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{{Info afflictions
{{Info afflictions
|image      = vampirebloodyb.png
|image      = vampirebloodyb.png
|races      = Various
|races      = All, except Urlan,Bralona, and Sihndar.
|contraction = Various
|contraction = Bite, Blood drinking, or Altar Ritual.
|mortality  = N/A
|mortality  = Long-lived
|origins    = [[Cataclysm]]
|origins    = [[Cataclysm]]
|symptoms    =  
|symptoms    =  
* Varying
* Bloodthirst
* Removed consciousness
* Void Corruption
|}}
|}}
Vampirism, also known as the Sanguine Curse, is a Void-spawned blood-curse that has plagued [[Aloria]] for thousands of years. A disease hated by most of Aloria's people, this [[Affliction]] causes the infected to undergo both physical and mental transformations, and has come and gone with the ebb and flow of [[Void Invasions]]. 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, spurred as much by the mental changes incurred by the curse as it is by the excessive cruelty of Alorian authorities towards Vampires. In the [[Regalian Empire]], Vampirism is regarded as unholy or even demonic, as often treated with curing as it is imprisonment or outright execution; [[Unionist]] faithful make frequent shows of Vampiric executions, driving Vampires into living in the outskirts or underbellies of settlements. 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 has been on the rise since the end of the [[Great Vampire Wars]], often following 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.
==Core Concept==
A Vampire is a person who once led a normal life, but was converted into a sanguine cursed through the so-called crimson blood curse. Regardless of how they were once infected, their mind and body were warped by the curse that many say is actually a blessing, for all the power it grants and only minor freedoms it takes away. Vampires are reviled by nearly all societies and all religions across the world, and whole organizations have been created just to specialize in the act of hunting Vampires, who continue to be the greatest threat to civilized order and the rule of law in any state. So too does the Regalian Empire constantly struggle with Vampires living in the undercities of their major urban centers, keeping to the shadows and biding their time.
===Playing a Vampire===
Playing a Vampire comes with the caveat of being a prosecuted social class. Vampirism is considered an evil curse and something meant to be exterminated, with the vast majority of roleplay characters being anti-Vampire, and choosing to attack a Vampire on sight. Vampires are more powerful than non-Vampires, in general if a Vampire catches another person alone in an alley, they are guaranteed to lose unless they are a Vampire Hunter or a particularly powerful Mage. To be a Vampire is to live in Crookback or the Sewers, avoiding direct confrontation with the City Guard, and instead focusing on building a network of power and blood cattle to survive off.
===Vampires in Regalia===
Vampires in Regalia are deeply hated, and never has there been a time in which Vampires were accepted among the citizens of the Empire. Regalia fought numerous wars against the Vampire lords of Ellador, and continued to actively purge Vampire populations. The accessibility of a Curing Chamber in Regalia has made policies in the capital somewhat more loose, but in the provinces, Vampires are nearly always put to death when found. To play a Vampire in Regalia is to have a multitude of enemies always looking for your Character to forcibly cure them, or imprison them. Halfblood Vampires (both Brood and Curseborn) are equally treated as pure evil in Regalia. This is why Broods try to hide their identity by not turning their eyes red, and Curseborn Vampires try to find some way of living unnoticed, or seek legality through the long and difficult path of state approval.  
==Mechanics==
Mechanics are a set of rules that define how this Affliction operates. This section is very important to read, because it may include some functions that could be considered Specials, though all Abilities are recorded in the Variants section.
===Becoming Afflicted===
Becoming a Vampire is scarily easy. There are so called Infection processes (described in more detail below). Once initial infection has taken place, the person will undergo a couple of days of conversion during which they are still their old self, but feel like something is wrong, and gradually turn into a Vampire by losing parts of their mind that made them normal. A person normally becomes a full Vampire upon first blood feeding, though this slow infection process may also be time-skipped or extended with player discretion.
* '''Infection by bite:''' Infection by bite is the most common occurrence for Vampirism to spread, as it is highly contagious. Players may decide not to be infected by a bite however.
* '''Infection by blood:''' Infection by blood is less common, which involves drinking an amount of Vampiric Blood. Force-feeding blood or hiding blood in drinks requires OOC consent.
* '''Infection by ritual:''' Infection by Ritual is less common, involving praising the Void Gods and asking for their blessing. Greater Entities like Arken and Void Gods can also do this directly.
In any and all cases, anyone who is already Exist or Ordial Occult, whether through Magic or Theurgy, etc., cannot become a Vampire. The latent conflicting essence prevents infection.
===Curing Afflicted===
Affliction curing in the provinces is practically impossible. The only real way Afflicted have reliability been cured in the world, is through Curing Chambers, which are very rare old Dragon Ruins with chambers that some doctors have discovered can cleanse a person of their Affliction. In order to cure an Afflicted, the Afflicted must be put into the Curing Chamber by someone who has the Affliction Wisdom Pack from the [[Scholarly Point Buy]] Category, after which this person may perform the ritual. How the ritual is done is up to player interpretation, but the Afflicted must remain in the Curing Chamber for 10 Minutes, while the Afflicted is unable to escape without outside help. If a Curing session is attacked by outsiders, for example other Afflicted trying to break the Afflicted out, the Curing only completes when all attackers have been defeated. Either way, if anyone attacks a Curing session, nobody may be imprisoned or killed during or after the fight, nor may Artifacts be stolen. It is usually recommended that Afflicted are followed up on after curing, as their re-infection rates are much faster and easier than those who have never been Afflicted.
===Mentality===
Vampirism was designed by the ruinous powers of the Void to soften up Humanity for the next Void Invasion, as they had deemed the Regalian Empire the only real threat to their defeat. Even though Vampires have since retaken control of their own destiny, the mind-altering effects of Vampirism that were first concocted by the powers of the Void are still present:
* '''No Conscience:''' Vampires don’t have a conscience, they never feel bad about feeding or attacking anyone, or engaging in their Vampiric actions, or causing others to suffer.
* '''High Vanity:''' Vampires have a huge ego and rarely suffer from self-doubt or anxiety, they feel better than everyone around them, and feel Vampirism itself is a blessing.  
* '''Respect Power:''' Vampires have respect for very few things, except Power, even when that comes from non-Vampires, such as state authority figures or even gods.
* '''Resist Curing:''' Vampires will always resist and fight tooth and nail to prevent themselves from being cured. Acting snarky or comedic/aloof in the Curing Chamber is considered Fail-Rp.
===Identification===
The most problematic part about Vampirism, is how hard it is to see a genuinely good subversive Vampire. While some Vampires wear their identity on their sleeves by always choosing to make their eyes red and dressing the part of a night-crawler, the signature red eyes that all Vampires have are not always present. Their irises only turn red when they feed on someone, or use Abilities or Specials specifically gained through Vampirism itself. This is the only true way to identify a Vampire, with red eyes out, when they are in their Vampire Form, or to physically witness one feeding on another person to drink their blood. Vampires can also opt to make their eyes red always, this is particularly done by those who feel brave and are not afraid of the state apparatus or the Lothar Knights hunting them. Vampires usually also have extended fangs, but this isn't a Vampiric tell, since other races can have extended fangs.


==Vampiric Infection==
===Afflicted Form===
===Playing a Vampire in Regalia===
Afflicted Form is an instant transformation that can be used by Afflicted to disguise their identity, or to look more monstrous than their normal body would be capable of. Afflicted Form can have any number of additional aspects added onto it, like additional limbs, eyes, horns, spikes, tails, wings, tendrils, and more. Afflicted Forms are purely aesthetic, and do not add combat functions or more limbs to wield extra weapons with. Afflicted Form cannot be used at the same time as any other Disguise Ability or Special. Afflicted Forms must look unnatural, but can also be used to imitate other Afflictions or Affinities (though never perfectly). For purposes of fairness however, an Afflicted Form is always immediately recognized as such, and cannot be mistaken to be something else. An Afflicted Form must also strictly be something differently unnatural from the default appearance of a Character, it cannot just be a normal person. Afflicted Form designs must always be specifically written on Character Applications under “Afflicted Form” in the Appearance section. Individual minor traits that designate group membership or loyalties may change on Afflicted Forms, but the general design must remain consistent indefinitely. Each Affliction also has a unique aspect about their Afflicted Form that sets them apart from other Afflictions:
Vampirism in Regalia is extremely illegal, and the [[Regalian Guard]] (The State Metropolitan) are constantly on the lookout for Vampires to catch and cure them. To be a Vampire is illegal in Regalia, and so when playing a Vampire, you should expect to constantly be hunted. Vampires are designed to perform well in one-on-one fights, and will by nature of their Affliction always outperform individuals they are squared up against, though Vampires might consider twice to attack someone with [[Puretek]] or advanced [[Magic]]. Vampires can both be upfront and obvious, but sometimes may find that being subtle and using subterfuge is more effective. Vampires group together and cooperate in covens, but players who play Vampires should expect to be disliked by the majority of the non-Vampire population, with only a few scant sympathizers among the other rejects of Regalia.
* '''Vampiric Form:''' the Vampire version of Afflicted Form, must be predominantly red or blood-themed. This can be anything ranging from red fabrics, to crystallized blood armor, or red-skinned tendrils and a demon head, so long as red or blood-colored aspects are predominant.
===Vampiric Glamor===
Glamor Form is an instant transformation that is unique to Vampires when compared to other Afflictions, that benefit their ability to infiltrate the social spaces they want to get into. Glamor Form at its core, allows a Vampire to disguise themselves as an identical copy of any person they have drank the blood of in the last month. This list does not need to be recorded on a Character Application. This Transformation counts as a disguise, and includes changes like character height, voice, but not personality and demeanor, with the success of deception being dependent on the player’s ability to mimic the mannerisms of other players. When disguising as another person, it is recommended to take a nickname similar to theirs, for example “Harry Megali” allows a user to use a capital i instead of an l in the surname, which will look indistinguishable as “Harry MegaIi” in minecraft chat. If that is not an option, ask Lore Staff for help. Glamor Form cannot be forced to break except by restraining/killing/knocking out the Vampire performing it. Feeding on someone in this form does not break the Glamor, but using any Ability gained from Vampirism, or any other Special will.
===Why Vampires are Hated===
Vampires are hated because of their ruinous effects on society. Not only do Vampires not ask for permission while drinking blood, or drink only as little as possible, the act of drinking itself also causes the victim to become debilitated by a blood curse, potentially a Vampire themselves, or worse yet die. Vampires fit the perfect bogeyman identity, especially in autocratic nations like Regalia, as a stalker in the night who breaks into the homes of the sleeping innocent and robs them of their safety and peace, while potentially forcing a life of suffering on them. Philosophers have tried to create a scenario in which Vampires could exist without causing damage to society, but the fact that they also just don’t care, seriously complicates these attempts. Many others just hate Vampires because their government or religion says so. Unionism, being the state religion of the Regalian Empire, has closely linked Vampirism with dangerous greed and sin, and largely connected it with canon evil in their religious scriptures. Vampires absolutely have to feed on the blood of non-Vampires, otherwise they die. This feeding must be done on Player Characters at least once every two weeks, and cannot be NPC'd except through specific mechanics. A Vampire can go into hibernation for extended periods of time to stave this off. A Vampire deprived of blood for more than a weak starts to become weaker and weaker until they go into a comatose sleep, which can extend their lifetime, but also doesn’t allow them to be revived until they are once more fed blood. This blood hunger is severe enough to cause a Vampire to have to restrain themselves, even if they are accidentally exposed to blood from a papercut or a scrape from a fall.


===Infection===
==Variants==
Vampiric Infection can occur in a number of ways. The most common method for Vampiric Infection is through feeding, which is explained in the Vampire Special “Vampire Feeding” (see below). There exist, however, two other forms of infection also that are somewhat lesser known. The second method is to perform the dark ritual to the Archdemon. This involves finding a Dark Altar, which are usually effigies built by Vampires to praise the Arch-Void, the greatest of all Demons from the Void. Any blood offered to this Dark Altar will turn into infected blood; consuming this blood will cause the drinker to instantly become a Vampire. The third method is to willingly drink half a cup of blood from any Vampire who had directly blood-letted their own blood into a cup. Vampires gain no sustenance from feeding on other Vampires, but the mundane can be turned into a Vampire by consuming a decent amount of Vampiric Blood; this does not work on large quantities of liquid, and so Vampiric Blood cannot be used to unwittingly infect large groups of people.
Within this Affliction, there are several Variants. Each Variant represents a different way to play this type of Affliction, each coming with their own Specials and Abilities. A Character can only ever be one Variant of any Affliction, with each having conditions that are mutually exclusive. Choose whichever Variant fits best to your character, and record it on your Character App even when it changes. Some Variants may also change over time, please read the individual variants for those rules.  
 
===Exceptions to Vampirism===
* [[Urlan]] cannot be infected with Vampirism. Vampires also cannot feed from Urlan, as any attempt to bite through their neck fails, and even if they got their hands on Urlan blood, it would burn their mouth.
* If a Vampire uses Magic, this Magic has to be Void, and have Blood-based aesthetics (even without the Blood Spell Pack). If a Vampire uses Engineering, they may change their Branch to Dark Metal.
* Characters with Exist based abilities or afflictions cannot be infected with Vampirism due to the saturation of Exist essence. This includes Mages.
* As Vampirism is an Affliction, those who already have any other type of Affliction are unable to become Vampires. Additionally, those that already have Vampirism cannot become Afflicted with any other type of Affliction.
* Primal Mages and [[Archons]] are immune to becoming Vampirically infected. They can still be fed from like normal however, even if Vampires say that Archblood blood tastes exceptionally stale.
* [[Ordial]] Mages, [[Undead]], and other Ordial empowered are immune to becoming Vampirically infected. While Ordial Mages can be drunk from, Undead don’t have blood that Vampires can be satiated from.
* Immunity from Vampirism can be bought through Affliction [[Scholarly Point Buy]]. This pack does incur Proficiency cost, but grants immunity to Blood Sickness that occurs when infection does not take hold.
 
