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{{Info afflictions
{{Info Affliction
|image       = vampirebloodyb.png
|name = Vampirism
|races       = Various
|image = vampirebloodyb.png
|contraction = Being bitten (~25%)
|races = All except Urlan, Bralona, Sihndar.
|mortality  = N/A
|infection = Bite, Drinking, Ritual.
|origins    = [[Cataclysm]]
|origins = Void Gods
|symptoms    =  
|symptoms = Blood Hunger, Red eyes, Sharp Teeth.
* Varying
|status = Not Curable.
|}}
|}}
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.  
Millions of citizens of the Regalian Empire go to bed at night, closing their windows and doors, and snuffing out the lights one by one, hoping for a good night's sleep, and a safe return of sunlight in the morning. The very thing that gives them terrors at night and has inspired neighborhood watches, as well as whole folklores of bedtime stories and tales to scare children into behaving well, is the Vampire. The Vampire is an insidious Afflicted, a person who succumbs to the crimson curse that creeps in the night and in the shadows, feeding off the blood of the innocent, and expanding their influence and power through fear and revulsion. Vampires have become the quintessential evil to the Regalian Empire, where whole wars have been fought just to keep their ruinous intent at bay, and to safeguard civilization from crumbling from within and establishing a nightmarish reality where Vampires rule in eternal night.


==History of Vampirism==
==History==
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.  
Vampirism as a Blood Curse existed long before the Cataclysm, perhaps even thousands of years, however it never drew much attention as it was just one of many Void sicknesses that were around during the Allorn Empire days, called Sangaley. The situation changed however immediately after the last Void Invasion and Cataclysm, when the Void Gods realized that the days of them being able to affect the world of Aloria were numbered. With no way of a future Void Invasion seemingly occurring, and their power waning, the Void Gods conspired to mutate the Void Sickness of Sangaley and produce Vampirism as it is known today. They upgraded what was ostensibly just a sickness and hunger for blood into a full-fledged Affliction, a highly contagious one at that, which was designed to destabilize Ailor society which seemed pre-eminent to usurp the Elves as the dominant civilization of Aloria. This scheme was met with great success, as the Sanguine Curse quickly dubbed Vampirism spread like wildfire among the Velheim populations of Ellador, to such a point that the local Kingdoms started buckling under the pressure of their infestation. With the assistance of the young Regalian Empire, the local Kingdoms fought back the Vampires, known as the Vampire War or the Hidden War because Regalia's authorities have made efforts to scrub historical records out of existence, intent on hiding the existence of Vampires from the public. This plan horribly backfired, as Vampires fled away from Ellador into the wider world, infecting the unknowing Regalian populace which had no way of dealing with that which they did not know. The plot of the Void Gods however was not ironclad either: as Vampires multiplied rapidly and diversified, the Void Gods lost control over the widening population, and could no longer mind control the Coven leaders to do their bidding. In essence, the Vampires became free to do as they pleased, and started developing their own culture.  


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.  
===Why play a Vampire===
You play a Vampire because Vampires are scheming, evil & hot, and because they bite people. When playing a Vampire, you understand that Vampires are hated in Regalia, and that many pro-state people like Knights and generally lawful citizens will either scream and run away or stand and fight if they run into a Vampire. Vampires are actively hunted by several groups (like Vampire hunting Lothar Knights), but also find natural allies in evil-aligned Void forces, like Warlock Spirit summoners and general anti-state forces. Vampirism is also a great way to have an "evil arc" and play an evil character for a while before setting out on a journey to be cleansed (which takes quite a while and is costly). All in all, playing a Vampire plays into the fantasy of Vampires and their allure, while also buying into playing the most obvious "evil" type Character in Regalia.  


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.  
===Vampire Types===
There exist several types of Vampires, some playable, some not, which have slightly altered Vampirism mechanics and functions, as well as backstories:
* '''Thrall Vampire:''' A Thrall Vampire is a person who has been infected with Vampirism, but where Vampirism hasn't finalized into controlling their body yet. They transition into Fledglings after a few days.  
* '''Fledgling Vampire:''' A Fledgling Vampire is the lowest type of Vampire, or a newly Infected. Fledgling Vampires cannot infect non-Vampires and sustain themselves on the blood of their victims.
* '''Greater Vampire:''' A Greater Vampire infects every person they bite and turn them into Thrall Vampires. A Fledgling Vampire becomes a Greater Vampire if it drinks the blood of another Greater Vampire.
* '''Desprince Vampire:''' A Desprince Vampire is an unplayable type of an Ancient Vampire that is immensely powerful. The Term Desprince can still be used in-character as Coven-Leader title however (it is non-gendered)
* '''Sangeley Vampire:''' A Sangeley Vampire is an unplayable type of first-Vampire, among the first to become the original Vampires. Rumored to exist with immense power, but haven't been seen in centuries.
Note: It is considered humiliating for a Greater Vampire to get fed on by a Fledgling Vampire. Usually a Fledgling Vampire will have to fight to overpower a Greater Vampire to become a Greater Vampire themselves. No Greater Vampire would ever permit a Fledgling Vampire to feed from them without a fight, or be embarrassed and thought of as weak to all other Vampires. You can make your Character a Greater or Fledgling Vampire in their backstory if it concerns a new Character, if your Character is infected IC however, you cannot off-screen or backstory becoming a Greater Vampire and have to find another Greater Vampire and scheme against them to drink their blood IC. Also, every Character must belong to a Bloodline if they are a Vampire, and Bloodlines cannot be changed later.  


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 Hallowed Lanterns, 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.
==Infection==
Vampirism can be acquired in more ways than one. The simplest form of infection is to be bitten by a Greater Vampire (Thrall and Fledgling Vampires are not infectious with their bites), or to be bitten by a Desprince or Sangeley Vampire, which would instantly make their infected become a Greater Vampire (though this is extremely rare and may only occur during events). Vampiric feeding usually lasts about 5 minutes during which the victim is paralyzed, though this cannot be done mid-combat, and if the Vampire is attacked, the feeding breaks. Feeding may also be time-skipped if the victim is not comfortable roleplaying out feeding. Players are strongly requested to feed IC, but if circumstances not allowing, may resort to off-screen NPC feeding. Another method of infection, is to make a blood offering to the Void Gods, or to the [[Fornoss]] goddess Blodrúna for the Sanguine blessing. Another method, is the willful ingestion of a cup worth of Vampiric blood, of any type will work. A final method is a relic infection, which involves a person stumbling onto an ancient artifact object once held by a powerful Vampire, which may cause them to become a Greater Vampire by wielding it. Bloodline Infections always pass from the person who infected the victim to the victim, Bloodlines cannot mix. Vampirism cannot be cured in a straight forward way, or one that is accessible and can be mass-reproduced, meaning that Vampires are a considerable issue and reviled by any society that does not worship Void Gods.  


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.
===Design===
Vampires appear like the stereotypical Vampiric appearance: paler skin, vampiric teeth, and red eyes (some Vampires can hide this, see Bloodlines), as well as an urge to drink blood. Other traits are completely optional, like having the Vampirism make a Vampire more lithe and slender or more bulky and muscular, giving them a prehensile tail, night vision, darkened and sunken eye sockets, pointy ears, claws, taller appearance, more bat like traits in their face, digitigrade legs, void mutations, blood stained skin, shadow hands, etc. Mental changes are usually limited to removal of conscience, however Vampirism is in general an emotion amplifier, making worse in particular all the bad emotional states and traits like vanity, greed, selfishness, and cruelty. Vampires can also have a shorter attention span, a worse temper, or generally be more violently inclined of confident and self-assured than their non-vampire self would be. Vampires can be religious, but their curse renders them unable to comprehend or see the internal conflict in them being Afflicted and religious at the same time, while most Religions would reject them. Vampires can suffer from anxiety and uncertainty, though this is rare, and usually comes paired with aggression. All Vampires are capable of transforming into what is called a Vampiric Form, which is a Disguise Transformation that makes them appear more monster-like with more creative design freedom outside of the range of limitations imposed on their Race or gender appearance. All Vampires also have the Weapon Summon Ability to draw a weapon to their hand in an instant, either made of their own blood, or magically summoned, and capable of changing weapon type. All Vampires have their God Magic forcibly converted to Void Magic for the duration of their infection.


