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<gallery mode="packed-overlay" widths="180px" heights="200px">
{{Info Affliction
File:Voidplane.png|''The Abyss''
|name = Vampires
File:Existplane.png|''The Eidolon''
|image = vampirebloodyb.png
File:Fairyplane.png|''The Anima''
|races = All except Urlan, Bralona, Sihndar.
File:Malefiplane.png|''The Hollow''
|infection = Bite, Drinking, Ritual.
File:Changeplane.png|''The Vortex''
|origins = Abyess Gods
File:Ordainplain.png|''The Eternum''
|symptoms = Blood Hunger, Red Eyes, Sharp Teeth.
File:Knowingplane.png|''The Dictat''
|status = Not Curable.
File:Silentplane.png|''The Silence''
|}}
</gallery>
Millions of Regalians go to bed at sundown, closing their windows and doors. They snuff out the lights one by one, hoping for a good night's sleep and the safe return of sunlight in the morning. The Vampire is the inspiration for almost every night terror and thing that goes bump in the dark. An insidious Afflicted who feeds off of the blood of the innocent, Vampires to most people are the quintessential evil. The Regalian Empire has fought whole wars just to keep them at bay, while they plot and scheme still to usurp civilization from within and build a nightmare where Vampires rule in endless night.


====The Abyss====
==History==
[[File:Voidplane.png|left|frameless|220px]]
Blood-hunger is an old curse, going back thousands of years. The Allorn Elves called it Sangaley, and it was to them just one of many Magic sicknesses that ran through the population. However, in the days immediately after Cataclysm, a powerful Abyss Entity realized that the draining of Magic from the world would limit its ability to affect things for the foreseeable future, and so mutated Sangaley into what is now understood as Vampirism. No longer just a hunger for blood, it became a highly contagious mind-warping curse that spread like wildfire and built hierarchies around itself. Designed to usurp Ailor more than the Magic-wise Elves, the scheme worked, and spread through the [[Velheim]] Ailor kingdoms of Ellador so fast that they buckled and begged Regalia for help. With its assistance, they fought back the Vampires in what is called the Hidden War, because of Regalia's firmness on hiding all evidence of its existence from the public to avoid causing a panic. While the war was a large success, concealing it backfired, as without awareness Vampirism slipped into Regalia as well and immediately started multiplying. In the modern day, Vampires are so numerous and diverse that they no longer serve the will of any one God, creed, or nation. Their curse, beloved by them as their blessing, is theirs to use as they will.
The Abyss is a realm of darkness and shadows, of hedonistic pleasures and self-service, but one that is entirely free of any restraint and inhibition. Veilwalkers have described this realm as one where one walks in shadows and an eternal red twilight, but where the senses are constantly overwhelmed with seductions and allure. Demons shape themselves based on the wants and needs of those who come into contact with them, attempting to entice and seduce the unprepared into their schemes perfectly. The Abyss takes a central role in the history of Aloria, once having been called the Void, because of the cyclical Void Invasions during which Demons poured out to end all life on Aloria. After the Cataclysm, as the Abyss was more thoroughly explored, the term was changed.


The Abyss is the anti-realm of the Eidolon, where the perfect ordination and divine planning strongly chafe against the ultimate freedom and lack of restrictions inherent to the Abyss. The Abyss is the ally-realm of the Vortex, due to their common themes of unrestricted need, of change, and of evolution. The Abyss has two unique Schools of Magic called Blood Magic and Shadow Magic. Abyss Magic has traditionally been thought of as seductive and hedonistic and thus been considered corrupting, but has more recently been re-evaluated as eternally liberating and gratifying, freeing those who use Magic to overcome oppressive systems at the cost of their own discretion and wearing their desires and wants on their sleeves for all to see.
===Role On-Server===
Vampires are hated in Regalia by all lawful Characters. Knights, citizens, and vigilantes will overwhelmingly try to grab and arrest them for curing. However, Vampires are cool, and find natural allies in anti-law forces like Demon summoners, renegade Mages, and foreign saboteurs. While their goals don't always necessarily align, all of them are stuck opposing the machine that is the Regalian Government for their own reasons, and in the face of external pressure usually end up banding together. Vampires tend to be found in the Sewers, but if Glamoured or Disguised, can go just about anywhere with ease.


====The Eidolon====
==Vampirism==
[[File:Existplane.png|left|frameless|220px]]
===Getting Infected===
The Eidolon is a realm of perfect tranquility, of divine ordainment and harmonious design, but one where dogma is all powerful and deviancy is repressed. Veilwalkers have described this realm as one where perfect geometry and divine design in repeating patterns and shapes create beautiful harmony, but where any changing of this perfect order is harshly punished. Demons shape themselves based on the principles of design and order, attempting to induce any trespassers into compliance, so that peace and harmony may be restored. The Eidolon takes a central role in the history of Aloria, because it was their violent subjection by the Seraph, that caused their anti-realm to venture into Aloria, and start the cyclical Void Invasions to also wipe out the Eidolon.  
* The simplest form of infection is to be bitten by a Vampire. Vampiric feeding usually lasts around 5 minutes, but can be time-skipped at the victim's request. Vampire players are strongly encouraged to feed IC, but if circumstances are not good, can resort to off-screen NPC feeding.
* Another method of infection is to make a blood offering in a twisted ritual to the Abyss, inviting the Entity's attention.
* Another method of infection is to willfully drink a cup worth of Vampiric blood.
* Another method of infection is relic infection, which involves stumbling on an ancient, cursed Vampire relic, which instantly infects its finder and is then consumed.


The Eidolon is the anti-realm of the Abyss, where chaotic lack of restraint destroys all semblance of harmony and divine ordainment as found in the Eidolon. There is of course also the fact that much of the Eidolon was destroyed from the repeat Abyss Invasions on Aloria, forcing Eidolon Demons to hide often to avoid the same fate. The Eidolon is the ally-realm of the Eternum, where the eternal stability and stasis of never-changing essentialism corresponds with the Eidolon's design. The Eidolon has two unique Schools of Magic called Chrono Magic and Light Magic. The Eidolon has traditionally been thought of as spiritual and tranquil realm due to its support of traditional virtues, but always narrow-mindedly represses anyone who acts outside of its desired "normal."
===Infection Timeline===
Infection can take up to 72 hours to take hold, but the victim can choose how long it takes inside that range. During this time, Curing is easier. Someone giving in to the curse can be forcibly cured by Lothar Knights through a painful exorcism process, while someone resisting the curse can go to a priest of their religion for a cleansing ritual. In either instance, the curse is removed. Once the window passes, the Character is considered a full Vampire, gaining Vampire Mechanics. To cure a full Vampire, refer to Curing below.


====The Anima====
===Curing===
[[File:Fairyplane.png|left|frameless|220px]]
Only Vampires who seek curing can be cured. If they find someone who has Divinium and is willing to sacrifice it, they can perform a ritual to cleanse the Vampire's soul, freeing them of the curse's mental effects. After this, the Vampire remains recognizable as a Vampire, but no longer needs to drink blood and loses all Mechanics. After two weeks (or longer if desired), as long as the Vampire does not drink any blood, the Divinium is spent and the Vampire is fully cured.
The Anima is a realm of the Fae, of an abundance of life and vibrancy in colors and experience, but one where the trickery and deceit of the Fae causes forever-war between the four cardinal courts. Veilwalkers have described this realm as one of natural beauty very similar to Aloria, with vast wetlands, vibrant swamps, glacial cathedrals, and summer-warm flower fields. Fae and Demons are one and the same, in the Anima realm vast societies of immortal Fae exist that constantly wage war on each other, and conscript mortals and Veilwalkers from Aloria to fight meaningless battles to amuse the Fae. Out of all the realms, the Anima is the most Aloria-like, and the Fae are the most recognizable to Alorians as forming societies and expressing varied cultures and customs.  