===Mental Changes===
When a Vampire becomes infected with the Sanguine Curse, their mental outlook on themselves, others, and the world changes. This is a magical effect caused by the Affliction itself, and thus applies exactly the same to everyone who becomes a Vampire, though the severity may differ between races. For example, while an [[Ailor]] may become more selfish and vain, the egotistical and self-aggrandizing nature of [[Altalar]] will be amplified to even greater heights. For ease of reference, the mental changes are recorded in a bullet point list below:
* Vampires do not have a conscience. In most cases they can just do whatever they like without feeling guilt or remorse over anything. They are certainly not self destructive and can distinguish long-term effects of their decisions, they just no longer care about the feelings and wellbeing of others. Vampires can be anxious, but only rarely suffer from self-doubt.
* Vampires gain a more possessive and domineering sense of love or friendship. While Vampires can certainly still have friends and lovers, by far and large, this affection is more through the scope of “You belong to me”, instead of “I love you”. They can still care, but only insofar one cares for their own possessions, and are very prone to jealousy.
* Vampires are very full of themselves, believing in their own physical and mental superiority over those who are uninfected. They see the uninfected as either: soon to be infected, undeserving of infection, or blood-cattle to sustain on. Vampires will frequently use the uninfected to achieve their goals.
* Vampires are anti-religious. Any concept of spirituality is lost to Vampires, with the exception of Void God or (Void) Arken worship. A Vampire may still pretend to worship their pre-infection faith, but know deep down that it is all pretend. Vampires show particular disregard for holy sites or religious artifacts.
* Vampires are not necessarily anti-establishment. While many Vampires seek to destroy the Regalian Empire, there are just as many who believe that the Empire is in fact the easiest tool or vehicle through which to expand their own influence and power, and to infect more with Vampirism. A Vampire can still be loyal to the Emperor, hoping to one day make him a Vampire.
 
===Curing===
The Vampiric Infection can only ever truly be cured through one way: the Sakrosanct. The Sakrosanct is an ancient ruin found on the [[Crown Isle]] which houses an inner chamber which has some sort of effect on the Vampiric Infection (or [[Cahal]] Affliction). The exact first curing of a Vampire through the Sakrosanct has been lost to time, however the process has been transferred between Arcanologists. In order to cure a Vampire, the person must meet the requirements described in [[Scholarly Point Buy#Affliction Wisdom Pack]] and be present to lead the ritual. The exact process of the ritual is not wholly relevant and may be up to the player to dictate. The individual intended to be cured must be placed inside the curing chamber (which can contain up to two people at a time), after which the chamber is sealed and the curing begins. The ritualist may then perform their desired ritual, and a timer should be set for 10 minutes. If nobody has shown up to try and free the Vampire in the curing chamber (and the player being cured not notifying that someone is on their way), then the curing process is time-skipped and completed instantly. If someone arrives and attempts to break out the Vampire, then the Curing can only be completed when the attackers have been defeated and left. If the defenders are defeated by the attackers, the Curing ritual is interrupted and the Vampire may be freed. In both instances, attackers and defenders may not be captured, and must be allowed to leave by the victor.
 
==Abilities and Specials==
Vampires do not have any Abilities in their Base Kit. Instead, Vampires gain 4 commutable Point-Buy Points that can be spent in specific Categories. These commutable Point Buy Points do not increase any Proficiency Stat, and allow the purchase of additional Point-Buy Packs, but do not allow them to exceed the cap. These commutable Point-Buy Points must be mentioned on the Character Application, and are lost instantly when the Character is cured. These Commutable Point Buy Points may be used in the following Categories: [[Engineering Point Buy]], [[Alchemy Point Buy]], [[Roguery Point Buy]], [[Spell Point Buy]], and [[Afflicted Point Buy]] a unique category only certain Afflictions have access to. Each Vampire Type does still have Specials though.
===Blooded Vampire===
===Blooded Vampire===
Blooded Vampires or just Vampires, are the most commonly found type of Vampire which can either operate as a lone wolf, an occasional ally, or a member of a greater Coven or group.  
Blooded Vampires are the default type of Vampire, that involves the majority of them. Blooded Vampires can be solo or group-based, in which case they form so-called Covens. Blooded Vampires have a large range of choice freedom, and can also transition into Greater or Bonded Vampires if their conditions have been met at any later point in time.  
* '''Vampiric Glamor:''' Vampires have a Glamor, the ability to perfectly imitate their pre-infection appearance. However, a few things break their Glamor, and make it obvious that they're a Vampire. If they use any Abilities gained from the Commutable Points (not Specials), feed, or are targeted by some kind of forced reveal Ability, then the Glamor breaks. Glowing red eyes is the universal sign of Vampirism across all Vampire Forms and visual designs. A Vampire may choose to walk around without their Glamor. It is important to note that a Glamor cannot ever look like another person, and only exists to obscure their status as a Vampire.
* '''Afflicted Form:''' Blooded Vampires are able to make use of their Vampiric Form, an instant transformation. For Afflicted Form Rules, consult the Mechanics section.
* '''Vampiric Bloodlust:''' Vampires are cursed with a hunger for blood: food and drink do not sate them. Their curse means that they do not age, so long as they continue to drink it. This even extends their lifetime beyond what is natural (although Vampires over 200 require hibernation to sustain themselves). If a Vampire stops drinking blood or is cured, they rapidly re-age. While this will never kill them, it makes them old and frail, until they acquire fresh blood or are re-infected. When Vampires are exposed to blood, they become anxious and have to suppress the urge to drink it, which can compromise their ability to keep up a Glamor.
* '''Vampiric Life:''' Blooded Vampires are not immortal, but can extend their life indefinitely while feeding on blood. Maximum age is still 300, as Vampirism is only that old.  
* '''Vampiric Feeding:''' Vampires can feed on unconscious or restrained targets by sinking their fangs into their neck. This only requires a few seconds of contact, and is painless for the victim, while also erasing any memory of the feeding and any memory from the last 24 hours that would allow them to conclude that the person who fed on them was a Vampire. It is not possible for a Vampire to feed mid-combat. Vampires can feed from a willing target for a longer period of time, or allow any target to remember the feeding. As well, if a Vampire successfully feeds, within the 10 seconds after they finish feeding, they can instantly teleport to their Rental Region, Regalian Business Region, or a Noble Estate or Clandestine Base that they belong to. They must be out of combat. Anyone besides the victim who sees them teleporting will remember.
* '''Vampiric Glamor:''' Blooded Vampires are able to use Vampiric Glamor when they have drunk the blood of a particular person. For Rules, consult the Mechanics section.
* '''Vampiric Infection:''' Most Vampiric infections happen through biting. However, Vampiric infection is consent-based. If a Player does not want their Character to be infected, they will receive Blood Sickness instead. If a Player does consent, either the Character can be instantly infected, or they can go through a slow process of infection where they have Blood Sickness and are corrupted over the course of a week before succumbing and drinking blood to turn. Blood Sickness causes -2 Strength and -1 Constitution for 72 hours after successful feeding. (This does not affect Point-Buy Packs.)
* '''Vampiric Sight:''' Blooded Vampires have red eyes when using their Specials, Abilities gained from Vampirism, Vampire Form, or Feeding. They can also see in the dark.
* '''Vampiric Influence:''' Vampires can subtly and telepathically send desires, emotions, and feelings to a target non-Vampire in the area around them. They cannot interfere with actions or movements, or does it work if their target is mid-combat. These sensations can never force a target to act a certain way, but the target's Player can decide to give in and do what the Vampire wants. This influence only lasts as long as the Vampire is in Emote Distance. With the OOC consent of the target, the Vampire and target can agree for the target to become the Vampire's thrall, who obeys every command given by the Vampire to the letter until Exorcised. Additionally, Vampires are immune to any Specials that would mind-control them, unless they want them to work.
* '''Vampiric Control:''' When feeding, Vampire victims are unable to move. They may also remove any memory of the feeding, or leading up to the feeding, from the victim.
* '''Vampiric Presence:''' Vampires cannot be detected during Server Events or Player Events that are recorded in the Calendar, including Imperial Court events. Anyone who wants to attack or capture a Vampire during one of those events forgets what they were doing and that the Vampire was there, walking somewhere else. This effect is broken if the Vampire attacks anyone or ridicules anyone there or the host. The Vampire must leave before the event is officially over, as they lose Vampiric Presence immediately when it ends.  
* '''Vampiric Escape:''' Within 10 seconds after having successfully fed on someone, a Vampire can use an instant Escape mechanic to flee to their Rental/Estate/Base.
* '''Vampiric Visions:''' Vampires may send visions or dreams to those they have fed on. These cannot trigger when the Character is actively doing something else, but can be constructed entirely as the Vampire player wants, and communicated OOC with a time/date and whether it is a waking vision or sleeping dream. Vampires can continue to send visions to victims until they are Exorcised. If the visions are OOCly disruptive, the victim may offscreen Exorcise themselves to get rid of them.
* '''Vampiric Mindwall:''' Vampires are immune to any Special that has mind-control, unless they choose to let it affect them. They can be mind controlled by Void Gods however.
* '''Vampiric Physiology:''' Vampires do not naturally breathe and do not require oxygen. They can exist underwater and in vacuums, and can never be suffocated. As well, they are not affected whatsoever by the cold, although they can still be inhibited by snowfall, and frozen in place if encased in ice.
* '''Vampiric Bloodcurse:''' Those who have successfully been fed on by a Vampire suffer from Bloodcurse, giving -2  Main Combat Stat and -1 Constitution for 72 hours after feeding.  
* '''Vampiric Familiar:''' Vampires are able to summon a Vampiric Familiar. It can be any type of small housepet such as a rodent, domestic canine, domestic feline, bird, small mustelid, rabbit, pygmy pig, reptile, or amphibian, or any other kind of small, domesticable animal. All Vampiric Familiars have some kind of bat-like features imposed on their natural form. They cannot be used in Combat RP and cannot be harmed by others. They can however carry hand-held items and interact with the environment, as long as they stay in Emote Range of their owner. If the Vampire already had a Familiar, it becomes their Vampire Familiar instead.
* '''Vampiric Thralling:''' Vampires are able to (with strict OOC consent) establish a mind-control curse after feeding on a victim that lasts until Exorcized. Thralls cannot be infected.
* '''Vampiric Dressage:''' Vampires are able to magically change their clothes. They can change the texture, color, pattern, shape, and appearance of any fabric or leather clothing piece. Additionally, they can instantly and seamlessly summon or resize any article of clothing on themselves. This Special cannot be used to summon armor. However, it can be used on any Vampire Thralls the Vampire might have, while within Emote Range of them.
* '''Vampiric Events:''' During Calendar Events, Vampires may use an NPC citizen Vampiric Glamor to join and cannot be detected by detection Mechanics, unless they attack.  
* '''Vampiric Duplication:''' Vampires are able to magically copy the appearance of another person that they have been within Emote Range of at least once before. This Special only works on Player Characters, and not Event NPCs, but allows the Vampire to perfectly copy the appearance, visuals, voice, etc of a person exactly, while also disguising their Vampiric Nature. A Vampire can don or remove this Disguise at will, and it cannot be removed by others. This Special is utilized by copying a person's Minecraft skin and nickname.
* '''Vampiric Physique:''' Vampires do not need to drink or eat, though can drink alcohol and get drunk. They also no longer need to breathe air, or feel the cold or damage from it.
* '''Vampiric Aesthetics:''' Vampires have a deep connection to the Void. Any summon or magic aesthetics that they use should be hues of red or black. Visual themes should be based on blood or blood-singing in some way.
* '''Vampiric Familiar:''' Vampires can summon a Vampiric familiar like a bat-themed falcon, dog, or piglet. This familiar can carry items, but not part-take in Combat.  
* '''Vampiric Form:''' All Vampires have an alternate appearance called a Vampire Form which is a Special Transformation that changes their appearance to such a degree it can also function as a disguise. Vampiric Forms can have a number of additional traits such as extra arms, eyes, horns, wings, tails, spikes, tendrils, appendages and more. It is important to remember however that a Vampire Form is purely aesthetic when it comes to Combat Roleplay, so for example, extra arms cannot be used to wield extra weapons, though outside of Combat Roleplay they can be functional to perform non-hostile/competitive actions like pouring a drink or holding an item. This Special cannot be combined with, or used at the same time as, any other Disguise Ability or Special. Vampiric Forms have an additional set of rules that must be followed:
* '''Vampiric Dressage:''' Vampires can magically alter their clothing and make-up, adding and removing items, changing color, changing textures, shapes, etc, instantly.
** Vampiric Forms may never imitate other Transformations of other Abilities or other Races. Additionally, some element of red must be prominent, but exactly where is up to the player.
* '''Vampiric Power:''' Vampires gain 4 Commutable Point Buy that can be spent in [[Artificer Point Buy|Artificer]]/[[Roguery Point Buy|Roguery]]/[[Spell Point Buy|Spell]]/[[Curses Point Buy|Curses]], are lost on curing, and must be on the Character Application.
** Players may design their own Vampiric Form, but the description must be placed on a Character Application under “Vampiric Form” somewhere in Abilities.
** Vampires who are members of Covens may have traits in their Vampiric Forms that are similar, usually defined by the Greater Vampire Player to make them appear like they belong together.
** Coven based traits may appear and disappear depending on the Vampire’s allegiance. Generally a Vampiric Form must be recognizably the same between loyalties.
** The Player may decide that their Vampiric Form is unrecognizable from their normal appearance, or has the same face. It functioning as a disguise is optional. Vampire Forms are, however, always recognizable as a Vampire.
 
