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Vampirism

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Revision as of 03:19, 12 July 2019 by MonMarty (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 (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.

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. 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 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.

Alais Bloodline Common Traits
  • Alais Vampire eyes do not appear red, but turn red during feeding only.
  • Alais Vampire teeth do not appear while they do not feed, but extend shortly before feeding.
  • Alais Vampire skin and eye sockets do not change while they are infected.
  • Alais Vampires are not affected by Hallowed Lanterns, but their presence does cause anxiety.
  • Alais Vampires have normal weakness to Holy Water.
  • Alais Vampires can still drink and eat normal produce. They can also reproduce, giving birth to normal children.
  • Alais Vampires have no reflection in mirrors, but are inversely also immune to abberrant detection mechanisms (such as Witchblood).
  • Alais Vampires are hard capped to Body Stat 15 = Athletic Body Shape.
  • Alais Vampires cannot infect others with their bite. Infection only occurs through drinking a cup of their blood.
Mutation Name Power Type Range Description
Crimson Graces Passive - For any action performed involving Rogue Skill Proficiency (such as theft, quick fingers, slight of hand), when detected or having failed a /dice roll, the Character may perform another /dice roll as a form of saving graces from failure. If this roll fails however, there cannot be another roll.
Crimson Cloaking Mind Ability - Can activate a form of camouflage while moving around which requires +5 Perception Proficiency to see through. Standing still turns this camouflage into perfect invisibility, but any movement will still knock the Character out of the effect, and they still produce sound and heat.
Crimson Curse Mind Ability Direct Touch This can be performed one of two ways, either by a "tap" or "slap", or by constant Direct Touch. A single tap will cause the person's Proficiencies to all be reset to 0 for exactly 1 minute, after which this ability cannot affect them for another hour. Constant Direct Touch makes the Proficiencies set to 0 while the touch is maintained. After touch is broken, the effect lingers for a minute, before not affecting them again for an hour. This effect cannot stack, be reset by touching again, or having another Vampire's Crimson Curse affect them.
Crimson Silence Passive - Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Vampire. Furthermore, the Vampire does not produce audible footsteps on any surfaces.
Crimson Guiding Mind Ability Direct Touch The Vampire can give a victim a strong urge or suggestive feeling by placing their hand on their shoulder and muttering or whispering the instruction or feeling to them. This transferal of instruction is not perceived by the victim, but others within hearing distance can see the movement and whispering or muttering, or even hear it if they are in close enough range. This instruction lapses from the memory from the victim, who is unable to explain why they feel a certain way, or have an urge to do something.
Crimson Aging Passive - 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. Furthermore, from the moment immortality is gained, the Proficiency gain rate is changed. For every year aged (where a Character would normally gain 1 point per year) while this mutation is active, the Character only gains 0.25 Proficiency points per year. This does not round up or down, even if a character has 44.75 Proficiency, this is counted as 44, not 45.
Crimson Dressage Passive - The Character is able to change the appearance of their clothing, add, or remove clothing magically and practically instantly, either with a changing aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire.
Crimson Hostage Passive Direct Touch Those fed upon gain the Crimson Hostage trait, which makes them strongly inclined to prevent the Vampire from being harmed, caught or cured, for up to 72 hours after having been fed upon. This effect cannot be cured aside from time-out.
Crimson Guile Mind Ability Eye Contact The Character appears beguiling and beautiful, entrancing even, but only while making direct eye contact. This only works for as long as the victim continues to make eye contact, but as soon as they do, it is hard for them to break away from it. While in this trance, the person who looks the Vampire in the eyes becomes unaware of what other actions the Vampire is engaging in, essentially gaining tunnel vision on the Vampire's eyes.
Crimson Reflection Instant Ability - The Character can change superificial appearance aspects about themselves: Change color of their hair, change the color of their eyes (does not work while feeding), remove or add facial scars or freckles, change the skin lightness/darkness, the lenght of their hair including the texture (curliness, straightness, waveiness). Any Instant Ability cancel or counter resets the Vampire's appearance to normal.

Barghest Bloodline

The Barghest Bloodline hails from the border regions of Ostyria, where it is believed that the Barghest Vampires are Ailor affected by Void mutations to appear like the hunting hounds they used in the woods of the Hinterlands. The Barghest Vampires often work best in large groups, as their Mutations are specifically geared towards helping one another and themselves.

