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{{Info afflictions
{{Info Affliction
|image       = vampirebloodyb.png
|name = Vampirism
|races       = All, except Urlan,Bralona, and Sihndar.
|image = vampirebloodyb.png
|contraction = Bite, Blood drinking, or Altar Ritual.
|races = All except Urlan, Bralona, Sihndar.
|mortality  = Long-lived
|infection = Bite, Drinking, Ritual.
|origins    = [[Cataclysm]]
|origins = Void Gods
|symptoms    =  
|symptoms = Blood Hunger, Red eyes, Sharp Teeth.
* Bloodthirst
|status = Not Curable.
* Removed consciousness
* Void Corruption
|}}
|}}
Millions of citizens of the Regalian Empire go to bed at night, closing their windows and doors, and snuffing out the lights one by one, hoping for a good night's sleep, and a safe return of sunlight in the morning. The very thing that gives them terrors at night and has inspired neighborhood watches, as well as whole folklores of bedtime stories and tales to scare children into behaving well, is the Vampire. The Vampire is an insidious Afflicted, a person who succumbs to the crimson curse that creeps in the night and in the shadows, feeding off the blood of the innocent, and expanding their influence and power through fear and revulsion. Vampires have become the quintessential evil to the Regalian Empire, where whole wars have been fought just to keep their ruinous intent at bay, and to safeguard civilization from crumbling from within and establishing a nightmarish reality where Vampires rule in eternal night.
Millions of citizens of the Regalian Empire go to bed at night, closing their windows and doors, and snuffing out the lights one by one, hoping for a good night's sleep, and a safe return of sunlight in the morning. The very thing that gives them terrors at night and has inspired neighborhood watches, as well as whole folklores of bedtime stories and tales to scare children into behaving well, is the Vampire. The Vampire is an insidious Afflicted, a person who succumbs to the crimson curse that creeps in the night and in the shadows, feeding off the blood of the innocent, and expanding their influence and power through fear and revulsion. Vampires have become the quintessential evil to the Regalian Empire, where whole wars have been fought just to keep their ruinous intent at bay, and to safeguard civilization from crumbling from within and establishing a nightmarish reality where Vampires rule in eternal night.
==Core Concept==
A Vampire is a person who once led a normal life, but was converted into a sanguine cursed through the so-called crimson blood curse. Regardless of how they were once infected, their mind and body were warped by the curse that many say is actually a blessing, for all the power it grants and only minor freedoms it takes away. Vampires are reviled by nearly all societies and all religions across the world, and whole organizations have been created just to specialize in the act of hunting Vampires, who continue to be the greatest threat to civilized order and the rule of law in any state. So too does the Regalian Empire constantly struggle with Vampires living in the undercities of their major urban centers, keeping to the shadows and biding their time.
===Playing a Vampire===
Playing a Vampire comes with the caveat of being a prosecuted social class. Vampirism is considered an evil curse and something meant to be exterminated, with the vast majority of roleplay characters being anti-Vampire, and choosing to attack a Vampire on sight. Vampires are more powerful than non-Vampires, in general if a Vampire catches another person alone in an alley, they are guaranteed to lose unless they are a Vampire Hunter or a particularly powerful Mage. To be a Vampire is to live in Crookback or the Sewers, avoiding direct confrontation with the City Guard, and instead focusing on building a network of power and blood cattle to survive off.
===Vampires in Regalia===
Vampires in Regalia are deeply hated, and never has there been a time in which Vampires were accepted among the citizens of the Empire. Regalia fought numerous wars against the Vampire lords of Ellador, and continued to actively purge Vampire populations. The accessibility of a Curing Chamber in Regalia has made policies in the capital somewhat more loose, but in the provinces, Vampires are nearly always put to death when found. To play a Vampire in Regalia is to have a multitude of enemies always looking for your Character to forcibly cure them, or imprison them. Halfblood Vampires are equally treated as pure evil in Regalia. This is why Broods try to hide their identity by not turning their eyes red, or seek legality through the long and difficult path of state approval.


