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{{Info afflictions
{{Info Affliction
|image       = vampirebloodyb.png
|name = Vampirism
|races       = Various
|image = vampirebloodyb.png
|contraction = Various
|races = All except Urlan, Bralona, Sihndar.
|mortality  = N/A
|infection = Bite, Drinking, Ritual.
|origins    = [[Cataclysm]]
|origins = Void Gods
|symptoms    =  
|symptoms = Blood Hunger, Red eyes, Sharp Teeth.
* Varying
|status = Not Curable.
|}}
|}}
Vampirism, also known as the Sanguine Curse, is a Void-spawned blood-curse that has plagued [[Aloria]] for 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.


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


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


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


===Mental Changes===
==Infection==
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:
Vampirism can be acquired in more ways than one. The simplest form of infection is to be bitten by a Greater Vampire (Thrall and Fledgling Vampires are not infectious with their bites), or to be bitten by a Desprince or Sangeley Vampire, which would instantly make their infected become a Greater Vampire (though this is extremely rare and may only occur during events). Vampiric feeding usually lasts about 5 minutes during which the victim is paralyzed, though this cannot be done mid-combat, and if the Vampire is attacked, the feeding breaks. Feeding may also be time-skipped if the victim is not comfortable roleplaying out feeding. Players are strongly requested to feed IC, but if circumstances not allowing, may resort to off-screen NPC feeding. Another method of infection, is to make a blood offering to the Void Gods, or to the [[Fornoss]] goddess Blodrúna for the Sanguine blessing. Another method, is the willful ingestion of a cup worth of Vampiric blood, of any type will work. A final method is a relic infection, which involves a person stumbling onto an ancient artifact object once held by a powerful Vampire, which may cause them to become a Greater Vampire by wielding it. Bloodline Infections always pass from the person who infected the victim to the victim, Bloodlines cannot mix. Vampirism cannot be cured in a straight forward way, or one that is accessible and can be mass-reproduced, meaning that Vampires are a considerable issue and reviled by any society that does not worship Void Gods.  
* 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===
===Design===
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.
Vampires appear like the stereotypical Vampiric appearance: paler skin, vampiric teeth, and red eyes (some Vampires can hide this, see Bloodlines), as well as an urge to drink blood. Other traits are completely optional, like having the Vampirism make a Vampire more lithe and slender or more bulky and muscular, giving them a prehensile tail, night vision, darkened and sunken eye sockets, pointy ears, claws, taller appearance, more bat like traits in their face, digitigrade legs, void mutations, blood stained skin, shadow hands, etc. Mental changes are usually limited to removal of conscience, however Vampirism is in general an emotion amplifier, making worse in particular all the bad emotional states and traits like vanity, greed, selfishness, and cruelty. Vampires can also have a shorter attention span, a worse temper, or generally be more violently inclined of confident and self-assured than their non-vampire self would be. Vampires can be religious, but their curse renders them unable to comprehend or see the internal conflict in them being Afflicted and religious at the same time, while most Religions would reject them. Vampires can suffer from anxiety and uncertainty, though this is rare, and usually comes paired with aggression. All Vampires are capable of transforming into what is called a Vampiric Form, which is a Disguise Transformation that makes them appear more monster-like with more creative design freedom outside of the range of limitations imposed on their Race or gender appearance. All Vampires also have the Weapon Summon Ability to draw a weapon to their hand in an instant, either made of their own blood, or magically summoned, and capable of changing weapon type. All Vampires have their God Magic forcibly converted to Void Magic for the duration of their infection.


