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Vampirism, also known as the Sanguine Curse, is a [[Void]]-spawned blood-curse that has plagued [[Aloria]] for hundreds of years. Often seen as a disease and hated by most of Aloria's people, this affliction causes the infected to undergo both physical and mental transformations. Vampirism can be cured by an aggressive and somewhat lengthy process, though many Vampires desperately attempt to avoid being cured, or even seek re-infection. This is caused both by the curse itself changing the thoughts of the infected, but also by the fact that most authorities across Aloria are excessively cruel to Vampires. In the [[Regalian Empire]], being a Vampire is seen as being something unholy—akin to being a [[Demon]]. Such creatures are either killed on sight by Vampire hunters or dragged away screaming to imprisonment and isolation. Frequent Vampire executions are held by the faithful, causing most Vampires across the world to live hiding in dark alleys, caves, and sewer tunnels. Indeed, Vampires are considered leeches on society as they feed themselves on the blood of the unwilling and powerless, empowered by darkness and Void Energies. Whole religions have been founded on the idea that Vampirism is the next step in Human advancement (despite the curse also striking non-Humans), and some contract the disease willingly for the powers it grants. Globally, Vampirism is on the rise since the last [[Great Vampire Wars]]. Global conflict with the [[Void Invasion]], Imperial wars, and more recently, the [[Bone Horror Crisis]], have all weakened local authorities to the point of breaking. Vampires often follow in the wake of a weary population, feeding and making use of what they can. Vampirism has grown so prolific that among the [[Regalian]] Emperor’s close court, some nobles have fallen to the sway of Vampirism, secretly plotting the destruction of the Empire from within. Even far in the north, a Vampire Principality exists in [[Ellador]], the state of [[Dorkarth]] entirely inhabited by Vampires and their feeding cattle, seeking to overthrow neighboring Kingdoms.  
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.


==History of Vampirism==
==Vampiric Infection==
The history of Vampirism is shrouded in mystery, not in the least because most authorities across the world attempt to eradicate any mention of Vampirism in their historical narratives. Historians who research Vampirism certainly exist, but are quickly imprisoned and have their materials burned for being deemed a threat to the state, especially in Regalia, where anything to do with Vampirism or the consumption of blood is taboo. Still, some hidden libraries in Vampire dens, secret categories in Qadir libraries, or the great records of the Dorkarth Princes contain information about the historical events surrounding Vampirism. Many of these sources will easily date the source of Vampirism to shortly after the Cataclysm, particularly in and around the Empire of Hedryll, on the southwestern corner of Ellador. The Empire of Hedryll enjoyed relative prosperity as opposed to poverty in the neighboring states. The Dwarven Holds were still recovering from their warfare with the Nelfin and soon were being devastated by the Dakkar, whatever western nations had existed were all but in ruin after the Fifth Void Invasion, and those states south of the region, including the fledgeling Regalian Empire, were all small and internally unstable. Certainly, it could be said that the Empire of Hedryll was at the time the dominant Ailor state in existence, it spanned lands miles upon miles apart, and raiding brought in many riches in a post-Allorn Empire world where most nations were rebuilding and not focusing on their military like Hedryll had. But then came the [[Great Vampire Wars]], conflicts fierce and devastating that destroyed Hedryll’s dominance while also endangering the world.
===Playing a Vampire in Regalia===
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.


These wars lasted until 89 AC, when the Hedrylli forces were finally able to push back the Vampires and exterminate a majority of them (though many more had already slipped out into wider Aloria). In the wake of the conflict, the severe population decline in Hedryll was something the small Kingdom never recovered from, and to this day, the threat of Vampires in Ellador remained minute. This has largely been thanks to the zealous crusading society of the [[Ohrneti]], who kill most Vampires that dare to lurk too long on Ellador’s mainland, but also because of the great diaspora that occurred at the tail end and conclusion of the Great Vampire Wars. Opportunistic Vampires determined that the wider world had greater opportunities, with richer lands and softer targets for their actions. Thus, the other Bloodlines of Aloria were born and over the past 200 years or so, Vampire fortunes rose and fell over the decades as attempts were made to establish local communities which were quickly snuffed out, especially by the Regalian Empire’s efforts to cleanse the world of what it considered unholy heresy. Vampires eventually started infiltrating the Empire itself, redoubling their efforts on targeting their biggest enemy of all. In present times, most layers of the Empire have been infiltrated by Vampires and Vampire sympathizers, waiting for their time to strike at Regalia’s own weakness and isolation, waiting for a time when they can establish a global Vampire Empire of their own as blessed by the Archdemon.
===Infection===
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.


Alternatively, the global spread of Vampirism over the centuries and revelation of the Curse’s infectibility towards all known Alorian races has witnessed the rise of various Covens, discreet and otherwise, from their less than humble origins of Dorkarth to the Songaskian Masaya and even the Maraya Mothership. This seeping spread throughout known Aloria, whilst meeting the original goal of widespread infection, has diluted the overall original goal and strict Dorkarthian Culture of Vampirism. Instead, the now diversified Bloodlines aid individuals as a corrupting tool to see their own goals, dreams and ambitions realized within the towns, cities and communities in which they would reside. This occurs to such an extent, in fact, that many Covens battle for supremacy of a certain ‘territory’ with others and such is commonplace in more populated and diversified cities, such as the Holy City of Regalia. Even the Vampiric Courts of Dorkarth are known not to have a central leader, with rival Desprinces playing at intrigue and politics as a twisted reflection of the Regalian peerage. Ultimately, the future of Vampirism remains in the hands of those with the most power, prestige, and influence to further it in whichever direction they see fit; to either remain content in ruling the shadows, or to step forth to claim all those within the light.
===Exceptions===
* [[Urlan]] cannot be infected with Vampirism. Vampires also cannot feed from Urlan, as any attempt to bite through their neck fails, and even if they got their hands on Urlan blood, it would burn their mouth.
* If a Vampire uses Magic, this Magic has to be Void, and have Blood-based aesthetics (even without the Blood Magic Pack). If a Vampire uses Engineering, their Branch has to be Dark Metal.  
* Any Exist or Primal or Ordial Abilities are translated to Void after Infection, even if those Abilities usually can't be Void-aligned. They return to normal once the Vampire is cured.
* As Vampirism is an Affliction, those who already have any other type of Affliction are unable to become Vampires. Additionally, those that already have Vampirism cannot become Afflicted with any other type of Affliction.
* Primal Mages and [[Archons]] are immune to becoming Vampirically infected. They can still be fed from like normal however, even if Vampires say that Archblood blood tastes exceptionally stale.
* [[Ordial]] Mages, [[Undead]], and other Ordial empowered are immune to becoming Vampirically infected. While Ordial Mages can be drunk from, Undead don’t have blood that Vampires can be satiated from.
* Immunity from Vampirism can be bought through Affliction [[Arcanology]]. This pack does incur Proficiency cost, but grants immunity to Blood Sickness that occurs when infection does not take hold.