==Mechanics==
==History==
Mechanics are a set of rules that define how this Affliction operates. This section is very important to read, because it may include some functions that could be considered Specials, though all Abilities are recorded in the Variants section.
Vampirism as a Blood Curse existed long before the Cataclysm, perhaps even thousands of years, however it never drew much attention as it was just one of many Void sicknesses that were around during the Allorn Empire days, called Sangaley. The situation changed however immediately after the last Void Invasion and Cataclysm, when the Void Gods realized that the days of them being able to affect the world of Aloria were numbered. With no way of a future Void Invasion seemingly occurring, and their power waning, the Void Gods conspired to mutate the Void Sickness of Sangaley and produce Vampirism as it is known today. They upgraded what was ostensibly just a sickness and hunger for blood into a full-fledged Affliction, a highly contagious one at that, which was designed to destabilize Ailor society which seemed pre-eminent to usurp the Elves as the dominant civilization of Aloria. This scheme was met with great success, as the Sanguine Curse quickly dubbed Vampirism spread like wildfire among the Velheim populations of Ellador, to such a point that the local Kingdoms started buckling under the pressure of their infestation. With the assistance of the young Regalian Empire, the local Kingdoms fought back the Vampires, known as the Vampire War or the Hidden War because Regalia's authorities have made efforts to scrub historical records out of existence, intent on hiding the existence of Vampires from the public. This plan horribly backfired, as Vampires fled away from Ellador into the wider world, infecting the unknowing Regalian populace which had no way of dealing with that which they did not know. The plot of the Void Gods however was not ironclad either: as Vampires multiplied rapidly and diversified, the Void Gods lost control over the widening population, and could no longer mind control the Coven leaders to do their bidding. In essence, the Vampires became free to do as they pleased, and started developing their own culture.  
===Becoming Afflicted===
 
Becoming a Vampire is scarily easy. There are so called Infection processes (described in more detail below). Once initial infection has taken place, the person will undergo a couple of days of conversion during which they are still their old self, but feel like something is wrong, and gradually turn into a Vampire by losing parts of their mind that made them normal. A person normally becomes a full Vampire upon first blood feeding, though this slow infection process may also be time-skipped or extended with player discretion.
===Why play a Vampire===
* '''Infection by bite:''' Infection by bite is the most common occurrence for Vampirism to spread, as it is highly contagious. Players may decide not to be infected by a bite however.
You play a Vampire because Vampires are scheming, evil & hot, and because they bite people. When playing a Vampire, you understand that Vampires are hated in Regalia, and that many pro-state people like Knights and generally lawful citizens will either scream and run away or stand and fight if they run into a Vampire. Vampires are actively hunted by several groups (like Vampire hunting Lothar Knights), but also find natural allies in evil-aligned Void forces, like Warlock Spirit summoners and general anti-state forces. Vampirism is also a great way to have an "evil arc" and play an evil character for a while before setting out on a journey to be cleansed (which takes quite a while and is costly). All in all, playing a Vampire plays into the fantasy of Vampires and their allure, while also buying into playing the most obvious "evil" type Character in Regalia.  
* '''Infection by blood:''' Infection by blood is less common, which involves drinking an amount of Vampiric Blood. Force-feeding blood or hiding blood in drinks requires OOC consent.
 
* '''Infection by ritual:''' Infection by Ritual is less common, involving praising the Void Gods and asking for their blessing. Greater Entities like Arken and Void Gods can also do this directly.
===Vampire Types===
In any and all cases, anyone who is already Exist or Ordial Occult, whether through Magic or Theurgy, etc., cannot become a Vampire. The latent conflicting essence prevents infection.
