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Vampirism

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Revision as of 18:37, 21 April 2019 by HydraLana (talk | contribs)

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 around 20 AC, particularly in and around the Kingdom of Hedryll, on the south and western coastlines of the Elladorian continent. The Kingdom of Hedryll enjoyed relative prosperity as opposed to the poverty in the neighboring states. The Dwarven Kingdoms were embroiled in a violent aftermath struggle with the Elves and had the Dakkar looming on the horizon, the western Kingdoms were all but in ruin after the Void Invasion, and the southern states, including the fledgeling Regalian Empire, were all small and internally unstable. Certainly, it could be said that the Kingdom 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-Elven Empire world where most nations were rebuilding and not focusing on their military like Hedryll had.

The first historical evidence of Vampires is mostly just recorded in the Dorkarth archives, which claim that Vampirism was a blessing given to a group of people who wished to serve the Archdemon (who had incidentally just been defeated). Later scholars have theorized that the Archdemon was indeed responsible for creating Vampirism, but it was not an actual blessing but a curse on Ailorkind, a curse meant to keep the race weak for his inevitable resurrection. These early Vampires were supposedly feral and vile, attacking any and all in sight and infecting the northwestern Hedryll population at a fast pace. Because of the military outward expansion of Hedryll, the local nobles and leaders did not take note of the events until it was already too late. Hedryll villages would more often go completely silent for a while due to a harsh winter or struggle with the local wildlife or other races, but by the time the King sent an investigation as to why the entire province of Dorlan went silent, even the investigator did not return. Fearing another Void Invasion, the King mounted an army and marched north, only to find a rabid population of this province attacking the soldiers. Vampirism rapidly spread as the Kingdom of Hedryll, despite its wealth, was unable to mount a quick counter-response to the plague. For several months, the plague was allowed to spread southwards, though some of the Vampiric hordes simply froze to death in the tundras because of the cold climate. It is said in hindsight, that if Ellador had not frozen over the way it had, that Vampires could have completely overran not only the Hedryll Kingdom, but also the Isldar and the Dwarves in turn. Some have thus speculated that the Isldar Dragon froze this continent intentionally, knowing what would happen 70 years later.

By the time the Hedryll Kingdom was reduced to a small province footnote, the Ailor were finally able to hold off the advance. Reinforcements from the Skaggers in the Regalian Archipelago paid off, giving much needed new warriors who were able to match the feral Vampires in ferocity. Sadly for the Hedryll Kingdom and the Skaggers and indeed the whole Velheim people, these much-needed warriors moving from the Regalian Archipelago to Hedryll meant that Regalia was free to invade the Skagger homelands, which they indeed did. The Skaggers were however invaluable to the Hedryll Kingdom in securing the borders, and allowing a period of peace to descend on the nation as the problem seemed to ebb away. In truth, and according to the Dorkarth archives, the Vampirism plague started changing. The feral Vampires fed off animals almost exclusively, biting Ailor and Nelfin alike, but not truly drinking from them. Overhunting by the feral Vampires in the west of the country eventually led to a shortage of small critters like owls and rabbits that Vampires could catch, forcing what little Vampires continued to exist to feed off the Ailor who remained on the wrong side of Hedryll’s fortifications. This also drastically reduced the rate of infection, as Vampires more often drank the Ailor dry, rather than letting them live and turn into a Vampire themselves. Drinking purely Ailor blood, restored the cognitive capacity of the Vampires, and once again they turned more Human-like. They regained language and skills with tools and eventually started developing sophisticated tactics and structures of their own. This was where the first hierarchies among Vampires formed in around 30 AC.

By 40 AC, the Vampires had unofficially organized among so-called Desprinces, Princely Vampires who were often the oldest and most intelligent of Vampires. As time passed, those with Vampirism experienced blood mutations, the Vampirism in their blood causing their body to change and new abilities to develop. While they were unable to overcome their prime weakness, the sun, the Vampires eventually started organizing into proper armies under generals, something that severely complicated the defence tactics used by the Velheimers in Hedryll. By 50 AC, most of the Ailor population had bled dry in the east, and a Vampire army under Desprince Torvald Kurvil managed to breach the Hedryll walls, particularly because Skagger reinforcements had retreated to the Regalian Archipelago to defend their homeland in the Skagger Wars. The sudden flood of Vampires into the Hedryll south coast caused the Kingdom many losses, and they were forced to retreat eastward back to their capital. The capital remained safe, but the period between 55 and 70 AC was a time when the entire coastline of Ellador was lost to the Vampire plague. Finally in 70 AC, a turning point came in the form of the Regalian Empire, which had finally established itself properly as the dominant Archipelago state, sending reinforcements of her own. While the Skaggers were no longer a global force of reckoning, Regalian commanded hordes upon hordes of fresh Levy troops with Regalia’s industrial capacity for weapon and armor production behind them. This heralded a period that is called The Great Vampire Wars or Unspoken Wars among the scholars, notably because any trace of them ever having taken place has been erased from history by successive Emperors who wished to eradicate any knowledge of Vampires in the world.

These wars, according to Qadir sources, lasted until 87 AC, when the Regalian and Hedryll forces were finally able to push back the Vampires and isolate them in the original province the plague started. The severe population decline in Hedryll was something the small Kingdom never recovered from, and even though Regalian troops eventually turned away, the Vampire issue in Ellador remained minute even to modern times. This was largely because the more worldly of Desprinces among the Vampires concluded that Ellador was weak and poor in blood substance, and that elsewhere in the world opportunities could be found in richer lands with softer targets. For the next 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.

Vampirism Infection

Varlord are some of the most alien looking Vampires, and they retain their appearance post curing.