==Vampirism Infection==
===Mental Changes===
Vampirism Infection can occur one of three ways. The primary method of infection is for Vampires to use their Vampiric Bite. Vampiric Bite is not the same as regular Blood Drinking. When a Vampire drinks blood, they simply use their fangs to puncture any part of the body close to veins, and consume blood from the wound. The Vampiric Bite differs, in that the Vampire specifically makes a small cut on their tongue inside their mouth before biting, which results in the Vampire’s own blood mixing with the victim’s blood. This is called a Vampiric Bite, and while Blood Drinking has a 0% chance of infection, the Vampiric Bite has a 50% chance of infection, when the intention is clearly to infect others. When using a Vampiric Bite, the victim must roll /dice 1 2, with 1 being saved from infection, and 2 being infected.  
When a Vampire becomes infected with the Sanguine Curse, their mental outlook on themselves, others, and the world changes. This is a magical effect caused by the Affliction itself, and thus applies exactly the same to everyone who becomes a Vampire, though the severity may differ between races. For example, while an [[Ailor]] may become more selfish and vain, the egotistical and self-aggrandizing nature of [[Altalar]] will be amplified to even greater heights. For ease of reference, the mental changes are recorded in a bullet point list below:
* Vampires do not have a conscience. In most cases they can just do whatever they like without feeling guilt or remorse over anything. They are certainly not self destructive and can distinguish long-term effects of their decisions, they just no longer care about the feelings and wellbeing of others. Vampires can be anxious, but only rarely suffer from self-doubt.
* Vampires gain a more possessive and domineering sense of love or friendship. While Vampires can certainly still have friends and lovers, by far and large, this affection is more through the scope of “You belong to me”, instead of “I love you”. They can still care, but only insofar one cares for their own possessions, and are very prone to jealousy.
* Vampires are very full of themselves, believing in their own physical and mental superiority over those who are uninfected. They see the uninfected as either: soon to be infected, undeserving of infection, or blood-cattle to sustain on. Vampires will frequently use the uninfected to achieve their goals.
* Vampires are anti-religious. Any concept of spirituality is lost to Vampires, with the exception of Void God or (Void) Arken worship. A Vampire may still pretend to worship their pre-infection faith, but know deep down that it is all pretend. Vampires show particular disregard for holy sites or religious artifacts.
* Vampires are not necessarily anti-establishment. While many Vampires seek to destroy the Regalian Empire, there are just as many who believe that the Empire is in fact the easiest tool or vehicle through which to expand their own influence and power, and to infect more with Vampirism. A Vampire can still be loyal to the Emperor, hoping to one day make him a Vampire.


Another method for infection is the consumption of half a cup of Vampire blood, which can be mixed with another drink or diluted, as long as the blood was at least half a cup. This drink can both be consumed voluntarily and involuntarily. When consuming an infected drink, infection is guaranteed at 100%. The third and final method of infection is to perform the Void Blood ritual. This involves praying to the Void deities, before sacrificing some sort of critter animal on a Void Altar, and then consuming at least half a cup of its blood. This Void Blood ritual has a 100% infection rate also, but can only be performed voluntarily by the ritual performer. The first and second infection method result in the person being infected by the Bloodline of the person donating the blood or biting them, while the third ritual will result in an infection based on the Bloodline the performer feels most closely connected to. All Vampiric Bloodlines can infect others through these methods, except for Alais Vampires, who can only guide others through the Void Blood Ritual to become an Alais specifically.  
===Curing===
The Vampiric Infection can only ever truly be cured through one way: the Sakrosanct. The Sakrosanct is an ancient ruin found on the [[Crown Isle]] which houses an inner chamber which has some sort of effect on the Vampiric Infection (or [[Cahal]] Affliction). The exact first curing of a Vampire through the Sakrosanct has been lost to time, however the process has been transferred between Arcanologists. In order to cure a Vampire, a person with the Pack “Curing Knowledge”, as well as at least 10 [[Proficiency]] Points invested in Medical Training, must 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.


Once a Vampire has become a particular Bloodline, they will remain that Bloodline until cured. If they are re-infected, they may choose to change to the Bloodline of the new infector. Vampiric Forms may change per Bloodline, but once a character has a Vampiric form for one Bloodline, that cannot change outside of ret-cons. After infection, a person will not yet fully be infected for about 24 hours. After the first 24 hours, and up to 72 hours after being bitten, the person will experience confusion, cold shakes, and hunger that cannot be satiated. After the third day, they will fully become a Vampire and unlock mutations, while also being extremely hungry, and having a practically unstoppable bloodlust to find the nearest victim they can safely get their hands on and satiate their hunger. Once they have done this, the mental aspects of being a Vampire also kick in. Certain Races may be immune to infections, if they are, this will be clarified on their relevant Race Page. Being a Vampire does not interfere with Racial Abilities, though Primal Aberrancy Individuals and Mages are immune to infection, as the Essences in them stop them from being infected.  
==Abilities and Specials==
Vampires do not have any Abilities in their Base Kit. Instead, Vampires gain 4 commutable Point-Buy Points that can be spent in specific Categories. These commutable Point Buy Points do not increase any Proficiency Stat, but allow the purchase of additional Point-Buy Packs, even if a Character already has 7 Packs bought in that Category. These commutable Point-Buy Points must be mentioned on the Character Application, and are lost instantly when the Character is cured. These Commutable Point Buy Points may be used in the following Categories: [[Engineering Point Buy]], [[Alchemy Point Buy]], [[Magic Point Buy]], and [[Afflicted Point Buy]] a unique category only certain Afflictions have access to. Each Vampire Type does still have Specials though.
===Blooded Vampire===
Blooded 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.
* '''Vampiric Bloodlust:''' Vampires are cursed with a hunger for blood: food and drink do not sate them. Their curse means that they do not age, so long as they continue to drink it. This even extends their lifetime beyond what is natural (although Vampires over 200 require hibernation to sustain themselves). If a Vampire stops drinking blood or is cured, they rapidly re-age. While this will never kill them, it makes them old and frail, until they acquire fresh blood or are re-infected. When Vampires are exposed to blood, they become anxious and have to suppress the urge to drink it, which can compromise their ability to keep up a Glamor.
* '''Vampiric 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, 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 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.