The Anima is the anti-realm of the Hollow, where the permanent death and absence of vibrancy of life clashes with the abundance in the Anima. The Anima is also the ally-realm of the Dictat, where knowledge hoarding and spoken truths are equally used to trick and deceive. The Anima has two unique Schools of Magic called Evergrowth Magic and Moxy Magic. Anima Magic has traditionally been thought of as whimsy and fantastical, but this often forgets the underlying trickery that the Fae are prone to, and that appearances can be very deceiving. The Anima is dangerous despite having the largest population of Veilwalkers living in it, because the Fae are so adept at hiding their inhumanity and insane politics, with whimsy and flair.
===Design===
Vampires are Vampires. They have sharp teeth, red eyes, and an urge to drink blood. Optional traits include prehensile tails, darkened and sunken eye sockets, pointy ears, claws, bat-like facial traits, digitigrade legs, Mutations, blood-stained skin or hands, etc. Mentally, Vampires have no conscience. Additionally, Vampirism is an emotion multiplier, making all of the person's bad traits from pre-Vampirism many times worse. Vanity, greed, selfishness, and cruelty are all heightened.


====The Hollow====
===Vampire Mechanics===
[[File:Malefiplane.png|left|frameless|220px]]
All Vampires get the following Mechanics.
The Hollow is a vast necropolis realm where life has left few imprints, but where death is explored beyond mortal understanding. Veilwalkers have described this realm both as a horror of death, but also of beauty in finality and tranquility in the absence of suffering and pain or the indignity of death as there is no such thing as a living being that can die. Demons in the Hollow are often a coin toss between wanting to consume the souls of the living out of hatred for their condition or seeking to be perfect agents of the cycle of life and offering closure and a peaceful passing to those who are close to that threshold. The Hollow has had a history of negative interactions with Aloria due to powerful necrotic beings having declared a crusade against the living, becoming enemies of the Dragons of Aloria.  
{|
|-
| style="padding: 10px" | '''Hidden <BR> Scourge'''
| You can Magically hide your teeth and red eyes. This breaks during feeding. If you have [[Adapt_Point_Buy#Shapeshift_Pack|shapeshifting]], using this Mechanic while shifted makes you unable to Combat Roleplay. If someone knows your real name and that you're a Vampire, this Mechanic doesn't work on them.
|-
| style="padding: 10px" | '''Sanguine <BR> Bargain'''
| You can grant immunity to Vampirism to any person willing to bargain with you. In turn, if the bargained person attacks you, reveals that you are a Vampire, or reveals the deal, they take massive damage (discuss together what this means before making the bargain).
|-
| style="padding: 10px" | '''Arcane <BR> Blood'''
| You gain 2 free Packs from the [[Magic Point Buy]] category and the [[Adapt_Point_Buy#Mindcontrol_Pack|Mindcontrol Pack]] for the duration of your infection with Vampirism. The source of these Packs should be marked on your Application, and having them does not increase your Magic Proficiency.
|-
| style="padding: 10px" | '''Varghul <BR> Might'''
| You can transform into a Varghul (Gorilla-Bat hybrid) or [[Urlan]] (but Abyss-themed) appearance, both with Urlan Heritage Traits, losing your old Heritage Traits. This counts as a Disguise, and is not removed when you reach 0 HP.
|-
| style="padding: 10px" | '''Vampire <BR> Form'''
| You can transform into a Vampire Form, which is a Monstrous form with a unique Vampire-themed design that you can create. This counts as a Disguise, but is cross-identifiable with the Varghul appearance. It is also not removed at 0 HP.
|-
| style="padding: 10px" | '''Crimson <BR> Carnival'''
| You can summon endless food and drink, which cause Vampire blindness in those who consume them, unable to tell that anyone is a Vampire even if doing very obvious Vampire things for the duration of the scene, ending when it does.
|-
|}


The Hollow is the anti-realm of the Anima, where the vibrant expressions of life and vitality repulse the denizens of the Hollow. The Hollow is an ally-realm of the Silence, as both represent an ideology of finality and death, one of living beings and the other of thoughts and ideas. The Hollow has two unique Schools of Magic called Necrotic Magic and Specter Magic. The Hollow frequently has war waged upon it by forces in Aloria and the Anima, especially in the living city of Kur, due to the Hollow's constant interference with Aloria. This desire to inflict constant death is not consistent, however, while many in Aloria know the great horror of the Malefica from the Hollow, few know the rebels in its ranks who are less obsessed with extinguishing life, and more with extending deathly peace and ending suffering.
==Broods==
The child of one or more Vampires is called a Brood, or a Dhampir. They can be born with no Vampire visuals at all, or with red eyes and fangs, or anything in between. They aren't considered Occult unless they invest in Magic separately. While it is not illegal to be a Brood, they may be attacked on sight by people who assume they are full Vampires.  


====The Vortex====
All Broods get the following mechanics.
[[File:Changeplane.png|left|frameless|220px]]
{|
The Vortex is a realm of constant and obsessive change, a realm where nothing is allowed to stay the same, and everything must constantly evolve for the better or worse. Veilwalkers have described this realm as an undulating storm of lights, shapes, and realities, where even the simple act of blinking can result in totally new landscapes appearing before one's self. Demons from the Vortex are agents of an imposed and constant chaos of trying out new things, being new people, looking different, and feeling otherly. The Vortex however is also a realm in defiance of fate, and refusing to just accept the ordained by higher powers. Nobody is too far to be saved. Nobody is beyond redemption. Nobody is too weak, or too frail, or too young or old. It inspires an unending fight to have the power to change one's fate.
|-
| style="padding: 10px" | '''Dhampir <BR> Vision'''
| You are immune to Hidden Scourge, and can always identify Vampires. However, you are unable to reveal this information to anyone but other Vampires or Broods.
|-
| style="padding: 10px" | '''Dhampir <BR> Fortitude'''
| You are not affected by the mental or emotional effects of Vampirism if infected, and are able to retain your conscience and normal personality.
|-
| style="padding: 10px" | '''Dhampir <BR> Curing'''
| You can be fully cured of Vampirism without a Divinium cost or two week waiting period.
|-
| style="padding: 10px" | '''Dhampir <BR> Blood'''
| Your blood will sizzle and spark with a low flame when exposed to sunlight if you are uninfected with Vampirism. This can be used to prove your identity as a Brood to non-Vampires.
|-
|}


The Vortex is the anti-realm of the Eternum where the demand for eternal finality chafes with the Vortex idea that nothing is set in stone. The Vortex is an ally-realm of the Abyss, because their constant desire and need to experience something different align while they both revel in chaos. The Vortex has two unique Schools of Magic called Flux Magic, and Genos Magic. The Vortex is more enigmatic than the other realms due to its constantly hanging nature, making its Demons harder to recognize. The Vortex is hard to grasp for scholars, because its changing nature defies categorization or convenient recognition. This also causes the Vortex itself to be difficult to navigate for Veilwalkers, due to the landmarks and landscape constantly shifting as they try to cross any of it.