There exist several types of Vampires, some playable, some not, which have slightly altered Vampirism mechanics and functions, as well as backstories:
===Curing Afflicted===
* '''Thrall Vampire:''' A Thrall Vampire is a person who has been infected with Vampirism, but where Vampirism hasn't finalized into controlling their body yet. They transition into Fledglings after a few days.
Affliction curing in the provinces is practically impossible. The only real way Afflicted have reliability been cured in the world, is through Curing Chambers, which are very rare old Dragon Ruins with chambers that some doctors have discovered can cleanse a person of their Affliction. In order to cure an Afflicted, the Afflicted must be put into the Curing Chamber by someone who has the Affliction Wisdom Pack from the [[Scholarly Point Buy]] Category, after which this person may perform the ritual. How the ritual is done is up to player interpretation, but the Afflicted must remain in the Curing Chamber for 10 Minutes, while the Afflicted is unable to escape without outside help. If a Curing session is attacked by outsiders, for example other Afflicted trying to break the Afflicted out, the Curing only completes when all attackers have been defeated. Either way, if anyone attacks a Curing session, nobody may be imprisoned or killed during or after the fight, nor may Artifacts be stolen. It is usually recommended that Afflicted are followed up on after curing, as their re-infection rates are much faster and easier than those who have never been Afflicted.  
* '''Fledgling Vampire:''' A Fledgling Vampire is the lowest type of Vampire, or a newly Infected. Fledgling Vampires cannot infect non-Vampires and sustain themselves on the blood of their victims.  
===Mentality===
* '''Greater Vampire:''' A Greater Vampire infects every person they bite and turn them into Thrall Vampires. A Fledgling Vampire becomes a Greater Vampire if it drinks the blood of another Greater Vampire.
Vampirism was designed by the ruinous powers of the Void to soften up Humanity for the next Void Invasion, as they had deemed the Regalian Empire the only real threat to their defeat. Even though Vampires have since retaken control of their own destiny, the mind-altering effects of Vampirism that were first concocted by the powers of the Void are still present:
* '''Desprince Vampire:''' A Desprince Vampire is an unplayable type of an Ancient Vampire that is immensely powerful. The Term Desprince can still be used in-character as Coven-Leader title however (it is non-gendered)
* '''No Conscience:''' Vampires don’t have a conscience, they never feel bad about feeding or attacking anyone, or engaging in their Vampiric actions, or causing others to suffer.
* '''Sangeley Vampire:''' A Sangeley Vampire is an unplayable type of first-Vampire, among the first to become the original Vampires. Rumored to exist with immense power, but haven't been seen in centuries.
* '''High Vanity:''' Vampires have a huge ego and rarely suffer from self-doubt or anxiety, they feel better than everyone around them, and feel Vampirism itself is a blessing.  
Note: It is considered humiliating for a Greater Vampire to get fed on by a Fledgling Vampire. Usually a Fledgling Vampire will have to fight to overpower a Greater Vampire to become a Greater Vampire themselves. No Greater Vampire would ever permit a Fledgling Vampire to feed from them without a fight, or be embarrassed and thought of as weak to all other Vampires. You can make your Character a Greater or Fledgling Vampire in their backstory if it concerns a new Character, if your Character is infected IC however, you cannot off-screen or backstory becoming a Greater Vampire and have to find another Greater Vampire and scheme against them to drink their blood IC. Also, every Character must belong to a Bloodline if they are a Vampire, and Bloodlines cannot be changed later.  
* '''Respect Power:''' Vampires have respect for very few things, except Power, even when that comes from non-Vampires, such as state authority figures or even gods.
 
* '''Resist Curing:''' Vampires will always resist and fight tooth and nail to prevent themselves from being cured. Do not act snarky or comedic/aloof in the Curing Chamber.
