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Vampirism

From MassiveCraft Wiki

Template:Info afflictions Vampirism, also known as the Sanguine Curse, is a Void-spawned blood-curse that has plagued Aloria for hundreds of years. Often seen as a disease and hated by most of Aloria's people, this affliction causes the infected to undergo both physical and mental transformations. Vampirism can be cured by an aggressive and somewhat lengthy process, though many Vampires desperately attempt to avoid being cured, or even seek re-infection. This is caused both by the curse itself changing the thoughts of the infected, but also by the fact that most authorities across Aloria are excessively cruel to Vampires. In the Regalian Empire, being a Vampire is seen as being something unholy—akin to being a Demon. Such creatures are either killed on sight by Vampire hunters or dragged away screaming to imprisonment and isolation. Frequent Vampire executions are held by the faithful, causing most Vampires across the world to live hiding in dark alleys, caves, and sewer tunnels. Indeed, Vampires are considered leeches on society as they feed themselves on the blood of the unwilling and powerless, empowered by darkness and Void Energies. Whole religions have been founded on the idea that Vampirism is the next step in Human advancement (despite the curse also striking non-Humans), and some contract the disease willingly for the powers it grants. Globally, Vampirism is on the rise since the last Great Vampire Wars. Global conflict with the Void Invasion, Imperial wars, and more recently, the Bone Horror Crisis, have all weakened local authorities to the point of breaking. Vampires often follow in the wake of a weary population, feeding and making use of what they can. Vampirism has grown so prolific that among the Regalian Emperor’s close court, some nobles have fallen to the sway of Vampirism, secretly plotting the destruction of the Empire from within. Even far in the north, a Vampire Principality exists in Ellador, the state of Dorkarth entirely inhabited by Vampires and their feeding cattle, seeking to overthrow neighboring Kingdoms.

History of Vampirism

The history of Vampirism is shrouded in mystery, not in the least because most authorities across the world attempt to eradicate any mention of Vampirism in their historical narratives. Historians who research Vampirism certainly exist, but are quickly imprisoned and have their materials burned for being deemed a threat to the state, especially in Regalia, where anything to do with Vampirism or the consumption of blood is taboo. Still, some hidden libraries in Vampire dens, secret categories in Qadir libraries, or the great records of the Dorkarth Princes contain information about the historical events surrounding Vampirism. Many of these sources will easily date the source of Vampirism to shortly after the Cataclysm, particularly in and around the Empire of Hedryll, on the southwestern corner of Ellador. The Empire of Hedryll enjoyed relative prosperity as opposed to poverty in the neighboring states. The Dwarven Holds were still recovering from their warfare with the Nelfin and soon were being devastated by the Dakkar, whatever western nations had existed were all but in ruin after the Fifth Void Invasion, and those states south of the region, including the fledgeling Regalian Empire, were all small and internally unstable. Certainly, it could be said that the Empire of Hedryll was at the time the dominant Ailor state in existence, it spanned lands miles upon miles apart, and raiding brought in many riches in a post-Allorn Empire world where most nations were rebuilding and not focusing on their military like Hedryll had. But then came the Great Vampire Wars, conflicts fierce and devastating that destroyed Hedryll’s dominance while also endangering the world.

These wars lasted until 89 AC, when the Hedrylli forces were finally able to push back the Vampires and exterminate a majority of them (though many more had already slipped out into wider Aloria). In the wake of the conflict, the severe population decline in Hedryll was something the small Kingdom never recovered from, and to this day, the threat of Vampires in Ellador remained minute. This has largely been thanks to the zealous crusading society of the Ohrneti, who kill most Vampires that dare to lurk too long on Ellador’s mainland, but also because of the great diaspora that occurred at the tail end and conclusion of the Great Vampire Wars. Opportunistic Vampires determined that the wider world had greater opportunities, with richer lands and softer targets for their actions. Thus, the other Bloodlines of Aloria were born and over the past 200 years or so, Vampire fortunes rose and fell over the decades as attempts were made to establish local communities which were quickly snuffed out, especially by the Regalian Empire’s efforts to cleanse the world of what it considered unholy heresy. Vampires eventually started infiltrating the Empire itself, redoubling their efforts on targeting their biggest enemy of all. In present times, most layers of the Empire have been infiltrated by Vampires and Vampire sympathizers, waiting for their time to strike at Regalia’s own weakness and isolation, waiting for a time when they can establish a global Vampire Empire of their own as blessed by the Archdemon.

