The Kierrn are creatures of ancient power. Power of the moon, power of life, power of destruction. Their power is so ancient and tied to nature's order that it can be considered "magic" by modern day terms.

No, this does not mean that Kierrn can shoot fireballs from their fingertips, call a storm, or turn lead to gold. That is not their power. Their powers are made to help them do what they were created for. Powers of perception. Powers of long running, leaping, and strength. Powers that aid them in the hunt. The ability to call upon the natural powers of certain elements, such as crystals and herbs.

Some powers come naturally to a Kierrn, powers that keep them hidden from man. Other powers, however, are more complex and require "spells" to make them work. Here is a list of the spells and abilities Kierrn are able to perform:

Lost TracksArea – Instinctive Ability – Temporary to Permanent
This ability enables a Kierrn to will his trail to become lost or garbled to those following it. This also includes his scent if he is being trailed by hounds. His trail will literaly fade away and dissapear.

Will the Forgotten - Single person - Instinctive Ability - Permanent
This instinctive ability allows the the Kierrn to will a single person to forget about them. The person will permanently forget ever seeing the Kierrn, or will remember seeing something or someone, but won't remember what it was or what the person looked like.

Crystal Glow Object – Basic Spell - Temporary
This small spell allows a Kierrn to activate a dedicated crystal to give off a bright, cool glow.

Fire LightArea – Basic Spell - Temporary
Using a small, dedicated stone, the Kierrn is able to ignite a small candle flame-sized fire.

Spell of ForgettingArea/Group – Intermediate Spell – Permanent
This is a more advanced spell that causes any number of people to forget the Kierrn, much like Will the Forgotten.

Ghaa’yarr (place of safety)Area – Intermediate/Advanced Spell - Permanent
This spell creates a safe place where the Kierrn can remain undetected for as long as he is in the Ghaa'yarr.

More spells and abilities will be listed as I think of them.

NEXXUS':

There are rivers in the world where raw power flows, created by life and the very energy of the planet itself. There are places in the world where these energies pool, places that are known to most people as a Nexxus. Kierrn can sense these places, and are drawn to them. Through rituals, a Kierrn can tap into this energy and use it for healing, for making sacred objects, to perform a Pahar'ryn, or to create herbal potions, etc. Often times a Kierrn will find such a place and decide to claim it as their territory. Doing so is risky as the Kierrn risks exposure to enemies, and challenges from other Kierrn as well as other supernatural beings.

THE NEED TO FEED:

Kierrn are creatures of magic, but it is a dark magic, old as the world itself. It is the mysterious magic of the moon that created the Kierrn, and it is Her magic that they use. But in order to use it, to stay alive, they must fullfill that purpose for which they were created for. They must take human lives. For when a human dies, his death gives off life energy that the Kierrn consumes, fueling their magic and their own life energy. But they were not created to kill indescriminately, they were created to take down the weak, the dying, the diseased, the insane, and they are drawn to these types of people. Taking the life of a healthy person is a wasted life, and the energy they get off of such kills is minimal at best. The best energy is taken from one already dead inside, one diseased who would pass on such traits.

It is the culling of the herd to keep it healthy that the Kierrn were created, and to this day they live to serve that purpose. They are driven to kill, and must do so at least every two weeks, or they grow weak, and ravenous, and they could possibly go on a killing spree. Killing animals to keep from killing a human simply does not work. The life energy of animals is far different from a human's energy, and does not fulfill that hunger.

HERBALISM:

The Kierrn are not only children of the moon, but of the Earth as well. Since the creation of their race, the Kierrn have had a strong bond with the spiritual elements of mother Earth, and are able to use Her elements to their own advantage. Animal spirits aid them in their magic, but nothing affects a Kierrn more profoundly than plants. Herbs and other plants have varying effects on the moon's children from the beneficial to outright death. Listed below are a few plants and herbs and their effects on Kierrn:

Black Nightshade - A common forest plant who's black berries intoxicate the Kierrn for around 6 hours.

Wolf Lichen - Common to the coastal western United States, this plant (known as "Skaff" to the Kierrn) is a halucinogen when smoked.

Painted Bolete - This rare mushroom is found only under the eastern white pine in Maine and makes the Kierrn immune to pain when eaten (AKA "Tamir's Secret").

Rosemary - The leaves of this common herb have a scent that, when crushed, is euphoric to Kierrn (something like a Kierrn catnip).

Wolfsbane - The leaves of this common herb will cause a Kierrn to shift to their mid form if ingested.

POTIONS AND LOTIONS

FIRE BALM
Components: Bloodroot roots (common in North American forests), Goldenseal roots (common in NA forests), Mistletoe berries (very common).
Preparation: All components cooked, boiled down, and mixed together into a paste.
Use: Smear on wounds caused by fire or silver.
Effect: Heals fire and silver wounds quickly.

SCREAMING DEATH
Components: White Baneberry berries (common in NA forests), Hemlock berries (common).
Preparation: Brewed.
Use: Drink
Effect: Powerfull Kierrn poison

OBLIVION TEA
Components: Rose Hips, Sassafrass, White Ginseng, Catmint, Rosemary, Mint, Blackberries, Hemlock, Angel of Death Mushroom.
Preparation: Brewed together under Gibbous moon.
Use: Drink
Effect: Tea puts Kierrn in a healing hibernation-like state for a week.

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