==Infection==
===Identification===
Vampirism can be acquired in more ways than one. The simplest form of infection is to be bitten by a Greater Vampire (Thrall and Fledgling Vampires are not infectious with their bites), or to be bitten by a Desprince or Sangeley Vampire, which would instantly make their infected become a Greater Vampire (though this is extremely rare and may only occur during events). Vampiric feeding usually lasts about 5 minutes during which the victim is paralyzed, though this cannot be done mid-combat, and if the Vampire is attacked, the feeding breaks. Feeding may also be time-skipped if the victim is not comfortable roleplaying out feeding. Players are strongly requested to feed IC, but if circumstances not allowing, may resort to off-screen NPC feeding. Another method of infection, is to make a blood offering to the Void Gods, or to the [[Fornoss]] goddess Blodrúna for the Sanguine blessing. Another method, is the willful ingestion of a cup worth of Vampiric blood, of any type will work. A final method is a relic infection, which involves a person stumbling onto an ancient artifact object once held by a powerful Vampire, which may cause them to become a Greater Vampire by wielding it. Bloodline Infections always pass from the person who infected the victim to the victim, Bloodlines cannot mix. Vampirism cannot be cured in a straight forward way, or one that is accessible and can be mass-reproduced, meaning that Vampires are a considerable issue and reviled by any society that does not worship Void Gods.  
The most problematic part about Vampirism, is how hard it is to see a genuinely good subversive Vampire. While some Vampires wear their identity on their sleeves by always choosing to make their eyes red and dressing the part of a night-crawler, the signature red eyes that all Vampires have are not always present. Their irises only turn red when they feed on someone, or use Abilities or Specials specifically gained through Vampirism itself. This is the only true way to identify a Vampire, with red eyes out, when they are in their Vampire Form, or to physically witness one feeding on another person to drink their blood. Vampires can also opt to make their eyes red always, this is particularly done by those who feel brave and are not afraid of the state apparatus or the Lothar Knights hunting them. Vampires usually also have extended fangs, but this isn't a Vampiric tell, since other races can have extended fangs.
===Afflicted Form===
Afflicted Form is an instant transformation that can be used by Afflicted to disguise their identity, or to look more monstrous than their normal body would be capable of. Afflicted Form can have any number of additional aspects added onto it, like additional limbs, eyes, horns, spikes, tails, wings, tendrils, and more. Afflicted Forms are purely aesthetic, and do not add combat functions or more limbs to wield extra weapons with. Afflicted Form cannot be used at the same time as any other Disguise Ability or Special. Afflicted Forms must look unnatural, but can also be used to imitate other Afflictions or Affinities (though never perfectly). For purposes of fairness however, an Afflicted Form is always immediately recognized as such, and cannot be mistaken to be something else. An Afflicted Form must also strictly be something differently unnatural from the default appearance of a Character, it cannot just be a normal person. Afflicted Form designs must always be specifically written on Character Applications under “Afflicted Form” in the Appearance section. Individual minor traits that designate group membership or loyalties may change on Afflicted Forms, but the general design must remain consistent indefinitely. Each Affliction also has a unique aspect about their Afflicted Form that sets them apart from other Afflictions:
* '''Vampiric Form:''' the Vampire version of Afflicted Form, must be predominantly red or blood-themed. This can be anything ranging from red fabrics, to crystallized blood armor, or red-skinned tendrils and a demon head, so long as red or blood-colored aspects are predominant.  
===Vampiric Glamor===
Glamor Form is an instant transformation that is unique to Vampires when compared to other Afflictions, that benefit their ability to infiltrate the social spaces they want to get into. Glamor Form at its core, allows a Vampire to disguise themselves as an identical copy of any person they have drank the blood of in the last month. This list does not need to be recorded on a Character Application. This Transformation counts as a disguise, and includes changes like character height, voice, but not personality and demeanor, with the success of deception being dependent on the player’s ability to mimic the mannerisms of other players. When disguising as another person, it is recommended to take a nickname similar to theirs, for example “Harry Megali” allows a user to use a capital i instead of an l in the surname, which will look indistinguishable as “Harry MegaIi” in minecraft chat. If that is not an option, ask Lore Staff for help. Glamor Form cannot be forced to break except by restraining/killing/knocking out the Vampire performing it. Feeding on someone in this form does not break the Glamor, but using any Ability gained from Vampirism, or any other Special will.
