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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 had 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’.  
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 had 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 [[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.
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 ocean's 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.
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.
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==Infection==
==Infection==
Dark altars have become nullified for vampires since Wutienda has spread her influence during the Great Vampiric Convergence of 302 AC. This means that before she allowed non-human races to contract vampirism, a person could use a dark altar to infect themselves. However, they can no longer do this. Infection with the Sanguine Curse happens solely through the transfer of blood.
While dark altars are a common infection technique, the truth is, these altars only work for the original [[Qan Ata Bloodline]]. Otherwise, dark altars do nothing for non-human races, uncommon bloodlines, or any other vampiric strain that isn't Qan Ata. Infection, instead, typically comes from blood transmission. There is a minimal chance of infection when an infected individual bites an uninfected one, and a slightly larger chance of infection if an uninfected drinks from an infected, directly proportional to the amount of blood taken in. Only Qan Ata vampires may interracially infect, meaning all other bloodlines can only affect a specific race. When a Qan Ata vampire infects a non-human, the non-human's bloodline will be their default 'original' bloodline. For example, if a Qan Ata infects an elf, the elf will contract the [[Kydaer Bloodline]].


A series of [[Sanguine Curse Effects|effects]] will occur that is synonymous among all humans and human bloodlines. Please be aware that these do not necessarily apply to all races.
A series of [[Sanguine Curse Effects|effects]] will occur that is synonymous among all humans and human bloodlines. Please be aware that these do not necessarily apply to all races.
*'''Humans Infecting Humans:''' Since humans have a plethora of [[Vampiric Bloodlines|bloodlines]] they can become infected with, a human infecting another human will pass on the infector's bloodline to the infectee. This means if somebody of the [[Chyga Bloodline]] were to infect another human, that human would inherit that bloodline's traits.
*'''Humans infecting Humans:''' Since humans have a plethora of [[Vampiric Bloodlines|bloodlines]] they can become infected with, a human infecting another human will pass on the attacker's bloodline to the victim. This means if somebody of the [[Chyga Bloodline]] were to infect another human, that human would inherit that bloodline's traits.
*'''Humans Infecting Non-Humans:''' Vampirism is still a very new phenomenon to non-human races. This means any human who infects a non-human, regardless of bloodline, will become infected with the only bloodline that affects their race. If a human with the [[Fahlein Bloodline]] were to infect an Elf, for example, the Elf would inherit the [[Kydaer Bloodline]] instead of the Fahlein, since Kydaer affects Elves.
*'''Humans infecting non-Humans:''' Vampirism is still a very new phenomenon to non-human races. This means that the Qan Ata bloodline is the only bloodline capable of interracial infecting. The victim will receive their own race's default bloodline. If a Qan Ata infected a [[Dwarf]], the Dwarf would contract the [[Irontooth Bloodline]].
*'''Non-Humans Infecting Humans:''' If a non-human infects a human with the Sanguine Curse, the human will contract the [[Qan Ata Bloodline]].
*'''Non-Humans infecting Humans:''' Non-humans cannot infect humans with vampirism.
 
===Infection Rate===
Based on the amount of blood taken in, the chance of infection increases or decreases.
*'''1/2 Liter:''' There is a 25% chance of infection if half a liter of infected blood is ingested.
*'''1 Liter:''' There is a 50% chance of infection if a liter of infected blood is ingested.
*'''1 1/2 Liter:''' There is a 75% chance of infection if one and a half liters of infected blood is ingested.
*'''2 Liters:''' There is a 100% chance of infection if two liters of infected blood is ingested.
If a person is bitten by a vampire, there is always a 15% chance of them contracting vampirism from it.
 
Click [http://adventuresintimeandspace.tumblr.com/post/80934935904/here-are-some-scientific-facts-about-blood-loss here] for more information on blood loss and what each level of ingestion looks like.