Barghest Bloodline Common Traits
  • Barghest Vampire eyes do not appear red, but turn red during feeding, as well as when they see or smell blood.
  • Barghest Vampire teeth appear at all times, but are not very noticeable.
  • Barghest Vampire skin turns more pale and eye sockets turn more reddened.
  • Barghest Vampires are affected by Hallowed Lanterns, scorching and singing their skin.
  • Barghest Vampires have normal weakness to Holy Water.
  • Barghest Vampires can still drink and eat normal produce. They can also reproduce, giving birth to Vampire Broods.
  • Barghest Vampires can change their head only into that of a Black Wolf with red eyes and sharp teeth, as well as track the smell of blood. This head counts as a Beast Transformation.
  • Barghest Vampires are hard capped to Body Stat 25 = Ripped Body Shape.
  • Barghest Vampires can infect others with their bite. Infection can also occur by drinking a cup of their blood.
Mutation Name Power Type Range Description
Wald Obscuring Channel Ability 30 Blocks The Vampire can channel this ability for 5 seconds, after which they sink into a pool of black smoke and immediately re-appear in their target location. This location must be seen, and re-materializing takes 3 seconds, during which they are vulnerable. The exit location has shadow particles forming the moment they activate the channel, and the exiting procedure also produces ghostly noises.
Wald Hunting Instant Ability Emote Distance The Vampire can shoot a crimson red tether to a target, which does not miss, but also does not hurt or constrain them in any way. When the tether hits, the Vampire can yank the tether once, which will cause them to be launched at the person with high speed, or whatever their location was when the yank was performed.
Wald Familiar Instant Ability Emote Distance The Vampire gains a tattoo on their back of a large bat. They can summon a bat familiar from this tattoo (which will appear regardless of clothing or armor covering the tattoo). This bat is about the size of a small dog, and has a reprehensible tail, able to carry small objects, as well as harass someone else with its sharp claws and fangs. This familiar can be killed, after which it cannot be summoned for another hour.
Wald Kinship Channel Ability Emote Distance The Vampire can activate a painful heartburn on themselves (which is not sufficient enough to cripple them or immobilize them, but certainly makes moving painful and combat impossible). While this effect is active, a single other Vampire of choice gains large bat-like wings with claws on the tips that can be used to scratch foes. Additionally, these wings allow the Vampire to jump twice as high, and use the wings to rapidly move over horizontal surfaces. The wings do not grant flight. The wings must be given in Emote Distance, but the target Vampire can then leave Emote Distance as long as they remain within Viewing Distance of the Vampire using the Channel. As soon as the Channel is broken, the wings disappear.
Wald Howling Channel Ability Emote Distance The Vampire can sing the song of Rigor Mortis, a ghostly wail of Vampiric Lore. Those within Sing Emote distance (> is used to sing) have increased toughness (being able to take more damage) and take only half damage from Holy Water. This song must be kept up to keep the effect active.
Wald Glamoring Mind Ability Daytime Only Vampires with this trait have a glamour version of themselves that they can activate but only while the sun is out. In this glamour form, their skin and eye sockets appear normal, and their teeth only extend during feeding. Additionally, while in glamour, the Vampire does not infect others with their Bloodline.
Wald Packthirst Passive Emote Distance Vampires with this trait do not need to directly feed. Instead, while another Vampire within distance is feeding on someone, they gain proxy feeding, as if they were feeding themselves. This passive can be used perpetually to satiate the Vampire without ever needing to drink actual blood.
Wald Darkening Passive - Vampires with this trait are able to have perfect night and darkness vision, able to discern people and objects even in pure and complete black darkness. Darkness illusions and Magic that would obscure vision however still affects them.
Wald Reading Mind Ability Emote distance Vampires with this ability can read the emotional state of a person, as well as detecting a lie by focusing their eyes on their aura. Their aura becomes visible, showing a color corresponding to their mood, and whether a statement was a lie or a truth is shown in the form of a smiling or crying mask above their head, smiling for a lie and crying for the truth. This lie detection mechanism can only be used directly after the statement has made. While this ability is used, the irises of the Vampire give off a single flash of redness before fading back to their original color.
Wald Lightseeking Instant Ability Emote Distance Vampires with this ability are able to produce bright flashes in their hands (used to light up a room, or temporarily confuse a foe by obscuring their vision) can can also douse light in an area the size of a room or a hallway (only works indoors), creating complete and perfect darkness there-in.