====The Eternum====
==Bloodlines==
[[File:Ordainplain.png|left|frameless|220px]]
===Voilenigme===
The Eternum is a realm of opposition to change, of eternal durability, and of fixed fates and rigid destinies. Veilwalkers have described this realm as comfortably familiar, of an unfading beauty in the static clouds, and celestial objects without orbits. Demons from the Eternum are in a state of constant peace with premonitions of what is to come, oracles of destiny and agents who defy change in the same breath. In the Eternum, comfort of the familiar and refusal to move on creates an eternity that refuses decay, rot, and rusting. It creates an eternity where beloved objects and people exist forever in a fixed point, and even where dreams of forever-Empire go to bloom, with all the wonders of splendor and tyrannical horrors of that concept come to pass. The Eternum is just that, the beautiful tyranny of eternity.  
[[File:Alaisreworkvamp.png|left|150px|caption]]
The Voilenigme (pronounced: Voo-al-ey-neeg-mey) Bloodline was created when Desprince Morvanus fled to Ithania, creating a new Vampiric Court there in the Palace of Duchess Valtriante. The two became Desprince lovers, a rare instance of peace existing between two Vampiric overlords in such close proximity, without constantly attacking or scheming against one another. The Voilenigmes (sometimes also nickanemed Voiles or Voile) are upper-class Vampires who favor mingling with the aristocracy, while hiding their Vampirism and charming their victims with fashion, opulence, a silver tongue and beauty. The Voilenigme are profoundly powerful in Ithania where they have deeply infiltrated the nobility, and by extension the Regalian Nobility also as the Ithanian Vampire nobles travel to the Regalian Courts. The Voilenigme try to avoid any association with things that are poor, disgusting, freak-ish, or debauched without style or class. This is also why they are rarely in their Vampiric Form, or why their Vampiric form generally has a more statuesque beauty to it rather than looking like a monster. Voilenigmes are very comfortable not being in a Coven, but if they are, styling themselves as the "classy" ones in the Coven, and looking down on the other more base Vampires who are enslaved to their instincts. The Voilenigme are enemies of the Silberfeder Vampires, an extension of the enmity between the Wirtem and Ithanian Nobility. Any Coven with a Voilenigme Vampire should count itself blessed with a socialite able to mingle with other non-Vampire groups, due to their unique ability to perfectly hide their Vampirism and be less dependent on blood.  


The Eternum is the anti-realm of the Vortex where the constant change and evolution wears down the durability of the Eternum. The Eternum is the ally-realm of the Eidolon, because of their design-based ideologies perfectly aligning. The Eternum has two unique Schools of Magic called Stasis Magic and Fated Magic. The Eternum is one of the least familiar realms in Aloria, because Demons from it just do not often venture beyond the familiarity of other Eternum itself, while Demons from other realms more frequently venture out. The Eternum to some is an unfading mirror in which they can preserve everything they fear to lose. To some, it forces them to come to terms with the undeniability of their destiny and find peace, while others experience this very matter as a tyrannical and inescapable weight on their shoulders.
===Nerocanto===
[[File:Bargainpire.png|left|150px|caption]]
The Nerocanto (pronounced: Ney-ro-can-to) Bloodline was created when Desprince Shannon fled to Vultaro. While initially mingling with the locals before the Cantaluna culture consolidated there, as Cantaluna as a cultural identity developed, so too did the Nerocanto settle into their habits. The Nerocanto are upper-class Vampires who take on the appeal of aristocracy, but are spies and rogues at heart who love a political game of blackmail. Their cultural emphasis is on charming their victims with operettas, orchestral music, and hauntingly beautiful instrumentals. The Nerocanto are unique in that they can cure a Vampiric Infection while it is still in its fledgeling state of their own bitten victims. This affords them a great amount of power to blackmail anyone they have infected for a cure, that being also their primary method of roguish plotting. Nerocanto can hover around the peripheries of Covens, but usually act like lone wolves who assist Covens but don't want to get too close, and be at risk of being taken down because other Vampires are less cautious than they are. The Nerocanto take great pains to hide themselves and cover their plots in five layers of thinking ahead so as not to get caught, and to continue their game of control and intrigue. The Nerocanto do not have any overt animosity towards other Bloodlines, but do consider any Vampire that shows a low level of wit or insight as an insult to the blessing that is Vampirism itself. Any Coven with a Nerocanto Vampire should count itself blessed with a spy-master Vampire who is able to quickly and efficiently establish a network of blackmail victims for information and favors across the Regalian city.  


====The Dictat====
===Vintgast===
[[File:Knowingplane.png|left|frameless|220px]]
[[File:Milotreworkvampir.png|left|150px|caption]]
The Dictat is a realm of knowledge and endless lyceums of learning, where information is stored, categorized, re-categorized, and re-categorized once more. Veilwalkers have described this realm as an impossibly vast library where not only useful concepts and thoughts are stored, but every little meaningless idea or quote that was ever uttered is obsessively focused on. Demons from this realm cannot stop talking, cannot stop divulging information, and also have an obsessive need to learn more, to know more, and to always understand more. The Dictat in this rivals the Dragon sites for pure information, though searching through all of it would be beyond the means of even those who live a thousand lifetimes, for so much of it is just endless noise and pointless drivel that is repeated over and over ad naseum.  
The Vintgast (pronounced: Vey-nt-gah-st) Bloodline was created when Desprince Shirva fled to the borderlands between Osteiermark, Tirgunn, and Lorenthaus. While in the modern day the Darkwald Lothar mostly fight Silberfeder Vampires, the Vintgast Bloodline was the original reason why the Sarnan people turned so heavily against Vampires, and why so many of them were killed before the Lothar Order took up their cause. Vintgast Vampires are banquet masters, able to conjure the greatest of feasts, most delectable food, and above all addictive and perfect wines. They are known as vintage distillers and brewers, who favor the countryside and winery to get up to their Vampiric business in peace and away from the chaos of large urban settings. Vintgast Vampires spoil and charm their victims with large dinners and endless delectables, only to get them into a food-coma and become easy prey. Vintgast usually avoid Covens, but can make powerful allies for Covens, as well as a great party-hoster for any Vampiric community due to their ability to be social with anyone, have a deep understanding of preferences and tastes, and being able to weaponize them to enamor anyone. The Vintgast take efforts to hide their identity but aren't as capable at it as the Voilenigme, resulting in a reclusive lifestyle, content to experiment with the fine flavors and delectable aromas of rare blood types for special wines. The Vintgast are however unique in their ability to survive off very little blood for extended periods of time, and can even brew extended elixers from their wines that can satiate other Vampires, creating addiction among their own kin.  