'''OOC Note:''' Because feeding is not always possible, it usually fine to assume a character has fed on an NPC citizen for day to day rp. This is purely for practicality sake, because there aren't enough players around to constantly feed every Vampire. The only exception to this is Vampires who are imprisoned (who should roleplay out being deprived of blood) and Vampires who have certain Vampiric Mutations which rely specifically on feeding at a specific time, or to trigger a specific ability. In such cases, the feeding must always be done IC and cannot be time skipped (save for situations where the curers are not providing consistent roleplay) or assumed from an NPC. If you suspect a player has not fed off a person but is using a feeding based ability anyway, report them to Lore Staff for God-Rp. Everyone should always keep in mind however that being fed on, or being turned into a Vampire, is not a permission based thing, and should always be roleplayed out for character development sake.
===Greater Vampire===
A Vampire becomes Greater when they have infected three or more people and those people form a Coven with them, with those three 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 three. Greater Vampires must write down the names of their Coven members on their Character Application. Multiple Greater Vampires can be part of the same larger Coven. Bonded Vampires cannot become Greater Vampires. They have access to the following extra Specials:
* '''Coven Telepathy:''' The Greater Vampire is (while stationary inside a Rental 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.
* '''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 / Noble Estate / Clandestine Base belonging to the Greater Vampire or their Coven, and can only be used if the region is not being attacked or besieged.
* '''Coven 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.


==Vampire Culture & Rituals==
===Master Vampire===
Though the crimson curse remains synonymous with the Void, bloodlust and inherent violence, Vampirism at its core is a means of freedom from the constraints of such ideas as Religion, morality, Culture and even family, thus leaving any Vampire to live their life as they truly wish to without internal hindrance. This allowed for a breath of freedom from a potentially unsatisfying life for the common peasant. This, coupled with the origins of various sub-cultures within the named Bloodlines, makes for unconstrained potential within individualized coven culture. Whilst some Covens remain entirely composed of a singular, like-minded Bloodline such as a Von-Kerle Bandit or Mercenary Group, or Alais Virtearist Circle, others are comprised of various Bloodlines under a more open-minded Coven Leader where one Bloodline covers for the weaknesses of another. As such, depending on the goals, ideals, and mentality of the Coven as a whole, and reflectively the Coven Leader themselves, Covens will have their own traditions, holidays, festivities, and rituals. Due to the nature of Bloodlines passing infection from one to the other, however, rituals and festivities most commonly utilized among certain Bloodlines are passed unto further removed Covens across Aloria to interpret, tweak and utilize as they see fit.  
A Greater Vampire becomes a Master Vampire or Desprince when they have produced (or Pledged) three or more other Greater Vampires, with their own Blooded Vampire followers. 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 13 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.


===The Faceless Masquerade===
===Bonded Vampire===
The Faceless Masquerade was first conceived at the peak of Dorkarth’s superiority and rise of The Pale Whisper; however, following the Great Vampire Wars, all credit to this practice’s creation typically falls to the Virtearist Alais and Milôt Nobility within various Courts of various Kings dotting the Regalian Empire. Though Masquerades themselves are far from uncommon among Nobility, the Faceless Masquerade requires those Vampires participating to disguise themselves with far more than just a mask; often dying their hair or taking alchemical substance to change the shade of their skin and the tone of their voice. A simpler alternative, however, is any Bloodline with the power to using some sort of magical disguise. With this transformation complete, the gathered Vampires then familiarize with each other’s disguises, slipping into public and private events alike with fabricated personas to mingle with the populous; most commonly during masquerade balls. These Vampires work to support their fabricated backstories (typically masquerading as wealthy merchants or aristocrats) with the aid of fellow disguised Vampires, thus misleading and deluding their victims to believe a persona that does not exist. Many Vampires utilize this joint effort to seduce away valuable political players or steal valuable items by use of their abilities and addictive drinks. For some Vampires, the Faceless Masquerade never truly ends -- as those bored with their immortality simply move from one mask to the next. It remains an ideal way to pick for potential new-blood Coven Members from a herd of unsuspecting charismatic socialites.  
Bonded Vampires are two Blooded Vampires in a romantic relationship who do not join a Coven. If for some reason the romance between them ends, they become regular Blooded Vampires. Bonded Vampires cannot be siblings or platonic friends, they have to be romantic partners. They inherit regular Blooded Vampire Abilities and Specials, but get a few extra:
===The Fledgling Hunt===
* '''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. 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.
Among the Dorkarth, Wyrden and handful of von Kerle Vampires, the Fledgling Hunt is a ceremonial practice undertaken when newly blooded Vampires, or ‘Fledglings’, lack opportunity to ‘prove’ their ability to the remainder of the Coven. Typically, the Vampires will disperse from their Coven Nest and scour any and all nearby social areas such as taverns, campsites, and settlements during the daytime, typically sending inconspicuous or charismatic Vampires to infiltrate such societies. At the break of dusk, these Vampires then return to their Coven Nest and report their findings to the Coven’s leader, or leader’s designated Prince of the Hunt. The Coven’s leader then makes a final call on the location to be struck or, more rarely, a specific group of prey to be tracked, after which follows an hour or so of ‘preparation’. This preparation process differs from Coven to Coven, where some sharpen their claws in silent focus and meditation, and others exercise their combat strength against one another to warm themselves up, or simply decorate themselves with warpaints of dark, muddied colours. Following this hour of preparation and upon the rising of the full moon, the Coven then descends to either capture and feast upon their selective prey, or indiscriminately feast and disperse. Ultimately, this is part of an initiation of the new-blood Vampires to the Coven, where all hunt together and fight together. Alternatively, those Vampires deemed too weak are picked off in these hunts by the forces they face, leaving the difficulty of the hunt in the hands of the Coven Leader who ultimately decides the quarry. As such, the Fledgling Hunt is an ideal way of trimming useless fighters from a Coven.
* '''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.  