Alternatively, the global spread of Vampirism over the centuries and revelation of the Curse’s infectibility towards all known Alorian races has witnessed the rise of various Covens, discreet and otherwise, from their less than humble origins of Dorkarth to the Songaskian Masaya and even the Maraya Mothership. This seeping spread throughout known Aloria, whilst meeting the original goal of widespread infection, has diluted the overall original goal and strict Dorkarthian Culture of Vampirism. Instead, the now diversified Bloodlines aid individuals as a corrupting tool to see their own goals, dreams and ambitions realized within the towns, cities and communities in which they would reside. This occurs to such an extent, in fact, that many Covens battle for supremacy of a certain ‘territory’ with others and such is commonplace in more populated and diversified cities, such as the Holy City of Regalia. Even the Vampiric Courts of Dorkarth are known not to have a central leader, with rival Desprinces playing at intrigue and politics as a twisted reflection of the Regalian peerage. Ultimately, the future of Vampirism remains in the hands of those with the most power, prestige, and influence to further it in whichever direction they see fit; to either remain content in ruling the shadows, or to step forth to claim all those within the light.

Vampirism Infection

Vampirism Infection can occur one of three ways. The primary method of infection is for Vampires to use their Vampiric Bite. Vampiric Bite is not the same as regular Blood Drinking. When a Vampire drinks blood, they simply use their fangs to puncture any part of the body close to veins, and consume blood from the wound. The Vampiric Bite differs, in that the Vampire specifically makes a small cut on their tongue inside their mouth before biting, which results in the Vampire’s own blood mixing with the victim’s blood. This is called a Vampiric Bite, and while Blood Drinking has a 0% chance of infection, the Vampiric Bite has a 50% chance of infection, when the intention is clearly to infect others. When using a Vampiric Bite, the victim must roll /dice 1 2, with 1 being saved from infection, and 2 being infected.

Another method for infection is the consumption of half a cup of Vampire blood, which can be mixed with another drink or diluted, as long as the blood was at least half a cup. This drink can both be consumed voluntarily and involuntarily. When consuming an infected drink, infection is guaranteed at 100%. The third and final method of infection is to perform the Void Blood ritual. This involves praying to the Void deities, before sacrificing some sort of critter animal on a Void Altar, and then consuming at least half a cup of its blood. This Void Blood ritual has a 100% infection rate also, but can only be performed voluntarily by the ritual performer. The first and second infection method result in the person being infected by the Bloodline of the person donating the blood or biting them, while the third ritual will result in an infection based on the Bloodline the performer feels most closely connected to. All Vampiric Bloodlines can infect others through these methods, except for Alais Vampires, who can only guide others through the Void Blood Ritual to become an Alais specifically.

Once a Vampire has become a particular Bloodline, they will remain that Bloodline until cured. If they are re-infected, they may choose to change to the Bloodline of the new infector. Vampiric Forms may change per Bloodline, but once a character has a Vampiric form for one Bloodline, that cannot change outside of ret-cons. After infection, a person will not yet fully be infected for about 24 hours. After the first 24 hours, and up to 72 hours after being bitten, the person will experience confusion, cold shakes, and hunger that cannot be satiated. After the third day, they will fully become a Vampire and unlock mutations, while also being extremely hungry, and having a practically unstoppable bloodlust to find the nearest victim they can safely get their hands on and satiate their hunger. Once they have done this, the mental aspects of being a Vampire also kick in. Certain Races may be immune to infections, if they are, this will be clarified on their relevant Race Page. Being a Vampire does not interfere with Racial Abilities, though Primal Aberrancy Individuals and Mages are immune to infection, as the Essences in them stop them from being infected.

OOC Note: Because feeding is not always possible, it usually fine to assume a character has fed on an NPC citizen for day to day rp. This is purely for practicality sake, because there aren't enough players around to constantly feed every Vampire. The only exception to this is Vampires who are imprisoned (who should roleplay out being deprived of blood) and Vampires who have certain Vampiric Mutations which rely specifically on feeding at a specific time, or to trigger a specific ability. In such cases, the feeding must always be done IC and cannot be time skipped (save for situations where the curers are not providing consistent roleplay) or assumed from an NPC. If you suspect a player has not fed off a person but is using a feeding based ability anyway, report them to Lore Staff for God-Rp. Everyone should always keep in mind however that being fed on, or being turned into a Vampire, is not a permission based thing, and should always be roleplayed out for character development sake.