The Dictat is the anti-realm of the Silence, with its attempts to kill ideas and thoughts directly attacking the efficacy of the libraries of the Dictat. The Dictat is the ally-realm of the Anima, as the Fae and Dictat Demons find kinship in their obsessive compulsions, and both being monuments to the complexity of the experience of life. The Dictat has two unique Schools of Magic called Script Magic and Codex Magic. The Dictat is an intellectual's greatest dream come true, and a student's worst nightmare. The endless rows of books and scrolls invite a constant learning that makes one forget the passage of time or purpose for all this knowledge. The Dictat inspires a level of obsession not quickly matched by the other realms, one that is difficult to detach from due to emotional absence in the Dictat.
===Torrghlas===
[[File:Doughallvamp.png|left|150px|caption]]
The Torrghlas (pronounced: Tor(rhyme with door)-glass(short a from the English "aghast") Bloodline was created when Desprince Mannis fled to Gallovia and quickly established a strong court presence in the Talahm Gall Mountains. The Torrghlas Vampires are known as cave or mountain terrors, preferring less stylish and opulent housing and favoring brutish power and strength over plotting and scheming. Torrghlas Vampires tend to be largest broad-framed Vampires who act as shock troops to any Coven who is more than willing to take them on for their brute strength. The Torrghlas take no effort to hide themselves, and in fact favor aggressive body-modification and training to become bigger, better, and stronger, whether that is chemical, mundane and aesthetic, or magical in nature. The Torrghlas are a particular terror towards the Fornoss faithful, having mastered a transformation into a Vampiric corrupted Urlan and rampaging any would be frontline with overwhelming force. The Torrghlas consider the Nerocanto weak schemers who couldn't hold their own in a fight, and generally look down on all the high-class Vampire Bloodlines as being over-reliant on hiding their Vampirism and not having pride in being to show their power to the world. The Torrghlas make great allies and comrades to the Valhersir, both operating in overlapping environments, and favoring their vanity over secrecy. Torrghlas Vampires can be testy with Coven leadership, but generally speaking when respecting a leader for their skill and strategy, will be some of the most loyal Vampires present, favoring punching the traitors and giving no thought to joining them in their rebellion.  


====The Silence====
===Bremnevel===
[[File:Silentplane.png|left|frameless|220px]]
[[File:Swampire.png|left|150px|caption]]
The Silence is a realm of not even the faintest of whispers, a realm where no thoughts are uttered, and where ideas go to die. Veilwalkers have described this realm as an endless sea filled only with empty steles to mark the graves of names, ideologies, religions, and histories that were wiped from existence. Demons from the Silence consume knowledge for the purpose of unraveling and then destroying it. At first value, the Silence might be considered a purely harmful realm where one comes out knowing less, but this fails to appreciate that sometimes, life cannot go on without forgetting terrible experiences or traumatic events. Sometimes, ideas and ideologies are so inherently evil and putrid, that some unseen hand from the outside coming in and wiping their existence, can only be thought of as a tyrannical benefit.  
The Bremnevel (pronounced: Brem(rhyme with bed)-ney-vel) Bloodline was created when Desprince Zardar fled to Anglia and established himself in the Anglian Morass and Hinterlands, using the swamps and peat bogs to hide from Regalia's military and Knights. As time passed, the Bremnevel Bloodline adapted to their swamp environment, and started imitating the Anglian Witches, often mistaken for them from afar. The Bremnevel lure their victims in with hauntingly beautiful siren songs, as well as the obscuring mists and vapors of the swamps until they are in so deep that they become lost and find their demise at the hands of the Bremnevels. Bremnevel Vampires are exceedingly rare because the Anglians performed a very intensive and mostly successful campaign to purge them from their homeland, forcing them deeper in hiding in the remotest regions of the swamps. In general, they also do not like producing more Vampire fledgelings, and would rather just kill their victim to avoid detection, often obscuring the cause of death as some swamp beast or drowning. The Bremnevel favor cramp and humid living conditions, the sewers make excellent environments for them, and their slow and cautious way of acting as well as their alchemical knowledge puts them in a perfect position to act as advisors or healers among the Vampires, further adding to the mockery of Anglian Witch Archon that they have become. The Bremnevel do not consider any other Bloodline their overt enemy, however their general distaste extends itself to any Vampire that is boisterous and loud. They prefer quiet and controlled settings, and become flighty if chaos erupts.  


The Silence is the anti-realm of the Dictat, where it is repulsed by the endless noise of ideas, thoughts, and voices. The Silence is the ally-realm of the Hollow, both being realms where things go to die. The Silence has two unique Schools of Magic called Amnesia Magic and Sound Magic. The Silence brings explicit benefits in those who seek peace, but is vastly misunderstood among Alorians due to their inherent terror of things coming to an end. The Silence embodies the fear of one's name being forgotten, of not remembering the faces of loved ones who have long passed, of losing the means and know-how of hobbies and skills. The Silence casts such a large shadow, that those who react in terror, often forget that true insanity would follow those who are unable to forget.
===Silberfeder===
[[File:Vonkerle.png|left|150px|caption]]
The Silberfeder (pronounced: Sil-burr-fey-der) Bloodline was created when Desprince Colvan fled to Calemberg on the backs of the Wirtem nobility involved with the Vampire War. Despite losing the Vampire War, the Silberfeder Bloodline found a home in the very officers that commanded their defeat. Quickly adapting to the Calemberg lifestyle, Silberfeder Vampires are obsessed with militarism, command, strategy, and control. They focus on finesse of skill, especially swordsmanship and other forms of melee combat and use fencing as a means to establish dominance among themselves. They are incredibly keen on preservation and purity of their bloodline, avoiding infecting anyone they consider unworthy or not of good aristocratic stock. This does not however mean that they can only ever be aristocrats. Far from it: many Silberfeder are in fact the soldiers and lieutenants of Covens, as one noble Silverfeder often infects their retinue to act as a personal army. Silberfeder always insist on a chain of command, clear leadership, proper tileage, and respect. This often puts them at odds with the more rules-free Bloodlines like the Bremnevel, Torrghlas, and Dymolov. Silberfeder frequently clash with Torrghlas who will favor a frontal assault, while the Silberfeder would prefer to spend time planning and strategizing to maximize the terror they inflict while minimizing their casualties. Their enemies are the Voilenigme, with the Ithanian and Wirtem courtly rivalry having rubbed off on their Vampiric equivalents, however a good Coven leader is always able to silence and steer the Silberfeder to use their martial skills in combat instead of on other Vampires.
* '''Silberfeder Mechanic I:''' Silberfeder make death-masks of drank-from victims, which change Proficiencies and Abilities (non-Custom) to their Victim's for 24 hours when worn. Cannot be used if any Abilities are on Cooldown. Single-use per drinking.
* '''Silberfeder Mechanic II:''' Silberfeder Vampires are able to challenge other Vampires to Duel. The winner gains +1 Attack Stat while the loser loses -1 until Server Restart. This does not Stack but can break Cap to 11.
* '''Silberfeder Mechanic III:''' Silberfeder Vampires need only class, grace, and blood to survive. They are immune to heat and cold damage, can walk through fire, do not need to breathe oxygen, and can resist high pressure.
 