==Abilities and Specials==
===Purging===
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: [[Artificer 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.
While in theory Vampirism in incurable, there is an arduous process and method by which anyone who has Divinium can cleanse Vampires, but only those who seek curing, it can never be forced even on a restrained Vampire. Any person can call upon the power of their Gods and sacrifice Divinium to cleanse the sanguine Curse. If a Vampire approaches a person to request to be cured, and that person agrees to sacrifice Divinium, they can perform a ritual sacrificing to cleanse the soul of the Vampire, thus freeing them of the mental effects of Vampirism. After this, the Vampire remains recognizable as a Vampire, but no longer feels any of the urges, and no longer has any of the powers (besides the red eyes, if their Bloodline included them). This process lasts for either 2 Weeks or 30 Days depending on Player choice where the Vampire may not drink any blood, and if they succeed in this the 1 Divinium is spend and they are cured properly when the period is over.
===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.
* '''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.
* '''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, and become extremely weak, unable to use Abilities. 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. Vampires must feed on player characters once every two weeks, and are not allowed to feed on NPCs. Players who go on hiatuses can choose to have their Vampire Hibernate.
* '''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 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 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 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 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 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 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 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 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 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 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 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.
** 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===
==Bloodlines==
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:
Vampires are infected by Vampires who came before them, who in turn were infected by others who came before them, usually descended from a long line of important and powerful Vampires. If a Desprince infected a number of people several centuries ago who went on to infect more people, each of those people who can trace their infection back to that original Desprince is a member of that Desprince’s Bloodline. Vampires don’t need to be obedient and loyal to their Bloodlines, but often find comfort in being near Vampires of similar Bloodlines, and may even have competitive feelings towards Vampires of other Bloodlines: though this usually doesn't lead to anything more than a little snark. Historical Bloodlines are usually created when a Desprince flees from Dorkarth to the Regalian Empire and establishes a new Vampiric Court there after the Vampire War, which pushed the Vampires back so far that many Desprinces were forced to leave Ellador. In summary: Voilenigme are French high-culture Vampires, Nerocanto are Italian scheming blackmail Vampires, Vintghast are high class wine and banquet party Vampires, Torrghlas are cave and mountain brute Vampires, Bremnevel are bog-witch support Vampires, Silberfeder are dignified military Vampires, Valhersir are spiritual power obsessed Vampires, Aullavientos are beast master shapeshifter Vampires, and Dymolov are culture-free Tiefling Vampires. Each Bloodline has a unique set of Mechanics listed below the description for them alone. Additionally, all Vampires regardless of Bloodline have the following Common Mechanics:
* '''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.
* '''Common Mechanic I:''' Vampires can use a Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, except during feeding. This counts as a Disguise, and does not work on those who already know the Vampire is a Vampire.
* '''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.
* '''Common Mechanic II:''' Vampires, if they have Disguising or Shapeshifting [[Adapt_Point_Buy| Magic]], can hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, but all of their Proficiencies are set to 0, and they cannot use Abilities in Combat.
* '''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.
* '''Common Mechanic III:''' Vampires can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until the leave the Event Venue. Cannot ever be used outside of Event Venues.
 
* '''Common Mechanic IV:''' Vampires can grant immunity to Vampirism to any person willing to bargain with them. In turn, if the bargained person attacks the Vampire or reveals the deal, they take massive damage (discuss in Dm's what this means).
===Master Vampire===
* '''Common Mechanic V:''' Vampires, when applying Curses via [[Advanced Roleplay Mechanics]] can apply minor Curses that last for up to 12 Hours max, without needing OOC Consent, which count as having +1 Magic Stat for dispelling considerations.
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.
===Voilenigme===
*'''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.
[[File:Alaisreworkvamp.png|left|150px|caption]]
*'''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.
The Voilenigme (pronounced: Voo-al-ey-neeg-mey) Bloodline was created when Desprince Morvanus fled to Ithania, creating a new Vampiric Court there in the Palace of Duchess Valtriante. The two became Desprince lovers, a rare instance of peace existing between two Vampiric overlords in such close proximity, without constantly attacking or scheming against one another. The Voilenigmes (sometimes also nickanemed Voiles or Voile) are upper-class Vampires who favor mingling with the aristocracy, while hiding their Vampirism and charming their victims with fashion, opulence, a silver tongue and beauty. The Voilenigme are profoundly powerful in Ithania where they have deeply infiltrated the nobility, and by extension the Regalian Nobility also as the Ithanian Vampire nobles travel to the Regalian Courts. The Voilenigme try to avoid any association with things that are poor, disgusting, freak-ish, or debauched without style or class. This is also why they are rarely in their Vampiric Form, or why their Vampiric form generally has a more statuesque beauty to it rather than looking like a monster. Voilenigmes are very comfortable not being in a Coven, but if they are, styling themselves as the "classy" ones in the Coven, and looking down on the other more base Vampires who are enslaved to their instincts. The Voilenigme are enemies of the Silberfeder Vampires, an extension of the enmity between the Wirtem and Ithanian Nobility. Any Coven with a Voilenigme Vampire should count itself blessed with a socialite able to mingle with other non-Vampire groups, due to their unique ability to perfectly hide their Vampirism and be less dependent on blood.  
 