===Greater Vampire===
===Greater Vampire===
A Vampire becomes Greater when they have infected four or more people and those people form a Coven with them, with those four Vampires being considered the Greater Vampire's "Pledged Vampires". Alternatively, they can have a currently infected Vampire pledge to them, but this pledge is permanent until that Vampire is cured. It is important that their Coven members stay active- Greater Vampire status is lost if their total active Pledged drop below four. Greater Vampires must write down the names of their Coven members on their Character Application. Bonded Vampires cannot become Greater Vampires. They have access to the following extra Specials:
Greater Vampires are leading Vampires who lead a Coven. At any time, if a Coven comes into existence in Roleplay, any number of leaders may be declared, and those leaders automatically become Greater Vampires. There is no minimum or maximum size for a Coven, as long as a Coven contains at least an active member and an active leader, it can be classified as a Coven, and it is up to the players to use common sense when a group needs a Coven Leader and when it just just a small group. Greater Vampires can also transition into Blooded Vampire if their Coven collapses, or Bonded Vampire if their variant conditions are met. Below, when the Special mentions an “OOC notified”, it means that the information should be transferred OOC, but that IC, these characters receive this information as prophetic visions. Greater Vampires have the following Specials:
* '''Coven Telepathy:''' The Greater Vampire is (while stationary inside a Rental Region / Regalian Business Region / Noble Estate / Clandestine Base) able to manifest an illusion of themselves made out of blood-smoke within Emote Range of their Pledged Vampires. This illusion cannot move, but can gesture and communicate within Emote Distance. If attacked, it disappears, dissolving for a minute. Pledged Vampires belonging to a specific Greater Vampire can call for them to appear with their illusion, which the Greater Vampire may accept or decline.
* '''Blood Inheritance:''' Greater Vampires have all the Specials that Blood Vampires have, and a set of unique ones that are lost as soon as they stop being a Greater Vampire.
* '''Coven Mender:''' Pledged Vampires belonging to the Greater Vampire may drink from their blood and restore all wounds, including body parts lost in the past 24 hours. This Special can only be used inside a Rental Region / Regalian Business Region / Noble Estate / Clandestine Base belonging to the Greater Vampire or their Coven, and can only be used if the region is not being attacked or besieged.
* '''Coven Mender:''' Greater Vampires are able to use Blood Magic to return lost limbs and restore wounds of Coven members inside their Clandestine Base, so long as it is not attacked.
* '''Coven Control:''' If a Greater Vampire's Pledged Vampire is captured, imprisoned, or cured, they become aware of their imminent fate by prophetic vision. If the Metropolitan is planning to cure them, the Greater Vampire must be OOCly informed of the date and time. It is the Vampire not the Metropolitan's responsibility to do this. As well, Greater Vampires cannot be cured conventionally (the Metropolitan OOCly knows when a Vampire is Greater). If they are to be cured, a Palace inquestor is called down, who sends the Metropolitan to fetch additional necessary quest items, after which they can be successfully cured.
* '''Coven Alerts:''' Greater Vampires can be OOC notified of an attack on their Clandestine Base, and they may blood-teleport in so long as enemies are not inside yet.
 
* '''Coven Control:''' If a Greater Vampire’s coven member is planned to be cured while caught, the Greater Vampire must be OOC notified of the time and place.  
===Master Vampire===
* '''Coven Hold:''' Greater Vampires cannot be conventionally cured. A Palace Inquisitor must be called to generate a specific curing mission for the State Metropolitan.  
A Greater Vampire becomes a Master Vampire or Desprince when they have produced (or Pledged) six or more Blooded Vampire followers. The Master Vampire can designate one of these six Pledged Vampires as a Greater Vampire. They cannot swap around who their "lieutenant" Greater Vampire is, but if that Greater Vampire is cured, they can pick a new one after 1 week. Master Vampires retain all Greater Vampire Specials, in addition to their Master Vampire Specials. (They can use Coven Mender and Coven Control on their Greater Vampire, but the Greater Vampire cannot use Coven Mender and Coven Control on the Master vampire.) They can make a ticket to discuss a Custom Kit with Lore Staff, which will remain in effect for as long as the Coven has the 7 necessary members or more. This Kit can vary greatly depending on the Master Vampire's niche. There can only ever be one Master Vampire in a Coven.
* '''Coven Lord:''' If a Greater Vampire is caught, their Coven members must be OOC notified of this and the place and time when they are planned to be cured.  
*'''Ultimate Blood-Bond:''' The Master Vampire is capable of magically maintaining a bond of blood to all of their pledged Vampires. When one of these Pledged Vampires is Cured, the Master Vampire is capable of instantly creating a Blood-Clone of that person at their Rental Region / Regalian Business Region / Noble Estate / Clandestine Base etc. This Blood-Clone is an exact copy of the prior Pledged Vampire, but is still infected as a Sanguine, and acts as a "split off" version of the target. While this Blood-Clone cannot share information that its 'original' would not have shared otherwise, it can act completely independently of its 'original,' and in perfect service to the Master Vampire. The Blood-Clone cannot be cured, but can be killed, or alternatively re-merged with its 'original,' if they are captured again by the Master Vampire, allowing for instant re-infection (and the destruction of the Blood-Clone). Blood-Clones automatically die after 1 Month's time, and require full re-infection to be created again. Blood-Clones can be played by the original character, or alternatively played by another player, if the original player consents.
*'''Call of the Void:''' When one of the Master Vampire's Pledged is cured, they can optionally activate a 'latent curse' in the individual. This essentially acts as a fake-curing, drawing the target back to the Master Vampire for re-infection via some magical force, once they are no longer under watch or suspicion. This Special relies on OOC consent, and generally exists as an IC explanation for people who still want to play a Vampire, but feel like their un-cured character wouldn't willingly return for infection.
 
===Bonded Vampire===
===Bonded Vampire===
Bonded Vampires are two Blooded Vampires in a romantic relationship who do not join a Coven. If for some reason their relationship changes/deteriorates, they become regular Blooded Vampires. Bonded Vampires can be family members, good friends, or have a Lord/Knight relationship of service and protection, or alternatively exclusive romantic partners (polyamory only counts if all members are Vampires and Vowed). They inherit regular Blooded Vampire Abilities and Specials, but get a few extra:
Bonded Vampires are (or more) Vampires who have chosen to promise their lives to each other, with their romantic intent amplified by their Vampirism. Bonded Vampires generally refers to two lover Vampires, but can also include more lovers if it concerns a polyamorous couple, however the relation must always be significant, it cannot be siblings or parents, only lovers. Bonded Vampires can exist in a Coven, but they can never be Leaders (because they care more about their lover than Coven). If their partner dies, is cured, or leaves them, Bonded Vampires revert to Blooded Vampires. Bonded Vampire Specials are as followed:
* '''Bonded Embrace:''' While within Emote Range of each other, Bonded Vampires gain +1 Strength. If one of them fails a dice roll, the other one can roll again, and the higher value is taken. This dice re-roll has a 2 hour cooldown, per Vampire. Bonded Vampires are able to telepathically communicate across any distance, through on-server Direct Message. They may also share feelings this way. Any Ability or Effect that counters Info Powers also disables this Special.
* '''Blood Inheritance:''' Bonded Vampires have all the Specials that Blood Vampires have, and a set of unique ones that are lost as soon as they stop being a Bonded Vampire.
* '''Bonded Desperation:''' If a Bonded Vampire is about to be killed, knocked out, or dragged to curing, the other Bonded Vampire may descend from the sky on bat-wings to aid them. This landing is nearly instant, and the Player may be informed of the emergency through Discord or DMs. However, if their partner is already caught in a Combat Roleplay, they cannot appear. Landing can chain into an attack or Ability.
* '''Bonded Embrace:''' Bonded Vampires, when in Emote Distance of their lover(s), gain +1 Main combat Stat, and Asha Speed while running towards each other only.
 
* '''Bonded Arrival:''' If a Bonded Vampire is near knocked out/killed/cured, their lover(s) may be notified OOC and arrive by sky-leap unless occupied in Combat elsewhere.
===Vampire Broods===
===Halfblood Vampire===
A Vampire Brood is someone with a Vampire parent. They can be infected like mundane people, and cured too, but have a unique appearance. They have the following Specials, and the following Specials only:
Halfblood Vampires come in two variants that very much depend on how the Halfblood is born. Halfblood at its core means to be born of a Vampire mother, father, or both, with what is classically referred to as a Brood Vampire being born from one parent being a Vampire, while a Curseborn Vampire is born when both parents are Vampires. Some cultures consider Curseborn Vampires to be the superior form of a Vampire, but most Vampires dismiss them as anti-Vampire Vampires, because they have a conscience. For purposes of explaining Specials and Abilities, this page will only cover Brood Vampires, while the lore specific to Curseborn Vampires can be found on the [[Curseborn]] page, as it is an [[Affinity]], not an [[Affliction]]. Brood Vampire Specials are as followed:
* '''Vampire Heritage:''' Vampire Broods are not Vampires, but are often mistaken for them. They have permanently red irises which cannot be hidden, even through tinted glasses. Broods also have sharp canines, though never quite as long as a real Vampire's, and optionally may also have paler skin, reddened eye sockets, and sharpened nails. Additional mutations are possible and can be inquired after in an RP Community Discord Staff Ticket.
* '''Brood Life:''' Brood Vampires do not live indefinitely from drinking blood like full Vampires do, but their life expectancy is twice-fold that of their dominant Race.
* '''Bloody Allure:''' Despite not being Vampires, Broods are attracted to blood. When they see or smell it, they become nervous, fidgety, and lose focus. If they give in to the curse and consume it, they become pseudo-infected, getting access to all Blooded Vampire Specials (but not Abilities) for 72 hours. This pseudo-infection is not curable, but always reverts after the 72 hours.
* '''Brood Mindwall:''' Brood Vampires are not beholden to Vampire mentality unless infected, instead their mind is clear of any alterations that might be present in real Vampires.  
* '''Vampiric Form:''' Even while not in their pseudo Infection or proper Vampiric Infection, Vampire Broods have access to an alternate appearance called a Vampire Form, which is a Special Transformation that changes their appearance. Vampiric Forms can have a number of additional traits such as extra arms, eyes, horns, wings, tails, spikes, tendrils, appendages and more. It is important to remember however that a Vampire Form is purely aesthetic when it comes to Combat Roleplay, so for example, extra arms cannot be used to wield extra weapons, though outside of Combat Roleplay they can be functional to perform non-hostile/competitive actions like pouring a drink or holding an item. Vampiric Forms work slightly differently for Vampire Broods than they do for regular Vampires. If a Vampire Brood becomes infected properly, or has a pseudo Infection, the rules of regular Vampire Vampiric Form apply, and their Vampiric Form may change until they are cured. The rules applying to Vampire Brood Vampiric Forms are listed below:
* '''Brood Heritage:''' Brood Vampires do not permanently have red eyes, but their eyes may turn red when they are angry/in a fight, or they may choose to make them red.  
** Vampiric Forms may never imitate other Transformations of other Abilities or other Races. Additionally, some element of red must be prominent, but exactly where is up to the player.
* '''Brood Connection:''' Brood Vampires are extremely susceptible to Infection. They are instantly turned into a full Vampire while being fed on, or drinking any type of blood.
** Players may design their own Vampiric Form, but the description must be placed on a Character Application under “Vampiric Form” somewhere in Abilities.
* '''Brood Bloodthirst:''' Brood Vampires are not addicted and don’t need Blood like real Vampires do, but they do have attraction to the idea of drinking it, when they see it.  
** The Player may not decide that their Vampiric Form is unrecognizable. Vampire Broods in their Vampire Form are always recognizable, the Vampiric Form cannot act as a disguise.
* '''Afflicted Form:''' Brood Vampires are able to make use of their Vampiric Form, even when not infected. For Afflicted Form Rules, consult the Mechanics section.
 
==Culture==
To be a vampire is to be hated and hunted by nearly all of Aloria. All over the world, vampires are reviled for their foul curse, seen as power-hungry leeches and agents of malice that only exist to prey on the innocent and powerless. While none of this is explicitly untrue, many vampires have reasons for turning to vampirism beyond the promise of power. To a vampire, vampirism is often seen as a means of self-expression, escapism, and above all, freedom.
 
Vampiric culture is attributed to both individualism and community; it's typical for a vampire to be very anti-government and anti-religious because these institutions are often very socially limiting. Vampires are driven by their wants, be it power, security, fame, or glory; vampires seek to be the best of themselves, and it's not uncommon for a vampire to feel as if their family, culture, government, religion, or morals get in the way of that. For these reasons, vampires typically either leave or are outcast from their society and are summarily seen as selfish, antisocial, and baleful beings who deeply hate all who participate in society. However, vampires are social creatures who crave to be around like-minded individuals; for this reason, it's not uncommon that a vampire may join or found a coven of other like-minded vampires or bond to another vampiric partner. It's rare to find a vampire who is truly a lone wolf and hasn't at least allied themselves to another vampire or coven as a whole.
 
