Fright Krewe - Season 1
Season 1
It all started during detention in a graveyard, when Soleil Le Claire, a girl who LIVES for horror, accidentally broke a spell on the Tree of Life and unleashed an ancient evil into this world. The spirit of Marie Laveau, voodoo queen of New Orleans, put her and four other kids in charge of saving the city from Belial, an ancient demon who feeds on fear. Luckily they're not alone–each kid gets a special gift from voodoo spirits called Loa. Super strength is given to Missy, Maybe gets the ability to disappear into the realm of the dead, Pat can understand any language or creature, Stanley gets knowledge about anything he touches, and Soleil can summon fire. Later in the season, she develops air and water powers as well. The ward they live in, the 13th and a Third, is known for fright tourism and Soleil's always loved all the scary legends about her creepy little ward. So she's beyond excited to find out the town's biggest secret - that vampires, rougarous, ghosts, monsters and demons are in fact very real. The creatures have been secretly living amongst the humans for decades… but tensions between the rougarous and vampires have been high lately, and when Missy has to turn into a rougarou to survive a life-threatening injury, the kids can't help but get mixed up in all of it. Our Krewe will have to hone their powers, figure out what Belial's up to, keep the peace between vampires and the rougarous, AND figure out how to be a team because there's no way they'd all hang out otherwise. But going up against local legends like the Feu Follet, swamp monsters, and demon hounds from the underworld is kind of a weird bonding experience, and our Krewe will realize there's more to each other than they thought.
Episodes
The Blood Awakening, Part 1
When Soleil accidentally unleashes an ancient evil from a cursed graveyard, the spirit of Marie Laveau grants her and an unlikely group of kids powers from the Loa.
The Blood Awakening, Part 2
Reeling from their new powers, the kids seek answers from Pat's Aunt Alma, a voodoo mambo, who helps them contact the spirits. But the mysterious "ancient evil" they unleashed goes after Missy and influences her into targeting Soleil in a deadly pursuit.
The Awakening
Soleil and Stanley learn there's more to each other than they thought as they try to save Stanley's sister, Cece, from rougarou Missy. Pat and Maybe search for offerings to summon Ogoun when creepy voices that only Pat can hear call out to them for help.
The Haunting
Maybe still refuses to go to the Shadow Realm but when the Krewe is haunted by a school ghost, Soleil finds a way to get to the root of Maybe's fears. Belial knows the perfect weapon to help Furst get revenge, but it's in the heart of vampire territory...
The Feast
When the Krewe realizes Belial feeds off fear, they watch over the Friday the 13th parade. Soleil realizes they need to work together to defeat The grunches! Missy learns to control her transformation. Maybe finds out the Bunradys are vampires.
The Swamp
They go to the swamp and finds out Pat used to live here until his dad passed away in a gator accident. Pat never believed the story, and a mysterious voice offers to tell him the truth. Mayor Furst and Belial send a creature to eliminate the Krewe.
The Light
After learning from Honey Lou that Pat's dad had his soul trapped by the Feu Follet, the Krewe helps Pat free his dad and say one last goodbye. Belial and Mayor Furst visit the Necromancer to coerce him into altering rougarou Malcolm's final memory.
The Bait
The Krewe has an opportunity to sneak into Furst Mansion, but their cover is almost blown. Meanwhile, Nelson's starting to get suspicious about Missy and Stanley's powers, and his dad makes it worse by advising Nelson not to trust them.
The Trap
The Krewe gets caught and everything is going according to Furst and Belial's plan. After facing Belial, Soleil experiences true horror and her spirit is broken. We learn what drove Mayor Furst to the dark side.
The War
Furst uses a spell to lead the rougarous and vampires to their deaths. To free themselves and stop the war, the Krewe must convince Nelson that his dad's beliefs are wrong. Soleil must make a choice between good and evil.
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