===Why Vampires are Hated===
Vampires are hated because of their ruinous effects on society. Not only do Vampires not ask for permission while drinking blood, or drink only as little as possible, the act of drinking itself also causes the victim to become debilitated by a blood curse, potentially a Vampire themselves, or worse yet die. Vampires fit the perfect bogeyman identity, especially in autocratic nations like Regalia, as a stalker in the night who breaks into the homes of the sleeping innocent and robs them of their safety and peace, while potentially forcing a life of suffering on them. Philosophers have tried to create a scenario in which Vampires could exist without causing damage to society, but the fact that they also just don’t care, seriously complicates these attempts. Many others just hate Vampires because their government or religion says so. Unionism, being the state religion of the Regalian Empire, has closely linked Vampirism with dangerous greed and sin, and largely connected it with canon evil in their religious scriptures. Vampires absolutely have to feed on the blood of non-Vampires, otherwise they die. This feeding must be done on Player Characters at least once every two weeks, and cannot be NPC'd except through specific mechanics. A Vampire can go into hibernation for extended periods of time to stave this off. A Vampire deprived of blood for more than a weak starts to become weaker and weaker until they go into a comatose sleep, which can extend their lifetime, but also doesn’t allow them to be revived until they are once more fed blood. This blood hunger is severe enough to cause a Vampire to have to restrain themselves, even if they are accidentally exposed to blood from a papercut or a scrape from a fall.


==Variants==
===Design===
Within this Affliction, there are several Variants. Each Variant represents a different way to play this type of Affliction, each coming with their own Specials and Abilities. A Character can only ever be one Variant of any Affliction, with each having conditions that are mutually exclusive. Choose whichever Variant fits best to your character, and record it on your Character App even when it changes. Some Variants may also change over time, please read the individual variants for those rules.
Vampires appear like the stereotypical Vampiric appearance: paler skin, vampiric teeth, and red eyes (some Vampires can hide this, see Bloodlines), as well as an urge to drink blood. Other traits are completely optional, like having the Vampirism make a Vampire more lithe and slender or more bulky and muscular, giving them a prehensile tail, night vision, darkened and sunken eye sockets, pointy ears, claws, taller appearance, more bat like traits in their face, digitigrade legs, void mutations, blood stained skin, shadow hands, etc. Mental changes are usually limited to removal of conscience, however Vampirism is in general an emotion amplifier, making worse in particular all the bad emotional states and traits like vanity, greed, selfishness, and cruelty. Vampires can also have a shorter attention span, a worse temper, or generally be more violently inclined of confident and self-assured than their non-vampire self would be. Vampires can be religious, but their curse renders them unable to comprehend or see the internal conflict in them being Afflicted and religious at the same time, while most Religions would reject them. Vampires can suffer from anxiety and uncertainty, though this is rare, and usually comes paired with aggression. All Vampires are capable of transforming into what is called a Vampiric Form, which is a Disguise Transformation that makes them appear more monster-like with more creative design freedom outside of the range of limitations imposed on their Race or gender appearance. All Vampires also have the Weapon Summon Ability to draw a weapon to their hand in an instant, either made of their own blood, or magically summoned, and capable of changing weapon type. All Vampires have their God Magic forcibly converted to Void Magic for the duration of their infection.
===Blooded Vampire===
Blooded Vampires are the default type of Vampire, that involves the majority of them. Blooded Vampires can be solo or group-based, in which case they form so-called Covens. Blooded Vampires have a large range of choice freedom, and can also transition into Greater or Bonded Vampires if their conditions have been met at any later point in time.
* '''Afflicted Form:''' Blooded Vampires are able to make use of their Vampiric Form, an instant transformation. For Afflicted Form Rules, consult the Mechanics section.