von Kërle Bloodline

von Kërle Vampires hail from the Calemberg cities and dark-walds, the high-military high-class realms of the Regalian Empire. Here, the von Kërle adapted by having Mutations that expedited their military victory over those who would hunt them, but invariably also became weaker to Vampire hunting tools as they surrendered themselves more to the Void.

von Kërle Bloodline Common Traits
  • von Kërle Vampire eyes appear red at all times, but their eye whites only turn black during feeding.
  • von Kërle Vampire teeth appear at all times, and are noticeable.
  • von Kërle Vampire skin turns more pale and eye sockets turn more reddened.
  • von Kërle Vampires are affected by Hallowed Lanterns, scorching and singing their skin, while also disabling any active Mutations and Transformations.
  • von Kërle Vampires have normal weakness to Holy Water.
  • von Kërle Vampires cannot drink or eat, these substance turn to ash in their mouths. They also cannot reproduce.
  • von Kërle gain +5 Proficiency in whatever weapon they wield at any given time.
  • von Kërle Vampires are hard capped to Body Stat 30 = Muscular Body Shape.
  • von Kërle Vampires can infect others with their bite. Infection can also occur by drinking a cup of their blood.
Mutation Name Power Type Range Description
Harlord Protection Instant Ability 2 Blocks For every wound made on the Vampire, if the Vampire hits/cuts/pierces their victim, they can “draw” the blood out to heal a wound on themselves, a wound for a wound essentially. This does however close the wound on the victim and stop their bleeding (but not heal internal damage)
Harlord Varghul Beast Transformation . Can shift to beast form. Beast form increases Body Form to one stage higher (limited by race constraints). It additionally contorts the face of the Vampire to be more bat-like, with longer ears, a snarled bat-like nose and larger brow bones with no eyebrows, as well as larger teeth. Skin turns midnight-blue while spikes form on the spine, and the legs turn digit-grade with claws on the feet.
Harlord Chasing Instant ability Emote Distance The Vampire gains bat-like wings that appear only for a single jump, allowing them to jump up to a maximum of Emote Distance at rapid speed. This ability takes a few seconds to charge up the jump, and the wings disappear immediately after. This ability can only be used three times per hour.
Harlord Voidening Passive The Vampire has the ability to grow horns, either facing forward smaller horns, or curling ram-like horns to the back, or both at the same time. They are also able to have a forked tongue, and a thin non-prehensile tail. Their skin can also turn considerably more gray, but not so gray that the original color is lost. Any of these mutations can occur in any combination, or none at all. It is up to personal aesthetic choices.
Harlord Bloodening Instant ability - The Vampire can Blood Sing a weapon by cutting their own hand and then crystallizing the blood mist drawn from it. This takes several seconds to manifest. The wound will continue to bleed, but the Vampire can return the weapon to mist form, return the blood to their hand, and seal the sound in the process. The weapon will not disappear when lit by a Hallowed Lantern, but will fracture when hit by Holy Water.
Harlord Stonewall Passive - The Vampire becomes immune to all other Vampire abilities that are classified as Mind Ability. This trait also makes the Vampire immune to any of the Ancient Vampire's Mind Ability Mutations.
Harlord Blackstrike Passive - The Vampire's finger and toe nails thicken and turn black, while also sharpening and growing much faster. These can be used to leave nasty scratches and scrapes that feel very painful, and adds +5 Unarmed Proficiency to the Vampire.
Harlord Drawling Passive - The Vampire is completely immune to toxins, poisons or acids, not affecting either their organs or skin in any way, shape, or form.
Harlord Darkening Passive - Vampires with this trait are able to have perfect night and darkness vision, able to discern people and objects even in pure and complete black darkness. Darkness illusions and Magic that would obscure vision however still affects them.
Harlord Elementing Passive - Vampires with this trait are immune to environmental temperature damage, as well as the need to breathe oxygen or water depth. They are immune to freezing damage and extreme heat (fire still burns them, as do the Hallowed Lanterns), no longer need to breathe, and are able to resist extreme depth pressures.