Vampirism Infection happens in a variety of ways (explained on each Bloodline), though commonly occurs from Vampire bites. Vampire bites from any kind of Vampire including Varghul and Varlord are infectious (unless they have specifically mutated with the ability to choose not to infect, or have that trait from the Bloodline), and have an infection rate of about 25% as long as the Vampire does not kill the person. What this means is that if a Vampire bites a person, this person must perform a /dice 1 20 to roll for infection, where anything rolled below 6 (so 1 to 5) means the person is infected, unless quick action is taken to counteract the blood plague. A Vampire bite is usually initiated on the neck with the intention of drinking the blood, but a Vampire can bite anywhere, even in the leg or arm if need be, and the infection rate is the same. The infected person is aware of the infection and can feel, for the next 3 days, a burning sensation in their blood. By the second day, they will become paranoid and fearful, seeing enemies everywhere and not trusting even loved ones. By the third day, they will experience a terrible hunger and longing for sustenance, but find no satisfaction in food or drink, instantly puking it out again. By the fourth day, their skin will become hypersensitive to sun, and at this point, they have transformed into a Vampire. Other physical traits take another day to set in, but by the fourth day the transformation is complete. For more information about curing a person who has not yet fully turned to become a Vampire, consult the last bullet point on the Curing section. Below is a bullet point to explain the process in a summary.

  • Day One, Infection
    • Itching at the wound site, twitchiness, fear of infection, burning sensation in veins
  • Day Two, Growth
    • Shaking, cold chills, extreme paranoia, burning sensation in veins
  • Day Three, Manifestation
    • A terrible hunger that no food can satisfy, vomiting food instantly, burning sensation in blood
  • Day Four, Completion
    • Skin becomes damaged by sunlight; the Vampire can start drinking and infecting others
  • Day Five, Finalization
    • Physical characteristics manifest, abilities and traits are now available

It is very important for Vampires to feed after having been turned; though just after turning, it is not unusual for newly formed Vampires to have some sort of revulsion to feeding on humanoids. Despite this the urge to feed is always present, and if no humanoids can be found, the individual usually resorts to feeding on animals, like cats, birds, and dogs. Doing this, however, turns the person into a Feral Vampire, a process that is very quick (after 2 or 3 feedings) and is reversed at a much slower pace (two weeks of humanoid feeding). Without this initial feeding quickly after turning, a Vampire might go into blood shock, a state where they suffer seizures and become paralyzed and thus slowly die. The longest time any Vampire has lived post turning without feeding has been five days. Here is a list of Races that can and cannot be infected with Vampirism:

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, and because not many players are willing to be fed on (even if they do not have a choice, since it is not covered by maim or kill perms). 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 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.

Physical Characteristics of Vampirism

  • Vampire irises turn crimson red and their eye whites turn black when feeding or when about to feed, and remain so while they have blood in their mouth (or otherwise specified when using abilities). It is important to note that the crimson color in their eyes is so intense, almost giving off light by itself, that it is not possible to use tinted glasses to hide Vampire eyes. Nothing short of covering the eyes completely will hide them, even using a thin opening in a helmet or hood will still allow the red light to pierce the opening and be seen from outside. Additionally, there is also darkening of the eye sockets, Vampires develop darkened eye sockets which appear red as if rubbed constantly and deprived of food.
  • Sharper, claw-like nails which can be filed down, and are not particularly sharp, but still cause nasty skin cuts. They become sharper and longer if the Vampire in question has any Mutators that assign some property or trait to their claws or nails. These nails regrow rapidly over a period of hours if they are somehow snapped off, which is also relatively easy to do for a Vampire as long as they can get a good grip.
  • Their skin becomes much lighter, as if they have been out of the sun for many months. Additionally they develop high sun sensitivity, meaning if they are exposed to direct sunlight on the skin, they suffer severe pain and even combustion of the skin. If allowed to endure long enough, they will die from sun exposure. Clothing or covering this does not work, and the sun's effects persist regardless of whether any protection was applied, the only real protection being offered by shadow cast by buildings.
  • Vampires are all weak to Holy Water, having the same effects as sunlight on their skin. Furthermore, they are also weakened to Dragonsteel, which allow a Vampire to be instantly killed if they are pierced in the heart by a Dragon steel weapon. Furthermore, if enough Holy Water (more than just splashing) or Dragonsteel is used on a Vampire, it disables their Vampiric abilities.
  • Vampires no longer need natural sustenance, and can't get any satisfaction from it either. They still pass food and drink like they normally would, but gain no energy from it nor can they enjoy the taste or refined culinary arts.
  • Vampires also gain a number of Mutations based on their Bloodlines. These are outlined further below in the Mutations section.

Mental Characteristics of Vampirism

  • Constant hunger for blood, desire to feed on non-Vampires, a constant sense of disgust for anything that is not a Vampire as feeding cattle.
  • No respect or value for anything holy, any authority, or any person, unless they are part of the Coven. Essentially anything non-Vampire is inferior.
  • Love and friendship changes from something unconditional and protective into something more possessive and objective. A Vampire can still love a non-Vampire, but their love takes a different tone of a jealous, "You are my property" attitude. Similarly, in friendships, Vampires become exclusively taking as opposed to giving or taking. A Vampire might still go drinking with their friends, but insist that one of their friends pay for them, as that is the price of friendship with them. They might also attempt to convert their friends and family into being Vampires so that they might enjoy the gift with them.
  • Obsession with hedonism, and the ambition to live life the way they want it without any regard for other people, their emotions, or their well being. Vampires hold no respect for monogamy, religion, family, state or culture, instead developing their own Vampiric society of Desprinces, Covens and their feeding cattle and victims.
  • Vampires after infection develop a pack mentality, and sometimes even incorporate animistic behaviors while hunting—such as erratic body movements and head gestures, claw scraping, sniffing, growling and stalking.

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. A Bloodline infection is permanent, meaning if someone was infected by a von Kërle Bloodline, even if they were cured and re-infected by someone from the Zikiel Bloodline, they still become von Kërle. The Bloodlines are: Alais, von Kërle, Shilôt, Doughal, Anterrin, Zikiel, and Dorkarth. The Dorkarth line is the oldest, dating back to the early Vampires after Cataclysm. The Zikiel Bloodline is very prominent among the Nelfin races, while the Anterrin Bloodline is very prominent in Daendroc and Ithania in general. The Doughal Bloodline has a number of powerful Vampires living in the mountains of Gallovia and Drixagh, while the Shilôt Bloodline is comfortably at home in the vineyards of the Dressolini people. The von Kërle Bloodline is very active in the dark forests of Dragenthal and Calemberg, while the Alais Bloodline mingles strongly with the Nobility of the wealthy states.