===Valhersir===
[[File:Draughrvamp.png|left|150px|caption]]
The Valhersir (pronounced Val-hur-seer) Bloodline was created when Desprince Otrygg fled to Drixagh and infected a series of Skagger holds before the Velheim even realized what hit them, as their focus was south on the Wirtem. The Valhersir are obsessed with power and themselves, immersed in [[Fornoss|Vola]] worship but specifically immersed in Blodrúna. It could be said that the Valhersir are the most spiritually inclined of the Vampires, but they are far from priest Vampires. In fact, the Valhersir are obsessed with power in any form that it can be expressed: physical power, power over the minds of others, power over love and lust, power over needs and wants, and power over the weak. They seek any means to dominate others by whatever means necessary, and are also described as perhaps the most vain of Vampires. They obsess over appearing like perfection in the eyes of others, equal parts terrifying and alluring, putting their skill, mind, and particularly body on display as the work of art that it is. They commonly also act as Vampiric Warlocks, contracting and dominating Spirits to do their will, while using Void Mutations to enhance their appearance. The Valhersir have a particular desire to hunt and feed off [[Fornoss|Eili]] worshiping Velheim, considering the act of hunter and prey a perfect analogy for the power of Helskorn over them. The Valhersir make excellent comrades of the Torrghlas who have aligning goals and operate in the same spaces, while looking unfavorably upon those Bloodlines that do not take care of their appearance much. Valhersis often plot and intrigue one another for who is the most powerful.
 
===Aullavientos===
[[File:Vampirewolf.png|left|150px|caption]]
The Aullavientos (pronounced Au(rhyme with ouch)-la-vee-yen-tos) Bloodline (sometimes also nicknamed Aula) was created when Desprince Kydaer fled to Daendroc, and mingled with the hunting lodge Cortes of the Frontierra and Basqlierra woods. The Aullavientos are the perfect hunter Vampires who are also considered beast masters, taming wolves and hounds and other beasts to do their bidding, infecting them with a form of animal Vampirism and turning them into so called Hellbeasts. The Aullavientos themselves should also not be underestimated however, able to transform themselves into sentient speaking Werebeasts to hunt as the leader of their pack. Aullavientos make excellent trackers and bounty hunters, able to operate both in Covens and as solitary hunters. Aullavientos Vampires are often thought of as the most sober and pragmatic Vampires, bereft of the usual Vampiric flair for drama and evil-ness, seeming very down to earth and normal until they catch the scent of blood. Aullavientos do not hide their Vampirism, but use the guide of being reasonable and affable to build trust with their captors and enemies so that they may be underestimated as enemies. The Aullavientos make great allies for the Vintghast, having a great appreciation for the wine productions of that Bloodline, but also because the Aullavientos consider direct feeding off a hamless victim to be vulgar, and would much prefer to consume blood through a well made vintage, or after a long savored and difficult hunt of a fleeing prey. In general, the Aullavientos are well liked by all other Bloodlines, even the ones that dislike courtly aristocratic styled Vampires, because of their gregarious nature.
 
===Dymolov===
[[File:Tieflingvamp.png|left|150px|caption]]
The Dymolov (pronounced: Dee-mo-lov) Bloodline was created when Desprince Ramonder fled to the Krainivaya lands in the Regalian Archipelago. Unlike many other Bloodlines however, the Dymolov Bloodline did not insert itself into the local population and become more like them culturally, but attached itself to a pre-existing folklore terror, and chose to become it in the flesh. The Dymolov adopted the Dyyavol (диявол) folklore legend of the red-skinned horned Demon that feeds on the people. They are the most alien looking Vampire Bloodline, approximating the pop-culture appearance of Tieflings, with vibrant colored skin, demonic horns, blackened sclera and colorful eyes, a demonic tail, as well as claws and skin ridges or spikes. The Dymolov are debonair, aggressive, rebellious and quirky, assuming a more wild and unthreatening demeanor to hide their viciousness. The Dymolov are very widespread, as the Krsnik Lothar in the Krainivaya lands were successful in purging them from the snowy wasteland areas, thus making them have an origin in Krainivaya folklore, but not actually being from that area anymore (bar from a few). Dymolov can as such be of any cultural persuasion, and are generally considered very flexible, with many of them favoring berserker style fighting, but equal measure favoring magic, or even a blend of the two. Of all the Vampires, Magic comes the most natural to the Dymolov, in particular the power of Void-fire and Sinistral Dark Magic. Dymolov make excellent rank and file soldiers of any Coven, and are generally well disposed towards leadership so long as it respects their freedoms and wants and needs.
 
==Miscellaneous==
This section covers Miscellaneous aspects of Vampirism that enhance Vampire RP, but don't necessarily belong in any other sections.
===Vampire Brood===
Vampires sire offspring called Vampire-Broods. Vampire Broods are affected by the Sanguine Curse, but are not Vampires themselves. They can be born from either both parents being Vampires, or only one of them. Broods can be born with no telltale Vampire signs, or with red eyes and fangs alone. They can be born with heterochromia also, with one normal eye, and one vampiric eye. Vampire broods always have a strong connection to Void Magic but aren't Occult by default unless they invest in Magic. Vampire Brood counts as Vampires when it concerns being able to see through Court Glamor of other Vampire Bloodlines, but even if they are aware of these hidden Vampires, they are still magically compelled not to reveal their identity to anyone but a fellow Vampire or Brood. Additionally, Vampire Brood are rather unique in that if they become infected with Vampirism, they are never affected by the mental changes of Vampirism and are able to retain their conscience and normal personality. Furthermore, curing the Vampirism through Purging applied by Divinium is considerably faster, costing only a single Divinium to cleanse Mind, Body, and Soul all at once, and having no further waiting period. Vampire Broods see considerably less public scrutiny from law-abiding citizens of Regalia, though may still occasionally be attacked on sight by people who do not know they are Broods. It is possible for non-Vampires to test whether a Vampire Brood is actually a Brood or an infected Vampire. Vampire Brood blood, when exposed to sunlight, will sizzle and may even spark with a low flame, which infected Vampire blood does not. A simple cut on a finger and bloodletting is an easy way to prove a Vampire Brood's identity.  
 
==Trivia==
* It is a widespread belief among many Vampires that imitation is the ultimate form of flattery. To imitate another Vampire; be it in dress style, speech patterns, and even prey or thrall preference is to declare the imitated Vampire superior in some manner, which is often seen as a great compliment.
* Vampires are functionally long-living, but not really, because true immortality does not exist in the laws of Aloria’s universe. Instead, they extend their life by stealing life essence from the people they feed on. There is life force in blood.
* Vampiric mentality is so pervasive that some Vampires are deluded into thinking they are actually the oppressed and second-class social caste, when in reality they are the most tyrannical and oppressive kind of people one can ever meet, with no regard for the lives or safety of others.
* In Regalia, there is a hidden Vampire District which is reachable via two portals fueled by Dorkarthi Magic (it is not in Dorkarth, only powered by their Magic). Anyone who finds these portals may enter the district freely, though non-Vampires should exercise caution.
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Latest revision as of 21:28, 21 December 2024

Vampires
RacesAll except Urlan, Bralona, Sihndar.
InfectionBite, Drinking, Ritual.
OriginsAbyess Gods
SymptomsBlood Hunger, Red Eyes, Sharp Teeth.
StatusNot Curable.

Millions of Regalians go to bed at sundown, closing their windows and doors. They snuff out the lights one by one, hoping for a good night's sleep and the safe return of sunlight in the morning. The Vampire is the inspiration for almost every night terror and thing that goes bump in the dark. An insidious Afflicted who feeds off of the blood of the innocent, Vampires to most people are the quintessential evil. The Regalian Empire has fought whole wars just to keep them at bay, while they plot and scheme still to usurp civilization from within and build a nightmare where Vampires rule in endless night.