Vampire Culture & Rituals

Though the crimson curse remains synonymous with the Void, bloodlust and inherent violence, Vampirism at its core is a means of freedom from the constraints of such ideas as Religion, morality, Culture and even family, thus leaving any Vampire to live their life as they truly wish to without internal hindrance. This allowed for a breath of freedom from a potentially unsatisfying life for the common peasant. This, coupled with the origins of various sub-cultures within the named Bloodlines, makes for unconstrained potential within individualized coven culture. Whilst some Covens remain entirely composed of a singular, like-minded Bloodline such as a Barghest Hunting Pack, Von-Kerle Bandit or Mercenary Group or even Alais Virtearist Circle, others are comprised of various Bloodlines under a more open-minded Coven Leader where one Bloodline covers for the weaknesses of another. As such, depending on the goals, ideals, and mentality of the Coven as a whole, and reflectively the Coven Leader themselves, Covens will have their own traditions, holidays, festivities, and rituals. Due to the nature of Bloodlines passing infection from one to the other, however, rituals and festivities most commonly utilized among certain Bloodlines are passed unto further removed Covens across Aloria to interpret, tweak and utilize as they see fit.

The Faceless Masquerade

The Faceless Masquerade was first conceived at the peak of Dorkarth’s superiority and rise of The Pale Whisper; however, following the Great Vampire Wars, all credit to this practice’s creation typically falls to the Virtearist Alais and Milôt Nobility within various Courts of various Kings dotting the Regalian Empire. Though Masquerades themselves are far from uncommon among Nobility, the Faceless Masquerade requires those Vampires participating to disguise themselves with far more than just a mask; often dying their hair or taking alchemical substance to change the shade of their skin and the tone of their voice. A simpler alternative, however, is the Crimson Reflection ability, to those Vampires that retain it. With this transformation complete, the gathered Vampires then familiarize with each other’s disguises, slipping into public and private events alike with fabricated personas to mingle with the populus; most commonly during masquerade balls. These Vampires work to support their fabricated backstories (typically masquerading as wealthy merchants or aristocrats) with the aid of fellow disguised Vampires, thus misleading and deluding their victims to believe a persona that does not exist. Many Vampires utilise this joint effort to seduce away valuable political players or steal valuable items by use of their abilities and addictive drinks. For some Vampires, the Faceless Masquerade never truly ends -- as those bored with their immortality simply move from one mask to the next. It remains an ideal way to pick for potential new-blood Coven Members from a herd of unsuspecting charismatic socialites.

The Fledgling Hunt

Among the Barghest, Doughall and handful of von Kerle Vampires, the Fledgling Hunt is a ceremonial practice undertaken when newly blooded Vampires, or ‘Fledglings’, lack opportunity to ‘prove’ their ability to the remainder of the Coven. Typically, the Vampires will disperse from their Coven Nest and scour any and all nearby social areas such as taverns, campsites, and settlements during the daytime, typically sending inconspicuous or charismatic Vampires to infiltrate such societies. At the break of dusk, these Vampires then return to their Coven Nest and report their findings to the Coven’s leader, or leader’s designated Alpha of the Hunt. The Coven’s leader then makes a final call on the location to be struck or, more rarely, a specific group of prey to be tracked, after which follows an hour or so of ‘preparation’. This preparation process differs from pack to pack, where some sharpen their claws in silent focus and meditation, and others exercise their combat strength against one another to warm themselves up, or simply decorate themselves with warpaints of dark, muddied colours. Following this hour of preparation and upon the rising of the full moon, the Pack then descends to either capture and feast upon their selective prey, or indiscriminately feast and disperse. Ultimately, this is part of an initiation of the new-blood Vampires to the pack, where all hunt together and fight together. Alternatively, those Vampires deemed too weak are picked off in these hunts by the forces they face, leaving the difficulty of the hunt in the hands of the Coven Leader who ultimately decides the quarry. As such, the Fledgling Hunt is an ideal way of trimming useless hunters from a pack.

Duellings of Wutienda

Initially devised by the Dorkarth Princes as a means to settle disagreements in a fashionable manner, the Duelling of Wutienda are most often practiced between two displeased Vampires looking to settle their mutual displeasure with a contest of combat skill within the Ring of Malice; a combat ring or pit glyphed by a member of either the Zikiel or Dorkarth Bloodline. It requires a drop or more of Dorkarth Bloodline blood to be spilt upon it to activate. This Ring, once activated, disallows any further entry or exit via a painful arcane barrier until the duel is over; until all others within the ring are deceased bar one. As such, a Duel can take place either between two Vampires, or as a free-for-all within which only the final Vampire standing is victor. The ring will simply not activate should any non-Vampires be within the ring. Once the Duel is complete, the Ring’s warding absorbs and drains all spilt blood from the dead whilst aglow with ominous energies, then revives the deceased Vampires to their physical states just prior to the Ring’s Activation, albeit somewhat weaker and more fatigued; almost as if feeding on the blood itself. The victorious Vampire’s wounds are not healed, though following the draining of deceased Vampire blood, their hunger feels satiated for the next few days.

