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The Sanguine Curse, otherwise known as vampirism, is a treacherous disease that has plagued humanity for at least 250 years. Said to have come into being through the Archdemon, it is clear that its creation took place simply to assist with the coming void invasion -- though how, can only be speculated. Some believe vampires are on Aloria to corrupt more of mankind in favor of the void, while others theorize that the curse was fabricated to divide mankind’s attentions, leaving them more vulnerable when the invasion occurs. One thing is for certain, however: Contracting vampirism is much like playing a game wherein the vampire is always the loser. When they aren’t being hunted by those who prefer not to be attacked, their minds are being slowly weakened and destroyed, and they are being made more susceptible to demon possession. Feeble or strong, a vampire can never fight against the might of the demons as long as they willingly accept the curse.
One of the most disturbing and confusing creatures on Aloria is the vampire, carrier of the Sanguine Curse, and creature of blood and night. Within the world are many vicious anomalies, but few match the vampire’s cunning relatability and malicious manipulation. The vampire in its physical understanding is a human infected with the Sanguine Curse - a disease whose primary feature is the need to ingest human blood in order to survive. Although they are more often than not depicted as wicked, destruction-hungry creatures, their history is as rich as it is diverse. In present Aloria, vampirism is vastly a widespread disease and issue, particularly in the capital city, [[Regalia]], where they have been reduced to sewer dwellers, beggars and spreaders of sickness.


==Origins==
While the theory of how the Sanguine Curse began remains an overall mystery, vampirism has been referenced and acknowledged in historical documents dating as far back as 250 years. It is known how vampires were created in relation to [[Upyr|upyrs]], but the origins of upyrism is unknown. Ancient paintings depict vicious, blue-eyed creatures lashing at throats and participating in cannibalistic or otherwise psychotic, blood-thirsty behavior.


==Origins of Vampirism==
===From Upyrs===
[[File:Vampire.png|250px|thumb|right|Vampires are playing a game wherein they always lose. Art by MissMaggy2u.]]
Various manuscripts have been found that speak of proud beings self-proclaimed as upyrs - meaning “Higher Ones” in an old [[Seraph]] language. Shortly before upyrism disappeared and vampirism begun to reign, two upyrs were captured and detained, who claimed to be a part of the ‘original’ or ‘initially turned’ group: Joseph Blackwell, and one who insisted on being called ‘Vengeous’.  
While the theory of how vampirism began remains a mystery, vampirism has been referenced in history dating quite far back. Paintings and sculptures dictate vicious, blue-eyed creatures lashing at people’s throats and participating in cannibalistic behavior. Manuscripts as old as 250 years speak of malignant and proud beings self-proclaimed as upyrs (or “[[Upyr|Higher Ones]]” in the old language). By the time upyrism was becoming less of a problem, and vampirism more commonplace, two upyrs had been captured, claiming to have been two of the ‘original upyrs’: Joseph Blackwell, and one who insisted on being called ‘Vengeous’. When questioned, they gave vastly different stories with only a few things remaining consistent: Both upyrs agreed that they had been on a ship, and both agreed that the ship had sailed too close to the Forbidden Continent. Tides from the continent grew too strong, and as the ship sunk to the murky depths, the upyrs all swam off in different directions. This means that while those first tainted with upyrism originated in one place, the way that it spread made it so it could have begun infection among the masses anywhere on Aloria. However, the first upyrs to make an appearance among the rest of the world were most likely in Ellador, due to geographical location.


==Upyrs==
When questioned, they gave vastly different stories with but a few aspects remaining consistent: Both upyrs agreed that they had been on a ship, and both agreed that the ship had sailed too close to the [[Drowda|Forbidden Continent]]. Tides from the continent were too strong, and in an unfortunate turn of events, the ship sunk to the oceans murky depths. Those who survived the wreck and subsequently became what are understood to be the first upyrs, all split up; swimming off in different directions. This means that while those first tainted with upyrism originated in one place, its initial spread to the masses could have started nearly anywhere within Aloria. However, the first upyrs to make an appearance among the rest of the world were most likely in [[Ellador]], due to geographical proximity.
While very little is known about upyrs, a few historians have detailed recordings of their abilities, features, and behaviors. Any researchers who have not died by now, however, have kept their information a closely guarded secret in fear that it would spur current vampires to walk in the footsteps of their ancestors. That said, a upyr and a vampire are not the same thing. While they have the same origins, upyrs are rumored to be extinct, and vampires a more diluted version of their former glory. As the battle against the Sanguine Curse began to turn in Aloria’s favor, upyrs began to grow weaker and weaker, and in turn, the disease became easier to contract. This change was so dramatic, they deemed vampirism, which literally translates to ‘Fallen One’, a completely different strain. Modern day vampires have red eyes instead of blue, are weaker, and have less-than-acute senses. This begs the question: If modern day vampires can fall from impossible heights while jumping tremendously high, hold a truce with the monsters of the night, see and hear more clearly, and bare fangs sharp enough to slice through flesh, what were upyrs capable of?