Covens are what make up the basis of vampiric culture, and a vampire often defines their own culture based upon what Coven they may be a member of. Covens can vary wildly, and are often heavily influenced by the members that make it up, just as the coven itself influences its members, with some being militaristic, others more subterfuge based. What defines a Coven is simply the gathering of vampires - a Coven does not need to be structured in any particular way, some covens elect to have a single vampire lead them, while others choose for a council, rarely a coven may even be democratic in nature. It’s not unusual for newly forming covens to try and imitate older more established covens. The culturally relevant and longest lasting covens are often referred to as ‘Bloodlines’, the Bloodlines of modern vampiric culture are listed below and are often imitated in some way, be it through name, practice, or symbol.
 
==Rituals==
Rituals and their purposes are typically unique between covens, but there have been instances where two connected covens may share rituals, and some rituals can involve many covens at once. Rituals do not need a specific goal in mind, though they typically do have one, and are often treated as social events that allow vampires to gather and cooperate either within a coven or between them. Some specific rituals have been popularized and passed along between covens, and are now common to vampiric culture as a whole.
===The Faceless Masquerade===
The Faceless Masquerade, first popularized by Desprince Eveleanda Morvanus, is a ritual that heavily involves the arts of subterfuge and seduction. It’s often Alais that partake in this ritual, though Milôt and Dorkarth have been known to partake as well. A Faceless Masquerade is often not a party hosted by the vampires in question, as the name may imply, but rather is instead the act of a vampire or a coven of vampires attempting to infiltrate an already planned party. It’s not uncommon for a coven of vampires to prepare for a Faceless Masquerade together - the process involves not only a disguise - which is usually done with vampiric magics and makeup - but also involves creating fake personas and coming up with backstories and pseudonyms. Then, members of the coven, if successfully infiltrating, will typically attempt to gain positive rapport with the host or any guests of importance. It’s not uncommon practice for less militaristic covens to use Faceless Masquerades as a chance to acquire new members, and typically the seduction of the host and guest is with the intention of getting new thralls or new coven members who are already high in society.
 
===The Fledgling Hunt===
Fledgling Hunts were popularized by the first Desprinces of Dorkarth, and are performed by all bloodlines regularly. Fledgling hunts are, essentially, initiation rites for newly blooded members of vampire covens. Often, Fledgling Hunts are a chance for a newly blooded vampire to prove their own competence and make a place for themselves in a coven’s hierarchy. These initiation rights, despite the name, do not always have to be hunts in the literal sense - for example, a Milôt coven’s Fledgling Hunt may take place in hosting a fun party, an Alais coven’s Fledgling Hunt may involve successfully seducing a target of interest,and a Dorkarth coven’s may be successfully taking a new thrall. Though, it’s not uncommon for a Fledgling Hunt to just be an actual hunt, be it of potential prey or a Cahal - these practices are very common between von Kërle and Wyrden covens.
 
===Dueling of Wutienda===
Wutienda Duels are named after the Dorkarth Desprince, Wutienda, who first came up with the ritual, though the duels have been largely popularized in modern times by the von Kërle covens. Wutienda duels are affairs that are used not only for entertainment, but to train one’s skills, and to settle disputes. The ritual involves first drawing a circle of runes on the ground - the size does not matter, it can be as small or as large as the vampire likes, though the circle has to be unbroken. The materials used to draw this circle has to be mixed with the blood of those that intend to participate in the duel - there is no limit of participants, the only stipulation being that all participants must be vampiric and have infected blood, or the ritual will fail. After the ritual circle is drawn, and all participating vampires step into the circle, the ritual can be fully activated with a single drop of Greater Vampire or Desprince blood. Upon activation, the circle is enclosed with a magical barrier that does not allow anyone into the circle, but can let participants out (however, they cannot re-enter upon exiting). The circle stays this way until only one living vampire remains. It’s typical for a Wutienda duel to end in a death or multiple deaths (at the end of the duel, all killed parties are returned to life, though the victor’s wounds are not healed), however this is not always the case. Wutienda duels can be done with non-lethal fights, or more unique fighting styles such as trying to shove an opponent out of the dueling ring. Rarely, Wutienda duels are used in a manner that’s not particularly violent - as some Alais covens tend to do - such as having contestants verbally spar until one gets their feelings hurt and declares defeat by leaving the ring. It’s typical for duellists to either agree on a fighting method themselves, or have the Greater vampire or Desprince who activates the ring decide on the method and rulings, and it is seen as incredibly taboo to deviate from the rulings of a Wutienda duel. It is possible for a Greater Vampire or Desprince to declare a ‘champion’ of their coven through the use of a Wutienda duel - where the winner of the duel can be branded with a glowing mark (which is unique between covens) somewhere on their body as a symbol of their status as the coven’s champion, which essentially declares them one of the coven’s best. This mark can be hidden by glamor form, and there can only ever be one ‘champion’ per coven, which makes the position highly sought after, especially from more prideful vampires.
 
===The Ritual of Projections===
By use of this ritual, any Vampire-attuned Ezekiel is able to summon a ghastly ethereal Tome (of any chosen aesthetic design) comprised of their accumulated knowledge, arcane or otherwise. This Tome may not be stolen, conventionally or through arcane means, as any who attempt to touch it simply phase through it. Even the Ezekiel is unable to touch it, instead causing it to levitate ahead of them whilst manipulating page flipping through arcane hand motions. Whilst this tome is summoned, the Ezekiel is endowed with various glowing runes etched into their bodies (inclusive of any transformations to Lich form). By flipping through the pages of the Tome, the Lich is thus able to project visualizations onto any nearby wall (including the ceiling or floor) for others to view. This wall must be prepared with a runic glyph-circle etched or drawn into it, such as with chalk, blood, paint, or carvings. For instance, if the Lich were offering a lecture on Dragons, they could project a vision of Dragons; regardless of whether or not the Lich had ever seen Dragons. As such, they are even able to project their memories, but may only project one vision on one wall at a time, manipulating only what is seen on the ‘screen’. They are unable to perform this ritual within combat, nor for any purpose besides the sharing of knowledge or telling of stories. It is designed to allow for wisened Ezekiel Vampires to lead more engaging lectures and sermons regarding all which they have learned, or to entertain their Coven with stories of their travels.


==History==
==History==
The exact origins of the Vampiric Curse is unknown, largely because the Regalian Empire has been exceptionally efficient at suppressing information about the Vampiric Curse for centuries following the Vampire Wars. Vampirism itself is thousands of years old however, with a variety of it affecting (presumably) nearly every civilization that suffered a Void Invasion. Within the [[Allorn Empire]] still exist some records of claims by the [[Meraic Civilization]] where those corrupted by the darkness fed on their own people, which is often regarded as evidence for Vampirism having existed at least as far back as 2000 years. With the Void invasions however, and with the Arch-Void disappearing from the world after a successful purge, the Vampiric Curse would eventually die out as it lacked the population to sustain itself, thus disappearing until the next Void Invasion. A handful of Vampires are known (and rumored) to have survived each civilization fall, going into hibernation and remaining hidden for hundreds if not thousands of years, waiting to be administered a drop of blood to be revived. When the last Void Invasion at the end of the Allorn Empire took place, Vampires once again started appearing among the Altalar, some cults which had become prone to blood worship and cannibalism. When the Void Invasion was halted, Vampirism disappeared along with the rest of the Demonic forces, but re-appeared in Ellador several years later. The theory among scholars in the Regalian Court is that Vampirism was designed to weaken the population before the main Demonic force would arrive, causing in-fighting and terror among the population thus reducing their effectiveness in a fight. Since the Arch-Void was defeated on a more permanent basis however, Vampires have effectively exceeded their purpose, and started defining their own reason to exist in the world, causing the creation of so-called cultural Bloodlines.  
Vampirism’s origins are well understood in the modern era due to the intrepid investigating and researching done by scholars through the years, but many details have been left out of common history books to protect the people from knowing the details. Vampirism was first created by the Void Gods, as a specific means to soften society in preparation of a future Void Invasion. Immediately after Cataclysm and the first recorded failed Void Invasion, the ruinous powers of the Void started plotting their next Invasion in earnest, but believed that the newly formed Regalian Empire would cause too much of an obstacle. As such, they created Vampirism to distract Regalia, and turn its own population against it by converting a few and letting it spread from there. The long-game intent was to eventually return to Aloria, and then destroy the Empire and the Vampires who had helped them destabilize it.


==Bloodlines==
At a certain point in time through a series of unclear events, Vampires (who were originally mind-slaved to the Void Gods) broke free, and no longer followed their orders except for a small minority. It is unclear whether this occurred because of the intervention of Gods, Arken, or through the Void Gods underestimating the sheer willpower of the Vampires not to be used as someone else’s puppet. Either way, Vampires spread across the world instead of unifying as a single Void-controlled force, many of them settling into a comfortable underground lifestyle where they drew just enough attention to be feared, but just little enough attention not to be seen as a huge problem and have the entire state breathing down their necks.  
In vampiric culture, the term ‘bloodline’ is not referring to literal descendance by relation, rather, it refers to the influence of notable past covens that have become cultural icons. It’s not uncommon for both individual Vampires and Vampire Covens to identify with a bloodline. There have been many throughout history, these are the most notable modern ones.


===Alais===
Many Vampires live much the same way in the modern era, thriving in the shadows but always having long-game ambitions of expanding their influence and control over people in higher positions of power. Many Vampires insulate themselves from being hunted by blood-controlling a high Duke or Commander of a local army regiment, thus always feeding it false information while staying under the radar. Others expand their personal fortunes by harvesting large amounts of blood cattle, and establishing racketeering among merchants and shopkeepers. And others yet try to establish a nation of their own, forming formal armies and participating in the game of grand politics.  
The Alais Bloodline originated in Ithania during the Vampire Wars. Its Desprince, Eveleanda Morvanus, led her cult-following to Ithania during their height, and managed to seduce one of the richest princesses of the local Hivres. The resulting two-woman power couple quickly spread their influence and soon turned the local courts to Vampirism. The Coven of Alais was founded, and its influence soon spread, as the Coven sent infiltrants to courts within Lusits, Solacia, Pays-Sud, and eventually even the Imperial Court itself. Vampires and Covens who align themselves as Alais pay homage and often imitate the ways of seduction, subterfuge, and infiltration the original Alais Desprinces had, and look to claim their freedom by climbing to the top of the social ladder and reigning over those on the lower rungs.
 
===Milôt===
The Milôt Bloodline originated in the [[Regalian Archipelago]], somewhere in [[Pays-Sud]], around the time of the [[Ithanian Gem Boom]]. Unlike other Bloodlines, the history of the Milôt Coven was never well recorded, its Desprince is not known. It’s said, however, that they were a commoner and spent much of their time around carnivals. The Milôt Coven was not a strongly centralized Coven, rather, it was said to migrate regularly, following multiple troupes of entertainers throughout the Regalian archipelago and onwards. Those who align themselves with the Milôt bloodline are often entertainers, partygoers, extroverts and socialites who seek freedom through hedonism and fun.
 
===Wyrden===
The Wyrden Bloodline originates from the Morass Willow Walds in Western [[Anglia]], after the Vampire Wars. The Wyrden Bloodline’s origins are steeped in a rich oral history and folktale that has mutated over time. It is believed the first Desprince of the Wyrden Coven was a prophet named Zalora, a vampire who was obsessed with fighting the Uhr-Beasts and ensuring the continuation of the Vampiric Gift. Contemplating how to defeat this mortal enemy, Zalora traveled the world in a great pilgrimage, seeking solutions to their dire problem. It’s said that Zalora found what they were looking for in the Regalian Archipelago, long before the Regalian Empire was formed, and after centuries they had mastered the art of controlling nature itself. It’s then said that Zalora transmuted themselves into a twisted leafless tree, and bled sap that gave birth to the first Wyrden Coven. The legitimacy of this story is questionable at best, though Wyrden often believe it to be true. Whatever the case, the Wyrden Coven started within Western Anglia’s walds, and has spread to forests within and beyond the Regalian Archipelago, and often compete with and antagonize Cahal packs openly and aggressively, believing them to the the Uhr-Beasts Zalora’s prophecy spoke of. Those who align with the Wyrden Bloodline are often sages, herbalists, mystics, gardeners and healers who seek freedom by continuing Zalora’s prime directive: fighting the Cahalic beasts and ensuring the continued survival of Vampires.
 
===von Kërle===
The von Kërle Bloodline originated in the dark forests of [[Calemberg]], [[Baldmark]], and [[Waldmark]]. The Coven of von Kërle began during the heat of the Vampire Wars when a Dorkarth Desprince left Ellador to infiltrate Calemberg with the intention of weakening the [[Wirtem]] armies by seducing the higher rungs of society. This Desprince was successful, and managed to use his vampiric wiles to seduce the Count of Parchstadt and turn him to Dark Ancient worship. He was successful, however, the Count of Parchstadt proved more cunning than his Desprince lover, killing him and taking his power. How, when, or why the Count did this is lost to time, however it is said that the Count was not a Vampire going into the ordeal, and was a Vampire coming out of it. The von Kërle Coven spread through the dark forests shortly after the Count’s disappearance, and the von Kërle bloodline proliferated even through violent clashes with the [[Darkwald Order]]. Those who align with the von Kërle bloodline are often dogmatic and militaristic, and seek freedom through physical and militaristic might.
 