The first victor within any Coven’s first established Ring of Malice is dubbed the Champion of Wutienda and only one Champion can exist in any one Coven at any given time. They are furthermore marked by a glowing palm-sized crimson Glyph anywhere atop their skin, though this glyph can be obscured by clothing. Naturally, it’s a rare treat to watch two Champions of Malice from opposing Covens duel for supremacy, where the victor’s glyph expands to the size of two Glyphs whilst the loser loses theirs entirely, leaving the losing Coven to instate a new Champion amongst their Ring of Malice. Champions of Malice that are cured lose their glyphs as well. Should the victor of such a battle (with a glyph the size of two or more glyphs) lose to a member of their Coven following, that Coven Member is dubbed the new Champion and receives the starting Glyph. Von Kerle Vampires, typically chosen by Desprinces as Bodyguards and Gladiators, often duel in such pits on behalf of their Masters should two or more come into a disagreement, with some legends rumoured to have glyphs worth five or more victories against rival Covens spanning their bodies. In theory, a Vampire from any Bloodline could act as a combat representative for a Desprince or Coven Leader. As such, it’s not unusual to see multiple allied Covens orchestrate entire structured tournaments to invigorate their various combattants, or simply set a particularly renowned Vampire Combattant against a multitude of starved feral Vampires for sport.

The Ritual of Projections

By use of this ritual, any Zikiel Vampire is able to summon a ghastly ethereal Tome (of any chosen aesthetic design) comprised of their accumulated knowledge, arcane or otherwise. This Tome may not be stolen, conventionally or through arcane means, as any who attempt to touch it simply phase through it. Even the Zikiel is unable to touch it, instead causing it to levitate ahead of them whilst manipulating page flipping through arcane hand motions. Whilst this tome is summoned, the Zikiel is endowed with various glowing runes etched into their bodies (inclusive of any transformations to Lich form). By flipping through the pages of the Tome, the Lich is thus able to project visualizations onto any nearby wall (including the ceiling or floor) for others to view. This wall must be prepared with a runic glyph-circle etched or drawn into it, such as with chalk, blood, paint, or carvings. For instance, if the Lich were offering a lecture on Dragons, they could project a vision of Dragons; regardless of whether or not the Lich had ever seen Dragons. As such, they are even able to project their memories, but may only project one vision on one wall at a time, manipulating only what is seen on the ‘screen’. They are unable to perform this ritual within combat, nor for any purpose besides the sharing of knowledge or telling of stories. It is designed to allow for wisened Zikiel Vampires to lead more engaging lectures and sermons regarding all which they have learned, or to entertain their Coven with stories of their travels.

(Updated)Vampire Bloodliness

Alais Bloodline

The Alais Bloodline originates from the Ithanian courts where a powercouple of a Dorkarth Princess and a Princess of the local Hivres contacted dark powers to set themselves apart from the general Vampire population as both more sophisticated and being better at blending in with the normal population. Their Danse Macabre spread itself across the various courts of the world, to the point where it is in present times likely the most wide-spread form of Vampirism, intent on infiltrating the high courts and creating a paradise of self-please and gratification.

Milôt Bloodline

Milôt Bloodline are the extravagant extroverts, the partying drink and food makers of Vampire society that help their fellow Vampires blend in and do their work without being seen. They are perhaps also the most unlike other Vampires in that they have their own intentions and ambitions and their own plans, and can generally socialize well with both Vampires and non Vampires without constantly feeling a disdain for them.

Wyrden Bloodline

The Wyrden Bloodline originate from the forests and Walds of Anglia, created by an ostracized Desprince who preached the death of Vampire-Kind at the hands of the Werebeasts. This Desprince then cloistered themselves away to become one with nature, and gain dominion over it. When the Wyrden Bloodline finally emerged, they sought the proliferation of the Sanguine curse and protection of their way of life. Though their teachings are often looked down upon, their powers of healing and protection are invaluable, and Wyrden quickly spread to all kinds of Vampire Covens and Courts, taking root.

von Kërle Bloodline

Von Kërle Vampires hail from the Calemberg cities and dark-walds, the high-military high-class realms of the Regalian Empire. Born from the sacrifice of a Dorkarthian Vampire Prince to empower his lover, Count von Kërle, the blood-line spread quickly as its militant prowess and power became apparent to all who would combat them. Now the trademark enemies of Darkwald Knights and Calembergers, the Von Kërle Bloodline is drawn by conflict and combat, and found all across Aloria.