==Capabilities==
Joseph and ‘Vengeous’ remained in custody, and for the purpose of collecting information on their strange state and varied story, they were both permitted to receive human blood in payment. This, however, only lasted several days. Upon the eve of October 29th, 98 AC, these two upyrs were found within their cell hosting vastly different physical aspects and capabilities to their previous, grander state. Their eyes had changed from blue to red, they complained of blindness, heavy limbs and soreness in the muscles, and the shocking strength they’d held before proved to be lacking, although not entirely exhausted. No one is entirely sure what happened to cause this, but many attribute it to the origin of vampirism as we know it.
As a way of playing off a natural greed that comes inherently to humans, vampires are given a certain set of abilities that they're capable of using upon being infected. One of these capabilities is heightened strength, almost twice that of a normal human. As a result, it not only allows them to jump at least two meters high, but fall from impossible heights and survive. Since vampires are more of a predator than an inventor like humans, their senses have also been heightened to assist with this. A vampire can hear a heartbeat in the next room over, see in the dark, and tell the difference between types of blood -- be it sick, healthy, [[Naga]], Upyr, or anything else distinct. However, despite what many believe, a vampire cannot smell blood unless it is exposed. Furthermore, it cannot smell the creature itself -- only its exposed blood. As vampires are creatures that roam the night, they also have an unspoken truce with other beasts that lurk in the dark, such as feral arachnids (spiders), feral undead (skeletons and zombies), and even void creatures (endermen). Finally, vampires can remain underwater much longer than humans. Many believe that part of the reason vampires do not need to surface for air in water, and can survive off blood, is some sort of void magic that allows them to do so. However, this is only speculation.


==Drawbacks==
===Wutienda’s Influence===
The life of a vampire is one of darkness and disappointment. Due to the fact that they are slowly being possessed, a vampire’s eyes will always take on a red hue -- the mark of corruption. Vampires are often much paler than normal humans, as they cannot go out into the sunlight like most of their race. As a result, they may also appear more sallow or deprived than usual. Vampirism is not healthy -- both physically and mentally. While relying solely on blood and being unable to go out into the sun has deteriorating effects on their physical state, it also negatively affects their mental stability. Anybody who suffers from an illness of the mind may discover that their illness becomes much more debilitating as they grow to accept the curse for longer amounts of time. Furthermore, one may find new illnesses rising as they become more and more cursed.
Upyrism faded as gradually as it had originally appeared, only fifty years after the first ones were sighted and acknowledged. Though few know what actually happened, the truth is that a [[Demons|Vice]] was conspiring against the mighty upyrs long before they were aware. When the time came, Wutienda, deciding she wanted to take something from the Archdemon and make it her own, turned her gaze on the upyrs. These creatures, once uncontrollable, would pose as her army - something to protect and obey the weakest of the vices. As a result, she found a creative and innovative way to rid their disgrace from Aloria, that would not require her individual attention to each infected, but bring shame and embarrassment unto [[Behesael]].


[[File:creepin.jpg|250px|thumb|left|Even the most lucid of vampires will eventually fall victim to the corruption brought upon by the Sanguine Curse. Art by Luthein.]]
Human blood is their life-source, and as such Wutienda created and spread a highly contagious, however unnoticeable blood-disease to humans, elves, and dwarves via the waters of their ravines and wells. It had no symptoms, and bodies acted only as its direct carrier, leaving the uninfected free of any long-term effects. Its mark was only left on those unfortunate enough to indulge on the blood from their veins. Upyrs everywhere felt dramatic changes as they drank infected persons - their strength dwindled and the sunlight began to burn. Their bloodlust, however, remained. Each begun to take on different traits, some developing more hair, red eyes, or greater mental instability. This marked the beginning of [[Vampiric Bloodlines]], and the end of Upyrism as we knew it.
===Corruption of the Mind===
Aside from illnesses of the mind, vampires, in essence, are evil creatures, simply for being what they are. While a vampire may have strong morals, the fact that they hold a parasitic lifestyle makes them wicked. After all, there is nothing justified about drinking the blood of another living being. Furthermore, the way vampirism affects the mind is corrupting in nature. Time and time again, those who have been cursed with vampirism have committed horrendous acts under the misconception that they’re actually for the greater good. Take the case of the infamous Aric Picard, who assassinated an old Chancellor’s wife after believing she was the cause for poverty in Regalia. In a more minor case, a vampire by the name of Aun Afae tried to save the life of her brother by infecting him with vampirism, only to have him lose control and wipe out an entire town’s livestock. In both cases, while the intentions were pure, the means and the solutions were influenced by void corruption.