* '''Voilenigme Mechanic I:''' Voilenigme Vampires can use a Guild Glamor, that allows them to participate in any Guild Meeting and fake their membership for those meetings only (should still not draw too much attention).
===Bonded Vampire===
* '''Voilenigme Mechanic II:''' Voilenigme Vampires are able to apply a Party Glamor onto any number of non-Vampire allies or collaborators when they use a Party Glamor themselves, following the common Rules for Party Glamor.
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:
* '''Voilenigme Mechanic III:''' Voilenigme Vampires have magical control over their own styling, make-up, clothing, as well as that of others, able to add, remove, change and modify anything within Emote Range.
* '''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.
* '''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.
 
===Vampire Broods===
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:
* '''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.
* '''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.
* '''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:
** 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.
** Players may design their own Vampiric Form, but the description must be placed on a Character Application under “Vampiric Form” somewhere in Abilities.
** 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.
 
==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===
===Nerocanto===
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.
[[File:Bargainpire.png|left|150px|caption]]
The Nerocanto (pronounced: Ney-ro-can-to) Bloodline was created when Desprince Shannon fled to Vultaro. While initially mingling with the locals before the Dressolini culture consolidated there, as Dressolini as a cultural identity developed, so too did the Nerocanto settle into their habits. The Nerocanto are upper-class Vampires who take on the appeal of aristocracy, but are spies and rogues at heart who love a political game of blackmail. Their cultural emphasis is on charming their victims with operettas, orchestral music, and hauntingly beautiful instrumentals. The Nerocanto are unique in that they can cure a Vampiric Infection while it is still in its fledgeling state of their own bitten victims. This affords them a great amount of power to blackmail anyone they have infected for a cure, that being also their primary method of roguish plotting. Nerocanto can hover around the peripheries of Covens, but usually act like lone wolves who assist Covens but don't want to get too close, and be at risk of being taken down because other Vampires are less cautious than they are. The Nerocanto take great pains to hide themselves and cover their plots in five layers of thinking ahead so as not to get caught, and to continue their game of control and intrigue. The Nerocanto do not have any overt animosity towards other Bloodlines, but do consider any Vampire that shows a low level of wit or insight as an insult to the blessing that is Vampirism itself. Any Coven with a Nerocanto Vampire should count itself blessed with a spy-master Vampire who is able to quickly and efficiently establish a network of blackmail victims for information and favors across the Regalian city.  
* '''Nerocanto Mechanic I:''' Nerocanto Vampires may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits, whichever is not their own Heritage, and keep this Mechanic until they are Cured.
* '''Nerocanto Mechanic II:''' Nerocanto Vampires can infect non-Vampires as both Fledglings and Greater Vampires, but can also cure Vampirism from those they infect only before they become Fledglings, thus allowing them to blackmail their victims.
* '''Nerocanto Mechanic III:''' Nerocanto Vampires can convert Vampire Thralls into Bound Thralls, curing their Vampirism, but mind controlling them by Vampire of their choosing, allowing them to sell off Thralls and Blood Cattle. (Hidden)


===The Ritual of Projections===
===Vintgast===
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.
[[File:Milotreworkvampir.png|left|150px|caption]]
The Vintgast (pronounced: Vey-nt-gah-st) Bloodline was created when Desprince Shirva fled to the borderlands between Osteiermark, Tirgunn, and Lorenthaus. While in the modern day the Darkwald Lothar mostly fight Silberfeder Vampires, the Vintgast Bloodline was the original reason why the Sarnan people turned so heavily against Vampires, and why so many of them were killed before the Lothar Order took up their cause. Vintgast Vampires are banquet masters, able to conjure the greatest of feasts, most delectable food, and above all addictive and perfect wines. They are known as vintage distillers and brewers, who favor the countryside and winery to get up to their Vampiric business in peace and away from the chaos of large urban settings. Vintgast Vampires spoil and charm their victims with large dinners and endless delectables, only to get them into a food-coma and become easy prey. Vintgast usually avoid Covens, but can make powerful allies for Covens, as well as a great party-hoster for any Vampiric community due to their ability to be social with anyone, have a deep understanding of preferences and tastes, and being able to weaponize them to enamor anyone. The Vintgast take efforts to hide their identity but aren't as capable at it as the Voilenigme, resulting in a reclusive lifestyle, content to experiment with the fine flavors and delectable aromas of rare blood types for special wines. The Vintgast are however unique in their ability to survive off very little blood for extended periods of time, and can even brew extended elixers from their wines that can satiate other Vampires, creating addiction among their own kin.
* '''Vintgast Mechanic I:''' Vintghast Vampires can temporarily (no cost) self-cure for up to 72 Hours. After this period is complete, they are automatically re-infected, and must drink within 24 hours, or half Proficiencies until they drink.
* '''Vintgast Mechanic II:''' Vintgast Vampires are able to mind-read the preferences of any non-Vampire by focusing on them, reading their preferred color, food, drink, favorite animal, clothing style, etc. (Hidden)
* '''Vintgast Mechanic III:''' Vintghast Vampires are able to summon endless supplies of real food and drinks with Vampiric Magic, or brew Vampiric Tonic Wine made with Blood which sates the same as actual Blood Feeding.