Every Bloodline has access to 8 Mutations, but only 5 Mutations can be chosen. Any Vampire can at any age or any time gain Mutations, but doing so does cost Proficiency Points. In order to enable the choice of Mutations, 10 Proficiency points have to deducted from the total pool a character has access to. These Points can no longer be spent. Then, the character can choose 5 Mutations (for the sake of lore, these Mutations happen randomly, but you as a player may design your character the way you want by choosing the mutations). If you do not want to sacrifice Proficiency Points or have any Mutations, this is allowed. Simply do not add any Mutations, and then you don't have to sacrifice any Proficiency Points either. If a Vampire is cured, their Mutations are lost (where applicable, Varlord form for example cannot be lost), and Proficiency points are returned. If the character is re-infected, Proficiency points are lost again, and the exact same Mutations are re-activated. Some Mutations 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.

Alais Bloodline

The Alais Bloodline are Vampires who formed out of the high society infiltrating and mingling Vampires. Their traits are mostly aimed at subversion, avoiding detection, and being able to function within high society without easily being discovered, or even remain noble themselves and thrive in the many masquerade balls and festivities. The passive trait that all Alais have is that their Vampiric appearance traits are not visible, that is to say, their sockets do not turn red, their skin does not pale and none of the other usual visual attributes of Vampires affect them. Additionally, the sun does not cause their skin to burn or damage. While exposed to sunlight, their skin does redden and cause an itchy rash, but it will never cause them to self combust. Alais Vampires do not infect others by feeding on them, rather, in order to be infected by the Alais Bloodline, one needs to drink a small cup of Alais Vampire blood. The Alais have the following possible Mutations.

  • Fingers of the Lord - +20 Rogue Training Proficiency is granted. This Proficiency boost should be mentioned on the Character App, and is lost when the character is cured, to be regained when re-infected.
  • One with the Room - A Vampire with this mutation is able to self-hex an illusion on themselves as long as no-one is directly looking at them, even if they are in the same room. Moving or being knocked over breaks the spell.
  • Mind Freeze - A Vampire with this mutation is able to cause a person, within 5 block radius) to zone out and become catatonic and freeze in place for 30 seconds by looking at them. This ability can only be used once per day, and additionally cannot be used mid-combat. Small actions (for example the theft of a key from the person's pocket) can be done during this "zoning period", but major actions like punching them or trying to move them will snap them out of their daze immediately.
  • Strauss Aura - Objects which can comfortably held in one hand do not produce any sounds while operated (if they would make any sounds). For example, a song bird held in a hand will not audibly produce a chirp, and a piece of clockwork that would normally produce sound does not produce any audible clicks while held. Additionally, while moving around (for example on wood or stone) the footsteps produced by the Vampire produce no sounds either, but knocking into things or running would.
  • Shimmer Clothing - Vampires with this Mutation can magically change their clothing at will into anything. This can be as wild as switching from pure undergarments to an elaborate ballroom dress, ranging from shape and color and material to complexity easily. The only real limitation is that the change is quite visibly magical (it gives off a red glow when it occurs) and the clothing swap cannot occur if the Vampire is wearing armor of any kind, nor is changing their clothing into armor possible (including Leather Armor, all materials must remain flexible like cloth and silk).
  • Grand Vampirica - Vampires with this Mutation live twice as long as their racial maximum allows, and age half as fast while they are Vampires. For example, if they are infected at the age of 50 and remain Vampire until the age of 100, by this time, they are only 75 years old in their original years. Being cured of Vampirism returns aging back to its original speed, but does not cause them to suddenly become older. Furthermore, any children they sire with non Vampires are born as normal non-Vampire children, including if they are a female Vampire themselves, capable of carrying a child that is normal in every way.
  • Enchanted Kiss - Vampires with this Mutation can give another person the Enchanted Kiss which implants an instruction on that person. First they must plant the kiss, after which the person will become mind frozen for a short while, during which the Vampire instructs the person. The instruction should be singular (for example "Steal this and deliver it here" or "Forget you saw me" or "Run to the Admiralty and set the building on fire". The person will then attempt to complete this order subconsciously for the next 48 unless they are unable to, regardless of whether they succeeded, the effect will disappear after 48 hours. Those affected by the Enchanted Kiss cannot properly process in their mind how they were forced to do what they did, or what reasoning they had for it. The whole process will simply be a gap in their understanding, even if they were conscious or aware of what was happening the entire time.
  • Stocker Syndrome - Stocker Syndrome is a Mutation that causes anyone this Vampire fed on to develop some sort of supportive and protective attitude towards the Vampire, when fed upon at least more than once. This means that if the Vampire is under attack in their view, they will do whatever they can to stop the Vampire from being hurt or caught, and will offer shelter and protection, unless it really harms them to do so. Stocker Syndrome can be removed with most cleansing spells as well as exorcism, it functions both like a possession and an affliction, meaning the effects can be removed by most healing Mages and Sanktist/Cielothar Ritualists.

von Kërle Bloodline

The von Kërle Bloodline formed in the Darkwalds, a region spanning between Dragenthal, Calemberg and Brissiauds where the dark pine forests protected the Vampires from those who would hunt them. Eventually, the von Kërle became the apex of the Vampire combatants, developing skills unique to fighting back against the Darkwald Knights who hunted them to cleanse their presence from the lands. Vampires of the von Kërle Bloodline, because of their heavy insistance on demonic energies to enhance their fighting power, are twice as weak to Holy Water, taking twice the effect when exposed to it. The von Kërle Bloodline can both be contracted by drinking their blood as well as a von Kërle Vampire feeding on someone, in which case infection happens if below 6 is rolled on a /dice 1 20. The von Kërle have the following possible Mutations.