===Addiction===
One of the most subtle changes that occurred, however, was the way vampires thought. A vice they were once indifferent to was now their leader, and they found themselves much more influenced by Wutienda’s word.
Vampirism is an addiction, and for anybody who has become infected with the curse, blood is the drug. Often, when blood becomes exposed to the air, a vampire will go into a mad feeding frenzy, attempting to kill anything and anyone in its lust for the vital substance. They lose themselves -- they lose what makes them human -- in those few moments when they attack their victim and become purely animalistic. But even when there isn’t sustenance immediately available, the person they once were continues to fade. The Sanguine Curse whittles ever so subtly away at the mind, deluding it with visions of grandeur and heightened senses, in return for the cursed one’s humanity. This is the price that is paid for the disease. It is a curse disguised as a blessing pivoted toward the weak-willed, the traumatized, and the greedy. The benefits do not outweigh the consequences -- on a superficial level, and on a deeply psychological level. Eventually, all vampires will become savage demons, capable of nothing more than killing and feeding. Vampirism is a pact with the Archdemon, in which He will always take a bigger share.


===Physical Weaknesses and Resulting Theories===
==Infection==
Those who lose themselves are the most dangerous. However, a vampire can be fended off or weakened by a variety of objects and actions. While many believe items such as garlic will assist in a vampire’s demise, this isn’t true. Rumors such as these came about during a time when Nagan cuisine became popular and people worldwide were beginning to discover the joys of garlic. Also during this time, there was a noticeable decline in vampires. It was proven further down the line that the decline in vampirism had nothing to do with food whatsoever. Instead, historians discovered that a group of vampires called ‘The Order’ had arisen around then, and were going about controlling the vampire population. Another rumor that continues to circulate about vampires is the notion that they cannot enter a home without being invited. This idea stemmed about fifty years ago, when a vampire tried to enter a decrepit house and was spontaneously thrown back into the sunlight to burn. Years later, the owner of the house finally admitted that the vampire had sliced his arm on a nail poking from his doorframe, and had jumped back in pain and surprise. Many religious groups who worshipped the man’s house for containing magical properties were disbanded that day.
A human can be infected with the Sanguine Curse in a variety of ways. The most common being through a [[Dark Altar]]; by offering the proper sacrament, and drawing a glyph with their finger upon the dark altar, they will soon find themselves infected with vampirism. However, even contact with infected blood can infect that which is otherwise clean. Pressing a wound against a vampire’s can cause infection. Ingesting a vampire’s blood can cause infection, and on a rare basis, even being bitten by a vampire can cause infection.


True weapons against vampirism are very straightforward. While the sun is an obvious weakness, so are objects made of wood. Humans are far more superior to vampires, and the Sanguine Curse reflects this by allowing something as trivial as a wooden sword, or a stick, to be powerful enough to crush one of the cursed. Even a curse spread by the Archdemon cannot fend off the might of man, and even the smallest of men can vanquish the fiercest of vampires using something as menial as a stick found lying in the woods. Holy water is another method of weakening, if not killing a vampire. Blessed by the old religions, holy water has proven to be a failsafe way of raising a vampire’s body heat for as long as anybody can remember. A careful mixture of water and crushed lapis lazuli, blessed by a priest or an emperor, offers an excellent solution for shedding divine light upon the damned. If enough of this mixture is offered to the beast, he will catch fire and die.
A series of [[Sanguine Curse Effects|effects]] also occur when a person is infected with the Sanguine Curse.


