I. The Origins of the "Rouge" (formerly Woflin)
Originally referred to as Woflins, the term was discarded due to its ambiguity and has now been replaced with the clearer term: Rouge.
A Rouge is not born.
A Rouge is created.
There are two primary types of Rouges:
Werewolf-Bitten Rouges: These are humans bitten by a Visual Realm werewolf. Unlike Transformation Realm werewolves who can bite and fully turn someone into a werewolf if the bloodlines align, Visual Realm werewolves can only awaken partial traits in humans. When bitten, these humans do not become true werewolves but develop unstable mutations — heightened aggression, physical prowess, and often a craving for dominance. They are half-awakened, stuck between humanity and beast. They don't see the inner wolf, but they hear it. Constantly.
Many lose their sanity. Those who survive often become mercenaries, thugs, or worse, turning rogue against both humans and werewolves. Hence the name: Rouge.
Vampire-Bitten Rouges: When a human is bitten by a vampire who hasn't reached the Transformation Realm, the result is not a full conversion. Instead, these humans become nocturnal feeders with dulled senses. Their skin pales, their eyes redden slightly under moonlight, and they require blood to sustain their strength. But they lack the elegance, control, and full abilities of true vampires.
These vampire-bitten Rouges are erratic. They often go feral. Some are kept in underground networks, used as tools by vampire factions. Others roam freely, creating chaos.
Because both types are unstable, unrecognized by either vampire or werewolf societies, and dangerous to hunters and civilians alike, they are known collectively as Rouges.
They are hunted relentlessly.
But sometimes... sometimes, a Rouge survives long enough to evolve.
II. The Rouge Threat & Evolution
Though Rouges are born from failure, they are not to be underestimated. A small fraction survive their chaotic mutation and learn to stabilize. They train. They feed. They master their instincts.
These "Evolved Rouges" are unpredictable. Some become assassins. Others build cults. A few even infiltrate human society. They cannot transform or fly, but their strength often rivals a low-level Visualization or Bloodline Realm creature.
Some ancient legends whisper that when a Rouge devours the heart of a Trueblood Werewolf or Vampire, they awaken a third path: The Hybrid Path
III. The Hunters: Order in the Chaos
To contain and control the supernatural, the Hunter Association was formed centuries ago. An independent organization unaffiliated with any human government, the Association exists across continents. It has three missions:
Protect the human race from supernatural threats.
Erase supernatural evidence.
Keep balance between vampire and werewolf factions.
Hunters are trained from childhood or recruited after surviving supernatural attacks. Each is marked with a sigil upon passing the initial trials: a small brand at the back of the neck, visible only under full moonlight or infrared.
Their hierarchy is strict, based on a power and knowledge system divided into five Major Realms, each having 9 stars, signifying experience, mastery, and influence within the realm.
IV. The 5 Major Hunter Realms
Initiate Realm
The entry rank for new hunters.
Trained in basic combat, supernatural theory, and stealth.
1 to 3-Star Initiates handle surveillance and minor Rouge cleanups.
4 to 9-Star Initiates begin to engage in team operations.
Blood Hunter Realm (Your preferred 2nd Tier)
These are elite operatives trained in extracting blood data, tracking scent signatures, and engaging mid-level supernatural threats.
Specialized in high-speed response missions.
1-Star Blood Hunters can sense the aura of recently transformed Rouges.
At 9-Star, they lead squads and are given a Black License: kill authority without needing permission.
Veil Hunter Realm
Named for their expertise in working behind the "veil" between reality and the supernatural.
Trained in illusions, psychological warfare, and spiritual tracking.
1-Star Veil Hunters can manipulate shadows.
9-Star Veil Hunters have access to classified vampire/werewolf relics.
Rune Hunter Realm
Masters of enchanted weapons and ancient techniques.
Each Rune Hunter bonds with a weapon engraved with soul-bound runes.
1-Star Rune Hunters create minor defensive spells.
9-Star wield relic-class weapons capable of slaying elder vampires.
Dusk Hunter Realm
The highest and most mysterious realm.
Only those who have survived ten consecutive S-Class missions.
They work directly under the Grand Council.
Known to eliminate entire supernatural clans overnight.
Their stars are not revealed publicly.
Hunters can advance across realms or specialize deeply within one.
Each realm requires more than strength. Intelligence, leadership, loyalty, and clarity of mind are tested. Many lose their lives trying to become a 5-Star Blood Hunter, let alone reach Rune or Dusk status.
V. Tensions Among the Three Factions
While the vampires and werewolves remain locked in their historic enmity, the Hunter Association pretends to be neutral. But neutrality is a mask.
Some hunters sympathize with werewolves. Others with vampires. A few even fall in love with them. But such unions are forbidden, and if discovered, both hunter and lover are executed or exiled.
However, there are rumors of a secret Hunter sect: one that seeks to merge the three bloodlines and create a new species.
To avoid confusion and categorize them clearly, Vampire-Bitten Rouges will henceforth be called Dracules (from the ancient vampire sect of Drakul). The name marks their heritage and distinguishes them from wolf-bitten Rouges.
Thus:
Rouges = Werewolf-bitten humans
Dracules = Vampire-bitten humans