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


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


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


===Milôt===
===Valhersir===
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.
[[File:Draughrvamp.png|left|150px|caption]]
The Valhersir (pronounced Val-hur-seer) Bloodline was created when Desprince Otrygg fled to Drixagh and infected a series of Skagger holds before the Velheim even realized what hit them, as their focus was south on the Wirtem. The Valhersir are obsessed with power and themselves, immersed in [[Fornoss|Vola]] worship but specifically immersed in Blodrúna. It could be said that the Valhersir are the most spiritually inclined of the Vampires, but they are far from priest Vampires. In fact, the Valhersir are obsessed with power in any form that it can be expressed: physical power, power over the minds of others, power over love and lust, power over needs and wants, and power over the weak. They seek any means to dominate others by whatever means necessary, and are also described as perhaps the most vain of Vampires. They obsess over appearing like perfection in the eyes of others, equal parts terrifying and alluring, putting their skill, mind, and particularly body on display as the work of art that it is. They commonly also act as Vampiric Warlocks, contracting and dominating Spirits to do their will, while using Void Mutations to enhance their appearance. The Valhersir have a particular desire to hunt and feed off [[Fornoss|Eili]] worshiping Velheim, considering the act of hunter and prey a perfect analogy for the power of Rand over them. The Valhersir make excellent comrades of the Torrghlas who have aligning goals and operate in the same spaces, while looking unfavorably upon those Bloodlines that do not take care of their appearance much. Valhersis often plot and intrigue one another for who is the most powerful.
* '''Valhersir Mechanic I:''' Valhersir can speak the language of command, making them universal translators, able to speak and understand every language, and gaining magic insight when reading ancient writing.  
* '''Valhersir Mechanic II:''' Valhersir can receive possible future and past memory visions from Vampires and non-Vampires around them, either as visions, or when touching them (discuss in Dm's what people are comfortable with). (Hidden only w/ OOC Consent)
* '''Valhersir Mechanic III:''' Valhersis Vampires, when using out-of-combat Strength competitions that involve Dice Rolls, can add +5 to any Dice Result, and have higher adrenaline production.


===Wyrden===
===Aullavientos===
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.  
[[File:Vampirewolf.png|left|150px|caption]]
The Aullavientos (pronounced Au(rhyme with ouch)-la-vee-yen-tos) Bloodline (sometimes also nicknamed Aula) was created when Desprince Kydaer fled to Daendroc, and mingled with the hunting lodge Cortes of the Frontierra and Basqlierra woods. The Aullavientos are the perfect hunter Vampires who are also considered beast masters, taming wolves and hounds and other beasts to do their bidding, infecting them with a form of animal Vampirism and turning them into so called Hellbeasts. The Aullavientos themselves should also not be underestimated however, able to transform themselves into sentient speaking Werebeasts to hunt as the leader of their pack. Aullavientos make excellent trackers and bounty hunters, able to operate both in Covens and as solitary hunters. Aullavientos Vampires are often thought of as the most sober and pragmatic Vampires, bereft of the usual Vampiric flair for drama and evil-ness, seeming very down to earth and normal until they catch the scent of blood. Aullavientos do not hide their Vampirism, but use the guide of being reasonable and affable to build trust with their captors and enemies so that they may be underestimated as enemies. The Aullavientos make great allies for the Vintghast, having a great appreciation for the wine productions of that Bloodline, but also because the Aullavientos consider direct feeding off a hamless victim to be vulgar, and would much prefer to consume blood through a well made vintage, or after a long savored and difficult hunt of a fleeing prey. In general, the Aullavientos are well liked by all other Bloodlines, even the ones that dislike courtly aristocratic styled Vampires, because of their gregarious nature.  
* '''Aullavientos Mechanic I:''' Aullavientos Vampires are not bound to having only a single pet, being allowed to have up to 15 domestic animals, and being able to use them as an aesthetic for Abilities.  
* '''Aullavientos Mechanic II:''' Aullavientos Vampires are able to transform into a chimera type monster at will (counts as a Disguise), keeping their old Abilities and Mechanics and being able to speak.
* '''Aullavientos Mechanic III:''' Aullavientos Vampires can speak with any type of wild animal, including Marken who cannot speak normally, and can Collar defeated Marken to turn them into their (unwilling) soldiers until their collar is broken.