==Vampirism Infection==
===Purging===
[[File:Varlord.png|260px|thumb|right|Varlord are some of the most alien looking Vampires, and they retain their appearance post curing.]]
While in theory Vampirism in incurable, there is an arduous process and method by which anyone who has Divinium can cleanse Vampires, but only those who seek curing, it can never be forced even on a restrained Vampire. Any person can call upon the power of their Gods and sacrifice Divinium to cleanse the sanguine Curse. If a Vampire approaches a person to request to be cured, and that person agrees to sacrifice Divinium, they can perform a ritual sacrificing to cleanse the soul of the Vampire, thus freeing them of the mental effects of Vampirism. After this, the Vampire remains recognizable as a Vampire, but no longer feels any of the urges, and no longer has any of the powers (besides the red eyes, if their Bloodline included them). This process lasts for either 2 Weeks or 30 Days depending on Player choice where the Vampire may not drink any blood, and if they succeed in this the 1 Divinium is spend and they are cured properly when the period is over.
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 Hallowed Lanterns, 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'''
==Bloodlines==
** Itching at the wound site, twitchiness, fear of infection, burning sensation in veins
Vampires are infected by Vampires who came before them, who in turn were infected by others who came before them, usually descended from a long line of important and powerful Vampires. If a Desprince infected a number of people several centuries ago who went on to infect more people, each of those people who can trace their infection back to that original Desprince is a member of that Desprince’s Bloodline. Vampires don’t need to be obedient and loyal to their Bloodlines, but often find comfort in being near Vampires of similar Bloodlines, and may even have competitive feelings towards Vampires of other Bloodlines: though this usually doesn't lead to anything more than a little snark. Historical Bloodlines are usually created when a Desprince flees from Dorkarth to the Regalian Empire and establishes a new Vampiric Court there after the Vampire War, which pushed the Vampires back so far that many Desprinces were forced to leave Ellador. In summary: Voilenigme are French high-culture Vampires, Nerocanto are Italian scheming blackmail Vampires, Vintghast are high class wine and banquet party Vampires, Torrghlas are cave and mountain brute Vampires, Bremnevel are bog-witch support Vampires, Silberfeder are dignified military Vampires, Valhersir are spiritual power obsessed Vampires, Aullavientos are beast master shapeshifter Vampires, and Dymolov are culture-free Tiefling Vampires. Each Bloodline has a unique set of Mechanics listed below the description for them alone. Additionally, all Vampires regardless of Bloodline have the following Common Mechanics:
* '''Day Two, Growth'''
* '''Common Mechanic I:''' Vampires can use a Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, except during feeding. This counts as a Disguise, and does not work on those who already know the Vampire is a Vampire.
** Shaking, cold chills, extreme paranoia, burning sensation in veins
* '''Common Mechanic II:''' Vampires, if they have Disguising or Shapeshifting [[Adapt_Point_Buy| Magic]], can hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, but all of their Proficiencies are set to 0, and they cannot use Abilities in Combat.
* '''Day Three, Manifestation'''
* '''Common Mechanic III:''' Vampires can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until the leave the Event Venue. Cannot ever be used outside of Event Venues.
** A terrible hunger that no food can satisfy, vomiting food instantly, burning sensation in blood
* '''Common Mechanic IV:''' Vampires can grant immunity to Vampirism to any person willing to bargain with them. In turn, if the bargained person attacks the Vampire or reveals the deal, they take massive damage (discuss in Dm's what this means).
* '''Day Four, Completion'''
* '''Common Mechanic V:''' Vampires, when applying Curses via [[Advanced Roleplay Mechanics]] can apply minor Curses that last for up to 12 Hours max, without needing OOC Consent, which count as having +1 Magic Stat for dispelling considerations.
** Skin becomes damaged by Hallowed Lanterns; the Vampire can start drinking and infecting others
===Voilenigme===
* '''Day Five, Finalization'''
[[File:Alaisreworkvamp.png|left|150px|caption]]
** Physical characteristics manifest, abilities and traits are now available
The Voilenigme (pronounced: Voo-al-ey-neeg-mey) Bloodline was created when Desprince Morvanus fled to Ithania, creating a new Vampiric Court there in the Palace of Duchess Valtriante. The two became Desprince lovers, a rare instance of peace existing between two Vampiric overlords in such close proximity, without constantly attacking or scheming against one another. The Voilenigmes (sometimes also nickanemed Voiles or Voile) are upper-class Vampires who favor mingling with the aristocracy, while hiding their Vampirism and charming their victims with fashion, opulence, a silver tongue and beauty. The Voilenigme are profoundly powerful in Ithania where they have deeply infiltrated the nobility, and by extension the Regalian Nobility also as the Ithanian Vampire nobles travel to the Regalian Courts. The Voilenigme try to avoid any association with things that are poor, disgusting, freak-ish, or debauched without style or class. This is also why they are rarely in their Vampiric Form, or why their Vampiric form generally has a more statuesque beauty to it rather than looking like a monster. Voilenigmes are very comfortable not being in a Coven, but if they are, styling themselves as the "classy" ones in the Coven, and looking down on the other more base Vampires who are enslaved to their instincts. The Voilenigme are enemies of the Silberfeder Vampires, an extension of the enmity between the Wirtem and Ithanian Nobility. Any Coven with a Voilenigme Vampire should count itself blessed with a socialite able to mingle with other non-Vampire groups, due to their unique ability to perfectly hide their Vampirism and be less dependent on blood.
* '''Voilenigme Mechanic I:''' Voilenigme Vampires can use a Guild Glamor, that allows them to participate in any Guild Meeting and fake their membership for those meetings only (should still not draw too much attention).
* '''Voilenigme Mechanic II:''' Voilenigme Vampires are able to apply a Party Glamor onto any number of non-Vampire allies or collaborators when they use a Party Glamor themselves, following the common Rules for Party Glamor.
* '''Voilenigme Mechanic III:''' Voilenigme Vampires have magical control over their own styling, make-up, clothing, as well as that of others, able to add, remove, change and modify anything within Emote Range.


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. While the vast majority of Vampires are Ailor, due to the spread of the Blood curse, no race is inherently immune to becoming Vampires, and as such, anyone can be infected. It should however be noted that Vampire abilities tend to block certain race abilities. For reference on what happens per race, consult the table below.
===Nerocanto===
[[File:Bargainpire.png|left|150px|caption]]
The Nerocanto (pronounced: Ney-ro-can-to) Bloodline was created when Desprince Shannon fled to Vultaro. While initially mingling with the locals before the Dressolini culture consolidated there, as Dressolini as a cultural identity developed, so too did the Nerocanto settle into their habits. The Nerocanto are upper-class Vampires who take on the appeal of aristocracy, but are spies and rogues at heart who love a political game of blackmail. Their cultural emphasis is on charming their victims with operettas, orchestral music, and hauntingly beautiful instrumentals. The Nerocanto are unique in that they can cure a Vampiric Infection while it is still in its fledgeling state of their own bitten victims. This affords them a great amount of power to blackmail anyone they have infected for a cure, that being also their primary method of roguish plotting. Nerocanto can hover around the peripheries of Covens, but usually act like lone wolves who assist Covens but don't want to get too close, and be at risk of being taken down because other Vampires are less cautious than they are. The Nerocanto take great pains to hide themselves and cover their plots in five layers of thinking ahead so as not to get caught, and to continue their game of control and intrigue. The Nerocanto do not have any overt animosity towards other Bloodlines, but do consider any Vampire that shows a low level of wit or insight as an insult to the blessing that is Vampirism itself. Any Coven with a Nerocanto Vampire should count itself blessed with a spy-master Vampire who is able to quickly and efficiently establish a network of blackmail victims for information and favors across the Regalian city.  
* '''Nerocanto Mechanic I:''' Nerocanto Vampires may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits, whichever is not their own Heritage, and keep this Mechanic until they are Cured.
* '''Nerocanto Mechanic II:''' Nerocanto Vampires can infect non-Vampires as both Fledglings and Greater Vampires, but can also cure Vampirism from those they infect only before they become Fledglings, thus allowing them to blackmail their victims.  
* '''Nerocanto Mechanic III:''' Nerocanto Vampires can convert Vampire Thralls into Bound Thralls, curing their Vampirism, but mind controlling them by Vampire of their choosing, allowing them to sell off Thralls and Blood Cattle. (Hidden)


{| class="wikitable"
===Vintgast===
! style="font-weight:bold; background-color:#c0c0c0; color:#000000;" | Race
[[File:Milotreworkvampir.png|left|150px|caption]]
! style="font-weight:bold; background-color:#c0c0c0; color:#000000;" | Effect on Racial Abilities
The Vintgast (pronounced: Vey-nt-gah-st) Bloodline was created when Desprince Shirva fled to the borderlands between Osteiermark, Tirgunn, and Lorenthaus. While in the modern day the Darkwald Lothar mostly fight Silberfeder Vampires, the Vintgast Bloodline was the original reason why the Sarnan people turned so heavily against Vampires, and why so many of them were killed before the Lothar Order took up their cause. Vintgast Vampires are banquet masters, able to conjure the greatest of feasts, most delectable food, and above all addictive and perfect wines. They are known as vintage distillers and brewers, who favor the countryside and winery to get up to their Vampiric business in peace and away from the chaos of large urban settings. Vintgast Vampires spoil and charm their victims with large dinners and endless delectables, only to get them into a food-coma and become easy prey. Vintgast usually avoid Covens, but can make powerful allies for Covens, as well as a great party-hoster for any Vampiric community due to their ability to be social with anyone, have a deep understanding of preferences and tastes, and being able to weaponize them to enamor anyone. The Vintgast take efforts to hide their identity but aren't as capable at it as the Voilenigme, resulting in a reclusive lifestyle, content to experiment with the fine flavors and delectable aromas of rare blood types for special wines. The Vintgast are however unique in their ability to survive off very little blood for extended periods of time, and can even brew extended elixers from their wines that can satiate other Vampires, creating addiction among their own kin.  
|-
* '''Vintgast Mechanic I:''' Vintghast Vampires can temporarily (no cost) self-cure for up to 72 Hours. After this period is complete, they are automatically re-infected, and must drink within 24 hours, or half Proficiencies until they drink.
| Ailor
* '''Vintgast Mechanic II:''' Vintgast Vampires are able to mind-read the preferences of any non-Vampire by focusing on them, reading their preferred color, food, drink, favorite animal, clothing style, etc. (Hidden)
| Will of Faith no longer works, except if the Character was a Void Worshiper. Additionally. Sanktist and Rettist abilities no longer work.
* '''Vintgast Mechanic III:''' Vintghast Vampires are able to summon endless supplies of real food and drinks with Vampiric Magic, or brew Vampiric Tonic Wine made with Blood which sates the same as actual Blood Feeding.
|-
| Sihai
| No changes, Sihai are still able to shift between Forms.
|-
| Dwarf
| No changes.
|-
| Qadir
| Qadir become unable to use White Cores for their Clockwork, but can still use their Spirit Force.
|-
| Songaskia
| Songaskians become unable to use World Flow powers, but can still Elder and Ancient Shift.
|-
| Altalar
| Altalar become unable to use their Rings of Power, though Vallea Body Stat is kept, Tal'Sieth Altalar Martial Skill is kept, and the ring of Ammu-loa remains usable at all times.
|-
| Avanthar
| Avanthar become unable to use any of their Casts.
|-
| Cielothar
| Cielothar become unable to use Cielothar Ritualism.
|-
| Sihndar
| No changes.
|-
| Isldar
| Isl Zeal defaults to Disloyal Zeal regardless of which Dragon is followed (or not followed). Furthermore, the Isldar can no longer see the Soul Rivers, or use any of Frisit Weave's abilities.
|-
| Kathar
| No changes.
|-
| Yanar
| No changes.
|-
| Maraya
| No changes.
|-
| Allar
| Allar no longer regenerate their lost limbs or body parts. When cured however, any potentially removed body parts start growing back.
|-
| Slizzar
| No changes.
|-
| Varran
| Varran are unable to interface with Living Metal. Any Living Metal near them simply slides off and dissipates.
|-
| Orc
| No changes.
|-
| Url
| No changes.
|-
| Various Half-Races
| Half Races have no special race powers, and as such, Vampirism does not affect them in any way.
|}