===Dorkarth===
The Dorkarth Bloodline originated in Ellador many centuries ago, and is one of the oldest and largest still-relevant Covens to date. All modern Bloodlines are said to have descended from individuals converted by the fourteen immortal High Desprinces that make up the leadership of the Dorkarth Coven. It controls a state in north-western Ellador of the same name, and still contends with Dwarves and Isldar of the region to this day, all in the hopes of creating a Vampiric Empire. Those who align themselves with the Dorkarth Bloodline are often in favor of powerful, ruthless and Vampire-centric leadership, seeking freedom by being in control.


==Culture==
Vampirism has a couple of aspects about it that make it culturally unique when compared to other Afflictions, notably the fact that they have Bloodlines, and a strong Ritual culture focused on the way they create, govern, and expand their Covens.
===Dorkarth Nation===
By far the most unique aspect about Vampirism when compared to other Afflictions, is the fact that they have their own nation. While the majority of the Vampires in the world are not from Dorkarth, and fewer yet claim to be loyal to it, the Dorkarth Realm is considered a true Vampire realm, where Vampires rule. At the very top of the Vampire realm is the Vampire Queen whose palace rests in the north-west of Ellador, from where she commands the Desprinces, which is a Vampiric term for Prince or Commander or General. Vampires make up the population of this realm, while non-Vampires have no rights as blood-cattle prisoners, or servant slaves. The Dorkarthi Realm is in a constant war against the other Velheim nations in the north, as well as both Isldar subraces Bene Rexit and Bene Vixit. The fact that Vampires theoretically always have a nation to fall back on means that many of them can afford to act more recklessly than other Afflicted, because if things go badly, a Vampire can always flee north to the relative safety of the capital’s unbreached walls, where Vampire Mages turn the snowy tundra into a sweltering permanent night.
===Bloodlines===
The Concept of a Bloodline, is the idea that 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. For example, 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 thus 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 competition-like feelings towards Vampires of other Bloodlines. Though a Bloodline should never get in the way of working together in a Coven albeit with some snark and quips here and there. Bloodlines are usually made by Desprinces, and have historically mostly been founded during or after the Vampire Wars, which forced many Desprinces to flee Ellador into the wider world. The following Bloodlines are well established in lore, though players may make their own Bloodlines also, as long as they understand they may not be acknowledged by the canon universe:
====Alais Bloodline====
Desprince Morvanus fled to Ithania with her cult following, and quickly infiltrated one of the local courts of an important Duchess. The two became Bonded, and from there infected many important nobles and courtiers across the Ithanian realm, establishing the Alais Bloodline. Alais Bloodline Vampires are commonly found in places where wealthy aristocrats flourish, and they usually prefer to remain undetected and weave themselves into the fabric of the nobility without necessarily undermining it. The Alais Bloodline in fact like the aristocratic structures set up by the Regalian Empire, because they allow them to thrive while not being seen as some kind of monster, but rather an illicit aspect of noble privilege, the allure of power and the forbidden desires that many nobles hold. Alais Vampires in general look down on other Vampires as uncultured or below their standing. The Alais are also considered the reason why it is believed that every Ithanian Ducal and Royal court has at least a couple of Vampires in it, and that these courts are aware, and are actively hiding them.
====Milôt Bloodline====
Desprince Shannon and his cult fled to Pays Sud in the Regalian Archipelago, disguising themselves as a traveling circus that went from town to town to infect others. When the wine rich region was particularly hard hit with infections, the Milôt Bloodline was essentially established there as its base of operations. Milôt Vampires are similar to the Alais, in that they do not engage in any predictable Vampiric behavior, and rather like living a life of isolated luxury. Many of them invest in wineries to infect people with their vintages, only to savor the power and influence that they might hold without ever flexing it in a way to draw attention to themselves. Milôt frequently hide among entertainers, courtesans, wine makers and other entertainment service individuals to offer part of their sanguine Affliction as something of a gimmick to their service. Milôt do not benefit from the protection of the nobility like the Alais do, but are similarly often hired by Nobles for hedonistic purposes.
====Doughall Bloodline====
Desprince Mannis and his cult fled to Gallovia in the Regalian Archipelago, using the cold mountains and vast pine forests to hide from the gazing eye of Regalia. There. In the snowy darkness, they fell upon village after village, before retreating back into the caves and hills beyond the reach of the Regalian Military. When the cave-fort of Mannisburgh was founded, the Doughall Bloodline was officialized. Doughall Vampires are considered wild brutes, as unlike the fine Alais and the disciplined von Kërle, the Doughall favor brute force and raw power over hiding and secrecy. Doughall Vampires also do not consider the Vampiric curse itself enough to empower themselves, and frequently focus on enriching their body also with physical exercise and body-modifications to become stronger and bigger, hence the nickname brute Vampire. Doughall Vampires continue to be a large issue in Talahm Gall, the sparsely populated hinterlands of Gallovia, where they make battle with the Old Gods Warghen, the Gallovian Marken who worship the Wolf-God.
====Barghest Bloodline====
Desprince Shirva took her cult to the Free Cain Jarl lands, where she established her own outpost and infected traveling merchants. The name Barghest comes from the Barghest shipping company that was entirely converted into a Vampiric coven, officializing itself as the Barghest Bloodline and converting from a life of trade and shipping into one of piracy and theft. Barghest Vampires tend to be far less interested in seeking direct conflict with anyone, but rather steal and plunder their way into riches, and then use those riches to bribe others for protection or to turn a blind eye. Barghest Vampires tend to favor supporting roles and ranged combat over getting up close and personal like Doughall, and are far more comfortable out on the open sea and near water than they are on land or in dark caves or underground sections of the sewers. Barghest Vampires are the closest thing one might find to “kind” Vampires, even that kindness can only express itself towards other Vampires and never to non-Vampires.
====von Kërle Bloodline====
Desprince Colvan was one of the first Desprinces to leave Ellador even before the war was over, intent to infect the Wirtem nobility in Regalia which was largely steering the military forces attacking the Dorkarthi Desprinces still in Ellador. Desprince Colvan attached himself to the Count of Parchstadt of the von Kërle family. Despite being Bonded, the Count of Parchstadt was seriously underestimated by the Desprince, who slew his Desprince lover to claim the Desprince title, founding the von Kërle Bloodline. Von Kërle Vampires are best described as aristocratically minded Vampires who enjoy military discipline, giving orders (and having other Vampires follow them) and retaining a semblance of classiness while being Vampires. Many of them dress and carry themselves as generals, warriors and knights, relying more on their skills with weapons and military tactics than their occult powers. The von Kërle remain the most dangerous Afflicted force in the darkwald regions of the Regalian Archipelago, fighting an unending war with their evenly matched Lothar enemies.
====Zikiel Bloodline====
Desprince Mesvenn fled all the way to Al-Alus in Farah’deen, turning an entire Hadritya and even managing somehow to Void-infect the machinery and Qadir soul-vessels to serve him, creating the Zikiel Bloodline. The Zikiel Bloodline is another more secretive Bloodline that largely disregards the Vampiric intent to destabilize nations and establish their own realm. Zikiel Vampires often are in fact content letting other Vampires take the heat while they use their Vampiric gift to unnaturally extend their life, giving them more time to study and learn. Indeed, Zikiel Vampires are primarily interested in learning as much as possible of the world, and becoming its information brokering gatekeepers for who gets to have what information, while also collecting technological blueprints and machines, hoping to keep them out of the clutches of anti-Vampire forces.
====Dorkarth Bloodline====
The Dorkarth Bloodline does not strictly have one Desprince as its source, but rather belongs to a large collection of Dorkarth-loyal Desprinces who either remain there, or have spread further into the world while holding onto their anti-Regalian sentiment. Dorkarth Vampires (despite being free of the Void Gods control) are still focused on their original mission of wearing down the Regalian Empire, because instead of serving the next Void Invasion, they believe it serves their right to rule over non-Vampires and bring about a Vampiric Imperial paradise. Dorkarth Vampires never really behave any one particular way like other Bloodlines, far from being generic, they simply haven’t specialized like the others did. Dorkarth Vampires also remain by far in the majority, as Dorkarthi Desprinces do not care about subtlety like Alais or Milôt do, and do not suffer geographical obstacles like the Doughall do. They simply wish to destabilize the Regalian Empire first, and then all other nations.
====Wyrden Bloodline====
Desprince Zarlora, also called the Red Prophetess, traveled to Anglia during the Vampire Wars to try and disrupt the recruitment of the many Anglian soldiers serving under the Wirtem commanders in Ellador. Instead, she was bogged down in a surprising foe: the Gray Witches, who she had not expected to meet there. While other Desprinces had a fairly easy time infecting others, Zarlora had to fight the hardest, so hard in fact that she eventually transformed herself into a twisted tree that bled Vampire blood, from which the first animal-shape shifting Vampires were made, using their Vampiric Form to look like twisted mockeries of Marken. The Wyrden Bloodline then ironically became as infused into Anglian folklore as the Gray Witches themselves, though they have recently supposedly been purged. Still, Wyrden Vampires are exceptionally durable, owing to their habits of being little swamp and bog creatures, and not even really acting like Vampires until someone is unlucky enough to walk into their particular patch of treacherous bogland. Wyrden Vampires are just as much interested in drinking blood, as finding some kind of herbal alternative, obsessing over alchemy and creating more means for Vampires to survive the onslaught of ani-Vampire forces.
====Fahlein Bloodline====
The Fahlein Bloodline is the only Bloodline of which there exists virtually no information of its founding, aside from the fact it was likely created in the Regalian Sewers, as it is also only found in Regalia. Fahlein Vampires are considered the lowest of the lowest disgusting scab-covered Vampires who have absolutely no self control, and are just looking for their next blood meal. Fahlein Vampires live in the shadows, skulking and stalking prey in the dark sewer tunnels under the city, and having no greater understanding of their purpose or intentions. Fahlein Vampires are sometimes recruited by more thought-capable Covens who see them as little more than feral pets, something to throw into the frontline and use the savagery of, with little regard for self-preservation. Fahlein Vampires as such also have the highest mortality rate, but their bites also tend to be the most infectious, along with a whole other host of unpleasant diseases that one would contract from living in the sewers nearly permanently and practicing little to no hygiene.
====Chyga Bloodline====
The Chyga Bloodline descends from the Desprince Fannahr, who saw power in the Slizzar, and chose to specifically create a bloodline of infiltrant Slizzar Vampires. Chyga Vampires specifically cater around the idea of the snake-like Vampire who infiltrates societies and gives credence to the fear and legends of Vampirism, while also luring others into believing Vampirism is actually a good thing. In such a way, they could best be described as Vampire propagandists, who travel the realms and try to show the benefits of Vampirism while downplaying the bad parts. Chyga Vampires are also incredibly vain themselves, favoring beautiful appearances brought about by their Slizzar shapeshifting Abilities, each of them having one strong visual aspect that allows them to recognize each other: Ailor-like appearance, but with a forked tongue and slitted yellow eyes, traits that actual Slizzar very rarely use bereft of other shapeshifting aspects.
====Kydaer Bloodline====
The Kydaer Bloodline is one of the most recent ones, following Desprince Kydaer, who himself was a Kathar Pride Silven arriving in the Dread Empire. The Kydaer Bloodline is mostly focused on integration with the Dread Empire, but can also be found elsewhere, wherever there are Kathar populations, a population it strongly favors. Kydaer Vampires are adrenaline junkies that have a need to both prove themselves, and be remembered by the world for reasons other than being a Vampire. Vampirism is part of what makes them special and enables their behavior, but their own lack of self-control and seeking the next high creates the situations in which Kydaer Vampires are incredibly crass, loud, bombastic, and most important of all: incredibly public. They need people to know their name, and they need to be remembered.
====Mekephit Bloodline====
The Mekephit Bloodline was founded by the Desprince Mekkh who fled to the Suvial lands, and founded their coven in an area particularly notable for having massive volcanically hollowed out networks of caves underground. In order to blend in with the local mega-insect fauna, the Mekephit Bloodline Vampires specialized in making their Vampire Forms appear more insect like than otherwise. In doing so however, the Mekephit Bloodline fell prey to the obsessions of the local wildlife. The more they withdrew from society and only fed when necessary, and lost contact with the other Dorkarthi Princes, the more they started glorifying the things they made (as opposed to the things they did, like a Kydaer would). Mekephit were obsessed with making intricate things like weapons, shields, sets of armor, buildings, temples and vast structures to praise their identity, themselves, the concept of Vampirism, or just insects, whom they had essentially usurped as symbols. Few Mekephit exist in Regalia, but they are equally obsessed with leaving a mark on the landscape to remember them by, particularly by constructing Mekephit hives.
====Irontooth Bloodline====
As if Dwarves already didn’t have enough problems, Desprince Ramonder invaded one of the smaller Dwarven holds during the Vampire Wars, and infected the entire population, creating the Irontooth Bloodline. Irontooth Vampires are nearly entirely Dwarves, and have gotten into the habit of showing how strong and enduring they are, by consuming metals of all variants, some to such a degree that their skin color changes. Many Irontooth are blue on account of eating so much silver, while others are a sickly green. Some yet immerse themselves in black ink, appearing more like demonic Dwarves than anything. Irontooth Dwarves are like Kydaer incredibly loud and boisterous, not taking time to hide themselves, but are less selfishly focused, and are notably known among other Bloodlines as incredibly irritating, because all they ever do is complain about how bad everyone else is in comparison to them.
====Dreygur Bloodline====
The Dreygur Bloodline is also a relatively new Bloodline that largely thrives in Drixagh due to the lack of strict government control in this area. It came about when Desprince Otrygg (who was himself relatively young and Hedryllian instead of Dorkarthi) fled to Drixagh which at the time was not yet part of the Regalian Empire. There, he immersed himself in Aesir worship creating a Bloodline that can best be described as fanatic Rand supporters, who also specialize in Theurgy to empower themselves. Dreygur Vampires are immensely vain, and never hide their red eyes, while also always showing much of their body covered in Velheim tattoos, and also proudly display a variety of Void Demon mutations caused by their passenger(s), such as Spirit horns, tails, claws, or spikes. Dreygur Vampires in particular hunt Vasir worshiping Velheim, who they consider weak, attempting to convince them into the service of Rand by infection. Dreygur Vampires also have an unexplained habit for baldness, shaving their hair to show the mutations of ridges and horns that they have collected on their head.
====Te’Suik Bloodline====
The Te’Suik Bloodline is an incredibly rare Bloodline that exists somewhere nobody thought possible: the Sihai lands. While the Sihai lands generally don’t have Occult on them to the point that locals don’t even know what Void Mages or Exist Silven are, they are familiar with the Kyonshi, which they believe to be blood-eating undead, but are actually Vampires. Te’Suik come from the Desprincess Mata, who used the far less-traveled Balantagi pathway into the inner Jade Sea, and from there, established minor fiefdoms across the Sihai lands with her close confidantes. Mata only ever recruited female Vampires, who in turn only ever turned females, each of them thralling enough subjects to build them a castle in some faraway land from which they slowly and subtly merged into the Sihai folklore of the Kyonshi, which pre-date Vampires existence by several thousand years and were once only folklore legend, an ironic piece of historical convergence. Te’Suik don’t like spreading Vampirism, and consider it a blessing only held by the most deserving, preferring to kill their prey rather than infect them. They also never drink with physical touch, considering “mortals” too weak and dirty to touch, instead using an elongated metal straw that punctures a victim’s neck (but is functionally the same as feeding). Sihai who arrive in Regalia are often confused when confronted with the concept of a Vampire, familiar with a Kyonshi, but having some world-shattering realizations when they discover that they are very real, and have been living in the Sihai lands for hundreds of years.
====Maleir Bloodline====
The Maleir Bloodline came about when the Void Arken of Malice interfered with the Vampiric strain, thus creating the only Vampiric Bloodline that wasn’t made on purpose by a Desprince, but rather one artificially designed by an Arken. The Malice Arken had no good intentions for the Maleir however, as this Arken is particularly prone to playing games with mortals that have no winners. The Maleir Bloodline quickly became known as the “melancholic bloodline”, because many of its Vampires appear unusually melancholic. They prefer muted tones to their clothing, their skin turns more ash-gray because of the lack of sunlight, and they frequently use black make-up or dye their hair uniformly black or red. Maleir are more hyper focused on the poetic concept of Vampirism than actually serving a bigger purpose, which is why other Bloodlines think interacting with them is a waste of time. Dragging a Maleir Vampire to a raid is more likely to cause them to write death poems and start admiring the way blood flows from a wound, than actually being a useful combatant. Still, Maleir Vampires use this melancholic guise to their success, they are generally considered the least threatening considering ambitions, which means they somehow always end up surviving an internal struggle among Vampires. While loyalists of the previous Desprince get purged, nobody really pays attention to the Maleir surviving and thriving in the background.
====Dralonais Bloodline====
The Dralonais Bloodline was created when Desprince Verrat fled to Ithania after the Vampire Wars, and found hiding in the under cities of the Ithanian metropolises very easy and comfortable even. Living among the refuse of ex-slaves and vagabonds who were refused access to the cities above, Verrat mostly fed on Eronidas and half-Eronidas, creating a very violent and cruel Bloodline. This is what set the Dralonais apart from the other Bloodlines who tend to be fairly clean and simple when they feed (or kill), Dralonais however revel in the violence and pain inflicted, and even choose to inflict more than they need to. Many Dralonais are Eronidas, but they don’t have to be, and many Dralonais obsess about monster mutations, trying to appear more like a horror from the mists than an actual person in their Vampire Form. One notable thing many of them chase after is the monstrous mutation of a double-hinged jaw, particularly useful in their more than messy feeding habits and the wounds they leave behind on their victims, with chunks or potentially parts of limbs missing.
==Trivia==
==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.  
* 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.
* It’s not unusual for a Vampire Coven to incorporate void-attuned Ezekiel into their ranks as blooded members. Although rare, there are recorded instances of void-attuned Ezekiel leading covens, or even claiming themselves as Desprinces. Void Silven often share a similar lot with Ezekiel in this regard, though typically Ezekiel are received better than Void Silven.
* Vampires are functionally immortal, 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.
{{Vampire Bloodlines}}
* 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.  
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{{Afflictions}}
{{Accreditation
{{Accreditation
|Writers = MonMarty, Lizmun
|Writers = MonMarty
|Processors = Scribbe, Birdsfoot_Violet
|Processors = Birdsfoot_Violet
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[[category:Afflictions]] [[category:Void Afflictions]]
[[category:Afflictions]] [[category:Void Afflictions]]