==Characteristics==
==Characteristics==
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|-
|-
| valign="top" | Sensitivity to Sunlight
| valign="top" | Sensitivity to Sunlight
| valign="top" | All vampires will find themselves much more sensitive to sunlight. While some will only find their skin become red, peeled, and cracked in severe sun burns that could leave scarring, while in more severe cases, bloodlines and vampires may be prone to rapidly catching fire and burning to a crisp when exposed to the sun.
| valign="top" | All vampires will find themselves much more sensitive to sunlight. While some will only find their skin become red, peeled, and cracked in severe sun burns that could leave scarring, in more severe cases, bloodlines and vampires may be prone to rapidly catching fire and burning to a crisp when exposed to the sun.
|-
|-
| valign="top" | Sensitivity to Holy Water
| valign="top" | Sensitivity to Holy Water
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==Curing==
==Curing==
Any vampire of any bloodline can be cured through the use of one of the following:
Any vampire of any bloodline can be cured through the use of one of the following:
*A light mage skilled in the Healing Light form (must be Mage level or higher).
*A [[Light Magic|light mage]] skilled in the Healing Light form (must be Mage level or higher).
*A blood mage skilled in the Spirit Chains form (must be Novice level or higher).
**Curing through Light Magic is usually an exhausting, but pain-free process for both the mage and the vampire. Light Magic curing typically only takes a few days to a week.
*A [[Blood Magic|blood mage]] skilled in the Purification form (must be Student level or higher).
**Curing through Blood Magic is usually an exhausting and painful experience for the vampire. Blood Magic curing typically takes anywhere between a couple weeks to a month.


Curing a vampire is a bit of a long process, taking anywhere between a week to a month. Typically, the vampire will return to the mage every day, or every few days, and have a bit more of their blood healed. While under normal circumstances, the new blood would instantly become reinfected with the Sanguine Curse, blood that's magically transferred or healed has the capability to remain uninfected for a prolonged amount of time, usually in the span of a week to a month, depending on the mage's skill. The chance of death remains dangerously high if a victim tries to cure instantly, but gradually decreases the more time it takes to cure. However, if the mage takes too long, the magic will wear off and the Sanguine Curse will once more thrive.
While under normal circumstances, the new blood would instantly become reinfected with the Sanguine Curse, blood that's magically transferred or healed has the capability to remain uninfected for a prolonged amount of time, usually in the span of a week to a month, depending on the mage's skill. The chance of death remains dangerously high if a victim tries to cure instantly, but gradually decreases the more time it takes to cure. However, if the mage takes too long, the magic will wear off and the Sanguine Curse will once more thrive.


The following effects may occur during or for awhile after the curing process:
The following effects may occur during or for awhile after the curing process:
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*Pain around the eyes reminiscent of tiredness or strain.
*Pain around the eyes reminiscent of tiredness or strain.


In general, it takes anywhere between 1-4 weeks to fully cure somebody of the Sanguine Curse, and it can take anywhere between 1-4 weeks after the person has been fully cured for the above effects to wear off. Length of time for both curing and fading of effects vary on the following:
In general, it can take anywhere between 1-4 weeks after the person has been fully cured for the above effects to wear off. Length of time for both curing and fading of effects vary based on the following:
*Size of the person infected (and how much blood they have in them).
*Size of the person infected (and how much blood they have in them).
*Length of time the person has been infected.
*Length of time the person has been infected.
*Skill of the mage conducting the cure.
*Skill of the mage conducting the cure.


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==Timeline==
==Timeline==
To be updated.
To be updated.
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</timeline>
</timeline>
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==Trivia==
==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.
*While those infected do in fact 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 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 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.
*Vampires have very rapid metabolisms, meaning their hair and nails grow faster than that of the uninfected.

Revision as of 15:19, 18 September 2014

Template:EditMe 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 being infected with the Sanguine Curse—a disease whose primary feature is the need to ingest 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 a vastly 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. While it is known that vampires evolved from Upyrs in some way, the exact origins of either of these species is difficult to tell. 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 had 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 ocean's 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

While dark altars are a common infection technique, the truth is, these altars only work for the original Qan Ata Bloodline. Otherwise, dark altars do nothing for non-human races, uncommon bloodlines, or any other vampiric strain that isn't Qan Ata. Infection, instead, typically comes from blood transmission. There is a minimal chance of infection when an infected individual bites an uninfected one, and a slightly larger chance of infection if an uninfected drinks from an infected, directly proportional to the amount of blood taken in. Only Qan Ata vampires may interracially infect, meaning all other bloodlines can only affect a specific race. When a Qan Ata vampire infects a non-human, the non-human's bloodline will be their default 'original' bloodline. For example, if a Qan Ata infects an elf, the elf will contract the Kydaer Bloodline.

A series of effects will occur that is synonymous among all humans and human bloodlines. Please be aware that these do not necessarily apply to all races.