History

Blood-hunger is an old curse, going back thousands of years. The Allorn Elves called it Sangaley, and it was to them just one of many Magic sicknesses that ran through the population. However, in the days immediately after Cataclysm, a powerful Abyss Entity realized that the draining of Magic from the world would limit its ability to affect things for the foreseeable future, and so mutated Sangaley into what is now understood as Vampirism. No longer just a hunger for blood, it became a highly contagious mind-warping curse that spread like wildfire and built hierarchies around itself. Designed to usurp Ailor more than the Magic-wise Elves, the scheme worked, and spread through the Velheim Ailor kingdoms of Ellador so fast that they buckled and begged Regalia for help. With its assistance, they fought back the Vampires in what is called the Hidden War, because of Regalia's firmness on hiding all evidence of its existence from the public to avoid causing a panic. While the war was a large success, concealing it backfired, as without awareness Vampirism slipped into Regalia as well and immediately started multiplying. In the modern day, Vampires are so numerous and diverse that they no longer serve the will of any one God, creed, or nation. Their curse, beloved by them as their blessing, is theirs to use as they will.

Role On-Server

Vampires are hated in Regalia by all lawful Characters. Knights, citizens, and vigilantes will overwhelmingly try to grab and arrest them for curing. However, Vampires are cool, and find natural allies in anti-law forces like Demon summoners, renegade Mages, and foreign saboteurs. While their goals don't always necessarily align, all of them are stuck opposing the machine that is the Regalian Government for their own reasons, and in the face of external pressure usually end up banding together. Vampires tend to be found in the Sewers, but if Glamoured or Disguised, can go just about anywhere with ease.

Vampirism

Getting Infected

  • The simplest form of infection is to be bitten by a Vampire. Vampiric feeding usually lasts around 5 minutes, but can be time-skipped at the victim's request. Vampire players are strongly encouraged to feed IC, but if circumstances are not good, can resort to off-screen NPC feeding.
  • Another method of infection is to make a blood offering in a twisted ritual to the Abyss, inviting the Entity's attention.
  • Another method of infection is to willfully drink a cup worth of Vampiric blood.
  • Another method of infection is relic infection, which involves stumbling on an ancient, cursed Vampire relic, which instantly infects its finder and is then consumed.

Infection Timeline

Infection can take up to 72 hours to take hold, but the victim can choose how long it takes inside that range. During this time, Curing is easier. Someone giving in to the curse can be forcibly cured by Lothar Knights through a painful exorcism process, while someone resisting the curse can go to a priest of their religion for a cleansing ritual. In either instance, the curse is removed. Once the window passes, the Character is considered a full Vampire, gaining Vampire Mechanics. To cure a full Vampire, refer to Curing below.

Curing

Only Vampires who seek curing can be cured. If they find someone who has Divinium and is willing to sacrifice it, they can perform a ritual to cleanse the Vampire's soul, freeing them of the curse's mental effects. After this, the Vampire remains recognizable as a Vampire, but no longer needs to drink blood and loses all Mechanics. After two weeks (or longer if desired), as long as the Vampire does not drink any blood, the Divinium is spent and the Vampire is fully cured.

Design

Vampires are Vampires. They have sharp teeth, red eyes, and an urge to drink blood. Optional traits include prehensile tails, darkened and sunken eye sockets, pointy ears, claws, bat-like facial traits, digitigrade legs, Mutations, blood-stained skin or hands, etc. Mentally, Vampires have no conscience. Additionally, Vampirism is an emotion multiplier, making all of the person's bad traits from pre-Vampirism many times worse. Vanity, greed, selfishness, and cruelty are all heightened.

Vampire Mechanics

All Vampires get the following Mechanics.

Hidden
Scourge
You can Magically hide your teeth and red eyes. This breaks during feeding. If you have shapeshifting, using this Mechanic while shifted makes you unable to Combat Roleplay. If someone knows your real name and that you're a Vampire, this Mechanic doesn't work on them.
Sanguine
Bargain
You can grant immunity to Vampirism to any person willing to bargain with you. In turn, if the bargained person attacks you, reveals that you are a Vampire, or reveals the deal, they take massive damage (discuss together what this means before making the bargain).
Arcane
Blood
You gain 2 free Packs from the Magic Point Buy category and the Mindcontrol Pack for the duration of your infection with Vampirism. The source of these Packs should be marked on your Application, and having them does not increase your Magic Proficiency.
Varghul
Might
You can transform into a Varghul (Gorilla-Bat hybrid) or Urlan (but Abyss-themed) appearance, both with Urlan Heritage Traits, losing your old Heritage Traits. This counts as a Disguise, and is not removed when you reach 0 HP.
Vampire
Form
You can transform into a Vampire Form, which is a Monstrous form with a unique Vampire-themed design that you can create. This counts as a Disguise, but is cross-identifiable with the Varghul appearance. It is also not removed at 0 HP.
Crimson
Carnival
You can summon endless food and drink, which cause Vampire blindness in those who consume them, unable to tell that anyone is a Vampire even if doing very obvious Vampire things for the duration of the scene, ending when it does.

Broods

The child of one or more Vampires is called a Brood, or a Dhampir. They can be born with no Vampire visuals at all, or with red eyes and fangs, or anything in between. They aren't considered Occult unless they invest in Magic separately. While it is not illegal to be a Brood, they may be attacked on sight by people who assume they are full Vampires.

All Broods get the following mechanics.

Dhampir
Vision
You are immune to Hidden Scourge, and can always identify Vampires. However, you are unable to reveal this information to anyone but other Vampires or Broods.
Dhampir
Fortitude
You are not affected by the mental or emotional effects of Vampirism if infected, and are able to retain your conscience and normal personality.
Dhampir
Curing
You can be fully cured of Vampirism without a Divinium cost or two week waiting period.
Dhampir
Blood
Your blood will sizzle and spark with a low flame when exposed to sunlight if you are uninfected with Vampirism. This can be used to prove your identity as a Brood to non-Vampires.


Bloodlines

Voilenigme

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The Voilenigme (pronounced: Voo-al-ey-neeg-mey) Bloodline was created when Desprince Morvanus fled to Ithania, creating a new Vampiric Court there in the Palace of Duchess Valtriante. The two became Desprince lovers, a rare instance of peace existing between two Vampiric overlords in such close proximity, without constantly attacking or scheming against one another. The Voilenigmes (sometimes also nickanemed Voiles or Voile) are upper-class Vampires who favor mingling with the aristocracy, while hiding their Vampirism and charming their victims with fashion, opulence, a silver tongue and beauty. The Voilenigme are profoundly powerful in Ithania where they have deeply infiltrated the nobility, and by extension the Regalian Nobility also as the Ithanian Vampire nobles travel to the Regalian Courts. The Voilenigme try to avoid any association with things that are poor, disgusting, freak-ish, or debauched without style or class. This is also why they are rarely in their Vampiric Form, or why their Vampiric form generally has a more statuesque beauty to it rather than looking like a monster. Voilenigmes are very comfortable not being in a Coven, but if they are, styling themselves as the "classy" ones in the Coven, and looking down on the other more base Vampires who are enslaved to their instincts. The Voilenigme are enemies of the Silberfeder Vampires, an extension of the enmity between the Wirtem and Ithanian Nobility. Any Coven with a Voilenigme Vampire should count itself blessed with a socialite able to mingle with other non-Vampire groups, due to their unique ability to perfectly hide their Vampirism and be less dependent on blood.