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 Bloodline Common Traits
  • Shilôt Vampire eyes only redden during feeding, while their eye whites never turn black.
  • Shilôt Vampire teeth appear at all times, but are barely noticeable.
  • Shilôt Vampire skin turns more pale and eye sockets turn more reddened.
  • Shilôt Vampires are affected by Hallowed Lanterns, scorching and singing their skin.
  • Shilôt Vampires have normal weakness to Holy Water.
  • Shilôt Vampires can drink and eat normally. They can also reproduce to create normal children.
  • Shilôt gain +10 Food and Drinks Sciences Proficiency
  • Shilôt Vampires are hard capped to Body Stat 15 = Athletic Body Shape.
  • Shilôt Vampires cannot infect others with a bite. Only drinking a cup of pure blood of theirs will turn others.
Mutation Name Power Type Range Description
Vinteaar Providing Instant Ability Direct Touch Can summon succulent foods and drinks, but must sacrifice something to make it in matter. For example mud can be used to create a medium rare steak perfectly seared. The food remains food throughout ingestion, but the Vampire can turn it back to its original substance with the flick of a hand (not allowed to be made out of harmful materials). If the Vampire does not change the material back, it remains perfect in the way it was made however, and tastes delicious.
Vinteaar Hallowing Channel Ability Emote Distance Can “bend” the light of any Hallowed Lanterns in the area away from them. This can only be done with at least one hand free, and directed at the lantern (both hands can bend two individual lanterns). This allows them to turn the lantern forcibly to any other direction, regardless of the strenght of the user.
Vinteaar Stasis Instant Ability - The Vampire can crystallize in form as if hardened wine, turning into a dark red wine and then hardening. This crystalline form can be upheld for years, does not cause the Vampire to age, or take harm from anything. After 5 years, the substance turns gray and stone-like, essentially disguising the Vampire as a statue. The Vampire remains aware of the passage of time, but not so sentient aware that they would be bored out of their mind. The Vampire does not gain Proficiency Points while in this statue form. Characters that have survived beyond 150 years this way still require an Ancient Character Special Permission.
Vinteaar Aging Passive - 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. Furthermore, from the moment immortality is gained, the Proficiency gain rate is changed. For every year aged (where a Character would normally gain 1 point per year) while this mutation is active, the Character only gains 0.25 Proficiency points per year. This does not round up or down, even if a character has 44.75 Proficiency, this is counted as 44, not 45.
Vinteaar Elegance Mind Ability - Victims feel no pain, and while being fed on, aren’t even aware that they are being fed on, forgetting that a moment ago the Vampire even sank teeth into them. They will only become vaguely aware that something intimate happened between the Vampire and them, but are unable to remember precisely what.
Vinteaar Lingua Passive - A Vampire with this trait is able to understand any spoken non-Ancient and non-Forgotten language, and read any such language from written form, while understanding it in their native tongue. They can however not speak any of it back to the source.
Vinteaar Thickening Mind Ability - The Vampire can add a few drops of their own blood to any drink, turning said drink addictive. The persons drinking the drink will be unaware why it is addictive, but feel an intense urge to drink more of it, and have withdrawal symptoms if they are denied.
Vinteaar Drawling Mind Ability - Vampires with this trait are able to throw drinks containing their blood into the face of others (either by throwing a vial, or tossing the contents of a bottle directly). If the liquid hits them in the face in any quantity, they become incredibly drunk for several minutes. This effect does not stack and wears off like normal drunken-ness
Vinteaar Addicting Mind Ability - The Vampire can give another Vampire a specific blood addiction, by mentally targeting a person while brewing a drink, and then having them ingest it, or applying a decent quantity of it directly to their skin or soak into their clothes. This Vampire will become addicted to the blood of that specific person, and hunt and find satisfaction from drinking that specific person alone. This effect lasts for a week.
Vinteaar Draughting Mind Ability - The Vampire is able to brew a tonic that when drunk by anyone else, turns the Vampire completely invisible to that person for the next 48 hours.

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. The Doughall developed means to change with the seasons, and are inherently shape shifters.