  • Humans infecting Humans: Since humans have a plethora of bloodlines they can become infected with, a human infecting another human will pass on the attacker's bloodline to the victim. This means if somebody of the Chyga Bloodline were to infect another human, that human would inherit that bloodline's traits.
  • Humans infecting non-Humans: Vampirism is still a very new phenomenon to non-human races. This means that the Qan Ata bloodline is the only bloodline capable of interracial infecting. The victim will receive their own race's default bloodline. If a Qan Ata infected a Dwarf, the Dwarf would contract the Irontooth Bloodline.
  • Non-Humans infecting Humans: Non-humans cannot infect humans with vampirism.

Infection Rate

Based on the amount of blood taken in, the chance of infection increases or decreases.

  • 1/2 Liter: There is a 25% chance of infection if half a liter of infected blood is ingested.
  • 1 Liter: There is a 50% chance of infection if a liter of infected blood is ingested.
  • 1 1/2 Liter: There is a 75% chance of infection if one and a half liters of infected blood is ingested.
  • 2 Liters: There is a 100% chance of infection if two liters of infected blood is ingested.

If a person is bitten by a vampire, there is always a 15% chance of them contracting vampirism from it.

Click here for more information on blood loss and what each level of ingestion looks like.

Characteristics

While each vampiric bloodline and each affected race is vastly different from the next, all vampires have a few traits in common:

Characteristic Description
Blood Drinking The thirst for blood is a rudimentary trait of vampirism. While some bloodlines will ingest blood along with other liquids or materials, blood is the prime staple in a vampire's diet. The term "Bloodlust" was coined from a vampire's need to satiate their thirst for blood, sometimes driving them to murderous violence.
Sensitivity to Sunlight All vampires will find themselves much more sensitive to sunlight. While some will only find their skin become red, peeled, and cracked in severe sun burns that could leave scarring, in more severe cases, bloodlines and vampires may be prone to rapidly catching fire and burning to a crisp when exposed to the sun.
Sensitivity to Holy Water Holy water is known to scald a vampire upon contact with any part of their body. This means if they were to be splashed by it, it would cause burns on their skin, and if ingested, will proceed to burn the vampire from the inside out unless they removed the water from their body. This process happens within seconds. Holy water behaves like acid to those cursed.
Increased Strength For vampires of any bloodline, the strength increases dramatically. The default strength would be double that of their normal strength (a thin preteen might find the strength of a well-toned twenty year old). However, this differs with each bloodline. Vampires will also discover that their flesh (or scales, in some cases) are much more resilient to damage and less prone to bruises or cuts.
Better Healing Vampires will heal faster and more thoroughly than those uninfected. Depending on the amount of blood intake, a small cut can take minutes to heal, while a larger would can take a few days. Things like scars and acne clear up, and limbs that have healed crookedly will remedy themselves. Healing will never be visible. Watching someone heal is like watching water boil.
Feeding Aids Teeth, claws, or other sharp implements will grow to aid the vampire in feeding. While this usually takes on the form of sharpened or otherwise changed teeth, some bloodlines will develop claws, other mouth parts, or entirely new teeth where there weren't before. These new parts will almost always be for the sake of assisting in their newly discovered feeding habits.

Curing

Any vampire of any bloodline can be cured through the use of one of the following:

  • A light mage skilled in the Healing Light form (must be Mage level or higher).
    • Curing through Light Magic is usually an exhausting, but pain-free process for both the mage and the vampire. Light Magic curing typically only takes a few days to a week.
  • A blood mage skilled in the Purification form (must be Student level or higher).
    • Curing through Blood Magic is usually an exhausting and painful experience for the vampire. Blood Magic curing typically takes anywhere between a couple weeks to a month.

While under normal circumstances, the new blood would instantly become reinfected with the Sanguine Curse, blood that's magically transferred or healed has the capability to remain uninfected for a prolonged amount of time, usually in the span of a week to a month, depending on the mage's skill. The chance of death remains dangerously high if a victim tries to cure instantly, but gradually decreases the more time it takes to cure. However, if the mage takes too long, the magic will wear off and the Sanguine Curse will once more thrive.

The following effects may occur during or for awhile after the curing process:

  • 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.

In general, it can take anywhere between 1-4 weeks after the person has been fully cured for the above effects to wear off. Length of time for both curing and fading of effects vary based on the following:

  • Size of the person infected (and how much blood they have in them).
  • Length of time the person has been infected.
  • Skill of the mage conducting the cure.


Trivia

  • While those infected do in fact 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