If killing the vampire isn’t one’s cup of tea, however, there is always the option of curing them instead. Altars of light have proven to be a failsafe way of curing a vampire of their treacherous disease. While altars of light do not technically adhere to the ideals of Unionism, these altars are derived from the old religions and have, time and time again, cured every vampire who has offered the proper sacrament and prayer. The divinity of these altars continue to baffle even the most erudite of scholars and frighten the most fierce of vampires. Recall the incident of one small-town vampire who lit an entire church on fire because she believed the altar within it was ruining the lives of those around her. As an ironic punishment for her actions, she was killed, and her bones were embedded in the walls of the town’s newly erected cathedral.
==Curing==
Upon being cured, the vampire is cleansed of its infected blood. However, various effects can take longer than others to reverse, depending on the vampire’s bloodline and how long they’d been infected. Some effects will stay with the human forever, such as inherited physical features, while others will simply retract back to their previous state. One thing is for certain, though: When a vampire is cured of the Sanguine Curse, it prevents all effects from getting worse, and cleanses the blood of its contamination. Curing works similarly to infection - where the vampire offers the required sacrament and draws the rune upon the altar, their body is cleansed through a magical process, and they become cured of the Sanguine Curse.


==When Facing Vampires==
Due to their decreased strength in their pure human state, a cured vampire becomes thoroughly weak, feeling the comparative difference between unnatural vampiric strength and the lesser human counterpart. For the first few weeks, subjects studied spoke of:
Whether the danger lies in becoming infected, or becoming attacked, anything involving the Sanguine Curse should be reported to the Regalian Guard at once. Vampires are not only a menace among society, but a danger to themselves and those around them. They should not be treated lightly, as their unpredictability and strength can catch even the most cunning of men off guard. However, due to their fragile being, they are exceedingly easy to kill, and relatively easy to cure. If a person feels confident doing either, they are more than welcome to do so. That said, facilities in Regalia, and various other places about Aloria, are available for the purification or purging of said beings. The history of the vampire is one filled with pain, terror, and mystery, but one thing remains clear: As long as they exist, they are assisting in the end of the world.
*Tightness/soreness in the muscles.
*Decreased range of motion.
*Heavy limbs.
*Bizarre cravings due to malnutrition.
*Sluggish reflexes.
*Decreased vision and feelings of blindness, often complaining that the area is too dark even when sufficient light is provided.
*Aches in the bones similar to growing pains.
*Heavy bruising around the ribs and joints.
*Shortness of breath.
*Repulsion to food and severe stomach aches.
*Pain around the eyes reminiscent of tiredness or strain.
 
===Dangers of Curing===
One recently cured of the Sanguine Curse is highly susceptible to pathogenic infection within the first few weeks. Because white blood cells are produced in the bone marrow, there is a period of vulnerability before the marrow fully returns and restores it's function, during which, the subject is left with a severely weakened immune system. Carelessness to environmental factors and diet could lead to fatal infections. Assuming the subject survived, the return of white blood cells in the lymphatic system and bloodstream would likely lead to inflammation in the major lymph nodes, causing temporary soreness while the body disposes of any pathogens. In some less common cases, more severe immune responses have been displayed. These responses vary from subject to subject, ranging from the development of new allergies to the onset of autoimmune diseases.
 
Under specific circumstances, some vampires cured will not survive the transition back to uninfected human. This is most commonly observed within the elderly, and those of [[Fahlein Bloodline]]. The effects are vastly taxing and dangerous as it is, and when accompanied with a host whose immune system is already compromised, the chances of survival are bleak, if not nonexistent.
 
==Trivia==
*While those infected do infact cast a very real reflection, a common and widespread mental illness known as reflexiophobia is solely found amongst many vampires. Taking effect within the first few weeks upon turning, reflexiophobia is the mental inability to comprehend one's own image. When we consider the mental strain put upon a newly turned vampire, it is easy to see how subconscious rejection of self would be prevalent. One is becoming something other than their average human self, sudden urges take place such as desires to bite and take otherwise innocent life. Because of this, the brain rejects what it is seeing out of fear and confusion, and thus erases ones own face from memory; causing a hazy void-like blur where one would normally see their own reflection.
*Vampires typically enjoy spreading legends about themselves. For example, while garlic has no effect on them, they insist it does. While they can enter any home as easily as a human, they typically insist they must be invited in due to religious or respectful notions set in by The Order. While they can cross streams with ease, some may refrain, often believing it bad luck. Sometimes these quirks may give an advantage against those they are hunting, but sometimes it simply slows the vampire down. You can reference The Orders decrees on human respect and dignity at [[Order’s Decree]].
*Vampires cannot procreate. If a woman infected with the Sanguine Curse is impregnated, she will immediately miscarry. Furthermore, male vampires are simply infertile - they cannot produce children, and in fact risk infecting females they attempt to with the Sanguine Curse.
*Vampires have very rapid metabolisms, meaning their hair and nails grow faster than that of the uninfected.