Doughall Bloodline Common Traits
  • Doughall Vampire eyes only redden during feeding, while their eye whites never turn black.
  • Doughall Vampire teeth appear at all times, but resemble sabertooth more than sharp canines, and are very noticeable.
  • Doughall Vampire skin is not affected, but eye sockets do turn more reddened.
  • Doughall Vampires are affected by Hallowed Lanterns, scorching and singing their skin.
  • Doughall Vampires have normal weakness to Holy Water.
  • Doughall Vampires can drink and eat normally. They can also reproduce to create Vampire Broods.
  • Doughall can reverse the Beast Transformation of another person, but only one person, and only while in viewing distance.
  • Doughall Vampires are hard capped to Body Stat 45 = Strongman Body Shape.
  • Doughall Vampires can infect others with a bite. They can also infect by having someone drink their blood.
Mutation Name Power Type Range Description
Mountain Lord Passive - When all Body Stat calculations are done, add enough Body Stat to get the number up to a maximum of 45. If this number is already 45 or higher, this Mutation gives +5 Unarmed Combat Proficiency instead.
Mountain Hardening Passive - When feeding, the Vampire's skin turns to actual stone, and they become both immovable by others as well as immune to harm from any source except Magic. As soon as the Vampire's teeth release from their victim, their skin returns to normal.
Mountain Winters Beast Transformation - Winter form - transform to increase Body Shape to one level higher than character’s Body Shape (breaking Racial limits), grows fur on shoulders/lower arms, back, chest,neck and more facial hair. Vampire teeth become larger, and blackened claws develop on hands.
Mountain Autumns Beast Transformation - Autumn form - transform to decrease Body Shape to one level lower than character’s Body Shape, growing fur on lower arms and legs, legs change to digitigrade legs and character gains a wolf-tail, allowing them to sprint like a canine on all fours, faster than a Tigran.
Mountain Summers Beast Transformation - Summer form - transform to decrease Body Shape to one level lower than character’s Body Shape, growing scales on the arms, neck and legs, and gills on neck while ears turn into webbed fins. Can breathe underwater and swim at high speeds, while also leaping in and out of water with great speed.
Mountain Springs Beast Transformation - Spring form - transform to gain goat-like facial features (nose, eyes), hooved feet and digitigrade legs. Arms are covered in vines and roots that when aimed at a person, causes all manner of wispy energies to fly towards them and “prick and hurt” them like a Qadir shardbow
Mountain Mists Mind Ability - Can create a mist in an emote radius around the Vampire that allows the Vampire to remain camouflaged while inside it (taking 5+ Perception to see through it). Anyone inside this mist constantly hears cries of loved ones.
Mountain Healing Instant Ability - Can remove individual wounds (like a stab or gash) from a person (including self) at the cost of one level of Body Shape per wound, for a total of 1 week. Removing another wound by sacrificing another Body Shape after already performed resets the timer. This can also remove internal wounds, but not bring back lost body parts.
Mountain Seasons Instant Ability Direct Touch Can forcibly change the race of another person for 72 hours. Allows this ability to only be used on one person at a time, but can be cancelled early, even remotely. While forcing a race change, victim cannot access either their natural or new-race racial traits or abilities. Character design remains consistent onto the new race where applicable.
Mountain Shifting Passive - The Vampire can meld into stone materials/surfaces to hide. They can however be dug out and not move around, so generally this ability is only recommended while on the run and after turning a corner while no-one is looking. It is practically instant, and cannot be countered or prevented.