'''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.
===Torrghlas===
[[File:Doughallvamp.png|left|150px|caption]]
The Torrghlas (pronounced: Tor(rhyme with door)-glass(short a from the English "aghast") Bloodline was created when Desprince Mannis fled to Gallovia and quickly established a strong court presence in the Talahm Gall Mountains. The Torrghlas Vampires are known as cave or mountain terrors, preferring less stylish and opulent housing and favoring brutish power and strength over plotting and scheming. Torrghlas Vampires tend to be largest broad-framed Vampires who act as shock troops to any Coven who is more than willing to take them on for their brute strength. The Torrghlas take no effort to hide themselves, and in fact favor aggressive body-modification and training to become bigger, better, and stronger, whether that is chemical, mundane and aesthetic, or magical in nature. The Torrghlas are a particular terror towards the Fornoss faithful, having mastered a transformation into a Vampiric corrupted Urlan and rampaging any would be frontline with overwhelming force. The Torrghlas consider the Nerocanto weak schemers who couldn't hold their own in a fight, and generally look down on all the high-class Vampire Bloodlines as being over-reliant on hiding their Vampirism and not having pride in being to show their power to the world. The Torrghlas make great allies and comrades to the Valhersir, both operating in overlapping environments, and favoring their vanity over secrecy. Torrghlas Vampires can be testy with Coven leadership, but generally speaking when respecting a leader for their skill and strategy, will be some of the most loyal Vampires present, favoring punching the traitors and giving no thought to joining them in their rebellion.
* '''Torrghlas Mechanic I:''' Torrghlas Vampires can Transform into Varghul (Gorilla-Bat Hybrids) or [[Urlan]] Appearance (but with Void theming), both with Urlan Heritage Traits, losing their old Heritage Traits. Counts as a Disguise.
* '''Torrghlas Mechanic II:''' Torrghlas Vampires if in Melee Range of a Gate or Fence or Door blocking off an entryway, are able to Gate Smash their way through, or bend the bars to let themselves and others pass.  
* '''Torrghlas Mechanic III:''' Torrghlas Vampires are able to perform superhuman feats out of Combat, able to lift huge weights, break open solid rock, or carry multiple people on their back.  


==Mental Characteristics of Vampirism==
===Bremnevel===
*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.
[[File:Swampire.png|left|150px|caption]]
*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.
The Bremnevel (pronounced: Brem(rhyme with bed)-ney-vel) Bloodline was created when Desprince Zardar fled to Anglia and established himself in the Anglian Morass and Hinterlands, using the swamps and peat bogs to hide from Regalia's military and Knights. As time passed, the Bremnevel Bloodline adapted to their swamp environment, and started imitating the Anglian Witches, often mistaken for them from afar. The Bremnevel lure their victims in with hauntingly beautiful siren songs, as well as the obscuring mists and vapors of the swamps until they are in so deep that they become lost and find their demise at the hands of the Bremnevels. Bremnevel Vampires are exceedingly rare because the Anglians performed a very intensive and mostly successful campaign to purge them from their homeland, forcing them deeper in hiding in the remotest regions of the swamps. In general, they also do not like producing more Vampire fledgelings, and would rather just kill their victim to avoid detection, often obscuring the cause of death as some swamp beast or drowning. The Bremnevel favor cramp and humid living conditions, the sewers make excellent environments for them, and their slow and cautious way of acting as well as their alchemical knowledge puts them in a perfect position to act as advisors or healers among the Vampires, further adding to the mockery of Anglian Witch Archon that they have become. The Bremnevel do not consider any other Bloodline their overt enemy, however their general distaste extends itself to any Vampire that is boisterous and loud. They prefer quiet and controlled settings, and become flighty if chaos erupts.  
*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.
* '''Bremnevel Mechanic I:''' Bremnevel Vampires can transform into large bat-like monsters, gaining Elytra flight including the use of rockets for movement. Combat immediately cancels flight and this cannot be used in Combat.
*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.
* '''Bremnevel Mechanic II:''' Bremnevel Vampires gain a single Void Magic Familiar, which is styled as some kind of corrupted small Animal (bat, cat, mouse, etc), which they can see through the eyes of during Events (consult DM).
*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.
* '''Bremnevel Mechanic III:''' Bremnevel Vampires gain +1 Main Offense Stat (breaks Cap up to 11) while they are in Gloomrot Forest, and gain out of combat Healing Powers, styled as Blood Magic or as Alchemy.
*Vampires are fully incapable of casting any forms of magic, those who are magically inclined lose their magic upon infection.


==Bloodline Mutations==
===Silberfeder===
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.  
[[File:Vonkerle.png|left|150px|caption]]
The Silberfeder (pronounced: Sil-burr-fey-der) Bloodline was created when Desprince Colvan fled to Calemberg on the backs of the Wirtem nobility involved with the Vampire War. Despite losing the Vampire War, the Silberfeder Bloodline found a home in the very officers that commanded their defeat. Quickly adapting to the Calemberg lifestyle, Silberfeder Vampires are obsessed with militarism, command, strategy, and control. They focus on finesse of skill, especially swordsmanship and other forms of melee combat and use fencing as a means to establish dominance among themselves. They are incredibly keen on preservation and purity of their bloodline, avoiding infecting anyone they consider unworthy or not of good aristocratic stock. This does not however mean that they can only ever be aristocrats. Far from it: many Silberfeder are in fact the soldiers and lieutenants of Covens, as one noble Silverfeder often infects their retinue to act as a personal army. Silberfeder always insist on a chain of command, clear leadership, proper tileage, and respect. This often puts them at odds with the more rules-free Bloodlines like the Bremnevel, Torrghlas, and Dymolov. Silberfeder frequently clash with Torrghlas who will favor a frontal assault, while the Silberfeder would prefer to spend time planning and strategizing to maximize the terror they inflict while minimizing their casualties. Their enemies are the Voilenigme, with the Ithanian and Wirtem courtly rivalry having rubbed off on their Vampiric equivalents, however a good Coven leader is always able to silence and steer the Silberfeder to use their martial skills in combat instead of on other Vampires.
* '''Silberfeder Mechanic I:''' Silberfeder make death-masks of drank-from victims, which change Proficiencies and Abilities (non-Custom) to their Victim's for 24 hours when worn. Cannot be used if any Abilities are on Cooldown. Single-use per drinking.
* '''Silberfeder Mechanic II:''' Silberfeder Vampires are able to challenge other Vampires to Duel. The winner gains +1 Attack Stat while the loser loses -1 until Server Restart. This does not Stack but can break Cap to 11.
* '''Silberfeder Mechanic III:''' Silberfeder Vampires need only class, grace, and blood to survive. They are immune to heat and cold damage, can walk through fire, do not need to breathe oxygen, and can resist high pressure.