Nerocanto

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The Nerocanto (pronounced: Ney-ro-can-to) Bloodline was created when Desprince Shannon fled to Vultaro. While initially mingling with the locals before the Cantaluna culture consolidated there, as Cantaluna as a cultural identity developed, so too did the Nerocanto settle into their habits. The Nerocanto are upper-class Vampires who take on the appeal of aristocracy, but are spies and rogues at heart who love a political game of blackmail. Their cultural emphasis is on charming their victims with operettas, orchestral music, and hauntingly beautiful instrumentals. The Nerocanto are unique in that they can cure a Vampiric Infection while it is still in its fledgeling state of their own bitten victims. This affords them a great amount of power to blackmail anyone they have infected for a cure, that being also their primary method of roguish plotting. Nerocanto can hover around the peripheries of Covens, but usually act like lone wolves who assist Covens but don't want to get too close, and be at risk of being taken down because other Vampires are less cautious than they are. The Nerocanto take great pains to hide themselves and cover their plots in five layers of thinking ahead so as not to get caught, and to continue their game of control and intrigue. The Nerocanto do not have any overt animosity towards other Bloodlines, but do consider any Vampire that shows a low level of wit or insight as an insult to the blessing that is Vampirism itself. Any Coven with a Nerocanto Vampire should count itself blessed with a spy-master Vampire who is able to quickly and efficiently establish a network of blackmail victims for information and favors across the Regalian city.

Vintgast

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The Vintgast (pronounced: Vey-nt-gah-st) Bloodline was created when Desprince Shirva fled to the borderlands between Osteiermark, Tirgunn, and Lorenthaus. While in the modern day the Darkwald Lothar mostly fight Silberfeder Vampires, the Vintgast Bloodline was the original reason why the Sarnan people turned so heavily against Vampires, and why so many of them were killed before the Lothar Order took up their cause. Vintgast Vampires are banquet masters, able to conjure the greatest of feasts, most delectable food, and above all addictive and perfect wines. They are known as vintage distillers and brewers, who favor the countryside and winery to get up to their Vampiric business in peace and away from the chaos of large urban settings. Vintgast Vampires spoil and charm their victims with large dinners and endless delectables, only to get them into a food-coma and become easy prey. Vintgast usually avoid Covens, but can make powerful allies for Covens, as well as a great party-hoster for any Vampiric community due to their ability to be social with anyone, have a deep understanding of preferences and tastes, and being able to weaponize them to enamor anyone. The Vintgast take efforts to hide their identity but aren't as capable at it as the Voilenigme, resulting in a reclusive lifestyle, content to experiment with the fine flavors and delectable aromas of rare blood types for special wines. The Vintgast are however unique in their ability to survive off very little blood for extended periods of time, and can even brew extended elixers from their wines that can satiate other Vampires, creating addiction among their own kin.

Torrghlas

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The Torrghlas (pronounced: Tor(rhyme with door)-glass(short a from the English "aghast") Bloodline was created when Desprince Mannis fled to Gallovia and quickly established a strong court presence in the Talahm Gall Mountains. The Torrghlas Vampires are known as cave or mountain terrors, preferring less stylish and opulent housing and favoring brutish power and strength over plotting and scheming. Torrghlas Vampires tend to be largest broad-framed Vampires who act as shock troops to any Coven who is more than willing to take them on for their brute strength. The Torrghlas take no effort to hide themselves, and in fact favor aggressive body-modification and training to become bigger, better, and stronger, whether that is chemical, mundane and aesthetic, or magical in nature. The Torrghlas are a particular terror towards the Fornoss faithful, having mastered a transformation into a Vampiric corrupted Urlan and rampaging any would be frontline with overwhelming force. The Torrghlas consider the Nerocanto weak schemers who couldn't hold their own in a fight, and generally look down on all the high-class Vampire Bloodlines as being over-reliant on hiding their Vampirism and not having pride in being to show their power to the world. The Torrghlas make great allies and comrades to the Valhersir, both operating in overlapping environments, and favoring their vanity over secrecy. Torrghlas Vampires can be testy with Coven leadership, but generally speaking when respecting a leader for their skill and strategy, will be some of the most loyal Vampires present, favoring punching the traitors and giving no thought to joining them in their rebellion.

Bremnevel

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The Bremnevel (pronounced: Brem(rhyme with bed)-ney-vel) Bloodline was created when Desprince Zardar fled to Anglia and established himself in the Anglian Morass and Hinterlands, using the swamps and peat bogs to hide from Regalia's military and Knights. As time passed, the Bremnevel Bloodline adapted to their swamp environment, and started imitating the Anglian Witches, often mistaken for them from afar. The Bremnevel lure their victims in with hauntingly beautiful siren songs, as well as the obscuring mists and vapors of the swamps until they are in so deep that they become lost and find their demise at the hands of the Bremnevels. Bremnevel Vampires are exceedingly rare because the Anglians performed a very intensive and mostly successful campaign to purge them from their homeland, forcing them deeper in hiding in the remotest regions of the swamps. In general, they also do not like producing more Vampire fledgelings, and would rather just kill their victim to avoid detection, often obscuring the cause of death as some swamp beast or drowning. The Bremnevel favor cramp and humid living conditions, the sewers make excellent environments for them, and their slow and cautious way of acting as well as their alchemical knowledge puts them in a perfect position to act as advisors or healers among the Vampires, further adding to the mockery of Anglian Witch Archon that they have become. The Bremnevel do not consider any other Bloodline their overt enemy, however their general distaste extends itself to any Vampire that is boisterous and loud. They prefer quiet and controlled settings, and become flighty if chaos erupts.

Silberfeder

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The Silberfeder (pronounced: Sil-burr-fey-der) Bloodline was created when Desprince Colvan fled to Calemberg on the backs of the Wirtem nobility involved with the Vampire War. Despite losing the Vampire War, the Silberfeder Bloodline found a home in the very officers that commanded their defeat. Quickly adapting to the Calemberg lifestyle, Silberfeder Vampires are obsessed with militarism, command, strategy, and control. They focus on finesse of skill, especially swordsmanship and other forms of melee combat and use fencing as a means to establish dominance among themselves. They are incredibly keen on preservation and purity of their bloodline, avoiding infecting anyone they consider unworthy or not of good aristocratic stock. This does not however mean that they can only ever be aristocrats. Far from it: many Silberfeder are in fact the soldiers and lieutenants of Covens, as one noble Silverfeder often infects their retinue to act as a personal army. Silberfeder always insist on a chain of command, clear leadership, proper tileage, and respect. This often puts them at odds with the more rules-free Bloodlines like the Bremnevel, Torrghlas, and Dymolov. Silberfeder frequently clash with Torrghlas who will favor a frontal assault, while the Silberfeder would prefer to spend time planning and strategizing to maximize the terror they inflict while minimizing their casualties. Their enemies are the Voilenigme, with the Ithanian and Wirtem courtly rivalry having rubbed off on their Vampiric equivalents, however a good Coven leader is always able to silence and steer the Silberfeder to use their martial skills in combat instead of on other Vampires.