  • Blood Rush - When the Vampire is wounded, wounds close to stop blood loss externally rather quickly, within seconds of the skin rupturing. This Mutation merely stops external bleeding so the Vampire does not bleed to death, but does not mend internal damage. The Vampire may still require external help from a healer to stop death, and the wound, even when sealed, will still hurt as if it was still open.
  • Varghul Form - Vampires with this Mutation can transform into a Varghul Vampire Beast at will. Varghul are what is commonly considered to be the true form of a Vampire, and transforming in and out of Varghul is nigh-instant. They appear monstrous—having skin webs between arms and chest, between fingers and toes, and digitigrade animal-like legs with claws. Their forearms are larger, allowing them to walk on all fours like a gorilla (though they can still walk on two legs), while they also gain very large black claws on the fingers. Their head is shaped like that of a mixture between a bat and a humanoid, with large sharp teeth, and a hairless head. Contrary to folklore, Varghuls do not have wings and cannot fly, though they do resemble large beasts more than actual humanoids. In terms of power, Varghul are as powerful as a large Orc with a very high Unarmed Fighting Proficiency. Their claws are about as effective as shortswords or daggers, especially since Varghul are incapable of wielding any weapons.
  • Vlacha Flight - Vampires with this Mutation can temporarily sprout bat-like wings and leap out of a tricky position or combat with a single powerful leap, an ability which can be used only once per day. The wings sprout when the ability is activated, seconds after which the Vampire gathers some momentum and then jumps away with force, allowing them to quickly land at least 25 blocks away, either vertically or horizontally, after which the wings disappear again. The wings do not allow flight or even hovering, they merely aid with the jumping momentum. This ability can be interrupted by Zikiel Vampire chains or the Witchblood whip trait.
  • Greater Healing - A Vampire with this Mutation can heal small wounds passively, outside of combat. Small wounds are classified as bruises, cuts and even dislocated bones, but not internal bleeding, broken bones or removed body parts. This healing happens when they are entirely out of combat for at least 5 minutes, after which it takes about 5 minutes for them all to disappear.
  • Vampiric Shriek - Vampires with this Mutation are able to produce a loud Vampiric shriek that reaches up to maximum emote distance, but only has a negative effect for those within 10 blocks radius. Those within said radius become dizzied, unable to attack precisely with weapons, or run without stumbling, for up to 2 minutes. This ability can only be used every 5 minutes.
  • Varlord Form - A Vampire with this Mutation is permanently a Varghul-Humanoid Hybrid. Varlords are more subtle in that they are a hybrid between a humanoid and a Varghul. They retain their humanoids legs and head, though gain the same long blackened claws. Their hair retains their old color, though whitens towards the ends. Most of their body retains its humanoid shapes, though they also gain the skin webs that form between the arms and the chest, and the musculature on their chest changes to become almost alien, appearing far more animal like. Varlords always retain a muscular frame, though when deprived of blood will start becoming bony very quickly. Varlord in terms of power are somewhere in between a Humanoid & Orc, not being as strong as Varghul, but being faster as they are more akin to Varran in speed. Varlord have long ears, which resemble somewhat a cross between Maraya and Nelfin ears, though have sharper bat-like features. Additionally, grooves form on their faces, across their cheekbones and from their forehead towards their cheeks which resemble scars, but are actually just indents in the skin.
  • Claw Lust - Vampires with this Mutation can drain blood through embedding claws in victim. Obviously the victim needs to be restrained, and the claws leave the same small marks behind as their teeth would have had they used them. Infection through Claw feeding does not happen, meaning Claw feeding is an effective use if the Vampire wants to avoid the person becoming a Vampire as well.
  • Crackpot’s Luck - Vampires with this Mutation are immune to poisons, toxins, diseases and Alchemy Effects, such as for example flashes, dizzying effects or sleeping agents which are caused by artificial Alchemical productions. Unprocessed natural materials with some sort of chemical effect still affect them however, as long as it is not poisonous or toxic in nature.

Shilôt Bloodline

Shilôt Vampires hail from the wine-producing lands of Vixhall and Ithania, melding well with high society there, but particularly honing their crafts through drinks and partying to disguise them being a Vampire and create an army of thirsty cattle that come to them. Shilôt Vampires (while infected) are immune to visual aging, though still have the same maximum age. Additionally, they appear clean and handsome to others: scars are invisible, skin imperfections disappear and their general body and facial features appear to fit the general description of handsome (though not attractive, attraction is subjective). Shilôt Vampires still have the other visual effects of Vampires (such as the reddened eye sockets) however. Shilôt Vampirism does not transfer based on feeding, the only way to become a Shilôt Vampire is by drinking their (pure, so not drinkified) blood, of which at least a small cup has to be consumed. The Shilôt Vampires have the following possible Mutations.

  • Egoic Sustenance - Vampires with this Mutation can turn other drinks and food into putrid horrid mess by touch, particularly useful when trying to undermine the competition. Food touched may take a few dozen seconds to start molding or have maggots spill out of it, while drinks become odorous, extremely bitter, and sour. This turning cannot be reverted and does not apply on all touch, only when the Vampire wants to.
  • Iskarit Gift - Vampires with this Mutation becomes immune to Holy Water damage, but it can still deny them the use of their Vampiric Traits and Abilities.
  • Become the Drop - Vampires with this Mutation are capable of breaking apart their form into a wine-like liquid and drop to the ground into a puddle. This puddle is able to move around but only at the pace of two blocks per minute, being extremely slow. The Vampire can retain this form for up to an hour, after which they are forcibly reformed into their bodily form, if they did not do so voluntarily earlier. This liquid cannot be absorbed or forced apart by objects or absorbing cloth, it will always retain its shape and form and also cannot be drunk, licked, frozen or evaporated in any way.
  • Wineries of Old - Vampires with this Mutation have a +20 Alchemy Sciences Proficiency boost that disappears if they are cured and returns if they are re-infected.
  • Feeding Delight - Vampires with this Mutation When feeding cause their victims to feel no pain while being fed upon so long as the Vampire is gentle, the whole process becoming almost intimate even like a kiss.
  • Tongues of Mortals - Vampires with this Mutation have a +18 Linguistic Knowledge Proficiency that essentially allows them to magically know 3 languages, though these languages have to be limited to their race's languages. If they already know all racial languages, then they learn no additional languages. If they are cured, knowledge of these languages is lost, and regained when they are re-infected.
  • Drawl Thickening - Vampires with this Mutation can add their blood in small quantities to drinks (such as wines, spirits and other mixtures) which causes them to become addictive. As long as anyone drinks a decent glass-sized quantity, they become addicted to the substance and constantly thirst for more of it, often seeking out the Vampire for more, which usually results in a trade: blood for more of the substance. This effect can only be cured by certain cleansing spells and exorcism rituals, the effect acting like a possession and affliction at the same time, meaning most healing spells and Sanktist/Cielothar Rituals can cure them of their addiction.
  • Rotating Crops - Vampires with this Mutation will have drinks they produce with an additional effect that takes place immediately after the entire drink has been consumed, like an enchantment, requiring at least a champagne glass of the substance to be consumed. The first choice is a sleep substance, which does not quite put the person to sleep but makes them extremely sluggish, eyes half lidded, and unable to move. They remain only partially aware of what is going on, and will not awake from this state unless they experience pain in any way, and will often not even notice if they are being fed upon if the feeding causes no pain. The effect fades after 15 minutes, or if they suddenly experience any form of pain. The second choice is the vitalizing substance, which gives the drinker a short 60 second agility boost that makes them as fast as a Varran when it comes to moving around. The third and least used choice is commonly referred to as the wine aphrodisiac, and it owes up to that name appropriately, with an effect that lasts for an hour.