===Duellings of Wutienda===
==Culture==
Initially devised by the Dorkarth Princes as a means to settle disagreements in a fashionable manner, the Duelling of Wutienda are most often practiced between two displeased Vampires looking to settle their mutual displeasure with a contest of combat skill within the Ring of Malice; a combat ring or pit glyphed by a member of either the Dorkarth Bloodline or a Vampire-attuned [[Ezekiel]]. It requires a drop or more of Dorkarth Bloodline blood to be spilt upon it to activate. This Ring, once activated, disallows any further entry or exit via a painful arcane barrier until the duel is over; until all others within the ring are deceased bar one. As such, a Duel can take place either between two Vampires, or as a free-for-all within which only the final Vampire standing is victor. The ring will simply not activate should any non-Vampires be within the ring. Once the Duel is complete, the Ring’s warding absorbs and drains all spilt blood from the dead whilst aglow with ominous energies, then revives the deceased Vampires to their physical states just prior to the Ring’s Activation, albeit somewhat weaker and more fatigued; almost as if feeding on the blood itself. The victorious Vampire’s wounds are not healed, though following the draining of deceased Vampire blood, their hunger feels satiated for the next few days.
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.  


The first victor within any Coven’s first established Ring of Malice is dubbed the Champion of Wutienda and only one Champion can exist in any one Coven at any given time. They are furthermore marked by a glowing palm-sized crimson Glyph anywhere atop their skin, though this glyph can be obscured by clothing. Naturally, it’s a rare treat to watch two Champions of Malice from opposing Covens duel for supremacy, where the victor’s glyph expands to the size of two Glyphs whilst the loser loses theirs entirely, leaving the losing Coven to instate a new Champion amongst their Ring of Malice. Champions of Malice that are cured lose their glyphs as well. Should the victor of such a battle (with a glyph the size of two or more glyphs) lose to a member of their Coven following, that Coven Member is dubbed the new Champion and receives the starting Glyph. Von Kerle Vampires, typically chosen by Desprinces as Bodyguards and Gladiators, often duel in such pits on behalf of their Masters should two or more come into a disagreement, with some legends rumoured to have glyphs worth five or more victories against rival Covens spanning their bodies. In theory, a Vampire from any Bloodline could act as a combat representative for a Desprince or Coven Leader. As such, it’s not unusual to see multiple allied Covens orchestrate entire structured tournaments to invigorate their various combattants, or simply set a particularly renowned Vampire Combattant against a multitude of starved feral Vampires for sport.
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.  
===The Ritual of Projections===
By use of this ritual, any Vampire-attuned Ezekiel is able to summon a ghastly ethereal Tome (of any chosen aesthetic design) comprised of their accumulated knowledge, arcane or otherwise. This Tome may not be stolen, conventionally or through arcane means, as any who attempt to touch it simply phase through it. Even the Ezekiel is unable to touch it, instead causing it to levitate ahead of them whilst manipulating page flipping through arcane hand motions. Whilst this tome is summoned, the Ezekiel is endowed with various glowing runes etched into their bodies (inclusive of any transformations to Lich form). By flipping through the pages of the Tome, the Lich is thus able to project visualizations onto any nearby wall (including the ceiling or floor) for others to view. This wall must be prepared with a runic glyph-circle etched or drawn into it, such as with chalk, blood, paint, or carvings. For instance, if the Lich were offering a lecture on [[Dragons]], they could project a vision of Dragons; regardless of whether or not the Lich had ever seen Dragons. As such, they are even able to project their memories, but may only project one vision on one wall at a time, manipulating only what is seen on the ‘screen’. They are unable to perform this ritual within combat, nor for any purpose besides the sharing of knowledge or telling of stories. It is designed to allow for wisened Ezekiel Vampires to lead more engaging lectures and sermons regarding all which they have learned, or to entertain their Coven with stories of their travels.


==Vampire Bloodliness==
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.
===[[Alais Bloodline]]===
The [[Alais Bloodline]] originates from the Ithanian courts where a powercouple of a Dorkarth Princess and a Princess of the local Hivres contacted dark powers to set themselves apart from the general Vampire population as both more sophisticated and being better at blending in with the normal population. Their Danse Macabre spread itself across the various courts of the world, to the point where it is in present times likely the most wide-spread form of Vampirism, intent on infiltrating the high courts and creating a paradise of self-please and gratification.  


===[[Milôt Bloodline]]===
==Rituals==
[[Milôt Bloodline]] are the extravagant extroverts, the partying drink and food makers of Vampire society that help their fellow Vampires blend in and do their work without being seen. They are perhaps also the most unlike other Vampires in that they have their own intentions and ambitions and their own plans, and can generally socialize well with both Vampires and non Vampires without constantly feeling a disdain for them.
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.


===[[Wyrden Bloodline]]===
===The Fledgling Hunt===
The [[Wyrden Bloodline]] originate from the forests and Walds of Anglia, created by an ostracized Desprince who preached the death of Vampire-Kind at the hands of the [[Cahal]]. This Desprince then cloistered themselves away to become one with nature, and gain dominion over it. When the Wyrden Bloodline finally emerged, they sought the proliferation of the Sanguine curse and protection of their way of life. Though their teachings are often looked down upon, their powers of healing and protection are invaluable, and Wyrden quickly spread to all kinds of Vampire Covens and Courts, taking root.  
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.


===[[von Kërle Bloodline]]===
===Dueling of Wutienda===
[[Von Kërle]] Vampires hail from the Calemberg cities and dark-walds, the high-military high-class realms of the Regalian Empire. Born from the sacrifice of a Dorkarthian Vampire Prince to empower his lover, Count von Kërle, the blood-line spread quickly as its militant prowess and power became apparent to all who would combat them. Now the trademark enemies of Darkwald Knights and Calembergers, the Von Kërle Bloodline is drawn by conflict and combat, and found all across Aloria.
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.