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====Accreditation====
====Accreditation====
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*Written by [[User:Ryciera|Ryciera]].
*Written by [[User:Ryciera|Ryciera]], [[user:Luthien|Luthien]], and [[user:PizzaRoles|PizzaRoles]].
*Art by [[User:MissMaggy2u|MissMaggy2u]] and [[User:Luthien|Luthien]].
*Processed by [[User:Ryciera|Ryciera]], [[user:Azas|Azas]], and [[User:BabaManga|BabaManga]], with help from [[user:JakkDhread|JakkDhread]].
*Processed by [[User:Ryciera|Ryciera]] and [[User:MonMarty|MonMarty]].


[[Category:Curses]]
[[Category:Curses]]

Revision as of 07:36, 21 May 2014

One of the most disturbing and confusing creatures on Aloria is the vampire, carrier of the Sanguine Curse, and creature of blood and night. Within the world are many vicious anomalies, but few match the vampire’s cunning relatability and malicious manipulation. The vampire in its physical understanding is a human infected with the Sanguine Curse - a disease whose primary feature is the need to ingest human blood in order to survive. Although they are more often than not depicted as wicked, destruction-hungry creatures, their history is as rich as it is diverse. In present Aloria, vampirism is vastly a widespread disease and issue, particularly in the capital city, Regalia, where they have been reduced to sewer dwellers, beggars and spreaders of sickness.

Origins

While the theory of how the Sanguine Curse began remains an overall mystery, vampirism has been referenced and acknowledged in historical documents dating as far back as 250 years. It is known how vampires were created in relation to upyrs, but the origins of upyrism is unknown. Ancient paintings depict vicious, blue-eyed creatures lashing at throats and participating in cannibalistic or otherwise psychotic, blood-thirsty behavior.

From Upyrs

Various manuscripts have been found that speak of proud beings self-proclaimed as upyrs - meaning “Higher Ones” in an old Seraph language. Shortly before upyrism disappeared and vampirism begun to reign, two upyrs were captured and detained, who claimed to be a part of the ‘original’ or ‘initially turned’ group: Joseph Blackwell, and one who insisted on being called ‘Vengeous’.

When questioned, they gave vastly different stories with but a few aspects remaining consistent: Both upyrs agreed that they had been on a ship, and both agreed that the ship had sailed too close to the Forbidden Continent. Tides from the continent were too strong, and in an unfortunate turn of events, the ship sunk to the oceans murky depths. Those who survived the wreck and subsequently became what are understood to be the first upyrs, all split up; swimming off in different directions. This means that while those first tainted with upyrism originated in one place, its initial spread to the masses could have started nearly anywhere within Aloria. However, the first upyrs to make an appearance among the rest of the world were most likely in Ellador, due to geographical proximity.

Joseph and ‘Vengeous’ remained in custody, and for the purpose of collecting information on their strange state and varied story, they were both permitted to receive human blood in payment. This, however, only lasted several days. Upon the eve of October 29th, 98 AC, these two upyrs were found within their cell hosting vastly different physical aspects and capabilities to their previous, grander state. Their eyes had changed from blue to red, they complained of blindness, heavy limbs and soreness in the muscles, and the shocking strength they’d held before proved to be lacking, although not entirely exhausted. No one is entirely sure what happened to cause this, but many attribute it to the origin of vampirism as we know it.

Wutienda’s Influence

Upyrism faded as gradually as it had originally appeared, only fifty years after the first ones were sighted and acknowledged. Though few know what actually happened, the truth is that a Vice was conspiring against the mighty upyrs long before they were aware. When the time came, Wutienda, deciding she wanted to take something from the Archdemon and make it her own, turned her gaze on the upyrs. These creatures, once uncontrollable, would pose as her army - something to protect and obey the weakest of the vices. As a result, she found a creative and innovative way to rid their disgrace from Aloria, that would not require her individual attention to each infected, but bring shame and embarrassment unto Behesael.

Human blood is their life-source, and as such Wutienda created and spread a highly contagious, however unnoticeable blood-disease to humans, elves, and dwarves via the waters of their ravines and wells. It had no symptoms, and bodies acted only as its direct carrier, leaving the uninfected free of any long-term effects. Its mark was only left on those unfortunate enough to indulge on the blood from their veins. Upyrs everywhere felt dramatic changes as they drank infected persons - their strength dwindled and the sunlight began to burn. Their bloodlust, however, remained. Each begun to take on different traits, some developing more hair, red eyes, or greater mental instability. This marked the beginning of Vampiric Bloodlines, and the end of Upyrism as we knew it.