===von Kërle===
===Dymolov===
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.
[[File:Tieflingvamp.png|left|150px|caption]]
The Dymolov (pronounced: Dee-mo-lov) Bloodline was created when Desprince Ramonder fled to the Krainivaya lands in the Regalian Archipelago. Unlike many other Bloodlines however, the Dymolov Bloodline did not insert itself into the local population and become more like them culturally, but attached itself to a pre-existing folklore terror, and chose to become it in the flesh. The Dymolov adopted the Dyyavol (диявол) folklore legend of the red-skinned horned Demon that feeds on the people. They are the most alien looking Vampire Bloodline, approximating the pop-culture appearance of Tieflings, with vibrant colored skin, demonic horns, blackened sclera and colorful eyes, a demonic tail, as well as claws and skin ridges or spikes. The Dymolov are debonair, aggressive, rebellious and quirky, assuming a more wild and unthreatening demeanor to hide their viciousness. The Dymolov are very widespread, as the Krsnik Lothar in the Krainivaya lands were successful in purging them from the snowy wasteland areas, thus making them have an origin in Krainivaya folklore, but not actually being from that area anymore (bar from a few). Dymolov can as such be of any cultural persuasion, and are generally considered very flexible, with many of them favoring berserker style fighting, but equal measure favoring magic, or even a blend of the two. Of all the Vampires, Magic comes the most natural to the Dymolov, in particular the power of Void-fire and Sinistral Dark Magic. Dymolov make excellent rank and file soldiers of any Coven, and are generally well disposed towards leadership so long as it respects their freedoms and wants and needs.
* '''Dymolov Mechanic I:''' Dymolov Vampires gain fire-based Void Magic with open aesthetics, and have great degrees of control over fire, being able to create and douse it, steer it through air, be immune to it, etc.
* '''Dymolov Mechanic II:''' Dymolov Vampires if they are the ones taking ownership of Divinium during a Divinium Raid, gain 2 Divinium instead. Only one is transferrable, the copy Divinium can only be used by the Dymolov.
* '''Dymolov Mechanic III:''' Dymolov Vampires can temporarily Spirit-Possess willing non-Vampires and Vampires alike, hiding in their bodies and being undetectable and unable to use Abilities but still perceiving all of their senses. (Hidden)