Latest revision as of 05:20, 10 December 2022

Vampirism
Vampirebloodyb.png
Afflictions
Affected Races All, except Urlan,Bralona, and Sihndar.
Contraction Bite, Blood drinking, or Altar Ritual.
Mortality Rate Long-lived
Origins Cataclysm
Symptoms
  • Bloodthirst
  • Removed consciousness
  • Void Corruption

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.

Core Concept

A Vampire is a person who once led a normal life, but was converted into a sanguine cursed through the so-called crimson blood curse. Regardless of how they were once infected, their mind and body were warped by the curse that many say is actually a blessing, for all the power it grants and only minor freedoms it takes away. Vampires are reviled by nearly all societies and all religions across the world, and whole organizations have been created just to specialize in the act of hunting Vampires, who continue to be the greatest threat to civilized order and the rule of law in any state. So too does the Regalian Empire constantly struggle with Vampires living in the undercities of their major urban centers, keeping to the shadows and biding their time.

Playing a Vampire

Playing a Vampire comes with the caveat of being a prosecuted social class. Vampirism is considered an evil curse and something meant to be exterminated, with the vast majority of roleplay characters being anti-Vampire, and choosing to attack a Vampire on sight. Vampires are more powerful than non-Vampires, in general if a Vampire catches another person alone in an alley, they are guaranteed to lose unless they are a Vampire Hunter or a particularly powerful Mage. To be a Vampire is to live in Crookback or the Sewers, avoiding direct confrontation with the City Guard, and instead focusing on building a network of power and blood cattle to survive off.

Vampires in Regalia

Vampires in Regalia are deeply hated, and never has there been a time in which Vampires were accepted among the citizens of the Empire. Regalia fought numerous wars against the Vampire lords of Ellador, and continued to actively purge Vampire populations. The accessibility of a Curing Chamber in Regalia has made policies in the capital somewhat more loose, but in the provinces, Vampires are nearly always put to death when found. To play a Vampire in Regalia is to have a multitude of enemies always looking for your Character to forcibly cure them, or imprison them. Halfblood Vampires (both Brood and Curseborn) are equally treated as pure evil in Regalia. This is why Broods try to hide their identity by not turning their eyes red, and Curseborn Vampires try to find some way of living unnoticed, or seek legality through the long and difficult path of state approval.

Mechanics

Mechanics are a set of rules that define how this Affliction operates. This section is very important to read, because it may include some functions that could be considered Specials, though all Abilities are recorded in the Variants section.

Becoming Afflicted

Becoming a Vampire is scarily easy. There are so called Infection processes (described in more detail below). Once initial infection has taken place, the person will undergo a couple of days of conversion during which they are still their old self, but feel like something is wrong, and gradually turn into a Vampire by losing parts of their mind that made them normal. A person normally becomes a full Vampire upon first blood feeding, though this slow infection process may also be time-skipped or extended with player discretion.

  • Infection by bite: Infection by bite is the most common occurrence for Vampirism to spread, as it is highly contagious. Players may decide not to be infected by a bite however.
  • Infection by blood: Infection by blood is less common, which involves drinking an amount of Vampiric Blood. Force-feeding blood or hiding blood in drinks requires OOC consent.
  • Infection by ritual: Infection by Ritual is less common, involving praising the Void Gods and asking for their blessing. Greater Entities like Arken and Void Gods can also do this directly.

In any and all cases, anyone who is already Exist or Ordial Occult, whether through Magic or Theurgy, etc., cannot become a Vampire. The latent conflicting essence prevents infection.

Curing Afflicted

Affliction curing in the provinces is practically impossible. The only real way Afflicted have reliability been cured in the world, is through Curing Chambers, which are very rare old Dragon Ruins with chambers that some doctors have discovered can cleanse a person of their Affliction. In order to cure an Afflicted, the Afflicted must be put into the Curing Chamber by someone who has the Affliction Wisdom Pack from the Scholarly Point Buy Category, after which this person may perform the ritual. How the ritual is done is up to player interpretation, but the Afflicted must remain in the Curing Chamber for 10 Minutes, while the Afflicted is unable to escape without outside help. If a Curing session is attacked by outsiders, for example other Afflicted trying to break the Afflicted out, the Curing only completes when all attackers have been defeated. Either way, if anyone attacks a Curing session, nobody may be imprisoned or killed during or after the fight, nor may Artifacts be stolen. It is usually recommended that Afflicted are followed up on after curing, as their re-infection rates are much faster and easier than those who have never been Afflicted.

Mentality

Vampirism was designed by the ruinous powers of the Void to soften up Humanity for the next Void Invasion, as they had deemed the Regalian Empire the only real threat to their defeat. Even though Vampires have since retaken control of their own destiny, the mind-altering effects of Vampirism that were first concocted by the powers of the Void are still present:

  • No Conscience: Vampires don’t have a conscience, they never feel bad about feeding or attacking anyone, or engaging in their Vampiric actions, or causing others to suffer.
  • High Vanity: Vampires have a huge ego and rarely suffer from self-doubt or anxiety, they feel better than everyone around them, and feel Vampirism itself is a blessing.
  • Respect Power: Vampires have respect for very few things, except Power, even when that comes from non-Vampires, such as state authority figures or even gods.
  • Resist Curing: Vampires will always resist and fight tooth and nail to prevent themselves from being cured. Acting snarky or comedic/aloof in the Curing Chamber is considered Fail-Rp.

Identification

The most problematic part about Vampirism, is how hard it is to see a genuinely good subversive Vampire. While some Vampires wear their identity on their sleeves by always choosing to make their eyes red and dressing the part of a night-crawler, the signature red eyes that all Vampires have are not always present. Their irises only turn red when they feed on someone, or use Abilities or Specials specifically gained through Vampirism itself. This is the only true way to identify a Vampire, with red eyes out, when they are in their Vampire Form, or to physically witness one feeding on another person to drink their blood. Vampires can also opt to make their eyes red always, this is particularly done by those who feel brave and are not afraid of the state apparatus or the Lothar Knights hunting them. Vampires usually also have extended fangs, but this isn't a Vampiric tell, since other races can have extended fangs.

Afflicted Form

Afflicted Form is an instant transformation that can be used by Afflicted to disguise their identity, or to look more monstrous than their normal body would be capable of. Afflicted Form can have any number of additional aspects added onto it, like additional limbs, eyes, horns, spikes, tails, wings, tendrils, and more. Afflicted Forms are purely aesthetic, and do not add combat functions or more limbs to wield extra weapons with. Afflicted Form cannot be used at the same time as any other Disguise Ability or Special. Afflicted Forms must look unnatural, but can also be used to imitate other Afflictions or Affinities (though never perfectly). For purposes of fairness however, an Afflicted Form is always immediately recognized as such, and cannot be mistaken to be something else. An Afflicted Form must also strictly be something differently unnatural from the default appearance of a Character, it cannot just be a normal person. Afflicted Form designs must always be specifically written on Character Applications under “Afflicted Form” in the Appearance section. Individual minor traits that designate group membership or loyalties may change on Afflicted Forms, but the general design must remain consistent indefinitely. Each Affliction also has a unique aspect about their Afflicted Form that sets them apart from other Afflictions:

  • Vampiric Form: the Vampire version of Afflicted Form, must be predominantly red or blood-themed. This can be anything ranging from red fabrics, to crystallized blood armor, or red-skinned tendrils and a demon head, so long as red or blood-colored aspects are predominant.

Vampiric Glamor

Glamor Form is an instant transformation that is unique to Vampires when compared to other Afflictions, that benefit their ability to infiltrate the social spaces they want to get into. Glamor Form at its core, allows a Vampire to disguise themselves as an identical copy of any person they have drank the blood of in the last month. This list does not need to be recorded on a Character Application. This Transformation counts as a disguise, and includes changes like character height, voice, but not personality and demeanor, with the success of deception being dependent on the player’s ability to mimic the mannerisms of other players. When disguising as another person, it is recommended to take a nickname similar to theirs, for example “Harry Megali” allows a user to use a capital i instead of an l in the surname, which will look indistinguishable as “Harry MegaIi” in minecraft chat. If that is not an option, ask Lore Staff for help. Glamor Form cannot be forced to break except by restraining/killing/knocking out the Vampire performing it. Feeding on someone in this form does not break the Glamor, but using any Ability gained from Vampirism, or any other Special will.