===Alais Bloodline===
===Valhersir===
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.
[[File:Draughrvamp.png|left|150px|caption]]
{| class="wikitable"
The Valhersir (pronounced Val-hur-seer) Bloodline was created when Desprince Otrygg fled to Drixagh and infected a series of Skagger holds before the Velheim even realized what hit them, as their focus was south on the Wirtem. The Valhersir are obsessed with power and themselves, immersed in [[Fornoss|Vola]] worship but specifically immersed in Blodrúna. It could be said that the Valhersir are the most spiritually inclined of the Vampires, but they are far from priest Vampires. In fact, the Valhersir are obsessed with power in any form that it can be expressed: physical power, power over the minds of others, power over love and lust, power over needs and wants, and power over the weak. They seek any means to dominate others by whatever means necessary, and are also described as perhaps the most vain of Vampires. They obsess over appearing like perfection in the eyes of others, equal parts terrifying and alluring, putting their skill, mind, and particularly body on display as the work of art that it is. They commonly also act as Vampiric Warlocks, contracting and dominating Spirits to do their will, while using Void Mutations to enhance their appearance. The Valhersir have a particular desire to hunt and feed off [[Fornoss|Eili]] worshiping Velheim, considering the act of hunter and prey a perfect analogy for the power of Rand over them. The Valhersir make excellent comrades of the Torrghlas who have aligning goals and operate in the same spaces, while looking unfavorably upon those Bloodlines that do not take care of their appearance much. Valhersis often plot and intrigue one another for who is the most powerful.
! colspan="4" style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Alais Bloodline Common Traits
* '''Valhersir Mechanic I:''' Valhersir can speak the language of command, making them universal translators, able to speak and understand every language, and gaining magic insight when reading ancient writing.  
|-
* '''Valhersir Mechanic II:''' Valhersir can receive possible future and past memory visions from Vampires and non-Vampires around them, either as visions, or when touching them (discuss in Dm's what people are comfortable with). (Hidden only w/ OOC Consent)
| colspan="4" style="background-color:#ffccc9;" |
* '''Valhersir Mechanic III:''' Valhersis Vampires, when using out-of-combat Strength competitions that involve Dice Rolls, can add +5 to any Dice Result, and have higher adrenaline production.
* 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.
|-
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
|-
| style="background-color:#ffccc9;" | 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.
|-
| style="background-color:#ffccc9;" | Crimson Cloaking
| Mind Ability
| -
| Can activate a form of camouflage while moving around which requires +10 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.
|-
| style="background-color:#ffccc9;" | 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.
|-
| style="background-color:#ffccc9;" | 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.
|-
| style="background-color:#ffccc9;" | 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.  
|-
| style="background-color:#ffccc9;" | 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.
|-
| style="background-color:#ffccc9;" | 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.
|-
| style="background-color:#ffccc9;" | 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.
|-
| style="background-color:#ffccc9;" | 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.
|-
| style="background-color:#ffccc9;" | 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.
{| class="wikitable"
! colspan="4" style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Barghest Bloodline Common Traits
|-
| colspan="4" style="background-color:#ffce93;" |
* 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.
|-
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
|-
| style="background-color:#ffce93;" | 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.
|-
| style="background-color:#ffce93;" | 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.
|-
| style="background-color:#ffce93;" | 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.
|-
| style="background-color:#ffce93;" | 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.
|-
| style="background-color:#ffce93;" | 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.
|-
| style="background-color:#ffce93;" | 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.
|-
| style="background-color:#ffce93;" | 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.
|-
| style="background-color:#ffce93;" | 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.
|-
| style="background-color:#ffce93;" | 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.
|-
| style="background-color:#ffce93;" | 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===
===Aullavientos===
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.
[[File:Vampirewolf.png|left|150px|caption]]
{| class="wikitable"
The Aullavientos (pronounced Au(rhyme with ouch)-la-vee-yen-tos) Bloodline (sometimes also nicknamed Aula) was created when Desprince Kydaer fled to Daendroc, and mingled with the hunting lodge Cortes of the Frontierra and Basqlierra woods. The Aullavientos are the perfect hunter Vampires who are also considered beast masters, taming wolves and hounds and other beasts to do their bidding, infecting them with a form of animal Vampirism and turning them into so called Hellbeasts. The Aullavientos themselves should also not be underestimated however, able to transform themselves into sentient speaking Werebeasts to hunt as the leader of their pack. Aullavientos make excellent trackers and bounty hunters, able to operate both in Covens and as solitary hunters. Aullavientos Vampires are often thought of as the most sober and pragmatic Vampires, bereft of the usual Vampiric flair for drama and evil-ness, seeming very down to earth and normal until they catch the scent of blood. Aullavientos do not hide their Vampirism, but use the guide of being reasonable and affable to build trust with their captors and enemies so that they may be underestimated as enemies. The Aullavientos make great allies for the Vintghast, having a great appreciation for the wine productions of that Bloodline, but also because the Aullavientos consider direct feeding off a hamless victim to be vulgar, and would much prefer to consume blood through a well made vintage, or after a long savored and difficult hunt of a fleeing prey. In general, the Aullavientos are well liked by all other Bloodlines, even the ones that dislike courtly aristocratic styled Vampires, because of their gregarious nature.  
! colspan="4" style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | von Kërle Bloodline Common Traits
* '''Aullavientos Mechanic I:''' Aullavientos Vampires are not bound to having only a single pet, being allowed to have up to 15 domestic animals, and being able to use them as an aesthetic for Abilities.  
|-
* '''Aullavientos Mechanic II:''' Aullavientos Vampires are able to transform into a chimera type monster at will (counts as a Disguise), keeping their old Abilities and Mechanics and being able to speak.
| colspan="4" style="background-color:#bae1ba;" |
* '''Aullavientos Mechanic III:''' Aullavientos Vampires can speak with any type of wild animal, including Marken who cannot speak normally, and can Collar defeated Marken to turn them into their (unwilling) soldiers until their collar is broken.
* 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.
|-
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
|-
| style="background-color:#bae1ba;" | 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)
|-
| style="background-color:#bae1ba;" | 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.
|-
| style="background-color:#bae1ba;" | 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.
|-
| style="background-color:#bae1ba;" | 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.
|-
| style="background-color:#bae1ba;" | 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.
|-
| style="background-color:#bae1ba;" | 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.
|-
| style="background-color:#bae1ba;" | 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.
|-
| style="background-color:#bae1ba;" | 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.
|-
| style="background-color:#bae1ba;" | 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.
|-
| style="background-color:#bae1ba;" | 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.  
{| class="wikitable"
! colspan="4" style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Shilôt Bloodline Common Traits
|-
| colspan="4" style="background-color:#cbcefb;" |
* 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.
|-
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
|-
| style="background-color:#cbcefb;" | 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.
|-
| style="background-color:#cbcefb;" | 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.
|-
| style="background-color:#cbcefb;" | 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.
|-
| style="background-color:#cbcefb;" | 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.
|-
| style="background-color:#cbcefb;" | 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.
|-
| style="background-color:#cbcefb;" | 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.
|-
| style="background-color:#cbcefb;" | 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.
|-
| style="background-color:#cbcefb;" | 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
|-
| style="background-color:#cbcefb;" | 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.
|-
| style="background-color:#cbcefb;" | 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===
===Dymolov===
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.
[[File:Tieflingvamp.png|left|150px|caption]]
{| class="wikitable"
The Dymolov (pronounced: Dee-mo-lov) Bloodline was created when Desprince Ramonder fled to the Krainivaya lands in the Regalian Archipelago. Unlike many other Bloodlines however, the Dymolov Bloodline did not insert itself into the local population and become more like them culturally, but attached itself to a pre-existing folklore terror, and chose to become it in the flesh. The Dymolov adopted the Dyyavol (диявол) folklore legend of the red-skinned horned Demon that feeds on the people. They are the most alien looking Vampire Bloodline, approximating the pop-culture appearance of Tieflings, with vibrant colored skin, demonic horns, blackened sclera and colorful eyes, a demonic tail, as well as claws and skin ridges or spikes. The Dymolov are debonair, aggressive, rebellious and quirky, assuming a more wild and unthreatening demeanor to hide their viciousness. The Dymolov are very widespread, as the Krsnik Lothar in the Krainivaya lands were successful in purging them from the snowy wasteland areas, thus making them have an origin in Krainivaya folklore, but not actually being from that area anymore (bar from a few). Dymolov can as such be of any cultural persuasion, and are generally considered very flexible, with many of them favoring berserker style fighting, but equal measure favoring magic, or even a blend of the two. Of all the Vampires, Magic comes the most natural to the Dymolov, in particular the power of Void-fire and Sinistral Dark Magic. Dymolov make excellent rank and file soldiers of any Coven, and are generally well disposed towards leadership so long as it respects their freedoms and wants and needs.
! colspan="4" style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Doughall Bloodline Common Traits
* '''Dymolov Mechanic I:''' Dymolov Vampires gain fire-based Void Magic with open aesthetics, and have great degrees of control over fire, being able to create and douse it, steer it through air, be immune to it, etc.
|-
* '''Dymolov Mechanic II:''' Dymolov Vampires if they are the ones taking ownership of Divinium during a Divinium Raid, gain 2 Divinium instead. Only one is transferrable, the copy Divinium can only be used by the Dymolov.
| colspan="4" style="background-color:#c5eceb;" |
* '''Dymolov Mechanic III:''' Dymolov Vampires can temporarily Spirit-Possess willing non-Vampires and Vampires alike, hiding in their bodies and being undetectable and unable to use Abilities but still perceiving all of their senses. (Hidden)
* 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.
|-
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
|-
| style="background-color:#c5eceb;" | 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.
|-
| style="background-color:#c5eceb;" | 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.
|-
| style="background-color:#c5eceb;" | 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.
|-
| style="background-color:#c5eceb;" | 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.
|-
| style="background-color:#c5eceb;" | 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.
|-
| style="background-color:#c5eceb;" | 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
|-
| style="background-color:#c5eceb;" | 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 10+ Perception to see through it). Anyone inside this mist constantly hears cries of loved ones.
|-
| style="background-color:#c5eceb;" | 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.
|-
| style="background-color:#c5eceb;" | 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.
|-
| style="background-color:#c5eceb;" | 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===
==Miscellaneous==
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.
This section covers Miscellaneous aspects of Vampirism that enhance Vampire RP, but don't necessarily belong in any other sections.
{| class="wikitable"
===Vampire Thralls===
! colspan="4" style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Zikiel Bloodline Common Traits
Vampire Thralls require a bit more explanation. As mentioned, an infectious bite from a Greater Vampire of any Bloodline (or Fledgling or Greater Vampire of the Nerocanto Bloodline) always results infection, guaranteed. Infection however takes several days to take hold (usually 72 hours) during which there is leeway to be cured. A Vampire Thrall that is giving into the curse during those 72 hours, can be forcibly cured by Lothar Knights through a painful curing process. A Vampire Thrall who is resisting the curse during those 72 hours, can reach out to Priests or anyone with the Exorcism Ability (this does not require any cost like Divinium), and request an expedited curing ritual, where the curse is ritually cleansed from their body. In both instances, the curse is halted, and they do not become Fledglings. Players are free to dictate how their character feels about Vampirism and whether their mind and soul is able to resist the corruption during these 72 hours. If you want to gamify this, you are able to do /dice Knowledge+Faith Proficiency added up together, with the lower half meaning they give in to the curse, and the upper half meaning they resist it, each day. For example, if a character has 2 Wisdom and 4 Faith, they do /dice 6, and if they roll 3 or below they give in that day, and if they roll 4 and above they resist it that day. Rolling below half on this dice roll 3 days in a row basically means the Character becomes a Fledgling Vampire, and becomes incurable. Keep in mind that Vampire Curing is extremely rare because there is a finite amount of Divinium available, so think ahead about decisions concerning your Character.  
|-
===Bound Thralls===
| colspan="4" style="background-color:#b6b1c3;" |
Bound Thralls are made by Nerocanto Vampires on those they have fed either as Fledgling or Greater Vampire. This process does however require OOC consent from the Vampire Thrall, as mind control is an opt-in aspect of Roleplay on MassiveCraft. Nerocanto Vampires can convert their own Vampire Thralls into Bound Thralls, which immediately cures them of their Vampirism, but makes them mind controlled by them. They can then hand off this Bound Thrall to a different Vampire, and bind the Thrall to them, thus transferring mind control to the new master. Again, this transferral must be agreed upon OOC, and all parties should consent to comfort, limitations and expectations of what it means to be a Bound Thrall, and what kind of Roleplay to expect. If a player wants to back out of being a Thrall, they must be allowed to do so immediately. Bound Thralls will never act in ways that is self-harming, but can willingly offer up their blood, and are immune to infection for as long as they are Bound Thralls. There is no way to tell if someone is a Bound Thrall by looking at them, other than studying their behavior. Bound Thralls can be cured through a cleansing ritual, which can be performed by any: Priest, Archon, Religious Chapter Knight, Lothar Knight, or Divine Entity, but will always resist capture.
* Zikiel Vampire eyes are icy blue with gray eye whites. The eyes do not turn red at any point, but start glowing when feeding.
===Vampire Charm===
* Zikiel Vampire teeth appear at all times, and are noticeable.
Vampire Charm works like a form of Persuasion Light, which neither requires OOC consent, nor does it have wide-ranging usability. Vampire Charm can only be used to do simple things like saying "I think you should leave this room", which is a guaranteed success so long as a Character has no strict reason to stay in that room (for example if they are chaperoning someone, or having a conversation with someone). This can also be used on groups by for example saying "I think you should finish your game elsewhere", causing them all to continue their game in another room unless the group has a specific reason to be there (like the pool table is specifically in this room). Vampire Charm cannot be used in Combat, and cannot be used to mimic the function of Mind Control. It can purely be used to isolate intended feeding targets, or create a better position from which a Vampire could strike. The requests must always come across as reasonable and easily doable like "can you please go the bar and pick up some cutlery for me", or "can you please inspect the wheels of my carriage for any damage", not "please jump off the bridge" or "walk into the fire for me".
* Zikiel Vampire skin becomes lighter, sometimes even turning white, and eye sockets turn more reddened.  
===Vampire Brood===
* Zikiel Vampires are affected by Hallowed Lanterns, scorching and singing their skin.
Vampires sire offspring called Vampire-Broods. Vampire Broods are affected by the Sanguine Curse, but are not Vampires themselves. They can be born from either both parents being Vampires, or only one of them. Broods can be born with no telltale Vampire signs, or with red eyes and fangs alone. They can be born with heterochromia also, with one normal eye, and one vampiric eye. Vampire broods always have a strong connection to Void Magic but aren't Occult by default unless they invest in Magic. Vampire Brood counts as Vampires when it concerns being able to see through Court Glamor of other Vampire Bloodlines, but even if they are aware of these hidden Vampires, they are still magically compelled not to reveal their identity to anyone but a fellow Vampire or Brood. Additionally, Vampire Brood are rather unique in that if they become infected with Vampirism, they are never affected by the mental changes of Vampirism and are able to retain their conscience and normal personality. Furthermore, curing the Vampirism through Purging applied by Divinium is considerably faster, costing only a single Divinium to cleanse Mind, Body, and Soul all at once, and having no further waiting period. Vampire Broods see considerably less public scrutiny from law-abiding citizens of Regalia, though may still occasionally be attacked on sight by people who do not know they are Broods. It is possible for non-Vampires to test whether a Vampire Brood is actually a Brood or an infected Vampire. Vampire Brood blood, when exposed to sunlight, will sizzle and may even spark with a low flame, which infected Vampire blood does not. A simple cut on a finger and bloodletting is an easy way to prove a Vampire Brood's identity.  
* 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. Once a Zikiel Vampire has "died" once, they can no longer be cured.
* 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.
|-
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
|-
| style="background-color:#b6b1c3;" | 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.
|-
| style="background-color:#b6b1c3;" | Haunting Dragons
| Passive
| -
| Vampires with this trait become completely immune to all Witchblood abilities.
|-
| style="background-color:#b6b1c3;" | 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.
|-
| style="background-color:#b6b1c3;" | 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
|-
| style="background-color:#b6b1c3;" | 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.
|-
| style="background-color:#b6b1c3;" | 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.
|-
| style="background-color:#b6b1c3;" | 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.
|-
| style="background-color:#b6b1c3;" | 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.
|-
| style="background-color:#b6b1c3;" | 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.
|-
| style="background-color:#b6b1c3;" | 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.  
{| class="wikitable"
! colspan="4" style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Dorkarth Bloodline Common Traits
|-
| colspan="4" style="background-color:#d8d8d8;" |
* 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.
|-
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
|-
| style="background-color:#d8d8d8;" | 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.
|-
| style="background-color:#d8d8d8;" | 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.
|-
| style="background-color:#d8d8d8;" | 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.
|-
| style="background-color:#d8d8d8;" | 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.
|-
| style="background-color:#d8d8d8;" | 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.
|-
| style="background-color:#d8d8d8;" | 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)
|-
| style="background-color:#d8d8d8;" | 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.
|-
| style="background-color:#d8d8d8;" | 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.
|-
| style="background-color:#d8d8d8;" | 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 10+ Perception to see through it). Anyone inside this mist constantly hears cries of loved ones.
|-
| style="background-color:#d8d8d8;" | 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.
{| class="wikitable"
! colspan="4" style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Crimson Witches Bloodline Common Traits
|-
| colspan="4" style="background-color:#e77e7e;" |
* Crimson Witches eyes are always red with 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.
* Crimson Witches cannot infect others in any way.
|-
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
|-
| style="background-color:#e77e7e;" | 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.
|-
| style="background-color:#e77e7e;" | 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.
|-
| style="background-color:#e77e7e;" | 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.
|-
| style="background-color:#e77e7e;" | 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.
|-
| style="background-color:#e77e7e;" | 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.
|-
| style="background-color:#e77e7e;" | 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.
{| class="wikitable"
! colspan="4" style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Ancient Bloodline Bonus Traits
|-
| colspan="4" style="background-color:#efefef;" |
* 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.
|-
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
| style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
|-
| style="background-color:#efefef;" | 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.
|-
| style="background-color:#efefef;" | 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).
|-
| style="background-color:#efefef;" | 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).
|-
| style="background-color:#efefef;" | 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.
|-
| style="background-color:#efefef;" | 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.
|-
| style="background-color:#efefef;" | 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.
|-
| style="background-color:#efefef;" | 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, if they do not have at least +10 Perception Training Proficiency (which allows them to use breathing pockets in the imperfect coverage) or 45 Body Stat, which allows them enough brute force to out-bulldoze the effect on the move. Those who do not have either however 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, and the same length of duration after.
|-
| style="background-color:#efefef;" | 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.
|-
| style="background-color:#efefef;" | 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 themselves and their Kin to pass through, and one additional non-Kin to pass through. As soon as one non-Kin person has passed through, the portal snaps shut (unless that person was held/dragged/carried by a Kin or the Ancient Vampire themselves, though the Portal will still not accept other non-Kin to pass the moment one has gone through. The portal can otherwise only be closed by the Vampire with the snip of their fingers on either side, the ability cannot be used in the Regalian Prison or Palace, and only works one-way, meaning from their casting location to their home location.
|}
 