Graal Bloodline

The Graal Bloodline originates from the slums of urban centers, far from the Alais palaces, the von Kërle forts, among the downtrodden and farm-hands that have never seen an Occult creature. The Graal Bloodline is not a typical Bloodline, in that it has a simplified structure with 80% of its Abilities stripped away for a simplified Ability-kit, for those who don't like playing with lots of Abilities, or those who want to play a Vampire + something else, for example Faith Manifest, which is usually denied on all other Bloodlines.

Dorkarth Bloodline

Vampires of the Dorkarth Bloodline were the first of the Vampires, the original Bloodline created by the Princes of Dorkarth in Ellador. While their numbers have dwindled since the great period of Vampiric superiority in Ellador, they retain a strong military and own the legendary Dreadforts, flying castles of doom and destruction where anguish and suffering is inflicted on those who would get in the way of the Dorkarthi design on world power and influence. With their close connection to the Void, the Dorkarth Vampires, despite their numbers, remain the most dangerous Bloodline known to the Regalian Empire.

Bloodline Mutations

Vampirism knows a number of bloodlines that divide the Vampires over certain sub-cultures. These Bloodlines all have certain origins, and are usually perpetuated by one Vampire infecting another and recruiting them into their Bloodline. Every Bloodline has access to 10 Mutations, but only 4 Mutations can be chosen. Any Vampire can at any age or any time gain Mutations, and doing so does not cost Proficiency Points. Simply not adding any Mutations is allowed too, Mutations are not mandatory. If a Vampire is cured, their Mutations are lost (where applicable). If the character is re-infected, the exact same Mutations are re-activated. Some Mutations also have special rules, please refer to the Special Bloodline Mutation Rules to make sure you read all the information before making any choices. If you need further help, please consult with Lore Staff.

Zikiel Bloodline

Zikiel Vampires are commonly referred to as the Lich Vampires, stemming from their namesake, the near mythic figure Zikiel who gained power from his insatiable lust for knowledge. While not the same as Undead Vampires, they are more magically-inclined than other bloodlines. They scour the world looking for more Magical Knowledge to add to their collection, encountering (and countering) Mages as they go.

Cratos Bloodline

The Cratos Bloodline originates from a hidden Meraic Vault where a Dorkarth Prince experimented with Qadir and Asha tech to produce a more technlogically inclined Vampire Bloodline. Aided by the powers of Arken, this Bloodline eventually made its slow rise to prominence, first stealing and salvaging tech from societies in the light, and later peddling their own inventions to aid existing Covens, or produce undercities of Blood Foundries of their own with aim to spread their technocratic influence.

Crimson Witches

Crimson Witches are technically Vampires, but don't follow a lot of the rules normal Vampires do. Firstly, Crimson Witches much like the Silver Skinwalkers are a Kathar-unique form of permanent Vampirism infection that has some longer standing cultural and historical meaning to the Kathar. To understand more about the backstory of the Crimson Witches, refer to the Kathar Page.

Crimson Witches do not follow classic Vampire Mental Characteristics, and only retain the following:

  • A natural distrust and distaste for Werebeasts.
  • Constant hunger to feed on the blood or energy of non Vampires.
  • While they can still exist within the Hierarchy of Kathar Society, they only respect power and authority for as long as it can be shown and maintained, and have a natural superiority complex over non-Kathar and non-Vampires.
  • Crimson Witches are incapable of being born as Mages, can only cast Sorcery as their mutations allow, and can only use Ritualism if their beliefs are distinctly void-based.
Choice Mutation Ability Category Range Description
Abyssal Haruspex Constant Passive Self The Crimson Witch possesses a magical veil that, when worn, protects them from Detection Abilities that would reveal their identity, abberancy status, or traits and abilities, but not any Detection Mechanics that would reveal their location. It also prevents them from being identified based on mundane physical features. All Crimson Witches with this Mutation share a neutral voice when wearing the veil, and will always sound the same.The Veil can be forcibly removed from them, but, if it leaves Emote Distance it will turn to ash. The Crimson Witch can repeat a one hour ritual once per week to re-craft their veil should it be lost or stolen. A Veil can take on any aesthetic appearance the Crimson Witch desires (but is generally shadowy and featureless), such as a hardened mask, however any identifying features of the Veil will be forgotten by anyone who looks upon it, and cannot be recorded through any means. The Witch is also capable of magically merging the veil with their face, which takes 1 minute, hides the veil, and removes all Crimson Witch Appearance features, causing them to look like a normal Kathar version of themselves. Magestone and Hallowed Stone will negate the Veil, turning it into a mundane piece of cloth while in effect range and un-merging it from their face.
Abyssal Grimoire Constant Passive Self The Crimson Witch gains the Ability Astral Being II.
Abyssal Stride Mobile Channel Self The Crimson Witch can stand on any surface (upside down or sideways) as if it was the floor, seamlessly walking and jumping between them. This ability does not require complete focus by the Crimson Witch.
Abyssal Aging Constant Passive Self The Character becomes immortal and does not visually age (though damage and harm can still kill them). Age over 150 years old requires an Ancient Character Special Permission.
Abyssal Liege Trigger Passive Self The Crimson Witch can mark a specific person as their Liege in a ritual, with the person present and willfully consenting to the ritual (ie, not under coercion, blackmail, or mind control of any kind), which binds them to their safety. If their liege is in any form of harm or risk of harm, they can sense this peril and are drawn to their liege, wherever they are. This bond can be severed by either the Crimson Witch or the affected person by repeating the ritual alone.
Abyssal Vision Constant Passive Self The Crimson Witch is immune to Target Illusions (though can still choose to see them), Target Curses, and Object curses. Additionally, they are immune to alchemy induced hallucinations or illusions.
Abyssal Shadow Vampire Spell 10 Block Distance The Crimson Witch can extend their hand forward and send out a shadowy version of themselves towards an approaching enemy or person, which immediately halts the approaching enemy or person's movement and interrupts any Channel ability or attack by stunning them for up to two seconds. The shadowy version always remains three blocks behind the target for up to a minute after. During this minute, the Crimson Witch can swap places with the shadow and end the spell. This spell can only be cast once per hour.
Abyssal Dance Trigger Passive Self When the Crimson Witch would be hit by a Mundane Attack or Non-Spell Ability (excluding Puretek or Qadir soul shot), they can choose to turn the portion of their body that would be harmed into a fluid blood substance, preventing any damage. This substance immediately re-forms once they attack has resolved, and still upholds the integrity of their body. This ability can only be triggered once every 24 hours.
Abyssal Sworn Constant Passive Self The Crimson Witch’s new physical stat limit is 25. In addition, the Crimson witch can summon a Shadow Weapon at will, which is the equivalent of a steel weapon. Once summoned, the Shadow Weapon’s shape and function cannot be changed for a week, and the weapon cannot be given to someone else. The Shadow Weapon cannot be a Bow or a Crossbow. This Weapon Summon is not a Spell, and cannot be Countered.
Abyssal Pact Vampire Spell Self The Crimson Witch can make a binding agreement with an individual that requires both the Crimson Witch and the Individual complete a single task within a week’s time of making the agreement. The Crimson Witch and target must both be present for the ritual, and clearly speak the specific task they want the other to complete. If there are any hidden aspects of the task that either party is aware of, they are magically compelled to speak it. The party that fails the task will find themselves physically drained and extremely fatigued for the next week, with all of their mundane proficiencies set to 0. Speaking of the agreement to another party counts as failing the task.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Crimson Witches have them, and they do not cost any Mutation slots)
Witch Body Constant Passive Self The Crimson Witch's new Physical Stat limit is 20, and can only be a Kathar.
Witch Functioning Constant Passive Self The Crimson Witch can eat and drink normally and will pass this normally. Due to their Vampiric nature and influence from the Lust Arken, they must either sustain themselves on the blood of people or animals, or drain the vitality from others when in heightened states of emotion. The Crimson Witch must place both hands on the head of the individual and drain for an uninterrupted 30 seconds to gain the full benefits of it. The individual will feel fatigued for two hours afterwards. Crimson Witches cannot infect others in any other way. Reproducing with Kathar produces more Crimson Witches, though Crimson witches can only reproduce with Kathar. The Crimson Witch can see clearly in Mundane Darkness.
Witch Appearance Constant Passive Self Crimson Witch’s eyes appear solid black with starry flecks of red light. Their fangs are always visible. Their hair will appear either white or black at the top and fade into any shade of red at the bottom. Their Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Witch Empowerment Constant Passive Self Crimson Witches can learn Sorcery (following the normal Sorcery rules), but must be Void Sorcerers, and can only learn from the following categories: Curse Abilities, Aesthetic Abilities, and Combat Abilities. Crimson Witches cannot be Acolytes. Crimson Witches can learn Ritualism, as long as it is distinctly Void-Based in faith. Crimson Witches can choose 5 mutations.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Crimson Witches have them, and they do not cost any Mutation slots)
Forgotten Siphon Vampire Spell Emote Distance When Three Crimson Witches are present in Emote Distance, they can copy a single Spell or Ability Mutation from a Mage or Silven who is also present in viewing distance (Excluding Primal Mages). The Spell taken from the Mage will be at random, requiring a dice roll based on the number of Spells available to them. Each Crimson Witch can then utilize that Spell or Ability and gain its effects for the next hour, and whatever its function or aesthetics may be, it takes on shadowy aesthetics instead. Their ability to utilize the ability ends early if any one of the three Crimson Witches exit Emote Distance or if any one of the three Crimson Witches are knocked out or fully restrained, and a Crimson Witch can only benefit from this Mutation once every 24 hours.
Forgotten Suffering Trigger Passive Direct Touch When two or more Crimson Witches are present and can touch each other, they can link arms or hold hands to reduce physical damage done to any one of the Witches. Any physical damage, excluding the loss of limbs, that has occurred on any one of the Witches present will be reduced and shared with the others, lessening its effects. A deep gash in the chest of one Witch will become a smaller cut on the chest of all three, increasing in potency the more Witches there are. This regeneration is instantaneous.