Doughall Bloodline

The Doughall Vampires were Vampires who originally lived in the caves of Gallovia, but later mingled with the people, commonly becoming the physically "strong" Vampires among the Bloodlines. Doughall Vampires have a base +20 Body Stat that factors into Body Shape. Additionally, they tend to be hairier (when male) and have more masculine features (when female) than their normal non-Vampire self. Infection of this Vampiric Bloodline can occur both by drinking a small cup of their blood or by being bitten, followed with a /dice 1 20, anything rolling below 6 meaning infection. They have access to the following Mutations.

  • Beast Lording - Vampires with this mutation can body meld with any beast and take over their body. Beasts of this variety are for example Anterrin Spirit Shift, Varghul, Dragonblood, Manebeast and Grizzlebeast and other creatures that like these creatures are classified as beast transformations, representing some sort of animal or monster. While melded inside their body (which requires touch), they are able to control the body and telepathically communicate with the person who controls the body, but they are unable to speak as the person whose body it is still has speech control (if their form allows it). The Vampire can leave the body (leaving the body stunned for 30 seconds) or forcibly ejected when the person shifts out of their beast form (though the person cannot do it themselves without the Vampire forcing them). While control over the body is complete, the Vampire cannot force the body to self-harm itself, because as the Vampire tries to do this, the body will reject the Vampire's control.
  • Stone Feeding - With this Mutation Vampires while feeding have their skin turn as hard as rock. Essentially, while feeding, Doughal Vampires cannot be attacked by non-magical means.
  • Dread Punch - Vampires with this Mutation can cause a person to become paralyzed and unable to move except their eyes and speak, if they manage to land three forceful punches directly in the middle of the person's chest. The first two punches act like normal punches, where-as the third causes their body to go into a state of paralyzed shock that lasts for 15 minutes. Causing intense pain (so besides feeding and scratches, stabbing them or cutting them) causes the paralysis to end early.
  • Mountain’s Call - Vampires with this Mutation can (once a day) stomp the ground hard with their leg, causing a small localized earthquake in emote distance. This earthquake is not enough to cause substantial structural damage, but can knock furniture and items over, and is forceful and sudden enough to knock people off their feet caught within the radius.
  • Call of Ness Mist - Vampires with this Mutation can imitate loved ones crying for help and in pain to people to specific people. This cry will sound different to each person hearing it, never being the same person, and never being the exact same message, but being unmistakably perfect.
  • Dearth Disguise - Vampires with this Mutation will have their Vampiric traits (such as the reddened eye sockets) invisible to friends and family. Additionally, even though overcast or rain would normally cause sun burn damage to other Vampires, when it is either very cloudy or raining, the Doughal Vampires produce a steam dew from their skin and become uncomfortably hot, but do not combust.
  • Kiltach Wall - Any piece of shoulder cloak worn by this Vampire becomes an impenetrable material, deflecting swords like the best plate armor, and impervious to even Anglian Longbows when shot directly at it. This cloth must always ever only cover half their chest and one upper arm (not extending below the forearm) however, as any larger quickly fades the effect. This shoulder cloak can be moved, but should never be fully relied on as a shield, because a piece of cloth is a lot less wieldy than an actual solid shield with a handle.
  • Unturned Feeding - Vampires with this Mutation can choose not to turn someone into a Vampire during feeding, making the dice roll unnecessary.

Anterrin Bloodline

The Anterrin Vampires haunt the crypts and the battlefields of the big warring states, using the undead found in these domains to bolster their personal forces. Anterrin themselves often also turn to become Undead, meaning they are often seen as the Undead Vampires. Anterrin Vampires are guaranteed to become Undead if they die, either immediately or after a time of suspended death. Anterrin Vampires can fake death, going into a state of death-like slumber where their heart stops and their body turns cold. They can revive from this state at any time. This state is usually activated upon their death when they turn Undead to fool their attackers into abandoning the corpse. Note, this should not be done when interacting with Guards. Guards have a habit of burning corpses and decapitating them, which will obviously kill even an Undead Anterrin. Furthermore, Anterrin have command control over anything undead within their direct vincinity, meaning they can control their actions as long as they aren't self harming. They cannot instruct an undead and then have this person leave their presence, as this would break the command and allow the Undead to operate on its own will again. If the Anterrin Vampire is undead, they become immune to the same Undead control from other Anterrin Vampires. Infection from Anterrin Vampires can be acquired by a bite only, which requires a /dice 1 20 with a roll below 6 meaning infection. They have access to the following Mutations.