==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 Hallowed blood, which is Unionist blessed vial of blood. It is important that the blood is injected into the bloodstream, not consumed through the mouth.
*'''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 dried Hallowed blood crystals 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==
==Trivia==
*All Vampires gain sharpened canine teeth when infected.
* It is a widespread belief among many Vampires that imitation is the ultimate form of flattery. To imitate another Vampire; be it in dress style, speech patterns, and even prey or thrall preference is to declare the imitated Vampire superior in some manner, which is often seen as a great compliment.
{{Arcanology}}
* Vampires are functionally long-living, but not really, because true immortality does not exist in the laws of Aloria’s universe. Instead, they extend their life by stealing life essence from the people they feed on. There is life force in blood.
* Vampiric mentality is so pervasive that some Vampires are deluded into thinking they are actually the oppressed and second-class social caste, when in reality they are the most tyrannical and oppressive kind of people one can ever meet, with no regard for the lives or safety of others.
{{Afflictions}}
{{Accreditation
{{Accreditation
|Writers = MonMarty
|Writers = MonMarty
|Processors = HydraLana, Bagley, Eccetra
|Processors = Birdsfoot_Violet
}}
}}
 
[[category:Afflictions]] [[category:Void Afflictions]]
[[category:Afflictions]]

Latest revision as of 19:28, 7 March 2024

Vampirism
Vampirebloodyb.png
Races All except Urlan, Bralona, Sihndar.
Infection Bite, Drinking, Ritual.
Origins Void Gods
Symptoms Blood Hunger, Red eyes, Sharp Teeth.
Status Not Curable.

Millions of citizens of the Regalian Empire go to bed at night, closing their windows and doors, and snuffing out the lights one by one, hoping for a good night's sleep, and a safe return of sunlight in the morning. The very thing that gives them terrors at night and has inspired neighborhood watches, as well as whole folklores of bedtime stories and tales to scare children into behaving well, is the Vampire. The Vampire is an insidious Afflicted, a person who succumbs to the crimson curse that creeps in the night and in the shadows, feeding off the blood of the innocent, and expanding their influence and power through fear and revulsion. Vampires have become the quintessential evil to the Regalian Empire, where whole wars have been fought just to keep their ruinous intent at bay, and to safeguard civilization from crumbling from within and establishing a nightmarish reality where Vampires rule in eternal night.

History

Vampirism as a Blood Curse existed long before the Cataclysm, perhaps even thousands of years, however it never drew much attention as it was just one of many Void sicknesses that were around during the Allorn Empire days, called Sangaley. The situation changed however immediately after the last Void Invasion and Cataclysm, when the Void Gods realized that the days of them being able to affect the world of Aloria were numbered. With no way of a future Void Invasion seemingly occurring, and their power waning, the Void Gods conspired to mutate the Void Sickness of Sangaley and produce Vampirism as it is known today. They upgraded what was ostensibly just a sickness and hunger for blood into a full-fledged Affliction, a highly contagious one at that, which was designed to destabilize Ailor society which seemed pre-eminent to usurp the Elves as the dominant civilization of Aloria. This scheme was met with great success, as the Sanguine Curse quickly dubbed Vampirism spread like wildfire among the Velheim populations of Ellador, to such a point that the local Kingdoms started buckling under the pressure of their infestation. With the assistance of the young Regalian Empire, the local Kingdoms fought back the Vampires, known as the Vampire War or the Hidden War because Regalia's authorities have made efforts to scrub historical records out of existence, intent on hiding the existence of Vampires from the public. This plan horribly backfired, as Vampires fled away from Ellador into the wider world, infecting the unknowing Regalian populace which had no way of dealing with that which they did not know. The plot of the Void Gods however was not ironclad either: as Vampires multiplied rapidly and diversified, the Void Gods lost control over the widening population, and could no longer mind control the Coven leaders to do their bidding. In essence, the Vampires became free to do as they pleased, and started developing their own culture.

Why play a Vampire

You play a Vampire because Vampires are scheming, evil & hot, and because they bite people. When playing a Vampire, you understand that Vampires are hated in Regalia, and that many pro-state people like Knights and generally lawful citizens will either scream and run away or stand and fight if they run into a Vampire. Vampires are actively hunted by several groups (like Vampire hunting Lothar Knights), but also find natural allies in evil-aligned Void forces, like Warlock Spirit summoners and general anti-state forces. Vampirism is also a great way to have an "evil arc" and play an evil character for a while before setting out on a journey to be cleansed (which takes quite a while and is costly). All in all, playing a Vampire plays into the fantasy of Vampires and their allure, while also buying into playing the most obvious "evil" type Character in Regalia.

