some form or another, especially Scions. They seek to create more vampires and are not known for their subtlety. This makes the Sanguine Society very angry.
The Court of Silent Death are an extremist organization that believes vampires should rule the human world, and seek power in ways the Sanguine Society does not. They have similar principles as the Sanguine Society, but enforce them differently. They maintain the illusion of normalcy out of necessity rather than desire, and theorize about a world in which vampires are at the top of the greater social hierarchy.
In Pinefield, the biggest local organization is the Crimson Skull Syndicate, a large criminal group that specializes in blood smuggling for the less fortunate sides of the vampire community. They also do extortion, black market deals, human trafficking, drug and weapons trading, and clean assassinations. They keep Wretches as 'guard dogs'.
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pinefieldparadox · 6 days ago
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shark coded characters. but not like "predator—drawn to blood" but characters who instinctually know/believe if they stop for even a second it'll unravel and kill them
and me i feel also not so good
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pinefieldparadox · 7 days ago
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welcome 2 pinefieldparadox
hewwo this is where i post my oc stuff.
Pinefield is my urban fantasy world, heavily inspired by some of the old World of Darkness ttrpgs. you can read more about it here.
i hope to someday make it into a collection of stories of some kind, my medium will probably be visual novels with multiple endings. this is not coming any time soon tho sorry lol
since this takes inspiration from a franchise named "world of darkness", i should mention that the posts on here will not always be family friendly. viewer discretion is heavily advised.
i, as the author, do not approve of or condone the horrors happening to / committed by the characters in my stories.
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pinefieldparadox · 8 days ago
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What is Pinefield?
Pinefield, the City of Trees, is a picturesque city nestled beside a river and surrounded by whispering pines, located somewhere in the midwestern United States. In it, there live all kinds of supernatural creatures, blending in almost seamlessly with the human residents.
One group of supernatural creatures are the varying packs of werewolves. Some werewolves embrace their bestial nature, while others scurry for a cure. Some learn to control themselves on the full moon, while others remain paralyzed by fear of their dark side. Some werewolves don't even have a pack to call their own.
Then, of course, there are clans of vampires. Most vampires have the luxury of appearing perfectly normal by both day and night. As expected, their curse can spread through a bite. Most can live normal lives like humans do, go out in sunlight without pain or fear, eat regular food, so on and so forth. But they do need to consume blood, or else their true nature will inevitably reveal itself as their thirst consumes them from the inside out. As such, there are the other vampires, who are twisted by their bloodthirst beyond repair and don't have such a luxury.
And then there are the sorcerers, the witches, the thaumaturges, the warlocks - those who've learned to bend reality to their will with magic tricks, following a realization that brings them face to face with how easy it is to unravel these fragile threads. Their third eye, so to speak, opens wide and can never close again. But they have to hide and abide by strict rules, for not everyone even believes in magic in the first place. And those who don't believe tend to fear what they don't understand.
There are rumors of mediums, people who are born the hereditary ability to commune with ghosts and spirits. However, most mediums are otherwise average humans and thus tend to believe that their mediumhood is some kind of mental illness, with most trying to ignore the whispers in the night. Some aren't so lucky, and are driven mad. Others, however, hone these abilities and learn to live with them.
Lastly, there are a select few humans who've come to see the dark underbelly of Pinefield, and the world at large, and reacted how they tend to react to things they don't understand. Fear, rage, hatred, and an overwhelming desire to snuff it out and return the world to its' 'natural state'. Witch hunters, vampire killers, wielders of the silver bullet, what have you. They may be powerless relative to the others, but they're far from weak. Some hunters make dire, often bloody sacrifices in order to empower themselves, such as the forcible opening of the third eye, or other terrifying forms of self empowerment, all with the goal of hunting the monsters. This, in turn, distances them from their more-average human peers. The irony is not lost on them.
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