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 Bloodline Common Traits
  • Zikiel Vampire eyes are icy blue with gray eye whites. The eyes do not turn red at any point, but start glowing when feeding.
  • Zikiel Vampire teeth appear at all times, and are noticeable.
  • Zikiel Vampire skin becomes lighter, sometimes even turning white, and eye sockets turn more reddened.
  • Zikiel Vampires are affected by Hallowed Lanterns, scorching and singing their skin.
  • Zikiel Vampires have normal weakness to Holy Water.
  • Zikiel Vampires cannot drink and eat, these things turning to ash in their mouths. They also cannot reproduce.
  • Zikiel Vampires have "three lives" each time they die, one of their arms is replaced by a ghostly arm. The third time they die, it is permanent. The Vampire (if dying) revives in a safe location like a crypt or cave away from where they died.
  • Zikiel Vampires are hard capped to Body Stat 15 = Toned Body Shape.
  • Zikiel Vampires can infect others with a bite. They can also infect by having someone drink their blood. Zikiel Vampirism is uncurable once infected for several weeks.
Mutation Name Power Type Range Description
Haunting Lich Mythic Transformation - The Vampire can assume the form of a skeletal lich, including skeleton body, wispy eyes, levitating off the ground by a foot, and able to change clothing into mage-inspired robes while in lich form, reverting back to normal when going back to normal. Wounds transfer between forms.
Haunting Dragons Passive - Vampires with this trait become completely immune to all Witchblood abilities.
Haunting Aging Passive - The Character becomes immortal but does visually age (though damage and harm can still kill them). Age over 150 years old requires an Ancient Character Special Permission. Furthermore, from the moment immortality is gained, the Proficiency gain rate is changed. For every year aged (where a Character would normally gain 1 point per year) while this mutation is active, the Character only gains 0.25 Proficiency points per year. This does not round up or down, even if a character has 44.75 Proficiency, this is counted as 44, not 45.
Haunting Deflecting Passive - The Character has the ability to deflect Magic in the same way that Mages can, able to deflect incoming spells. Deflection casts are performed as emotes, after which a /roll 1 20 is done. If the roll is above 5, the spell is deflected and rendered harmless by a deflection cast. Deflection cast requires the Vampire to have both hands free and not already engaged in casting or fighting. It works by waving their hand in a half-circle motion as if to “slap” away the incoming spell
Haunting Scent Instant Ability 10 Blocks This trait allows the Vampire to place a glyph ward on the forehead of a person, by pointing a finger at them. This glyph is always visible, glowing in blue. While this ward is active (for 72 hours), the Vampire can track them wherever they go. This glyph cannot be removed beyond a time-out.
Haunting Chains Instant Ability Emote Distance With this ability, the Vampire is able to form a ghostly chain, one on each arm (usually around their forearm). They are able to send out this chain towards a person, which will then attach to their torso. This chain does not miss, but acts like a Magical spell (and can as such also be deflected by those who are able to use Mage Deflect). When attached, the victim cannot run away anymore, and the Vampire can pull the chain towards them to slowly drag their victim closer. If the chain is broken for any reason, the person can freely move again. While a chain is attached, the Vampire cannot free their hand to do anything else, unless they choose to break the chain.
Haunting Wards Channel Ability Direct Touch The Vampire has the capacity to make and destroy Mage Wards with the same rules as Mages. Contact Lore Staff for more information on how to produce and break Mage Wards. Specific written rule information can also be found on the Special Permission Repository (found on the Special Permission Application Thread), second page, under the individual Linked Mage Documents.
Haunting Staving Passive - The Vampire is immune to any type of Mind Ability as well as all forms of Alchemy induced hallucinations or illusions, except from other Vampire Mind Abilities.
Haunting Severing Mind Ability Direct Touch The Vampire is able to place a glyph at the back of a person's neck that severs their emotions and emotional connections to other people, thus rendering them without a conscience or love and friendship for others. These glyphs act as possession and can also be cured with any type of exorcism.
Haunting Seeking Channel Ability Emote Distance Can “bend” the light of any Hallowed Lanterns in the area away from them. This can only be done with at least one hand free, and directed at the lantern (both hands can bend two individual lanterns). This allows them to turn the lantern forcibly to any other direction, regardless of the strength of the user.

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.

Dorkarth Bloodline Common Traits
  • Dorkarth Vampire eyes are always red but without black eye whites.
  • Dorkarth Vampire teeth appear at all times, and are noticeable.
  • Dorkarth Vampire skin becomes lighter, sometimes even turning white, and eye sockets turn more reddened.
  • Dorkarth Vampires are affected by Hallowed Lanterns, scorching and singing their skin.
  • Dorkarth Vampires have normal weakness to Holy Water.
  • Dorkarth Vampires cannot drink and eat, these things turning to ash in their mouths. They can reproduce, giving birth to Vampire Broods.
  • Dorkarth Vampires can be infected at any age (even below 18) and can consume any source of blood, even animals, undead, or other Vampires, and be satiated.
  • Dorkarth Vampires are hard capped to Body Stat 30 = Muscular Body Shape.
  • Dorkarth Vampires can infect others with a bite. They can also infect by having someone drink their blood.
Mutation Name Power Type Range Description
Auld Warding Channel Ability Direct Touch The Vampire has the capacity to make and destroy Mage Wards with the same rules as Mages. Contact Lore Staff for more information on how to produce and break Mage Wards. Specific written rule information can also be found on the Special Permission Repository (found on the Special Permission Application Thread), second page, under the individual Linked Mage Documents.
Auld Steeling Passive - The Vampire is immune to any type of Mind Ability as well as all forms of Alchemy induced hallucinations or illusions, except from other Vampire Mind Abilities.
Auld Shielding Instant Ability - The Vampire can summon a shield in their shielding arm that has the size of a heater shield. When an enemy hits the heater shield with their weapon, their weapon becomes insanely hot to the touch, not so much hat it blisters their skin, but incredibly uncomfortable (on average lowering their weapon Proficiency by 5 points), for 5 minutes, before slowly cooling again. If they hit the shield again within the 5 minute period of the first effect, the effect is doubled and lasts for a total of 10 minutes, but then the victim becomes immune from receiving the effect again for an hour.
Auld Aging Passive - 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. Furthermore, from the moment immortality is gained, the Proficiency gain rate is changed. For every year aged (where a Character would normally gain 1 point per year) while this mutation is active, the Character only gains 0.25 Proficiency points per year. This does not round up or down, even if a character has 44.75 Proficiency, this is counted as 44, not 45.
Auld Darkening Passive - Vampires with this trait are able to have perfect night and darkness vision, able to discern people and objects even in pure and complete black darkness. Darkness illusions and Magic that would obscure vision however still affects them.
Auld Mending Instant Ability 2 Blocks For every wound made on the Vampire, if the Vampire hits/cuts/pierces their victim, they can “draw” the blood out to heal a wound on themselves, a wound for a wound essentially. This does however close the wound on the victim and stop their bleeding (but not heal internal damage)
Auld Hexing Mind Ability Direct Touch The Vampire can give a victim a strong urge or suggestive feeling by placing their hand on their shoulder and muttering or whispering the instruction or feeling to them. This transferal of instruction is not perceived by the victim, but others within hearing distance can see the movement and whispering or muttering, or even hear it if they are in close enough range. This instruction lapses from the memory from the victim, who is unable to explain why they feel a certain way, or have an urge to do something.
Auld Thralling Mind Ability Direct Touch The Vampire is able to place a glyph at the back of a person's neck that severs their emotions and emotional connections to other people, thus rendering them without a conscience or love and friendship for others. These glyphs act as possession and can also be cured with any type of exorcism.
Auld Mists Mind Ability - Can create a mist in an emote radius around the Vampire that allows the Vampire to remain camouflaged while inside it (taking 5+ Perception to see through it). Anyone inside this mist constantly hears cries of loved ones.
Auld Grasping Passive - The Vampire's finger and toe nails thicken and turn black, while also sharpening and growing much faster. These can be used to leave nasty scratches and scrapes that feel very painful, and adds +5 Unarmed Proficiency to the Vampire.