===Dorkarth===
==Miscellaneous==
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.
This section covers Miscellaneous aspects of Vampirism that enhance Vampire RP, but don't necessarily belong in any other sections.
===Vampire Thralls===
Vampire Thralls require a bit more explanation. As mentioned, an infectious bite from a Greater Vampire of any Bloodline (or Fledgling or Greater Vampire of the Nerocanto Bloodline) always results infection, guaranteed. Infection however takes several days to take hold (usually 72 hours) during which there is leeway to be cured. A Vampire Thrall that is giving into the curse during those 72 hours, can be forcibly cured by Lothar Knights through a painful curing process. A Vampire Thrall who is resisting the curse during those 72 hours, can reach out to Priests or anyone with the Exorcism Ability (this does not require any cost like Divinium), and request an expedited curing ritual, where the curse is ritually cleansed from their body. In both instances, the curse is halted, and they do not become Fledglings. Players are free to dictate how their character feels about Vampirism and whether their mind and soul is able to resist the corruption during these 72 hours. If you want to gamify this, you are able to do /dice Knowledge+Faith Proficiency added up together, with the lower half meaning they give in to the curse, and the upper half meaning they resist it, each day. For example, if a character has 2 Wisdom and 4 Faith, they do /dice 6, and if they roll 3 or below they give in that day, and if they roll 4 and above they resist it that day. Rolling below half on this dice roll 3 days in a row basically means the Character becomes a Fledgling Vampire, and becomes incurable. Keep in mind that Vampire Curing is extremely rare because there is a finite amount of Divinium available, so think ahead about decisions concerning your Character.
===Bound Thralls===
Bound Thralls are made by Nerocanto Vampires on those they have fed either as Fledgling or Greater Vampire. This process does however require OOC consent from the Vampire Thrall, as mind control is an opt-in aspect of Roleplay on MassiveCraft. Nerocanto Vampires can convert their own Vampire Thralls into Bound Thralls, which immediately cures them of their Vampirism, but makes them mind controlled by them. They can then hand off this Bound Thrall to a different Vampire, and bind the Thrall to them, thus transferring mind control to the new master. Again, this transferral must be agreed upon OOC, and all parties should consent to comfort, limitations and expectations of what it means to be a Bound Thrall, and what kind of Roleplay to expect. If a player wants to back out of being a Thrall, they must be allowed to do so immediately. Bound Thralls will never act in ways that is self-harming, but can willingly offer up their blood, and are immune to infection for as long as they are Bound Thralls. There is no way to tell if someone is a Bound Thrall by looking at them, other than studying their behavior. Bound Thralls can be cured through a cleansing ritual, which can be performed by any: Priest, Archon, Religious Chapter Knight, Lothar Knight, or Divine Entity, but will always resist capture.
===Vampire Charm===
Vampire Charm works like a form of Persuasion Light, which neither requires OOC consent, nor does it have wide-ranging usability. Vampire Charm can only be used to do simple things like saying "I think you should leave this room", which is a guaranteed success so long as a Character has no strict reason to stay in that room (for example if they are chaperoning someone, or having a conversation with someone). This can also be used on groups by for example saying "I think you should finish your game elsewhere", causing them all to continue their game in another room unless the group has a specific reason to be there (like the pool table is specifically in this room). Vampire Charm cannot be used in Combat, and cannot be used to mimic the function of Mind Control. It can purely be used to isolate intended feeding targets, or create a better position from which a Vampire could strike. The requests must always come across as reasonable and easily doable like "can you please go the bar and pick up some cutlery for me", or "can you please inspect the wheels of my carriage for any damage", not "please jump off the bridge" or "walk into the fire for me".
===Vampire Brood===
Vampires sire offspring called Vampire-Broods. Vampire Broods are affected by the Sanguine Curse, but are not Vampires themselves. They can be born from either both parents being Vampires, or only one of them. Broods can be born with no telltale Vampire signs, or with red eyes and fangs alone. They can be born with heterochromia also, with one normal eye, and one vampiric eye. Vampire broods always have a strong connection to Void Magic but aren't Occult by default unless they invest in Magic. Vampire Brood counts as Vampires when it concerns being able to see through Court Glamor of other Vampire Bloodlines, but even if they are aware of these hidden Vampires, they are still magically compelled not to reveal their identity to anyone but a fellow Vampire or Brood. Additionally, Vampire Brood are rather unique in that if they become infected with Vampirism, they are never affected by the mental changes of Vampirism and are able to retain their conscience and normal personality. Furthermore, curing the Vampirism through Purging applied by Divinium is considerably faster, costing only a single Divinium to cleanse Mind, Body, and Soul all at once, and having no further waiting period. Vampire Broods see considerably less public scrutiny from law-abiding citizens of Regalia, though may still occasionally be attacked on sight by people who do not know they are Broods. It is possible for non-Vampires to test whether a Vampire Brood is actually a Brood or an infected Vampire. Vampire Brood blood, when exposed to sunlight, will sizzle and may even spark with a low flame, which infected Vampire blood does not. A simple cut on a finger and bloodletting is an easy way to prove a Vampire Brood's identity.  


==Trivia==
==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 long-living, but not really, because true immortality does not exist in the laws of Aloria’s universe. Instead, they extend their life by stealing life essence from the people they feed on. There is life force in blood.
{{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.
{{Afflictions}}
{{Afflictions}}
{{Accreditation
{{Accreditation
|Writers = MonMarty, Lizmun
|Writers = MonMarty
|Processors = Scribbe, Birdsfoot_Violet
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[[category:Afflictions]] [[category:Void Afflictions]]
[[category:Afflictions]] [[category:Void Afflictions]]

Latest revision as of 19:28, 7 March 2024

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

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

History

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

Why play a Vampire

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

Vampire Types

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

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

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

Infection

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

Design

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

Purging

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

Bloodlines

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

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

Voilenigme

caption

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

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

Nerocanto

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

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

Vintgast

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

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

Torrghlas

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

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

Bremnevel

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

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

Silberfeder

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

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

Valhersir

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

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

Aullavientos

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

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

Dymolov

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

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

Miscellaneous

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

Vampire Thralls

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

Bound Thralls

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

Vampire Charm

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

Vampire Brood

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

Trivia

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

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

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