Vampire Brood

Vampire Brood are the offspring of a Vampire parent, or both Vampire parents (depending on specific rules set out by each Bloodline), except for Crimson Witches. Vampire Broods are often mistaken for actual Vampires because they share some appearance traits, but are not actually Vampires (but they can be infected by Vampirism). Vampire Brood have a latent infection of the Bloodline of their parent in their blood that they can choose to activate and infect themselves. Even if Vampire Broods are bitten by other Bloodline Vampires, it will always default to their born Bloodline. Many Vampire Broods do not do this however, just to stay in line with government laws, though some have been known to self-infect with Vampirism in a tough situation. As opposed to having to wait several days for this infection to take hold, the physical and mental changes are instant. Because of this ease of infection, while Vampire broods aren’t explicitly illegal or outcast, they are severely mistrusted by other mundanes around them. If a Vampire Brood has two different Bloodline parents, the “dominant” parent’s Bloodline is chosen, whatever qualification for dominance is used (Player choice). Vampire Broods of different Bloodlines all look slightly different from each other. Below follows a listing of all the visual traits of the various Vampire Broods depending on their Bloodline heritage. Vampire Broods do not gain any Abilities from being Vampire Brood. Their heritage is purely aesthetic in nature (besides the instant-infection Ability). In any and all cases below, aesthetic changes can be overwritten by other Mutations from for example Ritualism or Vampirism, except for the Eyes. Brood Eye color remains the same no matter how many Mutations are attempted to change them, except if the Brood becomes infected, in which case they gain the eyes of the infected Bloodline instead.

Alais Brood

The only visual trait Alais Brood have is their eye color, which is always a rusty (not quite red) brown. That being said however, Alais Brood tend to be born with visual features that are striking. Their skin is much more pristine (and unable to scar), and their hair is much more brilliant in shine and lusciousness.

Wyrden Brood

Wyrden Brood have Muddy Red eyes, and increased body hair. Their fingertips can have a dark green tint to them, fading into their normal skin tone as it reaches up their arms, stopping fully after the wrist.

Von Kërle Brood

Von Kërle Brood have crimson red eyes, with black eye whites. Their skin is also noticeably more pale, while their hair is always of a very stark dark brown, gray or black color. Von Kërle Brood also tend to be very robust, having stronger body proportions and larger musculatures. They also constantly have sharpened canines, but they do not work as Vampire teeth do.

Dorkarth Brood

Dorkarth Brood have crimson red eyes, with black eye whites. Their skin is also noticeably paler, while their hair is always of a very stark dark brown, gray or black color. Dorkarth Brood also tend to be very slender, having more elegant and poised body proportions. They also constantly have sharpened canines, but they do not work as Vampire teeth do.

Milôt Brood

Milôt Brood eyes have a constant swirling smoky pattern of rich purple and crimson red. Milôt Brood are also more prone to having Vitiligo than the general mundane population.

Cratos Brood

Cratos Brood have red eyes and brown, rust-colored eye whites. Their skin is noticeably paler, and they tend to have thinner, longer bones, giving them a spindly appearance. When wounded, their fresh blood has an almost oil-esque sheen to it.