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.

Crimson Witches Bloodline Common Traits
  • Crimson Witches eyes are always red but without black eye whites.
  • Crimson Witches teeth appear at all times, and are noticeable.
  • Crimson Witches are not affected by Hallowed Lanterns.
  • Crimson Witches have normal weakness to Holy Water.
  • Crimson Witches can eat and drink normally. Reproducing with Kathar births more Crimson Witches. Reproducing with other races produces Vampire Broods.
  • Crimson Witches have a number of special rules. Consult the Kathar page for specifics. This is not a curable Vampire Bloodline.
  • Dorkarth Vampires canot infect others in any way.
Mutation Name Power Type Range Description
Witch's Lands Channel Ability - Crimson Witches with this trait can stand on any surface (upside down or sideways) as if it was the floor, seamlessly walking and jumping between them. This ability acts as a Channel ability, but does not require focus or the Crimson Witches to not be engaging in any other actions, it can simply be cancelled as a Channel Ability.
Witch's Luster Mind Ability Direct Touch Crimson Witches can choose to mind-slave an intimate partner. This person must already be an intimate partner or lover, otherwise the ability does not work. While under its effects, the victim cannot abandon or betray the Crimson Witch, and always acts to defend or protect them, also following their orders, as long as they do not cause self-harm or put the victim in exceptional danger.
Witch's Dance Instant Ability - Every three minutes, the Witch is able to activate a movement sequence that phases them in and out of existence, turning them ethereal, partially placing them in the Void. This makes them immune to non-Magical attacks for several seconds.
Witch's Harping Beast Transformation - The Crimson Witch's arms turn into feathered wings, their legs into bird-like legs with sharp claws, and their body is covered in crimson feathers, save for their head which remains normal. While in this form, the Crimson Witch is able to fly-hover 5 feet off the ground (but not actually take flight), and use their legs and feet to claw at foes.
Witch's Steeling Passive - The Crimson Witch is immune to any kind of Mind Ability, save for Vampire Mind Abilities. This immunity also extends to Alchemy induced hallucinations or illusions.
Witch's Master Passive - A Crimson Witch can identify a specif person as a Master in a ritual, which binds them to their safety. If their master is in any form of harm or risk of harm, they can "sense" this peril, and are drawn to their Master, wherever they are. A Master cannot be an intimate partner or lover, or someone under the effects of Witch's Luster. The ritual must be performed again if a Master-Witch relationship is broken.

Ancient Vampire Mutations

Ancient Vampires are the most venerable and long living Vampires who have through their long age developed unique Mutations. Not all Ancient Vampires develop these Mutations, considering long age exists among other Vampire Bloodlines also, but not all are guaranteed to become powerful Ancient Vampires. For the specific rules on Special Permission applications, consult the Special Permission section on the Forums, under Roleplay/Regalia Applications.