Vampire Types

There exist several types of Vampires, some playable, some not, which have slightly altered Vampirism mechanics and functions, as well as backstories:

  • Thrall Vampire: A Thrall Vampire is a person who has been infected with Vampirism, but where Vampirism hasn't finalized into controlling their body yet. They transition into Fledglings after a few days.
  • Fledgling Vampire: A Fledgling Vampire is the lowest type of Vampire, or a newly Infected. Fledgling Vampires cannot infect non-Vampires and sustain themselves on the blood of their victims.
  • Greater Vampire: A Greater Vampire infects every person they bite and turn them into Thrall Vampires. A Fledgling Vampire becomes a Greater Vampire if it drinks the blood of another Greater Vampire.
  • Desprince Vampire: A Desprince Vampire is an unplayable type of an Ancient Vampire that is immensely powerful. The Term Desprince can still be used in-character as Coven-Leader title however (it is non-gendered)
  • Sangeley Vampire: A Sangeley Vampire is an unplayable type of first-Vampire, among the first to become the original Vampires. Rumored to exist with immense power, but haven't been seen in centuries.

Note: It is considered humiliating for a Greater Vampire to get fed on by a Fledgling Vampire. Usually a Fledgling Vampire will have to fight to overpower a Greater Vampire to become a Greater Vampire themselves. No Greater Vampire would ever permit a Fledgling Vampire to feed from them without a fight, or be embarrassed and thought of as weak to all other Vampires. You can make your Character a Greater or Fledgling Vampire in their backstory if it concerns a new Character, if your Character is infected IC however, you cannot off-screen or backstory becoming a Greater Vampire and have to find another Greater Vampire and scheme against them to drink their blood IC. Also, every Character must belong to a Bloodline if they are a Vampire, and Bloodlines cannot be changed later.

Infection

Vampirism can be acquired in more ways than one. The simplest form of infection is to be bitten by a Greater Vampire (Thrall and Fledgling Vampires are not infectious with their bites), or to be bitten by a Desprince or Sangeley Vampire, which would instantly make their infected become a Greater Vampire (though this is extremely rare and may only occur during events). Vampiric feeding usually lasts about 5 minutes during which the victim is paralyzed, though this cannot be done mid-combat, and if the Vampire is attacked, the feeding breaks. Feeding may also be time-skipped if the victim is not comfortable roleplaying out feeding. Players are strongly requested to feed IC, but if circumstances not allowing, may resort to off-screen NPC feeding. Another method of infection, is to make a blood offering to the Void Gods, or to the Fornoss goddess Blodrúna for the Sanguine blessing. Another method, is the willful ingestion of a cup worth of Vampiric blood, of any type will work. A final method is a relic infection, which involves a person stumbling onto an ancient artifact object once held by a powerful Vampire, which may cause them to become a Greater Vampire by wielding it. Bloodline Infections always pass from the person who infected the victim to the victim, Bloodlines cannot mix. Vampirism cannot be cured in a straight forward way, or one that is accessible and can be mass-reproduced, meaning that Vampires are a considerable issue and reviled by any society that does not worship Void Gods.

Design

Vampires appear like the stereotypical Vampiric appearance: paler skin, vampiric teeth, and red eyes (some Vampires can hide this, see Bloodlines), as well as an urge to drink blood. Other traits are completely optional, like having the Vampirism make a Vampire more lithe and slender or more bulky and muscular, giving them a prehensile tail, night vision, darkened and sunken eye sockets, pointy ears, claws, taller appearance, more bat like traits in their face, digitigrade legs, void mutations, blood stained skin, shadow hands, etc. Mental changes are usually limited to removal of conscience, however Vampirism is in general an emotion amplifier, making worse in particular all the bad emotional states and traits like vanity, greed, selfishness, and cruelty. Vampires can also have a shorter attention span, a worse temper, or generally be more violently inclined of confident and self-assured than their non-vampire self would be. Vampires can be religious, but their curse renders them unable to comprehend or see the internal conflict in them being Afflicted and religious at the same time, while most Religions would reject them. Vampires can suffer from anxiety and uncertainty, though this is rare, and usually comes paired with aggression. All Vampires are capable of transforming into what is called a Vampiric Form, which is a Disguise Transformation that makes them appear more monster-like with more creative design freedom outside of the range of limitations imposed on their Race or gender appearance. All Vampires also have the Weapon Summon Ability to draw a weapon to their hand in an instant, either made of their own blood, or magically summoned, and capable of changing weapon type. All Vampires have their God Magic forcibly converted to Void Magic for the duration of their infection.

Purging

While in theory Vampirism in incurable, there is an arduous process and method by which anyone who has Divinium can cleanse Vampires, but only those who seek curing, it can never be forced even on a restrained Vampire. Any person can call upon the power of their Gods and sacrifice Divinium to cleanse the sanguine Curse. If a Vampire approaches a person to request to be cured, and that person agrees to sacrifice Divinium, they can perform a ritual sacrificing to cleanse the soul of the Vampire, thus freeing them of the mental effects of Vampirism. After this, the Vampire remains recognizable as a Vampire, but no longer feels any of the urges, and no longer has any of the powers (besides the red eyes, if their Bloodline included them). This process lasts for either 2 Weeks or 30 Days depending on Player choice where the Vampire may not drink any blood, and if they succeed in this the 1 Divinium is spend and they are cured properly when the period is over.

Bloodlines

Vampires are infected by Vampires who came before them, who in turn were infected by others who came before them, usually descended from a long line of important and powerful Vampires. If a Desprince infected a number of people several centuries ago who went on to infect more people, each of those people who can trace their infection back to that original Desprince is a member of that Desprince’s Bloodline. Vampires don’t need to be obedient and loyal to their Bloodlines, but often find comfort in being near Vampires of similar Bloodlines, and may even have competitive feelings towards Vampires of other Bloodlines: though this usually doesn't lead to anything more than a little snark. Historical Bloodlines are usually created when a Desprince flees from Dorkarth to the Regalian Empire and establishes a new Vampiric Court there after the Vampire War, which pushed the Vampires back so far that many Desprinces were forced to leave Ellador. In summary: Voilenigme are French high-culture Vampires, Nerocanto are Italian scheming blackmail Vampires, Vintghast are high class wine and banquet party Vampires, Torrghlas are cave and mountain brute Vampires, Bremnevel are bog-witch support Vampires, Silberfeder are dignified military Vampires, Valhersir are spiritual power obsessed Vampires, Aullavientos are beast master shapeshifter Vampires, and Dymolov are culture-free Tiefling Vampires. Each Bloodline has a unique set of Mechanics listed below the description for them alone. Additionally, all Vampires regardless of Bloodline have the following Common Mechanics:

  • Common Mechanic I: Vampires can use a Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, except during feeding. This counts as a Disguise, and does not work on those who already know the Vampire is a Vampire.
  • Common Mechanic II: Vampires, if they have Disguising or Shapeshifting Magic, can hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, but all of their Proficiencies are set to 0, and they cannot use Abilities in Combat.
  • Common Mechanic III: Vampires can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until the leave the Event Venue. Cannot ever be used outside of Event Venues.
  • Common Mechanic IV: Vampires can grant immunity to Vampirism to any person willing to bargain with them. In turn, if the bargained person attacks the Vampire or reveals the deal, they take massive damage (discuss in Dm's what this means).
  • Common Mechanic V: Vampires, when applying Curses via Advanced Roleplay Mechanics can apply minor Curses that last for up to 12 Hours max, without needing OOC Consent, which count as having +1 Magic Stat for dispelling considerations.

Voilenigme

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The Voilenigme (pronounced: Voo-al-ey-neeg-mey) Bloodline was created when Desprince Morvanus fled to Ithania, creating a new Vampiric Court there in the Palace of Duchess Valtriante. The two became Desprince lovers, a rare instance of peace existing between two Vampiric overlords in such close proximity, without constantly attacking or scheming against one another. The Voilenigmes (sometimes also nickanemed Voiles or Voile) are upper-class Vampires who favor mingling with the aristocracy, while hiding their Vampirism and charming their victims with fashion, opulence, a silver tongue and beauty. The Voilenigme are profoundly powerful in Ithania where they have deeply infiltrated the nobility, and by extension the Regalian Nobility also as the Ithanian Vampire nobles travel to the Regalian Courts. The Voilenigme try to avoid any association with things that are poor, disgusting, freak-ish, or debauched without style or class. This is also why they are rarely in their Vampiric Form, or why their Vampiric form generally has a more statuesque beauty to it rather than looking like a monster. Voilenigmes are very comfortable not being in a Coven, but if they are, styling themselves as the "classy" ones in the Coven, and looking down on the other more base Vampires who are enslaved to their instincts. The Voilenigme are enemies of the Silberfeder Vampires, an extension of the enmity between the Wirtem and Ithanian Nobility. Any Coven with a Voilenigme Vampire should count itself blessed with a socialite able to mingle with other non-Vampire groups, due to their unique ability to perfectly hide their Vampirism and be less dependent on blood.

  • Voilenigme Mechanic I: Voilenigme Vampires can use a Guild Glamor, that allows them to participate in any Guild Meeting and fake their membership for those meetings only (should still not draw too much attention).
  • Voilenigme Mechanic II: Voilenigme Vampires are able to apply a Party Glamor onto any number of non-Vampire allies or collaborators when they use a Party Glamor themselves, following the common Rules for Party Glamor.
  • Voilenigme Mechanic III: Voilenigme Vampires have magical control over their own styling, make-up, clothing, as well as that of others, able to add, remove, change and modify anything within Emote Range.

Nerocanto

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The Nerocanto (pronounced: Ney-ro-can-to) Bloodline was created when Desprince Shannon fled to Vultaro. While initially mingling with the locals before the Dressolini culture consolidated there, as Dressolini as a cultural identity developed, so too did the Nerocanto settle into their habits. The Nerocanto are upper-class Vampires who take on the appeal of aristocracy, but are spies and rogues at heart who love a political game of blackmail. Their cultural emphasis is on charming their victims with operettas, orchestral music, and hauntingly beautiful instrumentals. The Nerocanto are unique in that they can cure a Vampiric Infection while it is still in its fledgeling state of their own bitten victims. This affords them a great amount of power to blackmail anyone they have infected for a cure, that being also their primary method of roguish plotting. Nerocanto can hover around the peripheries of Covens, but usually act like lone wolves who assist Covens but don't want to get too close, and be at risk of being taken down because other Vampires are less cautious than they are. The Nerocanto take great pains to hide themselves and cover their plots in five layers of thinking ahead so as not to get caught, and to continue their game of control and intrigue. The Nerocanto do not have any overt animosity towards other Bloodlines, but do consider any Vampire that shows a low level of wit or insight as an insult to the blessing that is Vampirism itself. Any Coven with a Nerocanto Vampire should count itself blessed with a spy-master Vampire who is able to quickly and efficiently establish a network of blackmail victims for information and favors across the Regalian city.