  • Auld Grip - Vampires with this Mutation can turn 1 person into an undead for an hour, which is a state of fake undeath. They can do so while within 5 blocks distance and it does not require touch, merely a gaze and an Undead incantation uttered, causing the person to drop to the ground as if dead, and then rise up as if pulled up by a marionette string in a state of revival. Their appearance turns to that of an undead, while their eyes are whispy with blue light. This state of undeath remains for an hour and is particularly useful in combination with the command Undead that Anterrin have to essentially turn an enemy into an ally for a limited amount of time. This can only be used on one person and only once every 2 days. The person does not need to be willing, but no additional Undead can be created while the one is still active. The one cannot be cured aside from waiting out the full hour period, and does not need to heed commands of the Anterrin if the Anterrin is no longer within audible distance.
  • Spirit Shift - This Mutation allows a Vampire to turn into a large skeletal feline/canine with red wispy eyes at will, the size of which is about the same as an average tiger or lion. These animal shifts have about the same strength as a strongman Ailor and are about as fast as a Varran, obviously being able to run fast on four legs. Knocking out the Anterrin Vampire in this state will transform them back, or they can do so at will.
  • Emptiness Mark - Vampires with this Mutation can disable emotions on person by applying a Mark of Pride (usually applied at the base of the neck where it transitions into the back). This Mark can be applied by simply wiping the hand of the Vampire on the spot, and does not need the consent of the person. It purges them of all "good" emotions, while allowing pride, anger and disgust to remain and fester even. This Mark can be easily washed off with Holy Water without any damage to the person, but remains permanently until removed.
  • Stonewark Sapping - Vampires with this trait can meld into any kind of stonework to hide from detection. They can however not move while inside the stonework and can only exit the way they came. Additionally, the stone being dug out or destroyed will expose the Vampire, though they can remain hidden in stonework until they need blood.
  • Holy Flight - Vampires with this Mutation can prevent or block a single anti-Vampire based ability or trait per day, meaning for example a specific trait or ability used by a Witchblood to attack a Vampire, restrain them or harm them. This does not affect Holy Water or other magical effects that aren't specifically anti-Vampire.
  • Grave Grip - When turned undead, Vampires with this Mutation do not lose any of their Vampire Mutations or Vampire Abilities. If an Anterrin Vampire is otherwise turned Undead without this Mutation, they would retain the base Vampire ability (not being able to be controlled by other Anterrin Vampires as well as being able to enter a state of fake-death slumber) but lose all their Vampiric abilities and Mutations. With this Mutation in place, they still need to consume blood and can drink it from the living, and retain all their Vampiric Mutations.
  • Books of the Dead - This mutation gives a +20 Historical Knowledge Proficiency boost that disappears upon curing and re-appears upon re-infection.
  • Chainless Flight - Vampires with this Mutation cannot be paralyzed, bound or frozen by traits or abilities, for example the Witchblood whip/lasso or the Zikiel Vampire chains.

Zikiel Bloodline

Zikiel Vampires are commonly referred to as the Lich Vampires, not quite the same as the Undead Vampires, but more magically oriented. They scour the world looking for more Magical Knowledge to add to their collection, and encounter Mages as they go. Zikiel Vampires can summon ghostly blue magical chains on their forearms which they can "launch" at someone to latch onto their arm or leg and attach themselves to them. They have one on each arm that will need to be re-thrown after broken. These chains are not restraints, they do not chain someone's legs together, rather, they chain someone's limb to the Zikiel Vampire, essentially used to stop a victim from running away, not restraining them. These chains act as magical bindings meaning they can be broken by any anti-magical property, or by the Zikiel Vampire breaking the spell effect. Zikiel Vampirism can be contracted either by drinking a small cup of their blood or by being bitten following a /dice 1 20 with any roll below 6 being infection. Zikiel Vampires can have the following Mutations.

  • Lich Disguise - Vampires with this Mutation can disguise themselves as a skeletal lich with glowing blue eyes, essentially becoming a skeletal person in their clothes or armor. This disguise can be held up forever, or broken by the will of the Vampire or being knocked unconscious. Wounds still translate normally onto their body (even though it may not seem to be the case on the skeletal appearance) and the skeletal form always looks the same.
  • Parlorica Vampirica - Vampires with this Mutation can learn one Parlor Magic Spell without Proficiency cost
  • Grand Vampirica - Vampires with this Mutation live twice as long as their racial maximum allows, and age half as fast while they are Vampires. For example, if they are infected at the age of 50 and remain Vampire until the age of 100, by this time, they are only 75 years old in their original years. Being cured of Vampirism returns aging back to its original speed, but does not cause them to suddenly become older. Unlike the Alais Bloodline, Zikiel Vampires with this Mutation cannot give birth to non-Brood Vampire children.
  • Books of Cold Ones - Vampires with this Mutation gain a +20 Magical Knowledge Proficiency boost, which disappears upon curing, and re-appears upon re-infection.
  • Ownership Ward - A Vampire with this Mutation can ward a person with a “tracker” knowing their location. An Ownership ward is a spell placed on someone's wrists, where a crimson red Old Speech tattoo appears that marks them as tracked (which can be done as long as they are in emote distance without needing touch). While this tattoo is in place, the Vampire knows where this person is at all times, and can follow them around with the shortest path that leads to them. This ward can be broken both by the Ward Staving muter, the Vampire's own volition, or through any Unionist Sanktist or Kathar Ritualism rituals.
  • Bending Arcana - A Vampire with this Mutation can copy any spell cast at them (it must have hit them already and taken effect) after which they can use it for up to 10 minutes themselves with the same casting rules as the Mage that cast the spell.
  • Ward Staving - Vampires with this Mutation can destroy old Altalar or Dragon Magic Wards, which is both useful against certain Witchbloods but also in Progressions where journeys are undertaken to old Altalar ruins and Dragon Temples.
  • Mind Wall - A Vampire with this Mutation can see through any form of illusion or mind altering drug that would cause a person to perceive the world as differently than it actually is.