===[[Graal Bloodline]]===
===The Ritual of Projections===
The [[Graal Bloodline]] originates from the slums of urban centers, far from the Alais palaces, the von Kërle forts, among the downtrodden and farm-hands that have never seen an Occult creature. The Graal Bloodline is not a typical Bloodline, in that it has a simplified structure with 80% of its Abilities stripped away for a simplified Ability-kit, for those who don't like playing with lots of Abilities, or those who want to play a Vampire + something else, for example Faith Manifest, which is usually denied on all other Bloodlines.
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.


===[[Dorkarth Bloodline]]===
==History==
Vampires of the [[Dorkarth Bloodline]] were the first of the Vampires, the original Bloodline created by the Princes of Dorkarth in Ellador. While their numbers have dwindled since the great period of Vampiric superiority in Ellador, they retain a strong military and own the legendary Dreadforts, flying castles of doom and destruction where anguish and suffering is inflicted on those who would get in the way of the Dorkarthi design on world power and influence. With their close connection to the Void, the Dorkarth Vampires, despite their numbers, remain the most dangerous Bloodline known to the Regalian Empire.
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.  


===[[Rokhaal Bloodline]]===
==Bloodlines==
The [[Rokhaal Bloodline]] is a bit of an oddity in that it is not actually considered a Bloodline among Vampires, but rather a (ironical from their perspective) corrupted Vampire Bloodline. The Rokhaal are, simply put, a Primal-recycled Vampire Bloodline that uses Primal Magic to turn the Vampire against their own kind, producing a breed of Vampire and Cahal-hunting Vampires that still subsist as Vampires, but fight fire with fire. Rokhaal Vampirism cannot be acquired through any of the regular means of Vampirism Infection, and have to be infected through a very specific ritual described on the Page. Rokhaal Vampires also also universally despised by all other Vampire Bloodlines, as the Rokhaal Vampires serve Draga Ifrit of the [[Cult of Evolution]], a religion that is very anti-Vampire, and actively hunt Vampires as their mode of sustenance.
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.


===[[Cratos Bloodline]]===
===Alais===
The [[Cratos Bloodline]] originates from a hidden Meraic Vault where a Dorkarth Prince experimented with Qadir and Asha tech to produce a more technlogically inclined Vampire Bloodline. Aided by the powers of Arken, this Bloodline eventually made its slow rise to prominence, first stealing and salvaging tech from societies in the light, and later peddling their own inventions to aid existing Covens, or produce undercities of Blood Foundries of their own with aim to spread their technocratic influence.
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.


==Bloodline Mutations==
===Milôt===
Vampirism knows a number of bloodlines that divide the Vampires over certain sub-cultures. These Bloodlines all have certain origins, and are usually perpetuated by one Vampire infecting another and recruiting them into their Bloodline.  Any Vampire can at any age or any time gain Mutations, and doing so does not cost Proficiency Points. Simply not adding any Mutations is allowed too, Mutations are not mandatory. If a Vampire is cured, their Mutations are lost (where applicable). If the character is re-infected, the exact same Mutations are re-activated. Some Mutations also have special rules, please refer to the Special Bloodline Mutation Rules to make sure you read all the information before making any choices. If you need further help, please consult with Lore Staff.  
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.


==Vampire Brood==
===Wyrden===
Vampire Broods are created when Vampires of any Bloodline, except Alais and Rokhaal, reproduce with other Vampires, or even non-Vampires. Vampire Broods are frequently mistaken for actual Vampires because they share some appearance traits, but are not actually Vampires (but they can be infected by Vampirism). Because of their appearance, while Vampire broods aren’t explicitly illegal, they are severely mistrusted by other mundane peoples around them. Vampire Brood status is incurable, meaning the person is always a Brood, however they are never a fully manifested Vampire. That being said, any time they come into contact with a Vampiric Bite or Vampiric Blood infection, they are always (100%) infected into the Vampirism Bloodline that they were born with (the Bloodline usually follows the Bloodline of the “dominant” parent’s Bloodline, whatever qualification for dominance is used (Player choice). Vampire Broods (regardless of what Bloodline they belong to) are born with the following Abilities:
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.  


{| class="wikitable"
===von Kërle===
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#fe9e9e;" | Blood Eyes 7
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Blood Eyes 7 | The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 7.
}}
|-
| style="background-color:#fe9e9e;" | Vampiric Form 1
| Full Shift
| Self
| Grants the user {{#simple-tooltip: Vampiric Form 1 | The Character is able to Full Shift into their Vampiric Form. While in Vampiric Form, the Character has access to all Abilities from the Abilities from their Bloodline Ability Kit. Shifting in and out of Vampiric Form is instant, cannot be Cancelled or Countered, and the player may design the Vampiric Form, with some ground rules. For the Ground Rules, refer to the Bloodline page, which will have an outline on the limitations and design choices for Vampiric Form. This Ability has no Cooldown.
}}
|-
|}
Vampire Broods always have the dormant Vampire infection in them, they cannot acquire any other Affliction and are always considered Aberrant or Occult. They cannot change Bloodline from their Brood Bloodline.