  • Nerocanto Mechanic I: Nerocanto Vampires may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits, whichever is not their own Heritage, and keep this Mechanic until they are Cured.
  • Nerocanto Mechanic II: Nerocanto Vampires can infect non-Vampires as both Fledglings and Greater Vampires, but can also cure Vampirism from those they infect only before they become Fledglings, thus allowing them to blackmail their victims.
  • Nerocanto Mechanic III: Nerocanto Vampires can convert Vampire Thralls into Bound Thralls, curing their Vampirism, but mind controlling them by Vampire of their choosing, allowing them to sell off Thralls and Blood Cattle. (Hidden)

Vintgast

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The Vintgast (pronounced: Vey-nt-gah-st) Bloodline was created when Desprince Shirva fled to the borderlands between Osteiermark, Tirgunn, and Lorenthaus. While in the modern day the Darkwald Lothar mostly fight Silberfeder Vampires, the Vintgast Bloodline was the original reason why the Sarnan people turned so heavily against Vampires, and why so many of them were killed before the Lothar Order took up their cause. Vintgast Vampires are banquet masters, able to conjure the greatest of feasts, most delectable food, and above all addictive and perfect wines. They are known as vintage distillers and brewers, who favor the countryside and winery to get up to their Vampiric business in peace and away from the chaos of large urban settings. Vintgast Vampires spoil and charm their victims with large dinners and endless delectables, only to get them into a food-coma and become easy prey. Vintgast usually avoid Covens, but can make powerful allies for Covens, as well as a great party-hoster for any Vampiric community due to their ability to be social with anyone, have a deep understanding of preferences and tastes, and being able to weaponize them to enamor anyone. The Vintgast take efforts to hide their identity but aren't as capable at it as the Voilenigme, resulting in a reclusive lifestyle, content to experiment with the fine flavors and delectable aromas of rare blood types for special wines. The Vintgast are however unique in their ability to survive off very little blood for extended periods of time, and can even brew extended elixers from their wines that can satiate other Vampires, creating addiction among their own kin.

  • Vintgast Mechanic I: Vintghast Vampires can temporarily (no cost) self-cure for up to 72 Hours. After this period is complete, they are automatically re-infected, and must drink within 24 hours, or half Proficiencies until they drink.
  • Vintgast Mechanic II: Vintgast Vampires are able to mind-read the preferences of any non-Vampire by focusing on them, reading their preferred color, food, drink, favorite animal, clothing style, etc. (Hidden)
  • Vintgast Mechanic III: Vintghast Vampires are able to summon endless supplies of real food and drinks with Vampiric Magic, or brew Vampiric Tonic Wine made with Blood which sates the same as actual Blood Feeding.

Torrghlas

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The Torrghlas (pronounced: Tor(rhyme with door)-glass(short a from the English "aghast") Bloodline was created when Desprince Mannis fled to Gallovia and quickly established a strong court presence in the Talahm Gall Mountains. The Torrghlas Vampires are known as cave or mountain terrors, preferring less stylish and opulent housing and favoring brutish power and strength over plotting and scheming. Torrghlas Vampires tend to be largest broad-framed Vampires who act as shock troops to any Coven who is more than willing to take them on for their brute strength. The Torrghlas take no effort to hide themselves, and in fact favor aggressive body-modification and training to become bigger, better, and stronger, whether that is chemical, mundane and aesthetic, or magical in nature. The Torrghlas are a particular terror towards the Fornoss faithful, having mastered a transformation into a Vampiric corrupted Urlan and rampaging any would be frontline with overwhelming force. The Torrghlas consider the Nerocanto weak schemers who couldn't hold their own in a fight, and generally look down on all the high-class Vampire Bloodlines as being over-reliant on hiding their Vampirism and not having pride in being to show their power to the world. The Torrghlas make great allies and comrades to the Valhersir, both operating in overlapping environments, and favoring their vanity over secrecy. Torrghlas Vampires can be testy with Coven leadership, but generally speaking when respecting a leader for their skill and strategy, will be some of the most loyal Vampires present, favoring punching the traitors and giving no thought to joining them in their rebellion.

  • Torrghlas Mechanic I: Torrghlas Vampires can Transform into Varghul (Gorilla-Bat Hybrids) or Urlan Appearance (but with Void theming), both with Urlan Heritage Traits, losing their old Heritage Traits. Counts as a Disguise.
  • Torrghlas Mechanic II: Torrghlas Vampires if in Melee Range of a Gate or Fence or Door blocking off an entryway, are able to Gate Smash their way through, or bend the bars to let themselves and others pass.
  • Torrghlas Mechanic III: Torrghlas Vampires are able to perform superhuman feats out of Combat, able to lift huge weights, break open solid rock, or carry multiple people on their back.

Bremnevel

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The Bremnevel (pronounced: Brem(rhyme with bed)-ney-vel) Bloodline was created when Desprince Zardar fled to Anglia and established himself in the Anglian Morass and Hinterlands, using the swamps and peat bogs to hide from Regalia's military and Knights. As time passed, the Bremnevel Bloodline adapted to their swamp environment, and started imitating the Anglian Witches, often mistaken for them from afar. The Bremnevel lure their victims in with hauntingly beautiful siren songs, as well as the obscuring mists and vapors of the swamps until they are in so deep that they become lost and find their demise at the hands of the Bremnevels. Bremnevel Vampires are exceedingly rare because the Anglians performed a very intensive and mostly successful campaign to purge them from their homeland, forcing them deeper in hiding in the remotest regions of the swamps. In general, they also do not like producing more Vampire fledgelings, and would rather just kill their victim to avoid detection, often obscuring the cause of death as some swamp beast or drowning. The Bremnevel favor cramp and humid living conditions, the sewers make excellent environments for them, and their slow and cautious way of acting as well as their alchemical knowledge puts them in a perfect position to act as advisors or healers among the Vampires, further adding to the mockery of Anglian Witch Archon that they have become. The Bremnevel do not consider any other Bloodline their overt enemy, however their general distaste extends itself to any Vampire that is boisterous and loud. They prefer quiet and controlled settings, and become flighty if chaos erupts.

  • Bremnevel Mechanic I: Bremnevel Vampires can transform into large bat-like monsters, gaining Elytra flight including the use of rockets for movement. Combat immediately cancels flight and this cannot be used in Combat.
  • Bremnevel Mechanic II: Bremnevel Vampires gain a single Void Magic Familiar, which is styled as some kind of corrupted small Animal (bat, cat, mouse, etc), which they can see through the eyes of during Events (consult DM).
  • Bremnevel Mechanic III: Bremnevel Vampires gain +1 Main Offense Stat (breaks Cap up to 11) while they are in Gloomrot Forest, and gain out of combat Healing Powers, styled as Blood Magic or as Alchemy.

Silberfeder

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The Silberfeder (pronounced: Sil-burr-fey-der) Bloodline was created when Desprince Colvan fled to Calemberg on the backs of the Wirtem nobility involved with the Vampire War. Despite losing the Vampire War, the Silberfeder Bloodline found a home in the very officers that commanded their defeat. Quickly adapting to the Calemberg lifestyle, Silberfeder Vampires are obsessed with militarism, command, strategy, and control. They focus on finesse of skill, especially swordsmanship and other forms of melee combat and use fencing as a means to establish dominance among themselves. They are incredibly keen on preservation and purity of their bloodline, avoiding infecting anyone they consider unworthy or not of good aristocratic stock. This does not however mean that they can only ever be aristocrats. Far from it: many Silberfeder are in fact the soldiers and lieutenants of Covens, as one noble Silverfeder often infects their retinue to act as a personal army. Silberfeder always insist on a chain of command, clear leadership, proper tileage, and respect. This often puts them at odds with the more rules-free Bloodlines like the Bremnevel, Torrghlas, and Dymolov. Silberfeder frequently clash with Torrghlas who will favor a frontal assault, while the Silberfeder would prefer to spend time planning and strategizing to maximize the terror they inflict while minimizing their casualties. Their enemies are the Voilenigme, with the Ithanian and Wirtem courtly rivalry having rubbed off on their Vampiric equivalents, however a good Coven leader is always able to silence and steer the Silberfeder to use their martial skills in combat instead of on other Vampires.

  • Silberfeder Mechanic I: Silberfeder make death-masks of drank-from victims, which change Proficiencies and Abilities (non-Custom) to their Victim's for 24 hours when worn. Cannot be used if any Abilities are on Cooldown. Single-use per drinking.
  • Silberfeder Mechanic II: Silberfeder Vampires are able to challenge other Vampires to Duel. The winner gains +1 Attack Stat while the loser loses -1 until Server Restart. This does not Stack but can break Cap to 11.
  • Silberfeder Mechanic III: Silberfeder Vampires need only class, grace, and blood to survive. They are immune to heat and cold damage, can walk through fire, do not need to breathe oxygen, and can resist high pressure.

Valhersir

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The Valhersir (pronounced Val-hur-seer) Bloodline was created when Desprince Otrygg fled to Drixagh and infected a series of Skagger holds before the Velheim even realized what hit them, as their focus was south on the Wirtem. The Valhersir are obsessed with power and themselves, immersed in Vola worship but specifically immersed in Blodrúna. It could be said that the Valhersir are the most spiritually inclined of the Vampires, but they are far from priest Vampires. In fact, the Valhersir are obsessed with power in any form that it can be expressed: physical power, power over the minds of others, power over love and lust, power over needs and wants, and power over the weak. They seek any means to dominate others by whatever means necessary, and are also described as perhaps the most vain of Vampires. They obsess over appearing like perfection in the eyes of others, equal parts terrifying and alluring, putting their skill, mind, and particularly body on display as the work of art that it is. They commonly also act as Vampiric Warlocks, contracting and dominating Spirits to do their will, while using Void Mutations to enhance their appearance. The Valhersir have a particular desire to hunt and feed off Eili worshiping Velheim, considering the act of hunter and prey a perfect analogy for the power of Rand over them. The Valhersir make excellent comrades of the Torrghlas who have aligning goals and operate in the same spaces, while looking unfavorably upon those Bloodlines that do not take care of their appearance much. Valhersis often plot and intrigue one another for who is the most powerful.

