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Vampire

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Revision as of 18:26, 13 January 2015 by Ryciera (talk | contribs)

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

Vampirism
File:Creepin.jpg

Infection • Curing • Bloodlines • Universal Characteristics • Origins • Great Vampiric Convergence

Vampiric Bloodlines

During the time vampirism has been prominent on Aloria, the Sanguine Curse has had time to mutate and transform into a variety of different bloodlines. Most bloodlines began as the Qan-Ata Bloodline. Regional migration, cultural growth, and magical influence had effects on various strains of these vampires as time passed, allowing a variety populations to mutate into both common and uncommon bloodlines all about Aloria.

Recently, in 302 AC, Wutienda made an appearance by causing what some scholars call the Great Vampiric Convergence. Over the span of a few months, the vice of malice traveled throughout Aloria, working her magic and meticulously spreading the Sanguine Curse to every sentient race she could find. As non-human bloodlines spread—some more subtly than others—with it came changes to the Qan-Ata and the way vampirism worked as a whole. While not many can name the event that changed the future of the curse, those who experienced its effects still remain bewildered, to this day, as to how vampirism spread from humans to other races across the planet.

Infection

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

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

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

Infection Rate

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

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

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

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

Characteristics

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

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

Curing

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

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

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

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

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

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

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


Trivia

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

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