One of the most subtle changes that occurred, however, was the way vampires thought. A vice they were once indifferent to was now their leader, and they found themselves much more influenced by Wutienda’s word.

Infection

A human can be infected with the Sanguine Curse in a variety of ways. The most common being through a Dark Altar; by offering the proper sacrament, and drawing a glyph with their finger upon the dark altar, they will soon find themselves infected with vampirism. However, even contact with infected blood can infect that which is otherwise clean. Pressing a wound against a vampire’s can cause infection. Ingesting a vampire’s blood can cause infection, and on a rare basis, even being bitten by a vampire can cause infection.

A series of effects also occur when a person is infected with the Sanguine Curse.

Curing

Upon being cured, the vampire is cleansed of its infected blood. However, various effects can take longer than others to reverse, depending on the vampire’s bloodline and how long they’d been infected. Some effects will stay with the human forever, such as inherited physical features, while others will simply retract back to their previous state. One thing is for certain, though: When a vampire is cured of the Sanguine Curse, it prevents all effects from getting worse, and cleanses the blood of its contamination. Curing works similarly to infection - where the vampire offers the required sacrament and draws the rune upon the altar, their body is cleansed through a magical process, and they become cured of the Sanguine Curse.

Due to their decreased strength in their pure human state, a cured vampire becomes thoroughly weak, feeling the comparative difference between unnatural vampiric strength and the lesser human counterpart. For the first few weeks, subjects studied spoke of:

  • Tightness/soreness in the muscles.
  • Decreased range of motion.
  • Heavy limbs.
  • Bizarre cravings due to malnutrition.
  • Sluggish reflexes.
  • Decreased vision and feelings of blindness, often complaining that the area is too dark even when sufficient light is provided.
  • Aches in the bones similar to growing pains.
  • Heavy bruising around the ribs and joints.
  • Shortness of breath.
  • Repulsion to food and severe stomach aches.
  • Pain around the eyes reminiscent of tiredness or strain.

Dangers of Curing

One recently cured of the Sanguine Curse is highly susceptible to pathogenic infection within the first few weeks. Because white blood cells are produced in the bone marrow, there is a period of vulnerability before the marrow fully returns and restores it's function, during which, the subject is left with a severely weakened immune system. Carelessness to environmental factors and diet could lead to fatal infections. Assuming the subject survived, the return of white blood cells in the lymphatic system and bloodstream would likely lead to inflammation in the major lymph nodes, causing temporary soreness while the body disposes of any pathogens. In some less common cases, more severe immune responses have been displayed. These responses vary from subject to subject, ranging from the development of new allergies to the onset of autoimmune diseases.

Under specific circumstances, some vampires cured will not survive the transition back to uninfected human. This is most commonly observed within the elderly, and those of Fahlein Bloodline. The effects are vastly taxing and dangerous as it is, and when accompanied with a host whose immune system is already compromised, the chances of survival are bleak, if not nonexistent.

Trivia

  • While those infected do infact cast a very real reflection, a common and widespread mental illness known as reflexiophobia is solely found amongst many vampires. Taking effect within the first few weeks upon turning, reflexiophobia is the mental inability to comprehend one's own image. When we consider the mental strain put upon a newly turned vampire, it is easy to see how subconscious rejection of self would be prevalent. One is becoming something other than their average human self, sudden urges take place such as desires to bite and take otherwise innocent life. Because of this, the brain rejects what it is seeing out of fear and confusion, and thus erases ones own face from memory; causing a hazy void-like blur where one would normally see their own reflection.
  • Vampires typically enjoy spreading legends about themselves. For example, while garlic has no effect on them, they insist it does. While they can enter any home as easily as a human, they typically insist they must be invited in due to religious or respectful notions set in by The Order. While they can cross streams with ease, some may refrain, often believing it bad luck. Sometimes these quirks may give an advantage against those they are hunting, but sometimes it simply slows the vampire down. You can reference The Orders decrees on human respect and dignity at Order’s Decree.
  • Vampires cannot procreate. If a woman infected with the Sanguine Curse is impregnated, she will immediately miscarry. Furthermore, male vampires are simply infertile - they cannot produce children, and in fact risk infecting females they attempt to with the Sanguine Curse.
  • Vampires have very rapid metabolisms, meaning their hair and nails grow faster than that of the uninfected.

Accreditation