==Combatting Vampirism==
===Dorkarth===
===Curing of Vampirism===
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.
Curing Vampires or Cahal is fairly straightforward, albeit dangerous, since it can be interfered with by outsiders. The only true place to cure a Vampire or Cahal, is inside a Sacrosankt, a holy place of Unionist Communion. Sacrosankts were once more numerous, but the collapse of the Imperial Arch-Temple reduced the number of active Sacrosankts to one. The only remaining active Sacrosankt is within the Salvation Temple of God Empress Ness in Old Town. One also exists in the Imperial Palace, but it is not publicly accessible, and as such not operational. Only individuals with [[Arcanology|Curing Knowledge]] and 10 points in [[Science_Skill_Category|Medical Sciences]] are capable of gathering the materials and rites for curing a Vampire, and performing the whole ceremony. The process begins by bringing the subject in chains to the Salvation Temple of God Empress Ness in Old Town, and leading them up to the altar in the back. The altar houses the Sacrosankt, a small domed alcove at the center, the outside richly decorated with stone carvings. The Arcanologist performing the ritual must escort the target into the Sacrosankt, and close the door behind them (this door should always be usable by anyone, and is a simple lever mechanism, no keys are required). If the target was inserted into the lower part of the Sacrosankt, the magical glowing water at the bottom causes them to be unable to lift their feet off the ground, and they become physically weak, unable to leave the Sacrosankt even if someone were to open the door without being carried out. After the door is closed, the Arcanologist must perform the Cleansing Rite on the door, after which the 1 hour timer starts. The Vampire or Cahal must remain inside the chamber for 1 hour exactly, and only up to 2 persons can go inside, otherwise it will not work. The process is painless and allows the target to remain aware of what is happening, and even to speak with those outside of the Sacrosankt, as it is not air tight, however they are unable to escape, and may feel a tingling sensation in their feet as the Affliction is drained away from them. If the door is opened, this does not outright stop the cleansing. Only removing the target from the cleansing waters will cause the process to cease, after which it has to start over from the beginning. The Sacrosankt itself cannot be damaged by Abilities, as the masonry is made out of an earlier predecessor of Purestone that, while not cancelling Abilities nearby, makes the actual structure immune to them. The Masonry is also so sturdy that practically all brute forcing would not break it. Freshly infected can also be cured in the exact same manner. Regardless of whether the process is interrupted or completed, the first 15 minutes following the cleansing, the ex-Vampire or ex-Cahal will experience physical fatigue, and require someone else to support them to walk, or rest on a nearby bench. After these 15 minutes however, the Vampire or Cahal will only experience post-infection syndrome, and be otherwise physically capable of walking on their own.
 
After curing, either a Vampire or Cahal gains post-infection syndrome, where their mentality quickly reverts back to normal, but there is always a risk of relapse because for a few weeks there will be a faint hunger for blood in the cured Vampire, or Soul-Essence in a Cahal. The curing process is also deeply traumatic and them, causing them to forget the specifics of what their abilities and powers were and how they functioned, becoming incapable of spreading information on them post-curing. When cured, a Vampire or Cahal cannot be re-infected for 72 hours, after which if they are re-infected, they become immediately infected with the same strand of Vampirism or Cahalism they had before, including the same mutations. The re-infection takes 24 hours and involves none of the usual symptoms associated with infection, meaning it does not go through the multi-day infection process of the first time.  When this process of curing is performed on incurable Vampires or Cahal, their Vampirism or Cahalism is not cured, but it does cause their Mutations to go into a dormant state for 5 days, essentially making them powerless. During this period, the Vampire or Cahal's mentality also returns back to normal, feeling no urge to drink blood or consume Soul-Essence or manifest other mental traits these infections might give. After this 5 day period is over however, everything returns back to normal. They also do not lose their visual features while this process has occurred.
 
(('''OOC Note:''' The curing process is not allowed to be time-skipped, except for one exception. After 10 minutes have passed, the curer/guard at the Sacrosankt is able to ask the infected player in OOC chat if they have anyone planning to rescue them from the Sacrosankt. If the infected player does not have anyone coming to rescue them, then the curing process can be time-skipped after an extra 5 minutes have past, shortcutting the curing time to 15 minutes total vs the regular hour.))


==Trivia==
==Trivia==
*Contrary to folklore, Vampires are fully able to walk in sunlight without pain or burning. However, many choose not to, and find great comfort in the shadows.
* 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.  
*Some scholars theorize that the memory lapse upon curing about Vampiric powers is a latent aspect of infection that prevents those who were prior infected from explaining all of their powers to would-be vampire hunters, so as to protect its host should they be infected again.  
* 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.
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{{Accreditation
{{Accreditation
|Writers = MonMarty, Birdsfoot_violet
|Writers = MonMarty, Lizmun
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[[category:Afflictions]] [[category:Void Afflictions]]
[[category:Afflictions]] [[category:Arcane Afflictions]]

Revision as of 23:21, 12 May 2022

Vampirism
Vampirebloodyb.png
Afflictions
Affected Races Various
Contraction Various
Mortality Rate N/A
Origins Cataclysm
Symptoms
  • Varying

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.

Vampiric Infection

Playing a Vampire in Regalia

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

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.

Exceptions

  • Urlan cannot be infected with Vampirism. Vampires also cannot feed from Urlan, as any attempt to bite through their neck fails, and even if they got their hands on Urlan blood, it would burn their mouth.
  • If a Vampire uses Magic, this Magic has to be Void, and have Blood-based aesthetics (even without the Blood Magic Pack). If a Vampire uses Engineering, their Branch has to be Dark Metal.
  • Any Exist or Primal or Ordial Abilities are translated to Void after Infection, even if those Abilities usually can't be Void-aligned. They return to normal once the Vampire is cured.
  • As Vampirism is an Affliction, those who already have any other type of Affliction are unable to become Vampires. Additionally, those that already have Vampirism cannot become Afflicted with any other type of Affliction.
  • Primal Mages and Archons are immune to becoming Vampirically infected. They can still be fed from like normal however, even if Vampires say that Archblood blood tastes exceptionally stale.
  • Ordial Mages, Undead, and other Ordial empowered are immune to becoming Vampirically infected. While Ordial Mages can be drunk from, Undead don’t have blood that Vampires can be satiated from.
  • Immunity from Vampirism can be bought through Affliction Arcanology. This pack does incur Proficiency cost, but grants immunity to Blood Sickness that occurs when infection does not take hold.

Mental Changes

When a Vampire becomes infected with the Sanguine Curse, their mental outlook on themselves, others, and the world changes. This is a magical effect caused by the Affliction itself, and thus applies exactly the same to everyone who becomes a Vampire, though the severity may differ between races. For example, while an Ailor may become more selfish and vain, the egotistical and self-aggrandizing nature of Altalar will be amplified to even greater heights. For ease of reference, the mental changes are recorded in a bullet point list below:

  • Vampires do not have a conscience. In most cases they can just do whatever they like without feeling guilt or remorse over anything. They are certainly not self destructive and can distinguish long-term effects of their decisions, they just no longer care about the feelings and wellbeing of others. Vampires can be anxious, but only rarely suffer from self-doubt.
  • Vampires gain a more possessive and domineering sense of love or friendship. While Vampires can certainly still have friends and lovers, by far and large, this affection is more through the scope of “You belong to me”, instead of “I love you”. They can still care, but only insofar one cares for their own possessions, and are very prone to jealousy.
  • Vampires are very full of themselves, believing in their own physical and mental superiority over those who are uninfected. They see the uninfected as either: soon to be infected, undeserving of infection, or blood-cattle to sustain on. Vampires will frequently use the uninfected to achieve their goals.
  • Vampires are anti-religious. Any concept of spirituality is lost to Vampires, with the exception of Void God or (Void) Arken worship. A Vampire may still pretend to worship their pre-infection faith, but know deep down that it is all pretend. Vampires show particular disregard for holy sites or religious artifacts.
  • Vampires are not necessarily anti-establishment. While many Vampires seek to destroy the Regalian Empire, there are just as many who believe that the Empire is in fact the easiest tool or vehicle through which to expand their own influence and power, and to infect more with Vampirism. A Vampire can still be loyal to the Emperor, hoping to one day make him a Vampire.