Dorkarth Bloodline

Dorkarth Vampires were the first of the Vampire broods, the original Bloodline created by the Princes of Dorkarth in Ellador. Their line continues in their descendants now, spreading across the world as they continue to do the work started by their Princes and to destroy the Regalian Empire. Vampires within this Bloodline gain enhanced shielding knowledge, with a +5 Shielding Combat Skill boost. Additionally, this Bloodline can be contracted at any age, including the lower limit of Vampirism age (which is 18). Infection for this Bloodline can occur both by drinking a small cup of their blood or by being bitten and rolling below 6 on a /dice 1 20. These Vampires have access to the following Mutations:

  • Old Speech - Vampires with this Mutation can speak the old Vampire Language & read it, which may be useful to specific Vampire oriented Progression loot.
  • Wild Feedalation - Vampires of this Bloodline can drink from any source (dead, animal, Vampire or otherwise) without turning Feral or experiencing any negative effects from it.
  • Mind Wall - A Vampire with this Mutation can see through any form of illusion or mind altering drug that would cause a person to perceive the world as differently than it actually is.
  • Scourge the Old - A Vampire with this mutation can (once per fight) wave a hand to force a weapon wielded by someone to violently fling out of their hand and land 20 blocks away from them.
  • Ward Staving - Vampires with this Mutation can destroy old Altalar or Dragon Magic Wards, which is both useful against certain Witchbloods but also in Progressions where journeys are undertaken to old Altalar ruins and Dragon Temples.
  • Grand Vampirica - Vampires with this Mutation live twice as long as their racial maximum allows, and age half as fast while they are Vampires. For example, if they are infected at the age of 50 and remain Vampire until the age of 100, by this time, they are only 75 years old in their original years. Being cured of Vampirism returns aging back to its original speed, but does not cause them to suddenly become older. Unlike the Alais Bloodline, Dorkarth Vampires with this Mutation cannot give birth to non-Brood Vampire children.
  • Varlord Form - Vampires with this Mutation are permanently a Varghul-Humanoid Hybrid, the Varlord.
  • Lords of Auld - Vampires with this Mutation can create suggestiveness towards other Vampires, which isn't quite the same as mind control, but create an urge in them to do a specific something that they are suggesting. The strength of this suggestiveness is enough to cause someone to do something they were considering already doing, but not so strong that it would force someone to do something they don't want to do. As a general fist rule, it helps to convince those Vampires who are not already predisposed to specifically not want to do something with a reason, to do said thing when it is suggested to them by the Dorkarth Vampire. Other Dorkarth Vampires are immune to this suggestiveness, as are Varghuls and Varlords.

Crimson Witches

Crimson Witches are a special kind of Kathar Vampire which adheres to its own rules. Consult the Kathar page for more information. Crimson Witches have access to the following Mutations.

  • All Land’s Mark - Crimson Witches with this Mutation can walk and stand on ceilings and walls as if it was just normal ground, seamlessly jumping and walking between them.
  • Witch’s Lust - A Crimson Witch with this Mutation can choose a single intimate partner to be mind-slaved to the witch, doing their every bidding (with the exception of putting themselves in excessive harm or self-harm).
  • Witch Dance - A Crimson Witch with this Mutation can dodge any (non magical) incoming projectile
  • Harpy’s Call - A Crimson Witch with this Mutation can call forth a murder of ravens or bats to obstruct foes vision for several minutes. This ability can only be used once, though the swarm can be redirected onto a new foe if it has been cast, and the 3 minute timer isn't quite done yet.
  • Cry of the Wicked - Crimson Witches with this Mutation can imitate the voice of any person they’ve heard before, to a perfect degree.
  • Sword Thirsting - A Crimson Witch with this Mutation can “drink” blood merely by drawing blood on a weapon, which then seeps into the weapon and is effectively consumed by the Crimson Witch.
  • Bloodlust Blade - A Crimson Witch who cuts or pierces someone with a sharp weapon causes them to frenzy, ignoring their fears and raging in a fight to try and kill the Crimson Witch while ignoring obvious dangers and combat tactics, going beserk.
  • Mind Wall - A Crimson Witch with this Mutation can see through any form of illusion or mind altering drug that would cause a person to perceive the world as differently than it actually is.

Vampire Brood

Vampire Brood are the offspring of a Vampire who can produce offspring through their mutations, and are as such considered to be half-Vampires. They retain some Vampiric traits while never being able to become full Vampires. Indeed, Vampire Brood cannot be infected with Vampirism and always retain their traits independently. Vampire Broods appear just like regular people, except that their irises are always crimson red, even when not feeding. Vampire Brood can however eat normally or drink blood, which grants them specific advantages. When consuming Blood, Vampire Brood experience a rush of adrenaline as their blood circulation speeds up and they gain a boost of energy (This feeding must always be done IC, and does not infect anyone with Vampirism). This boost lasts for about an hour, and gives them increased running speed as well as heightened senses such as smell, sight, hearing, and reduces their stamina wear from exhaustion by half. Vampire Broods are not classified as actual Vampires, though their red eyes obviously stand out. Particularly in Regalia, no laws currently exist that discriminate against Vampire Brood, and many organizations in fact feel that Vampire Brood are just victims of ravenous Vampires. In practice though, many of the Vampire Brood experience fear and revulsion in their direction because of their eyes and what they can do, even if they have never tasted blood.

Protection against Infection

The most common form of protection used against Vampiric infection is a so called Faith bangle. A Faith bangle is a fairly commonly acquired item, like a clothing pin of Estel worship, a Reverend-blessed Unionist eye chain, a Shambala sun disk necklace, an Old Gods willow belt, or any other form of religious accessory that has been blessed by the varying holy men and women belonging to those religions. Why these so called Faith Bangles work is unknown, though some scholars assume that Vampire powers are repulsed by Holiness, or faith of the religions of Aloria, and as such, provide protections against infection. This bangle can be worn anywhere as long as it touches the skin of the person wearing it. When a Vampire seizes a person wearing a bangle, they can still feed from the person, but the person is guaranteed not to turn into a Vampire. A few minutes after the feeding, the bangle will start to shake and feel hot to the touch, before it simply dissolves. This dissolving marks the fact that it has worked, as the Vampiric infection is absorbed into the holy object instead, which destroys both. After the Faith bangle has destroyed an infection once, it cannot be re-used within 72 hours. While such an item can be worn within 72 hours after the first one broke, it will not protect against infection and be useless until that period is over. After the third day is over, Faith Bangle protection is restored and a person can be protected from infection. The only religions this does not apply to, is Void Worship or the Slizzar Faith.