Why Vampires are Hated

Vampires are hated because of their ruinous effects on society. Not only do Vampires not ask for permission while drinking blood, or drink only as little as possible, the act of drinking itself also causes the victim to become debilitated by a blood curse, potentially a Vampire themselves, or worse yet die. Vampires fit the perfect bogeyman identity, especially in autocratic nations like Regalia, as a stalker in the night who breaks into the homes of the sleeping innocent and robs them of their safety and peace, while potentially forcing a life of suffering on them. Philosophers have tried to create a scenario in which Vampires could exist without causing damage to society, but the fact that they also just don’t care, seriously complicates these attempts. Many others just hate Vampires because their government or religion says so. Unionism, being the state religion of the Regalian Empire, has closely linked Vampirism with dangerous greed and sin, and largely connected it with canon evil in their religious scriptures. Vampires absolutely have to feed on the blood of non-Vampires, otherwise they die. This feeding must be done on Player Characters at least once every two weeks, and cannot be NPC'd except through specific mechanics. A Vampire can go into hibernation for extended periods of time to stave this off. A Vampire deprived of blood for more than a weak starts to become weaker and weaker until they go into a comatose sleep, which can extend their lifetime, but also doesn’t allow them to be revived until they are once more fed blood. This blood hunger is severe enough to cause a Vampire to have to restrain themselves, even if they are accidentally exposed to blood from a papercut or a scrape from a fall.

Variants

Within this Affliction, there are several Variants. Each Variant represents a different way to play this type of Affliction, each coming with their own Specials and Abilities. A Character can only ever be one Variant of any Affliction, with each having conditions that are mutually exclusive. Choose whichever Variant fits best to your character, and record it on your Character App even when it changes. Some Variants may also change over time, please read the individual variants for those rules.

Blooded Vampire

Blooded Vampires are the default type of Vampire, that involves the majority of them. Blooded Vampires can be solo or group-based, in which case they form so-called Covens. Blooded Vampires have a large range of choice freedom, and can also transition into Greater or Bonded Vampires if their conditions have been met at any later point in time.

  • Afflicted Form: Blooded Vampires are able to make use of their Vampiric Form, an instant transformation. For Afflicted Form Rules, consult the Mechanics section.
  • Vampiric Life: Blooded Vampires are not immortal, but can extend their life indefinitely while feeding on blood. Maximum age is still 300, as Vampirism is only that old.
  • Vampiric Glamor: Blooded Vampires are able to use Vampiric Glamor when they have drunk the blood of a particular person. For Rules, consult the Mechanics section.
  • Vampiric Sight: Blooded Vampires have red eyes when using their Specials, Abilities gained from Vampirism, Vampire Form, or Feeding. They can also see in the dark.
  • Vampiric Control: When feeding, Vampire victims are unable to move. They may also remove any memory of the feeding, or leading up to the feeding, from the victim.
  • Vampiric Escape: Within 10 seconds after having successfully fed on someone, a Vampire can use an instant Escape mechanic to flee to their Rental/Estate/Base.
  • Vampiric Mindwall: Vampires are immune to any Special that has mind-control, unless they choose to let it affect them. They can be mind controlled by Void Gods however.
  • Vampiric Bloodcurse: Those who have successfully been fed on by a Vampire suffer from Bloodcurse, giving -2 Main Combat Stat and -1 Constitution for 72 hours after feeding.
  • Vampiric Thralling: Vampires are able to (with strict OOC consent) establish a mind-control curse after feeding on a victim that lasts until Exorcized. Thralls cannot be infected.
  • Vampiric Events: During Calendar Events, Vampires may use an NPC citizen Vampiric Glamor to join and cannot be detected by detection Mechanics, unless they attack.
  • Vampiric Physique: Vampires do not need to drink or eat, though can drink alcohol and get drunk. They also no longer need to breathe air, or feel the cold or damage from it.
  • Vampiric Familiar: Vampires can summon a Vampiric familiar like a bat-themed falcon, dog, or piglet. This familiar can carry items, but not part-take in Combat.
  • Vampiric Dressage: Vampires can magically alter their clothing and make-up, adding and removing items, changing color, changing textures, shapes, etc, instantly.
  • Vampiric Power: Vampires gain 4 Commutable Point Buy that can be spent in Artificer/Roguery/Spell/Curses, are lost on curing, and must be on the Character Application.

Greater Vampire

Greater Vampires are leading Vampires who lead a Coven. At any time, if a Coven comes into existence in Roleplay, any number of leaders may be declared, and those leaders automatically become Greater Vampires. There is no minimum or maximum size for a Coven, as long as a Coven contains at least an active member and an active leader, it can be classified as a Coven, and it is up to the players to use common sense when a group needs a Coven Leader and when it just just a small group. Greater Vampires can also transition into Blooded Vampire if their Coven collapses, or Bonded Vampire if their variant conditions are met. Below, when the Special mentions an “OOC notified”, it means that the information should be transferred OOC, but that IC, these characters receive this information as prophetic visions. Greater Vampires have the following Specials:

  • Blood Inheritance: Greater Vampires have all the Specials that Blood Vampires have, and a set of unique ones that are lost as soon as they stop being a Greater Vampire.
  • Coven Mender: Greater Vampires are able to use Blood Magic to return lost limbs and restore wounds of Coven members inside their Clandestine Base, so long as it is not attacked.
  • Coven Alerts: Greater Vampires can be OOC notified of an attack on their Clandestine Base, and they may blood-teleport in so long as enemies are not inside yet.
  • Coven Control: If a Greater Vampire’s coven member is planned to be cured while caught, the Greater Vampire must be OOC notified of the time and place.
  • Coven Hold: Greater Vampires cannot be conventionally cured. A Palace Inquisitor must be called to generate a specific curing mission for the State Metropolitan.
  • Coven Lord: If a Greater Vampire is caught, their Coven members must be OOC notified of this and the place and time when they are planned to be cured.

Bonded Vampire

Bonded Vampires are (or more) Vampires who have chosen to promise their lives to each other, with their romantic intent amplified by their Vampirism. Bonded Vampires generally refers to two lover Vampires, but can also include more lovers if it concerns a polyamorous couple, however the relation must always be significant, it cannot be siblings or parents, only lovers. Bonded Vampires can exist in a Coven, but they can never be Leaders (because they care more about their lover than Coven). If their partner dies, is cured, or leaves them, Bonded Vampires revert to Blooded Vampires. Bonded Vampire Specials are as followed:

  • Blood Inheritance: Bonded Vampires have all the Specials that Blood Vampires have, and a set of unique ones that are lost as soon as they stop being a Bonded Vampire.
  • Bonded Embrace: Bonded Vampires, when in Emote Distance of their lover(s), gain +1 Main combat Stat, and Asha Speed while running towards each other only.
  • Bonded Arrival: If a Bonded Vampire is near knocked out/killed/cured, their lover(s) may be notified OOC and arrive by sky-leap unless occupied in Combat elsewhere.

Halfblood Vampire

Halfblood Vampires come in two variants that very much depend on how the Halfblood is born. Halfblood at its core means to be born of a Vampire mother, father, or both, with what is classically referred to as a Brood Vampire being born from one parent being a Vampire, while a Curseborn Vampire is born when both parents are Vampires. Some cultures consider Curseborn Vampires to be the superior form of a Vampire, but most Vampires dismiss them as anti-Vampire Vampires, because they have a conscience. For purposes of explaining Specials and Abilities, this page will only cover Brood Vampires, while the lore specific to Curseborn Vampires can be found on the Curseborn page, as it is an Affinity, not an Affliction. Brood Vampire Specials are as followed:

  • Brood Life: Brood Vampires do not live indefinitely from drinking blood like full Vampires do, but their life expectancy is twice-fold that of their dominant Race.
  • Brood Mindwall: Brood Vampires are not beholden to Vampire mentality unless infected, instead their mind is clear of any alterations that might be present in real Vampires.
  • Brood Heritage: Brood Vampires do not permanently have red eyes, but their eyes may turn red when they are angry/in a fight, or they may choose to make them red.
  • Brood Connection: Brood Vampires are extremely susceptible to Infection. They are instantly turned into a full Vampire while being fed on, or drinking any type of blood.
  • Brood Bloodthirst: Brood Vampires are not addicted and don’t need Blood like real Vampires do, but they do have attraction to the idea of drinking it, when they see it.
  • Afflicted Form: Brood Vampires are able to make use of their Vampiric Form, even when not infected. For Afflicted Form Rules, consult the Mechanics section.

History

Vampirism’s origins are well understood in the modern era due to the intrepid investigating and researching done by scholars through the years, but many details have been left out of common history books to protect the people from knowing the details. Vampirism was first created by the Void Gods, as a specific means to soften society in preparation of a future Void Invasion. Immediately after Cataclysm and the first recorded failed Void Invasion, the ruinous powers of the Void started plotting their next Invasion in earnest, but believed that the newly formed Regalian Empire would cause too much of an obstacle. As such, they created Vampirism to distract Regalia, and turn its own population against it by converting a few and letting it spread from there. The long-game intent was to eventually return to Aloria, and then destroy the Empire and the Vampires who had helped them destabilize it.

At a certain point in time through a series of unclear events, Vampires (who were originally mind-slaved to the Void Gods) broke free, and no longer followed their orders except for a small minority. It is unclear whether this occurred because of the intervention of Gods, Arken, or through the Void Gods underestimating the sheer willpower of the Vampires not to be used as someone else’s puppet. Either way, Vampires spread across the world instead of unifying as a single Void-controlled force, many of them settling into a comfortable underground lifestyle where they drew just enough attention to be feared, but just little enough attention not to be seen as a huge problem and have the entire state breathing down their necks.

Many Vampires live much the same way in the modern era, thriving in the shadows but always having long-game ambitions of expanding their influence and control over people in higher positions of power. Many Vampires insulate themselves from being hunted by blood-controlling a high Duke or Commander of a local army regiment, thus always feeding it false information while staying under the radar. Others expand their personal fortunes by harvesting large amounts of blood cattle, and establishing racketeering among merchants and shopkeepers. And others yet try to establish a nation of their own, forming formal armies and participating in the game of grand politics.

Culture

Vampirism has a couple of aspects about it that make it culturally unique when compared to other Afflictions, notably the fact that they have Bloodlines, and a strong Ritual culture focused on the way they create, govern, and expand their Covens.

Dorkarth Nation

By far the most unique aspect about Vampirism when compared to other Afflictions, is the fact that they have their own nation. While the majority of the Vampires in the world are not from Dorkarth, and fewer yet claim to be loyal to it, the Dorkarth Realm is considered a true Vampire realm, where Vampires rule. At the very top of the Vampire realm is the Vampire Queen whose palace rests in the north-west of Ellador, from where she commands the Desprinces, which is a Vampiric term for Prince or Commander or General. Vampires make up the population of this realm, while non-Vampires have no rights as blood-cattle prisoners, or servant slaves. The Dorkarthi Realm is in a constant war against the other Velheim nations in the north, as well as both Isldar subraces Bene Rexit and Bene Vixit. The fact that Vampires theoretically always have a nation to fall back on means that many of them can afford to act more recklessly than other Afflicted, because if things go badly, a Vampire can always flee north to the relative safety of the capital’s unbreached walls, where Vampire Mages turn the snowy tundra into a sweltering permanent night.

Bloodlines

The Concept of a Bloodline, is the idea that 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. For example, 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 thus 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 competition-like feelings towards Vampires of other Bloodlines. Though a Bloodline should never get in the way of working together in a Coven albeit with some snark and quips here and there. Bloodlines are usually made by Desprinces, and have historically mostly been founded during or after the Vampire Wars, which forced many Desprinces to flee Ellador into the wider world. The following Bloodlines are well established in lore, though players may make their own Bloodlines also, as long as they understand they may not be acknowledged by the canon universe:

Alais Bloodline

Desprince Morvanus fled to Ithania with her cult following, and quickly infiltrated one of the local courts of an important Duchess. The two became Bonded, and from there infected many important nobles and courtiers across the Ithanian realm, establishing the Alais Bloodline. Alais Bloodline Vampires are commonly found in places where wealthy aristocrats flourish, and they usually prefer to remain undetected and weave themselves into the fabric of the nobility without necessarily undermining it. The Alais Bloodline in fact like the aristocratic structures set up by the Regalian Empire, because they allow them to thrive while not being seen as some kind of monster, but rather an illicit aspect of noble privilege, the allure of power and the forbidden desires that many nobles hold. Alais Vampires in general look down on other Vampires as uncultured or below their standing. The Alais are also considered the reason why it is believed that every Ithanian Ducal and Royal court has at least a couple of Vampires in it, and that these courts are aware, and are actively hiding them.

Milôt Bloodline

Desprince Shannon and his cult fled to Pays Sud in the Regalian Archipelago, disguising themselves as a traveling circus that went from town to town to infect others. When the wine rich region was particularly hard hit with infections, the Milôt Bloodline was essentially established there as its base of operations. Milôt Vampires are similar to the Alais, in that they do not engage in any predictable Vampiric behavior, and rather like living a life of isolated luxury. Many of them invest in wineries to infect people with their vintages, only to savor the power and influence that they might hold without ever flexing it in a way to draw attention to themselves. Milôt frequently hide among entertainers, courtesans, wine makers and other entertainment service individuals to offer part of their sanguine Affliction as something of a gimmick to their service. Milôt do not benefit from the protection of the nobility like the Alais do, but are similarly often hired by Nobles for hedonistic purposes.