Curing

The Vampiric Infection can only ever truly be cured through one way: the Sakrosanct. The Sakrosanct is an ancient ruin found on the Crown Isle which houses an inner chamber which has some sort of effect on the Vampiric Infection (or Cahal Affliction). The exact first curing of a Vampire through the Sakrosanct has been lost to time, however the process has been transferred between Arcanologists. In order to cure a Vampire, a person with the Pack “Curing Knowledge”, as well as at least 10 Proficiency Points invested in Medical Training, must be present to lead the ritual. The exact process of the ritual is not wholly relevant and may be up to the player to dictate. The individual intended to be cured must be placed inside the curing chamber (which can contain up to two people at a time), after which the chamber is sealed and the curing begins. The ritualist may then perform their desired ritual, and a timer should be set for 10 minutes. If nobody has shown up to try and free the Vampire in the curing chamber (and the player being cured not notifying that someone is on their way), then the curing process is time-skipped and completed instantly. If someone arrives and attempts to break out the Vampire, then the Curing can only be completed when the attackers have been defeated and left. If the defenders are defeated by the attackers, the Curing ritual is interrupted and the Vampire may be freed. In both instances, attackers and defenders may not be captured, and must be allowed to leave by the victor.

Abilities and Specials

Vampires do not have any Abilities in their Base Kit. Instead, Vampires gain 4 commutable Point-Buy Points that can be spent in specific Categories. These commutable Point Buy Points do not increase any Proficiency Stat, but allow the purchase of additional Point-Buy Packs, even if a Character already has 7 Packs bought in that Category. These commutable Point-Buy Points must be mentioned on the Character Application, and are lost instantly when the Character is cured. These Commutable Point Buy Points may be used in the following Categories: Engineering Point Buy, Alchemy Point Buy, Magic Point Buy, and Afflicted Point Buy a unique category only certain Afflictions have access to. Each Vampire Type does still have Specials though.

Blooded Vampire

Blooded 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.
  • Vampiric Bloodlust: Vampires are cursed with a hunger for blood: food and drink do not sate them. Their curse means that they do not age, so long as they continue to drink it. This even extends their lifetime beyond what is natural (although Vampires over 200 require hibernation to sustain themselves). If a Vampire stops drinking blood or is cured, they rapidly re-age. While this will never kill them, it makes them old and frail, until they acquire fresh blood or are re-infected. When Vampires are exposed to blood, they become anxious and have to suppress the urge to drink it, which can compromise their ability to keep up a Glamor.
  • Vampiric 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, 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 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.

Greater Vampire

A Vampire becomes Greater when they have infected three or more people and those people form a Coven with them, with those three 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 three. Greater Vampires must write down the names of their Coven members on their Character Application. Multiple Greater Vampires can be part of the same larger Coven. Bonded Vampires cannot become Greater Vampires. They have access to the following extra Specials:

  • Coven Telepathy: The Greater Vampire is (while stationary inside a Rental 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.
  • 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 / Noble Estate / Clandestine Base belonging to the Greater Vampire or their Coven, and can only be used if the region is not being attacked or besieged.
  • Coven 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.

Master Vampire

A Greater Vampire becomes a Master Vampire or Desprince when they have produced (or Pledged) three or more other Greater Vampires, with their own Blooded Vampire followers. 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 13 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.

Bonded Vampire

Bonded Vampires are two Blooded Vampires in a romantic relationship who do not join a Coven. If for some reason the romance between them ends, they become regular Blooded Vampires. Bonded Vampires cannot be siblings or platonic friends, they have to be romantic partners. They inherit regular Blooded Vampire Abilities and Specials, but get a few extra:

  • 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. 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

Wutienda Duels are named after the Dorkarth Desprince, Wutienda, who first came up with the ritual, though the duels have been largely popularized in modern times by the von Kërle covens. Wutienda duels are affairs that are used not only for entertainment, but to train one’s skills, and to settle disputes. The ritual involves first drawing a circle of runes on the ground - the size does not matter, it can be as small or as large as the vampire likes, though the circle has to be unbroken. The materials used to draw this circle has to be mixed with the blood of those that intend to participate in the duel - there is no limit of participants, the only stipulation being that all participants must be vampiric and have infected blood, or the ritual will fail. After the ritual circle is drawn, and all participating vampires step into the circle, the ritual can be fully activated with a single drop of Greater Vampire or Desprince blood. Upon activation, the circle is enclosed with a magical barrier that does not allow anyone into the circle, but can let participants out (however, they cannot re-enter upon exiting). The circle stays this way until only one living vampire remains. It’s typical for a Wutienda duel to end in a death or multiple deaths (at the end of the duel, all killed parties are returned to life, though the victor’s wounds are not healed), however this is not always the case. Wutienda duels can be done with non-lethal fights, or more unique fighting styles such as trying to shove an opponent out of the dueling ring. Rarely, Wutienda duels are used in a manner that’s not particularly violent - as some Alais covens tend to do - such as having contestants verbally spar until one gets their feelings hurt and declares defeat by leaving the ring. It’s typical for duellists to either agree on a fighting method themselves, or have the Greater vampire or Desprince who activates the ring decide on the method and rulings, and it is seen as incredibly taboo to deviate from the rulings of a Wutienda duel. It is possible for a Greater Vampire or Desprince to declare a ‘champion’ of their coven through the use of a Wutienda duel - where the winner of the duel can be branded with a glowing mark (which is unique between covens) somewhere on their body as a symbol of their status as the coven’s champion, which essentially declares them one of the coven’s best. This mark can be hidden by glamor form, and there can only ever be one ‘champion’ per coven, which makes the position highly sought after, especially from more prideful vampires.