  • Valhersir Mechanic I: Valhersir can speak the language of command, making them universal translators, able to speak and understand every language, and gaining magic insight when reading ancient writing.
  • Valhersir Mechanic II: Valhersir can receive possible future and past memory visions from Vampires and non-Vampires around them, either as visions, or when touching them (discuss in Dm's what people are comfortable with). (Hidden only w/ OOC Consent)
  • Valhersir Mechanic III: Valhersis Vampires, when using out-of-combat Strength competitions that involve Dice Rolls, can add +5 to any Dice Result, and have higher adrenaline production.

Aullavientos

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The Aullavientos (pronounced Au(rhyme with ouch)-la-vee-yen-tos) Bloodline (sometimes also nicknamed Aula) was created when Desprince Kydaer fled to Daendroc, and mingled with the hunting lodge Cortes of the Frontierra and Basqlierra woods. The Aullavientos are the perfect hunter Vampires who are also considered beast masters, taming wolves and hounds and other beasts to do their bidding, infecting them with a form of animal Vampirism and turning them into so called Hellbeasts. The Aullavientos themselves should also not be underestimated however, able to transform themselves into sentient speaking Werebeasts to hunt as the leader of their pack. Aullavientos make excellent trackers and bounty hunters, able to operate both in Covens and as solitary hunters. Aullavientos Vampires are often thought of as the most sober and pragmatic Vampires, bereft of the usual Vampiric flair for drama and evil-ness, seeming very down to earth and normal until they catch the scent of blood. Aullavientos do not hide their Vampirism, but use the guide of being reasonable and affable to build trust with their captors and enemies so that they may be underestimated as enemies. The Aullavientos make great allies for the Vintghast, having a great appreciation for the wine productions of that Bloodline, but also because the Aullavientos consider direct feeding off a hamless victim to be vulgar, and would much prefer to consume blood through a well made vintage, or after a long savored and difficult hunt of a fleeing prey. In general, the Aullavientos are well liked by all other Bloodlines, even the ones that dislike courtly aristocratic styled Vampires, because of their gregarious nature.

  • Aullavientos Mechanic I: Aullavientos Vampires are not bound to having only a single pet, being allowed to have up to 15 domestic animals, and being able to use them as an aesthetic for Abilities.
  • Aullavientos Mechanic II: Aullavientos Vampires are able to transform into a chimera type monster at will (counts as a Disguise), keeping their old Abilities and Mechanics and being able to speak.
  • Aullavientos Mechanic III: Aullavientos Vampires can speak with any type of wild animal, including Marken who cannot speak normally, and can Collar defeated Marken to turn them into their (unwilling) soldiers until their collar is broken.

Dymolov

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The Dymolov (pronounced: Dee-mo-lov) Bloodline was created when Desprince Ramonder fled to the Krainivaya lands in the Regalian Archipelago. Unlike many other Bloodlines however, the Dymolov Bloodline did not insert itself into the local population and become more like them culturally, but attached itself to a pre-existing folklore terror, and chose to become it in the flesh. The Dymolov adopted the Dyyavol (диявол) folklore legend of the red-skinned horned Demon that feeds on the people. They are the most alien looking Vampire Bloodline, approximating the pop-culture appearance of Tieflings, with vibrant colored skin, demonic horns, blackened sclera and colorful eyes, a demonic tail, as well as claws and skin ridges or spikes. The Dymolov are debonair, aggressive, rebellious and quirky, assuming a more wild and unthreatening demeanor to hide their viciousness. The Dymolov are very widespread, as the Krsnik Lothar in the Krainivaya lands were successful in purging them from the snowy wasteland areas, thus making them have an origin in Krainivaya folklore, but not actually being from that area anymore (bar from a few). Dymolov can as such be of any cultural persuasion, and are generally considered very flexible, with many of them favoring berserker style fighting, but equal measure favoring magic, or even a blend of the two. Of all the Vampires, Magic comes the most natural to the Dymolov, in particular the power of Void-fire and Sinistral Dark Magic. Dymolov make excellent rank and file soldiers of any Coven, and are generally well disposed towards leadership so long as it respects their freedoms and wants and needs.

  • Dymolov Mechanic I: Dymolov Vampires gain fire-based Void Magic with open aesthetics, and have great degrees of control over fire, being able to create and douse it, steer it through air, be immune to it, etc.
  • Dymolov Mechanic II: Dymolov Vampires if they are the ones taking ownership of Divinium during a Divinium Raid, gain 2 Divinium instead. Only one is transferrable, the copy Divinium can only be used by the Dymolov.
  • Dymolov Mechanic III: Dymolov Vampires can temporarily Spirit-Possess willing non-Vampires and Vampires alike, hiding in their bodies and being undetectable and unable to use Abilities but still perceiving all of their senses. (Hidden)

Miscellaneous

This section covers Miscellaneous aspects of Vampirism that enhance Vampire RP, but don't necessarily belong in any other sections.

Vampire Thralls

Vampire Thralls require a bit more explanation. As mentioned, an infectious bite from a Greater Vampire of any Bloodline (or Fledgling or Greater Vampire of the Nerocanto Bloodline) always results infection, guaranteed. Infection however takes several days to take hold (usually 72 hours) during which there is leeway to be cured. A Vampire Thrall that is giving into the curse during those 72 hours, can be forcibly cured by Lothar Knights through a painful curing process. A Vampire Thrall who is resisting the curse during those 72 hours, can reach out to Priests or anyone with the Exorcism Ability (this does not require any cost like Divinium), and request an expedited curing ritual, where the curse is ritually cleansed from their body. In both instances, the curse is halted, and they do not become Fledglings. Players are free to dictate how their character feels about Vampirism and whether their mind and soul is able to resist the corruption during these 72 hours. If you want to gamify this, you are able to do /dice Knowledge+Faith Proficiency added up together, with the lower half meaning they give in to the curse, and the upper half meaning they resist it, each day. For example, if a character has 2 Wisdom and 4 Faith, they do /dice 6, and if they roll 3 or below they give in that day, and if they roll 4 and above they resist it that day. Rolling below half on this dice roll 3 days in a row basically means the Character becomes a Fledgling Vampire, and becomes incurable. Keep in mind that Vampire Curing is extremely rare because there is a finite amount of Divinium available, so think ahead about decisions concerning your Character.

Bound Thralls

Bound Thralls are made by Nerocanto Vampires on those they have fed either as Fledgling or Greater Vampire. This process does however require OOC consent from the Vampire Thrall, as mind control is an opt-in aspect of Roleplay on MassiveCraft. Nerocanto Vampires can convert their own Vampire Thralls into Bound Thralls, which immediately cures them of their Vampirism, but makes them mind controlled by them. They can then hand off this Bound Thrall to a different Vampire, and bind the Thrall to them, thus transferring mind control to the new master. Again, this transferral must be agreed upon OOC, and all parties should consent to comfort, limitations and expectations of what it means to be a Bound Thrall, and what kind of Roleplay to expect. If a player wants to back out of being a Thrall, they must be allowed to do so immediately. Bound Thralls will never act in ways that is self-harming, but can willingly offer up their blood, and are immune to infection for as long as they are Bound Thralls. There is no way to tell if someone is a Bound Thrall by looking at them, other than studying their behavior. Bound Thralls can be cured through a cleansing ritual, which can be performed by any: Priest, Archon, Religious Chapter Knight, Lothar Knight, or Divine Entity, but will always resist capture.

Vampire Charm

Vampire Charm works like a form of Persuasion Light, which neither requires OOC consent, nor does it have wide-ranging usability. Vampire Charm can only be used to do simple things like saying "I think you should leave this room", which is a guaranteed success so long as a Character has no strict reason to stay in that room (for example if they are chaperoning someone, or having a conversation with someone). This can also be used on groups by for example saying "I think you should finish your game elsewhere", causing them all to continue their game in another room unless the group has a specific reason to be there (like the pool table is specifically in this room). Vampire Charm cannot be used in Combat, and cannot be used to mimic the function of Mind Control. It can purely be used to isolate intended feeding targets, or create a better position from which a Vampire could strike. The requests must always come across as reasonable and easily doable like "can you please go the bar and pick up some cutlery for me", or "can you please inspect the wheels of my carriage for any damage", not "please jump off the bridge" or "walk into the fire for me".

Vampire Brood

Vampires sire offspring called Vampire-Broods. Vampire Broods are affected by the Sanguine Curse, but are not Vampires themselves. They can be born from either both parents being Vampires, or only one of them. Broods can be born with no telltale Vampire signs, or with red eyes and fangs alone. They can be born with heterochromia also, with one normal eye, and one vampiric eye. Vampire broods always have a strong connection to Void Magic but aren't Occult by default unless they invest in Magic. Vampire Brood counts as Vampires when it concerns being able to see through Court Glamor of other Vampire Bloodlines, but even if they are aware of these hidden Vampires, they are still magically compelled not to reveal their identity to anyone but a fellow Vampire or Brood. Additionally, Vampire Brood are rather unique in that if they become infected with Vampirism, they are never affected by the mental changes of Vampirism and are able to retain their conscience and normal personality. Furthermore, curing the Vampirism through Purging applied by Divinium is considerably faster, costing only a single Divinium to cleanse Mind, Body, and Soul all at once, and having no further waiting period. Vampire Broods see considerably less public scrutiny from law-abiding citizens of Regalia, though may still occasionally be attacked on sight by people who do not know they are Broods. It is possible for non-Vampires to test whether a Vampire Brood is actually a Brood or an infected Vampire. Vampire Brood blood, when exposed to sunlight, will sizzle and may even spark with a low flame, which infected Vampire blood does not. A simple cut on a finger and bloodletting is an easy way to prove a Vampire Brood's identity.

Trivia

  • It is a widespread belief among many Vampires that imitation is the ultimate form of flattery. To imitate another Vampire; be it in dress style, speech patterns, and even prey or thrall preference is to declare the imitated Vampire superior in some manner, which is often seen as a great compliment.
  • Vampires are functionally long-living, but not really, because true immortality does not exist in the laws of Aloria’s universe. Instead, they extend their life by stealing life essence from the people they feed on. There is life force in blood.
  • Vampiric mentality is so pervasive that some Vampires are deluded into thinking they are actually the oppressed and second-class social caste, when in reality they are the most tyrannical and oppressive kind of people one can ever meet, with no regard for the lives or safety of others.

Accreditation
Writers MonMarty
Processors Birdsfoot_Violet
Last Editor Birdsfoot violet on 03/7/2024.

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