* '''Vampiric Life:''' Blooded Vampires are not immortal, but can extend their life indefinitely while feeding on blood. Maximum age is still 300, as Vampirism is only that old.  
* '''Vampiric Glamor:''' Blooded Vampires are able to use Vampiric Glamor when they have drunk the blood of a particular person. For Rules, consult the Mechanics section.
* '''Vampiric Sight:''' Blooded Vampires have red eyes when using their Specials, Abilities gained from Vampirism, Vampire Form, or Feeding. They can also see in the dark.
* '''Vampiric Control:''' When feeding, Vampire victims are unable to move. They may also remove any memory of the feeding, or leading up to the feeding, from the victim.
* '''Vampiric Escape:''' Within 10 seconds after having successfully fed on someone, a Vampire can use an instant Escape mechanic to flee to their Rental/Estate/Base.
* '''Vampiric Mindwall:''' Vampires are immune to any Special that has mind-control, unless they choose to let it affect them. They can be mind controlled by Void Gods however.
* '''Vampiric Bloodcurse:''' Those who have successfully been fed on by a Vampire suffer from Bloodcurse, giving -2  Main Combat Stat and -1 Constitution for 72 hours after feeding.  
* '''Vampiric Thralling:''' Vampires are able to (with strict OOC consent) establish a mind-control curse after feeding on a victim that lasts until Exorcized. Thralls cannot be infected.
* '''Vampiric Events:''' During Calendar Events, Vampires may use an NPC citizen Vampiric Glamor to join and cannot be detected by detection Mechanics, unless they attack.
* '''Vampiric Physique:''' Vampires do not need to drink or eat, though can drink alcohol and get drunk. They also no longer need to breathe air, or feel the cold or damage from it.
* '''Vampiric Familiar:''' Vampires can summon a Vampiric familiar like a bat-themed domestic cat sized pet. This familiar can carry items, but not part-take in Combat.
* '''Vampiric Dressage:''' Vampires can magically alter their clothing and make-up, adding and removing items, changing color, changing textures, shapes, etc, instantly.
* '''Vampiric Power:''' Vampires gain 4 Commutable Point Buy that can be spent in [[Artificer Point Buy|Artificer]]/[[Roguery Point Buy|Roguery]]/[[Spell Point Buy|Spell]]/[[Curses Point Buy|Curses]]/[[Athletic Point Buy|Athletics]], are lost on curing, and must be on the Character Application.
* '''Special Coalescence:''' Point Buy spent on Spell or Curses Point Buy allows taking Specials from both Pages (for example 3 Points in Spells, taking 1x3 Specials from Spells, and 2x3 from Curses).


===Greater Vampire===
===Purging===
Greater Vampires are leading Vampires who lead a Coven. At any time, if a Coven comes into existence in Roleplay, any number of leaders may be declared, and those leaders automatically become Greater Vampires. There is no minimum or maximum size for a Coven, as long as a Coven contains at least an active member and an active leader, it can be classified as a Coven, and it is up to the players to use common sense when a group needs a Coven Leader and when it just just a small group. Greater Vampires can also transition into Blooded Vampire if their Coven collapses, or Bonded Vampire if their variant conditions are met. Below, when the Special mentions an “OOC notified”, it means that the information should be transferred OOC, but that IC, these characters receive this information as prophetic visions. Greater Vampires have the following Specials:
While in theory Vampirism in incurable, there is an arduous process and method by which anyone who has Divinium can cleanse Vampires, but only those who seek curing, it can never be forced even on a restrained Vampire. Any person can call upon the power of their Gods and sacrifice Divinium to cleanse the sanguine Curse. If a Vampire approaches a person to request to be cured, and that person agrees to sacrifice Divinium, they can perform a ritual sacrificing to cleanse the soul of the Vampire, thus freeing them of the mental effects of Vampirism. After this, the Vampire remains recognizable as a Vampire, but no longer feels any of the urges, and no longer has any of the powers (besides the red eyes, if their Bloodline included them). This process lasts for either 2 Weeks or 30 Days depending on Player choice where the Vampire may not drink any blood, and if they succeed in this the 1 Divinium is spend and they are cured properly when the period is over.