Combatting Vampirism

Curing of Vampirism

Curing Vampires or Werebeasts is fairly straightforward, albeit dangerous, since it can be interfered with by outsiders. The only true place to cure a Vampire or Werebeast, is inside a Sacrosankt, a holy place of Unionist Communion. Sacrosankts were once more numerous, but the collapse of the Imperial Cathedral reduced the number of active Sacrosankts to one. The only remaining active Sacrosankt is within the Church of the Lady of Salvation in Old Town. One also exists in the Imperial Palace, but it is not publicly accessible, and as such not operational. Only individuals with Curing Knowledge and 10 points in Medical Sciences are capable of gathering the materials and rites for curing a Vampire, and performing the whole ceremony. The process begins by bringing the subject in chains to the Church of the Lady of Salvation in Old Town, and leading them up to the altar in the back. The altar houses the Sacrosankt, a small domed alcove at the center, the outside richly decorated with stone carvings. The Arcanologist performing the ritual must escort the target into the Sacrosankt, and close the door behind them (this door should always be usable by anyone, and is a simple lever mechanism, no keys are required). If the target was inserted into the lower part of the Sacrosankt, the magical glowing water at the bottom causes them to be unable to lift their feet off the ground, and they become physically weak, unable to leave the Sacrosankt even if someone were to open the door without being carried out. After the door is closed, the Arcanologist must perform the Cleansing Rite on the door, after which the 1 hour timer starts. The Vampire or Werebeast must remain inside the chamber for 1 hour exactly, and only up to 2 persons can go inside, otherwise it will not work. The process is painless and allows the target to remain aware of what is happening, and even to speak with those outside of the Sacrosankt, as it is not air tight, however they are unable to escape, and may feel a tingling sensation in their feet as the Affliction is drained away from them. If the door is opened, this does not outright stop the cleansing. Only removing the target from the cleansing waters will cause the process to cease, after which it has to start over from the beginning. The Sacrosankt itself cannot be damaged by Abilities, as the masonry is made out of an earlier predecessor of Purestone that, while not cancelling Abilities nearby, makes the actual structure immune to them. The Masonry is also so sturdy that practically all brute forcing would not break it. Freshly infected can also be cured in the exact same manner. Regardless of whether the process is interrupted or completed, the first 15 minutes following the cleansing, the ex-Vampire or ex-Werebeast will experience physical fatigue, and require someone else to support them to walk, or rest on a nearby bench. After these 15 minutes however, the Vampire or Werebeast will only experience post-infection syndrome, and be otherwise physically capable of walking on their own.

After curing, either a Vampire or Werebeast gains post-infection syndrome, where their mentality quickly reverts back to normal, but there is always a risk of relapse because for a few weeks there will be a faint hunger for blood in the cured Vampire, or Soul-Essence in a Werebeast. The curing process is also deeply traumatic and them, causing them to forget the specifics of what their abilities and powers were and how they functioned, becoming incapable of spreading information on them post-curing. When cured, a Vampire or Werebeast cannot be re-infected for 72 hours, after which if they are re-infected, they become immediately infected with the same strand of Vampirism or Werebeastism they had before, including the same mutations. The re-infection takes 24 hours and involves none of the usual symptoms associated with infection, meaning it does not go through the multi-day infection process of the first time. When this process of curing is performed on incurable Vampires or Werebeasts, their Vampirism or Werebeastism is not cured, but it does cause their Mutations to go into a dormant state for 5 days, essentially making them powerless. During this period, the Vampire or Werebeast's mentality also returns back to normal, feeling no urge to drink blood or consume Soul-Essence or manifest other mental traits these infections might give. After this 5 day period is over however, everything returns back to normal. They also do not lose their visual features while this process has occurred.

((OOC Note: The curing process is not allowed to be time-skipped, except for one exception. After 10 minutes have passed, the curer/guard at the Sacrosankt is able to ask the infected player in OOC chat if they have anyone planning to rescue them from the Sacrosankt. If the infected player does not have anyone coming to rescue them, then the curing process can be time-skipped after an extra 5 minutes have past, shortcutting the curing time to 15 minutes total vs the regular hour.))

Trivia

  • Contrary to folklore, Vampires are fully able to walk in sunlight without pain or burning. However, many choose not to, and find great comfort in the shadows.
  • Some scholars theorize that the memory lapse upon curing about Vampiric powers is a latent aspect of infection that prevents those who were prior infected from explaining all of their powers to would-be vampire hunters, so as to protect its host should they be infected again.

Template:Vampire Bloodlines


Accreditation
WritersMonMarty, Birdsfoot_violet
ProcessorsTheBioverse, HydraLana, Eccetra
Last EditorBirdsfoot violet on 04/16/2021.

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