The Ritual of Projections

By use of this ritual, any Vampire-attuned Ezekiel is able to summon a ghastly ethereal Tome (of any chosen aesthetic design) comprised of their accumulated knowledge, arcane or otherwise. This Tome may not be stolen, conventionally or through arcane means, as any who attempt to touch it simply phase through it. Even the Ezekiel is unable to touch it, instead causing it to levitate ahead of them whilst manipulating page flipping through arcane hand motions. Whilst this tome is summoned, the Ezekiel is endowed with various glowing runes etched into their bodies (inclusive of any transformations to Lich form). By flipping through the pages of the Tome, the Lich is thus able to project visualizations onto any nearby wall (including the ceiling or floor) for others to view. This wall must be prepared with a runic glyph-circle etched or drawn into it, such as with chalk, blood, paint, or carvings. For instance, if the Lich were offering a lecture on Dragons, they could project a vision of Dragons; regardless of whether or not the Lich had ever seen Dragons. As such, they are even able to project their memories, but may only project one vision on one wall at a time, manipulating only what is seen on the ‘screen’. They are unable to perform this ritual within combat, nor for any purpose besides the sharing of knowledge or telling of stories. It is designed to allow for wisened Ezekiel Vampires to lead more engaging lectures and sermons regarding all which they have learned, or to entertain their Coven with stories of their travels.

History

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.

Bloodlines

In vampiric culture, the term ‘bloodline’ is not referring to literal descendance by relation, rather, it refers to the influence of notable past covens that have become cultural icons. It’s not uncommon for both individual Vampires and Vampire Covens to identify with a bloodline. There have been many throughout history, these are the most notable modern ones.

Alais

The Alais Bloodline originated in Ithania during the Vampire Wars. Its Desprince, Eveleanda Morvanus, led her cult-following to Ithania during their height, and managed to seduce one of the richest princesses of the local Hivres. The resulting two-woman power couple quickly spread their influence and soon turned the local courts to Vampirism. The Coven of Alais was founded, and its influence soon spread, as the Coven sent infiltrants to courts within Lusits, Solacia, Pays-Sud, and eventually even the Imperial Court itself. Vampires and Covens who align themselves as Alais pay homage and often imitate the ways of seduction, subterfuge, and infiltration the original Alais Desprinces had, and look to claim their freedom by climbing to the top of the social ladder and reigning over those on the lower rungs.

Milôt

The Milôt Bloodline originated in the Regalian Archipelago, somewhere in Pays-Sud, around the time of the Ithanian Gem Boom. Unlike other Bloodlines, the history of the Milôt Coven was never well recorded, its Desprince is not known. It’s said, however, that they were a commoner and spent much of their time around carnivals. The Milôt Coven was not a strongly centralized Coven, rather, it was said to migrate regularly, following multiple troupes of entertainers throughout the Regalian archipelago and onwards. Those who align themselves with the Milôt bloodline are often entertainers, partygoers, extroverts and socialites who seek freedom through hedonism and fun.

Wyrden

The Wyrden Bloodline originates from the Morass Willow Walds in Western Anglia, after the Vampire Wars. The Wyrden Bloodline’s origins are steeped in a rich oral history and folktale that has mutated over time. It is believed the first Desprince of the Wyrden Coven was a prophet named Zalora, a vampire who was obsessed with fighting the Uhr-Beasts and ensuring the continuation of the Vampiric Gift. Contemplating how to defeat this mortal enemy, Zalora traveled the world in a great pilgrimage, seeking solutions to their dire problem. It’s said that Zalora found what they were looking for in the Regalian Archipelago, long before the Regalian Empire was formed, and after centuries they had mastered the art of controlling nature itself. It’s then said that Zalora transmuted themselves into a twisted leafless tree, and bled sap that gave birth to the first Wyrden Coven. The legitimacy of this story is questionable at best, though Wyrden often believe it to be true. Whatever the case, the Wyrden Coven started within Western Anglia’s walds, and has spread to forests within and beyond the Regalian Archipelago, and often compete with and antagonize Cahal packs openly and aggressively, believing them to the the Uhr-Beasts Zalora’s prophecy spoke of. Those who align with the Wyrden Bloodline are often sages, herbalists, mystics, gardeners and healers who seek freedom by continuing Zalora’s prime directive: fighting the Cahalic beasts and ensuring the continued survival of Vampires.

von Kërle

The von Kërle Bloodline originated in the dark forests of Calemberg, Baldmark, and Waldmark. The Coven of von Kërle began during the heat of the Vampire Wars when a Dorkarth Desprince left Ellador to infiltrate Calemberg with the intention of weakening the Wirtem armies by seducing the higher rungs of society. This Desprince was successful, and managed to use his vampiric wiles to seduce the Count of Parchstadt and turn him to Dark Ancient worship. He was successful, however, the Count of Parchstadt proved more cunning than his Desprince lover, killing him and taking his power. How, when, or why the Count did this is lost to time, however it is said that the Count was not a Vampire going into the ordeal, and was a Vampire coming out of it. The von Kërle Coven spread through the dark forests shortly after the Count’s disappearance, and the von Kërle bloodline proliferated even through violent clashes with the Darkwald Order. Those who align with the von Kërle bloodline are often dogmatic and militaristic, and seek freedom through physical and militaristic might.

Dorkarth

The Dorkarth Bloodline originated in Ellador many centuries ago, and is one of the oldest and largest still-relevant Covens to date. All modern Bloodlines are said to have descended from individuals converted by the fourteen immortal High Desprinces that make up the leadership of the Dorkarth Coven. It controls a state in north-western Ellador of the same name, and still contends with Dwarves and Isldar of the region to this day, all in the hopes of creating a Vampiric Empire. Those who align themselves with the Dorkarth Bloodline are often in favor of powerful, ruthless and Vampire-centric leadership, seeking freedom by being in control.

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’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.

Accreditation
Writers MonMarty, Lizmun
Processors Scribbe, Birdsfoot_Violet
Last Editor Birdsfoot violet on 05/12/2022.

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