Doughall Bloodline

Desprince Mannis and his cult fled to Gallovia in the Regalian Archipelago, using the cold mountains and vast pine forests to hide from the gazing eye of Regalia. There. In the snowy darkness, they fell upon village after village, before retreating back into the caves and hills beyond the reach of the Regalian Military. When the cave-fort of Mannisburgh was founded, the Doughall Bloodline was officialized. Doughall Vampires are considered wild brutes, as unlike the fine Alais and the disciplined von Kërle, the Doughall favor brute force and raw power over hiding and secrecy. Doughall Vampires also do not consider the Vampiric curse itself enough to empower themselves, and frequently focus on enriching their body also with physical exercise and body-modifications to become stronger and bigger, hence the nickname brute Vampire. Doughall Vampires continue to be a large issue in Talahm Gall, the sparsely populated hinterlands of Gallovia, where they make battle with the Old Gods Warghen, the Gallovian Marken who worship the Wolf-God.

Barghest Bloodline

Desprince Shirva took her cult to the Free Cain Jarl lands, where she established her own outpost and infected traveling merchants. The name Barghest comes from the Barghest shipping company that was entirely converted into a Vampiric coven, officializing itself as the Barghest Bloodline and converting from a life of trade and shipping into one of piracy and theft. Barghest Vampires tend to be far less interested in seeking direct conflict with anyone, but rather steal and plunder their way into riches, and then use those riches to bribe others for protection or to turn a blind eye. Barghest Vampires tend to favor supporting roles and ranged combat over getting up close and personal like Doughall, and are far more comfortable out on the open sea and near water than they are on land or in dark caves or underground sections of the sewers. Barghest Vampires are the closest thing one might find to “kind” Vampires, even that kindness can only express itself towards other Vampires and never to non-Vampires.

von Kërle Bloodline

Desprince Colvan was one of the first Desprinces to leave Ellador even before the war was over, intent to infect the Wirtem nobility in Regalia which was largely steering the military forces attacking the Dorkarthi Desprinces still in Ellador. Desprince Colvan attached himself to the Count of Parchstadt of the von Kërle family. Despite being Bonded, the Count of Parchstadt was seriously underestimated by the Desprince, who slew his Desprince lover to claim the Desprince title, founding the von Kërle Bloodline. Von Kërle Vampires are best described as aristocratically minded Vampires who enjoy military discipline, giving orders (and having other Vampires follow them) and retaining a semblance of classiness while being Vampires. Many of them dress and carry themselves as generals, warriors and knights, relying more on their skills with weapons and military tactics than their occult powers. The von Kërle remain the most dangerous Afflicted force in the darkwald regions of the Regalian Archipelago, fighting an unending war with their evenly matched Lothar enemies.

Zikiel Bloodline

Desprince Mesvenn fled all the way to Al-Alus in Farah’deen, turning an entire Hadritya and even managing somehow to Void-infect the machinery and Qadir soul-vessels to serve him, creating the Zikiel Bloodline. The Zikiel Bloodline is another more secretive Bloodline that largely disregards the Vampiric intent to destabilize nations and establish their own realm. Zikiel Vampires often are in fact content letting other Vampires take the heat while they use their Vampiric gift to unnaturally extend their life, giving them more time to study and learn. Indeed, Zikiel Vampires are primarily interested in learning as much as possible of the world, and becoming its information brokering gatekeepers for who gets to have what information, while also collecting technological blueprints and machines, hoping to keep them out of the clutches of anti-Vampire forces.

Dorkarth Bloodline

The Dorkarth Bloodline does not strictly have one Desprince as its source, but rather belongs to a large collection of Dorkarth-loyal Desprinces who either remain there, or have spread further into the world while holding onto their anti-Regalian sentiment. Dorkarth Vampires (despite being free of the Void Gods control) are still focused on their original mission of wearing down the Regalian Empire, because instead of serving the next Void Invasion, they believe it serves their right to rule over non-Vampires and bring about a Vampiric Imperial paradise. Dorkarth Vampires never really behave any one particular way like other Bloodlines, far from being generic, they simply haven’t specialized like the others did. Dorkarth Vampires also remain by far in the majority, as Dorkarthi Desprinces do not care about subtlety like Alais or Milôt do, and do not suffer geographical obstacles like the Doughall do. They simply wish to destabilize the Regalian Empire first, and then all other nations.

Wyrden Bloodline

Desprince Zarlora, also called the Red Prophetess, traveled to Anglia during the Vampire Wars to try and disrupt the recruitment of the many Anglian soldiers serving under the Wirtem commanders in Ellador. Instead, she was bogged down in a surprising foe: the Gray Witches, who she had not expected to meet there. While other Desprinces had a fairly easy time infecting others, Zarlora had to fight the hardest, so hard in fact that she eventually transformed herself into a twisted tree that bled Vampire blood, from which the first animal-shape shifting Vampires were made, using their Vampiric Form to look like twisted mockeries of Marken. The Wyrden Bloodline then ironically became as infused into Anglian folklore as the Gray Witches themselves, though they have recently supposedly been purged. Still, Wyrden Vampires are exceptionally durable, owing to their habits of being little swamp and bog creatures, and not even really acting like Vampires until someone is unlucky enough to walk into their particular patch of treacherous bogland. Wyrden Vampires are just as much interested in drinking blood, as finding some kind of herbal alternative, obsessing over alchemy and creating more means for Vampires to survive the onslaught of ani-Vampire forces.

Fahlein Bloodline

The Fahlein Bloodline is the only Bloodline of which there exists virtually no information of its founding, aside from the fact it was likely created in the Regalian Sewers, as it is also only found in Regalia. Fahlein Vampires are considered the lowest of the lowest disgusting scab-covered Vampires who have absolutely no self control, and are just looking for their next blood meal. Fahlein Vampires live in the shadows, skulking and stalking prey in the dark sewer tunnels under the city, and having no greater understanding of their purpose or intentions. Fahlein Vampires are sometimes recruited by more thought-capable Covens who see them as little more than feral pets, something to throw into the frontline and use the savagery of, with little regard for self-preservation. Fahlein Vampires as such also have the highest mortality rate, but their bites also tend to be the most infectious, along with a whole other host of unpleasant diseases that one would contract from living in the sewers nearly permanently and practicing little to no hygiene.

Chyga Bloodline

The Chyga Bloodline descends from the Desprince Fannahr, who saw power in the Slizzar, and chose to specifically create a bloodline of infiltrant Slizzar Vampires. Chyga Vampires specifically cater around the idea of the snake-like Vampire who infiltrates societies and gives credence to the fear and legends of Vampirism, while also luring others into believing Vampirism is actually a good thing. In such a way, they could best be described as Vampire propagandists, who travel the realms and try to show the benefits of Vampirism while downplaying the bad parts. Chyga Vampires are also incredibly vain themselves, favoring beautiful appearances brought about by their Slizzar shapeshifting Abilities, each of them having one strong visual aspect that allows them to recognize each other: Ailor-like appearance, but with a forked tongue and slitted yellow eyes, traits that actual Slizzar very rarely use bereft of other shapeshifting aspects.

Kydaer Bloodline

The Kydaer Bloodline is one of the most recent ones, following Desprince Kydaer, who himself was a Kathar Pride Silven arriving in the Dread Empire. The Kydaer Bloodline is mostly focused on integration with the Dread Empire, but can also be found elsewhere, wherever there are Kathar populations, a population it strongly favors. Kydaer Vampires are adrenaline junkies that have a need to both prove themselves, and be remembered by the world for reasons other than being a Vampire. Vampirism is part of what makes them special and enables their behavior, but their own lack of self-control and seeking the next high creates the situations in which Kydaer Vampires are incredibly crass, loud, bombastic, and most important of all: incredibly public. They need people to know their name, and they need to be remembered.

Mekephit Bloodline

The Mekephit Bloodline was founded by the Desprince Mekkh who fled to the Suvial lands, and founded their coven in an area particularly notable for having massive volcanically hollowed out networks of caves underground. In order to blend in with the local mega-insect fauna, the Mekephit Bloodline Vampires specialized in making their Vampire Forms appear more insect like than otherwise. In doing so however, the Mekephit Bloodline fell prey to the obsessions of the local wildlife. The more they withdrew from society and only fed when necessary, and lost contact with the other Dorkarthi Princes, the more they started glorifying the things they made (as opposed to the things they did, like a Kydaer would). Mekephit were obsessed with making intricate things like weapons, shields, sets of armor, buildings, temples and vast structures to praise their identity, themselves, the concept of Vampirism, or just insects, whom they had essentially usurped as symbols. Few Mekephit exist in Regalia, but they are equally obsessed with leaving a mark on the landscape to remember them by, particularly by constructing Mekephit hives.

Irontooth Bloodline

As if Dwarves already didn’t have enough problems, Desprince Ramonder invaded one of the smaller Dwarven holds during the Vampire Wars, and infected the entire population, creating the Irontooth Bloodline. Irontooth Vampires are nearly entirely Dwarves, and have gotten into the habit of showing how strong and enduring they are, by consuming metals of all variants, some to such a degree that their skin color changes. Many Irontooth are blue on account of eating so much silver, while others are a sickly green. Some yet immerse themselves in black ink, appearing more like demonic Dwarves than anything. Irontooth Dwarves are like Kydaer incredibly loud and boisterous, not taking time to hide themselves, but are less selfishly focused, and are notably known among other Bloodlines as incredibly irritating, because all they ever do is complain about how bad everyone else is in comparison to them.

Dreygur Bloodline

The Dreygur Bloodline is also a relatively new Bloodline that largely thrives in Drixagh due to the lack of strict government control in this area. It came about when Desprince Otrygg (who was himself relatively young and Hedryllian instead of Dorkarthi) fled to Drixagh which at the time was not yet part of the Regalian Empire. There, he immersed himself in Aesir worship creating a Bloodline that can best be described as fanatic Rand supporters, who also specialize in Theurgy to empower themselves. Dreygur Vampires are immensely vain, and never hide their red eyes, while also always showing much of their body covered in Velheim tattoos, and also proudly display a variety of Void Demon mutations caused by their passenger(s), such as Spirit horns, tails, claws, or spikes. Dreygur Vampires in particular hunt Vasir worshiping Velheim, who they consider weak, attempting to convince them into the service of Rand by infection. Dreygur Vampires also have an unexplained habit for baldness, shaving their hair to show the mutations of ridges and horns that they have collected on their head.

Te’Suik Bloodline

The Te’Suik Bloodline is an incredibly rare Bloodline that exists somewhere nobody thought possible: the Sihai lands. While the Sihai lands generally don’t have Occult on them to the point that locals don’t even know what Void Mages or Exist Silven are, they are familiar with the Kyonshi, which they believe to be blood-eating undead, but are actually Vampires. Te’Suik come from the Desprincess Mata, who used the far less-traveled Balantagi pathway into the inner Jade Sea, and from there, established minor fiefdoms across the Sihai lands with her close confidantes. Mata only ever recruited female Vampires, who in turn only ever turned females, each of them thralling enough subjects to build them a castle in some faraway land from which they slowly and subtly merged into the Sihai folklore of the Kyonshi, which pre-date Vampires existence by several thousand years and were once only folklore legend, an ironic piece of historical convergence. Te’Suik don’t like spreading Vampirism, and consider it a blessing only held by the most deserving, preferring to kill their prey rather than infect them. They also never drink with physical touch, considering “mortals” too weak and dirty to touch, instead using an elongated metal straw that punctures a victim’s neck (but is functionally the same as feeding). Sihai who arrive in Regalia are often confused when confronted with the concept of a Vampire, familiar with a Kyonshi, but having some world-shattering realizations when they discover that they are very real, and have been living in the Sihai lands for hundreds of years.

Maleir Bloodline

The Maleir Bloodline came about when the Void Arken of Malice interfered with the Vampiric strain, thus creating the only Vampiric Bloodline that wasn’t made on purpose by a Desprince, but rather one artificially designed by an Arken. The Malice Arken had no good intentions for the Maleir however, as this Arken is particularly prone to playing games with mortals that have no winners. The Maleir Bloodline quickly became known as the “melancholic bloodline”, because many of its Vampires appear unusually melancholic. They prefer muted tones to their clothing, their skin turns more ash-gray because of the lack of sunlight, and they frequently use black make-up or dye their hair uniformly black or red. Maleir are more hyper focused on the poetic concept of Vampirism than actually serving a bigger purpose, which is why other Bloodlines think interacting with them is a waste of time. Dragging a Maleir Vampire to a raid is more likely to cause them to write death poems and start admiring the way blood flows from a wound, than actually being a useful combatant. Still, Maleir Vampires use this melancholic guise to their success, they are generally considered the least threatening considering ambitions, which means they somehow always end up surviving an internal struggle among Vampires. While loyalists of the previous Desprince get purged, nobody really pays attention to the Maleir surviving and thriving in the background.

Dralonais Bloodline

The Dralonais Bloodline was created when Desprince Verrat fled to Ithania after the Vampire Wars, and found hiding in the under cities of the Ithanian metropolises very easy and comfortable even. Living among the refuse of ex-slaves and vagabonds who were refused access to the cities above, Verrat mostly fed on Eronidas and half-Eronidas, creating a very violent and cruel Bloodline. This is what set the Dralonais apart from the other Bloodlines who tend to be fairly clean and simple when they feed (or kill), Dralonais however revel in the violence and pain inflicted, and even choose to inflict more than they need to. Many Dralonais are Eronidas, but they don’t have to be, and many Dralonais obsess about monster mutations, trying to appear more like a horror from the mists than an actual person in their Vampire Form. One notable thing many of them chase after is the monstrous mutation of a double-hinged jaw, particularly useful in their more than messy feeding habits and the wounds they leave behind on their victims, with chunks or potentially parts of limbs missing.

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 immortal, 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 12/10/2022.

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