* '''Blood Inheritance:''' Greater Vampires have all the Specials that Blood Vampires have, and a set of unique ones that are lost as soon as they stop being a Greater Vampire.
* '''Coven Mender:''' Greater Vampires can personally use Blood Magic to return lost limbs and restore wounds of Coven members inside their Clandestine Base, so long as it is not attacked.
* '''Coven Alerts:''' Greater Vampires can be OOC notified of an attack on their Clandestine Base, and they may blood-teleport in so long as enemies are not inside yet.
* '''Coven Control:''' If a Greater Vampire’s coven member is planned to be cured while caught, the Greater Vampire must be OOC notified of the time and place.
* '''Coven Hold:''' Greater Vampires cannot be conventionally cured. A Palace Inquisitor must be called to generate a specific curing mission for the State Metropolitan.
* '''Coven Lord:''' If a Greater Vampire is caught, their Coven members must be OOC notified of this and the place and time when they are planned to be cured.


===Bonded Vampire===
==Bloodlines==
Bonded Vampires are (or more) Vampires who have chosen to promise their lives to each other, with their romantic intent amplified by their Vampirism. Bonded Vampires generally refers to two lover Vampires, but can also include more lovers if it concerns a polyamorous couple, however the relation must always be significant, it cannot be siblings or parents, only lovers. Bonded Vampires can exist in a Coven, but they can never be Leaders (because they care more about their lover than Coven). If their partner dies, is cured, or leaves them, Bonded Vampires revert to Blooded Vampires. Bonded Vampire Specials are as followed:
Vampires are infected by Vampires who came before them, who in turn were infected by others who came before them, usually descended from a long line of important and powerful Vampires. If a Desprince infected a number of people several centuries ago who went on to infect more people, each of those people who can trace their infection back to that original Desprince is a member of that Desprince’s Bloodline. Vampires don’t need to be obedient and loyal to their Bloodlines, but often find comfort in being near Vampires of similar Bloodlines, and may even have competitive feelings towards Vampires of other Bloodlines: though this usually doesn't lead to anything more than a little snark. Historical Bloodlines are usually created when a Desprince flees from Dorkarth to the Regalian Empire and establishes a new Vampiric Court there after the Vampire War, which pushed the Vampires back so far that many Desprinces were forced to leave Ellador. In summary: Voilenigme are French high-culture Vampires, Nerocanto are Italian scheming blackmail Vampires, Vintghast are high class wine and banquet party Vampires, Torrghlas are cave and mountain brute Vampires, Bremnevel are bog-witch support Vampires, Silberfeder are dignified military Vampires, Valhersir are spiritual power obsessed Vampires, Aullavientos are beast master shapeshifter Vampires, and Dymolov are culture-free Tiefling Vampires. Each Bloodline has a unique set of Mechanics listed below the description for them alone. Additionally, all Vampires regardless of Bloodline have the following Common Mechanics:
* '''Blood Inheritance:''' Bonded Vampires have all the Specials that Blood Vampires have, and a set of unique ones that are lost as soon as they stop being a Bonded Vampire.
* '''Common Mechanic I:''' Vampires can use a Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, except during feeding. This counts as a Disguise, and does not work on those who already know the Vampire is a Vampire.
* '''Bonded Embrace:''' Bonded Vampires, when in Emote Distance of their lover(s), gain +1 Main combat Stat, and Asha Speed while running towards each other only.
* '''Common Mechanic II:''' Vampires, if they have Disguising or Shapeshifting [[Adapt_Point_Buy| Magic]], can hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, but all of their Proficiencies are set to 0, and they cannot use Abilities in Combat.