  • Silberfeder Mechanic I: Silberfeder make death-masks of drank-from victims, which change Proficiencies and Abilities (non-Custom) to their Victim's for 24 hours when worn. Cannot be used if any Abilities are on Cooldown. Single-use per drinking.
  • Silberfeder Mechanic II: Silberfeder Vampires are able to challenge other Vampires to Duel. The winner gains +1 Attack Stat while the loser loses -1 until Server Restart. This does not Stack but can break Cap to 11.
  • Silberfeder Mechanic III: Silberfeder Vampires need only class, grace, and blood to survive. They are immune to heat and cold damage, can walk through fire, do not need to breathe oxygen, and can resist high pressure.

Valhersir

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The Valhersir (pronounced Val-hur-seer) Bloodline was created when Desprince Otrygg fled to Drixagh and infected a series of Skagger holds before the Velheim even realized what hit them, as their focus was south on the Wirtem. The Valhersir are obsessed with power and themselves, immersed in Vola worship but specifically immersed in Blodrúna. It could be said that the Valhersir are the most spiritually inclined of the Vampires, but they are far from priest Vampires. In fact, the Valhersir are obsessed with power in any form that it can be expressed: physical power, power over the minds of others, power over love and lust, power over needs and wants, and power over the weak. They seek any means to dominate others by whatever means necessary, and are also described as perhaps the most vain of Vampires. They obsess over appearing like perfection in the eyes of others, equal parts terrifying and alluring, putting their skill, mind, and particularly body on display as the work of art that it is. They commonly also act as Vampiric Warlocks, contracting and dominating Spirits to do their will, while using Void Mutations to enhance their appearance. The Valhersir have a particular desire to hunt and feed off Eili worshiping Velheim, considering the act of hunter and prey a perfect analogy for the power of Helskorn over them. The Valhersir make excellent comrades of the Torrghlas who have aligning goals and operate in the same spaces, while looking unfavorably upon those Bloodlines that do not take care of their appearance much. Valhersis often plot and intrigue one another for who is the most powerful.

Aullavientos

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The Aullavientos (pronounced Au(rhyme with ouch)-la-vee-yen-tos) Bloodline (sometimes also nicknamed Aula) was created when Desprince Kydaer fled to Daendroc, and mingled with the hunting lodge Cortes of the Frontierra and Basqlierra woods. The Aullavientos are the perfect hunter Vampires who are also considered beast masters, taming wolves and hounds and other beasts to do their bidding, infecting them with a form of animal Vampirism and turning them into so called Hellbeasts. The Aullavientos themselves should also not be underestimated however, able to transform themselves into sentient speaking Werebeasts to hunt as the leader of their pack. Aullavientos make excellent trackers and bounty hunters, able to operate both in Covens and as solitary hunters. Aullavientos Vampires are often thought of as the most sober and pragmatic Vampires, bereft of the usual Vampiric flair for drama and evil-ness, seeming very down to earth and normal until they catch the scent of blood. Aullavientos do not hide their Vampirism, but use the guide of being reasonable and affable to build trust with their captors and enemies so that they may be underestimated as enemies. The Aullavientos make great allies for the Vintghast, having a great appreciation for the wine productions of that Bloodline, but also because the Aullavientos consider direct feeding off a hamless victim to be vulgar, and would much prefer to consume blood through a well made vintage, or after a long savored and difficult hunt of a fleeing prey. In general, the Aullavientos are well liked by all other Bloodlines, even the ones that dislike courtly aristocratic styled Vampires, because of their gregarious nature.

Dymolov

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The Dymolov (pronounced: Dee-mo-lov) Bloodline was created when Desprince Ramonder fled to the Krainivaya lands in the Regalian Archipelago. Unlike many other Bloodlines however, the Dymolov Bloodline did not insert itself into the local population and become more like them culturally, but attached itself to a pre-existing folklore terror, and chose to become it in the flesh. The Dymolov adopted the Dyyavol (диявол) folklore legend of the red-skinned horned Demon that feeds on the people. They are the most alien looking Vampire Bloodline, approximating the pop-culture appearance of Tieflings, with vibrant colored skin, demonic horns, blackened sclera and colorful eyes, a demonic tail, as well as claws and skin ridges or spikes. The Dymolov are debonair, aggressive, rebellious and quirky, assuming a more wild and unthreatening demeanor to hide their viciousness. The Dymolov are very widespread, as the Krsnik Lothar in the Krainivaya lands were successful in purging them from the snowy wasteland areas, thus making them have an origin in Krainivaya folklore, but not actually being from that area anymore (bar from a few). Dymolov can as such be of any cultural persuasion, and are generally considered very flexible, with many of them favoring berserker style fighting, but equal measure favoring magic, or even a blend of the two. Of all the Vampires, Magic comes the most natural to the Dymolov, in particular the power of Void-fire and Sinistral Dark Magic. Dymolov make excellent rank and file soldiers of any Coven, and are generally well disposed towards leadership so long as it respects their freedoms and wants and needs.

Miscellaneous

This section covers Miscellaneous aspects of Vampirism that enhance Vampire RP, but don't necessarily belong in any other sections.

Vampire Brood

Vampires sire offspring called Vampire-Broods. Vampire Broods are affected by the Sanguine Curse, but are not Vampires themselves. They can be born from either both parents being Vampires, or only one of them. Broods can be born with no telltale Vampire signs, or with red eyes and fangs alone. They can be born with heterochromia also, with one normal eye, and one vampiric eye. Vampire broods always have a strong connection to Void Magic but aren't Occult by default unless they invest in Magic. Vampire Brood counts as Vampires when it concerns being able to see through Court Glamor of other Vampire Bloodlines, but even if they are aware of these hidden Vampires, they are still magically compelled not to reveal their identity to anyone but a fellow Vampire or Brood. Additionally, Vampire Brood are rather unique in that if they become infected with Vampirism, they are never affected by the mental changes of Vampirism and are able to retain their conscience and normal personality. Furthermore, curing the Vampirism through Purging applied by Divinium is considerably faster, costing only a single Divinium to cleanse Mind, Body, and Soul all at once, and having no further waiting period. Vampire Broods see considerably less public scrutiny from law-abiding citizens of Regalia, though may still occasionally be attacked on sight by people who do not know they are Broods. It is possible for non-Vampires to test whether a Vampire Brood is actually a Brood or an infected Vampire. Vampire Brood blood, when exposed to sunlight, will sizzle and may even spark with a low flame, which infected Vampire blood does not. A simple cut on a finger and bloodletting is an easy way to prove a Vampire Brood's identity.

Trivia

  • It is a widespread belief among many Vampires that imitation is the ultimate form of flattery. To imitate another Vampire; be it in dress style, speech patterns, and even prey or thrall preference is to declare the imitated Vampire superior in some manner, which is often seen as a great compliment.
  • Vampires are functionally long-living, but not really, because true immortality does not exist in the laws of Aloria’s universe. Instead, they extend their life by stealing life essence from the people they feed on. There is life force in blood.
  • Vampiric mentality is so pervasive that some Vampires are deluded into thinking they are actually the oppressed and second-class social caste, when in reality they are the most tyrannical and oppressive kind of people one can ever meet, with no regard for the lives or safety of others.
  • In Regalia, there is a hidden Vampire District which is reachable via two portals fueled by Dorkarthi Magic (it is not in Dorkarth, only powered by their Magic). Anyone who finds these portals may enter the district freely, though non-Vampires should exercise caution.

Accreditation
WritersMonMarty, OkaDoka
ProcessorsBirdsfoot_Violet
Last EditorOkaDoka on 12/21/2024.

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