Ancient Bloodline Bonus Traits
  • Ancient Bloodlines work differently than other Bloodlines. Ancient Bloodline is specifically a Special Permission that stacks on top of existing Bloodlines.
  • Ancient Bloodline Vampires have permanent red eyes and black eye whites, as well as long canine Vampire teeth.
  • Ancient Bloodline Vampires have normal weakness to Holy Water and Hallowed Lanterns.
  • Ancient Bloodline Vampires cannot stand other Ancient Bloodline Vampires, being drawn to compete with them over who can control the most Vampires.
  • Ancient Bloodline Vampires may choose one single Kinship Ability.
  • Ancient Bloodline Vampires may choose one single Instant Ability.
  • Ancient Bloodline Vampires may choose up to two Kinship Passives.
  • Ancient Bloodline Vampires automatically have Immortality and no visual aging. An Ancient Character Special Permission is included in Ancient Bloodline Permissions.
Mutation Name Power Type Range Description
Ancient Pact Kinship Ability Direct Touch Allows the Ancient Vampire to offer his blood in ritual to another Vampire. If the Vampire accepts and vocalizes their will to surrender their free will to the Ancient Vampire, then the Ancient Vampire mind-slaves them, while also giving them all their Kinship Passive Mutations in return.
Ancient Summoning Kinship Ability Emote Distance Allows the Ancient Vampire to establish a non-mind slave based relation with other Vampires as their Kin. This allows the Ancient Vampire to create a summoning portal which will teleport in up to 2 Kin Vampires who accepted to become part of the Ancient Vampire's Coven regardless of where they are (but they cannot be teleported out of the Regalian Prison due to the Mage Stone).
Ancient Host Kinship Ability - Allows the Ancient Vampire to establish a throne (must be inside a house or region in Regalia). While seated in this throne, they can transfer their consciousness to another member of their Kin in their Coven, Vampires who accepted to become their minions. While inside, the Ancient Vampire transfers all their Normal Bloodline Mutations (so not the Ancient Mutations) onto the host, doubling the effect if the Vampire they are transferring into already has some of these traits. While their conscience is inside another Vampire, they can speak through them and see and hear through them (best to stand in OOC behind them with an OOC Name).
Ancient Blood Armor Kinship Passive - Allows the Vampire to summon a swirling set of blood armor that keeps moving and mending. Damage done to the armor self-repairs within 10 seconds of the damage having been inflicted on the armor (but does not cure the wounds underneath). This armor is equivalent to half-plate and does not come with a helmet over cover for the legs.
Ancient Blood Leap Kinship Passive - Allows the Vampire to instantly "blink" to a target victim, as long as they have drawn their blood in some way (a cut or gash or even pierce). This blink is near instant, and only works while their victim is within viewing distance. This puts them proportionally at the same orientation to the victim as they were before they teleported, but 3 feet away from them.
Ancient Steeling Kinship Passive - Allows the Vampire to become immune to any type of Mind Ability, even from other Vampires, as well as Alchemy induced hallucinations and illusions.
Ancient Mists Instant Ability 10x10 Blocks The Vampire is able to deploy a 10x10 Blocks field of knee-high black mist. Those standing inside this mist (save for the Ancient Vampire and their Kin) will suffer suffocation while standing inside this mist. They are not unable to fight or leave, they just can no longer breathe and start gasping for air. This mist cannot move and remains for 5 minutes, not being able to be re-cast while the mist is still active.
Ancient Drawing Instant Ability Emote Distance The Vampire is able to summon a crimson blood staff, and jam it into the ground with both hands. This staff is then immobilized in place, and radiates a field of intense pain that only affects Witchbloods in Emote Distance from where it was cast. This effect remains active for up to an hour, or until the staff is smashed (it has the same durability as wood). This ability can only be used once per conflict-scene location.
Ancient Porting Instant Ability Direct Touch The Vampire is able to produce a portal on a wall by smearing their blood on it, thus creating a portal directly linking their current location with their "home" location for their coven (a base or house). This portal allows anyone to pass through, and can only be closed by the Vampire with the snip of their fingers on either side. This ability cannot be used in the Regalian Prison or Palace.

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

  • All Vampires gain sharpened canine teeth when infected.

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Accreditation
WritersMonMarty
ProcessorsHydraLana, Bagley, Eccetra
Last EditorMonMarty on 07/12/2019.

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