Curing of Vampirism

Vampirism is not incurable, but the process is slow and extremely painful—especially for those who engage in the curing process. Vampires can only be cured through a complicated process of bloodletting and further actions which can only be performed if certain conditions are met. The first difficult act, is the capture of a Vampire. Vampires are notoriously difficult to capture, especially older ones and those who possess mutations. Eventually, such Vampires are brought to clinics which have cleansing basements: specific facilities set up with the means to cure Vampires and hold them imprisoned for the duration of such a cleansing period. A Vampire which is about to be cured is first strapped to a bed of sorts. This is usually a very sturdy table, though metal tables have also been used for particularly big and old Vampires, as they might have the strength to break wooden tables. Once strapped down, the process may begin as described below:

  • First Day (1/2) The Vampire must undergo bloodletting, just enough to the point where the Vampire does not die, but enough to the point where the Vampire passes in and out of consciousness. Before this point, the Vampire will (unless knocked unconscious) violently thrash and attempt to escape. Any Vampire’s worst fear is being turned back into a non-Vampire, and they will resist with all their might to avoid it. This process is needed to purge the Vampire’s surplus blood supply and weaken them for the next steps.
  • First Day (2/2), when the Vampire has largely been drained, they must be kept awake while strapped to the bed. In this stage, the Vampire will usually plead, attempt to guilt trip the healers into feeding them, crying out to their masters or other attempts to bribe or force their captors to release or feed them. This process is needed to purge the Vampire’s hunger. This step should only be time skipped if no one is available to roleplay with the Vampire strapped to the bed.
  • Second Day (1/2) When the Vampire is extremely hungry, the next step is to cryostim an injection into their arm and provide a blood transfusion of Url blood. It is important that the blood is injected into the bloodstream, not consumed through the mouth. Url blood is a fairly recent invention that used to be predated by Yanar blood, which caused far more complications, but is still a viable alternative in the absence of Url Blood. If an Url is available, this should be done IC. If they are not, this process may be time skipped, though consider using Yanar blood instead. If Yanar blood is used, this process will be extremely painful and the person will develop sores on their body which will need to be healed separately by healers. If only Url blood is used, the person experiences only discomfort in their muscles, which ache with a dull feeling. It is important that the blood has been harvested the same day, or have a direct drain from an Url to a Vampire. This process can be completed in one morning, and only requires half a pint of blood, which Url have plenty of, and Yanar quickly reproduce after eating.
  • Second Day (2/2) When the Vampire has had a transfusion of Url blood and said blood is allowed to do its work for a few hours, they must have the curse be expelled with a heat sweat. This heat sweat is set on by putting a small stove with a bowl of Holy Water under the bed of the Vampire, and then igniting, causing vapor of Holy Water to flow around the bed. The Vapor is of a low enough dose that it does not hurt the Vampire permanently (though the pain still feels like torture), but causes remnant Blood Curse to expel through sweating. There is a fail rate possible here. This process usually lasts until well after dark.
  • Third Morning The person must be fed with sanctified bread (bread made by any regular baker, who instead of using regular water for the dough, uses Holy Water). At this point, the person is largely no longer a Vampire, but the final feeding of regular food which is sanctified clears the internals of any remnant blood substance that was being used for sustenance, and allows for the first passage of proper food. This process is successful after 2 hours (sanctified bread passes much faster if the person is being cured of Vampirism), if the person has the urge to visit the toilet. If this is not the case, this step must be repeated once every 2 hours until they do. When the person properly passes their bowels, the curing is successful. It is important that captors make sure actual bowel clearance takes place. If it does not, the curing was only partially successful, and the Vampire may jump on one of the captors when led to the latrines, causing a complete reversion with just a single bite, forcing them to start all over again, and cure the captor also.
  • Curing a person who has not yet fully turned If the person has been infected but not yet fully turned (thus only on the first, second or third day after infection) the cure for a person who has not yet fully turned into a Vampire is fairly straightforward. A tonic of crushed Yanar Youngling petals (specifically from the flower from which new Yanar are born, which can be preserved and dried and provides enough ground petal dust for 50 tonics) must be drank in the morning when the sun is up. The person will experience periodic twitches, and in some rare cases, seizures, but after 12 hours, the infection will be stopped, and the person will not turn into a Vampire.

After curing, Varlords will retain their Varlord appearance with the sole exception of their nails, which return to normal, and their eyes which also return to normal. These old Vampires will often need to be closely watched, as they have an extreme urge to be re-infected, and when re-infected, will instantly regain their old Vampirism Mutations also. Aside from these conditions, Varlord curing takes longer. Instead of the 2 day procedure and bowel passage the third morning, every step takes a full day, taking 5 days to cure a Varlord. The Mutations remain dormant in their body even when cured, and only need to be re-activated during the first feeding after reinfection to re-activate fully. The only exception here is the Skeletal Vampire. A skeletal Vampire cannot be cured and should simply be destroyed by crushing all bones and tearing them apart, and finally crushing the skull and burying it. After curing, any and all (either Vampire, Varlord, or not yet fully turned) will suffer post curing sickness, which involves lethargy, weakness and anxiety for 2 weeks. Any and all ex-Vampire, unless they had not yet turned, or were a holy devout person before being turned, will always have a nagging desire in the back of their mind to desire to turn into a Vampire again. They are however unable to turn back into a vampire for another 2 full weeks after their curing.

OOC Note: It is extremely important that none of these steps are time skipped and that all healing processes are done IC by actual healers like the Clinics that dot regalia. This provides healing businesses with roleplay, but also ensures that a curing process can be halted by for example an attack on a clinic to free the imprisoned Vampires. It also prevents god-rp surrounding time-skipped curing, and ensures characters suffer consequences for their actions.

Trivia

  • Contrary to folklore, Vampires in fact do not gain sharpened canine teeth. This is only present in Varghuls and Varlords. Regular Vampires retain a more humanoid denture, while feral Vampires develop lengthened sharpened teeth unless their state is reverted.

Template:Arcanology


Accreditation
WritersMonMarty
ProcessorsHydraLana, Bagley, Eccetra
Last EditorHydraLana on 04/21/2019.

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