* '''Bonded Arrival:''' If a Bonded Vampire is near knocked out/killed/cured, their lover(s) may be notified OOC and arrive by sky-leap unless occupied in Combat elsewhere.
* '''Common Mechanic III:''' Vampires can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until the leave the Event Venue. Cannot ever be used outside of Event Venues.
===Halfblood Vampire===
* '''Common Mechanic IV:''' Vampires can grant immunity to Vampirism to any person willing to bargain with them. In turn, if the bargained person attacks the Vampire or reveals the deal, they take massive damage (discuss in Dm's what this means).
Halfblood Vampires come in two variants that very much depend on how the Halfblood is born. Halfblood at its core means to be born of a Vampire mother, father, or both, with what is classically referred to as a Brood Vampire being born from one parent being a Vampire, while a Curseborn Vampire is born when both parents are Vampires. Some cultures consider Curseborn Vampires to be the superior form of a Vampire, but most Vampires dismiss them as anti-Vampire Vampires, because they have a conscience. For purposes of explaining Specials and Abilities, this page will only cover Brood Vampires, while the lore specific to Curseborn Vampires can be found on the [[Curseborn]] page, as it is an [[Affinity]], not an [[Affliction]]. If a Brood Vampire becomes fully infected, they temporarily lose these Specials for the duration, and instead gain the full set of Blooded Vampire specials. Brood Vampire Specials are as followed:
* '''Common Mechanic V:''' Vampires, when applying Curses via [[Advanced Roleplay Mechanics]] can apply minor Curses that last for up to 12 Hours max, without needing OOC Consent, which count as having +1 Magic Stat for dispelling considerations.
* '''Brood Life:''' Brood Vampires do not live indefinitely from drinking blood like full Vampires do, but their life expectancy is twice-fold that of their dominant Race.
===Voilenigme===
* '''Brood Mindwall:''' Brood Vampires are not beholden to Vampire mentality unless infected, instead their mind is clear of any alterations that might be present in real Vampires.  
[[File:Alaisreworkvamp.png|left|150px|caption]]
* '''Brood Heritage:''' Brood Vampires do not permanently have red eyes, but their eyes may turn red when they are angry/in a fight, or they may choose to make them red.  
The Voilenigme (pronounced: Voo-al-ey-neeg-mey) Bloodline was created when Desprince Morvanus fled to Ithania, creating a new Vampiric Court there in the Palace of Duchess Valtriante. The two became Desprince lovers, a rare instance of peace existing between two Vampiric overlords in such close proximity, without constantly attacking or scheming against one another. The Voilenigmes (sometimes also nickanemed Voiles or Voile) are upper-class Vampires who favor mingling with the aristocracy, while hiding their Vampirism and charming their victims with fashion, opulence, a silver tongue and beauty. The Voilenigme are profoundly powerful in Ithania where they have deeply infiltrated the nobility, and by extension the Regalian Nobility also as the Ithanian Vampire nobles travel to the Regalian Courts. The Voilenigme try to avoid any association with things that are poor, disgusting, freak-ish, or debauched without style or class. This is also why they are rarely in their Vampiric Form, or why their Vampiric form generally has a more statuesque beauty to it rather than looking like a monster. Voilenigmes are very comfortable not being in a Coven, but if they are, styling themselves as the "classy" ones in the Coven, and looking down on the other more base Vampires who are enslaved to their instincts. The Voilenigme are enemies of the Silberfeder Vampires, an extension of the enmity between the Wirtem and Ithanian Nobility. Any Coven with a Voilenigme Vampire should count itself blessed with a socialite able to mingle with other non-Vampire groups, due to their unique ability to perfectly hide their Vampirism and be less dependent on blood.  
* '''Brood Connection:''' Brood Vampires are extremely susceptible to Infection. They are instantly turned into a full Vampire while being fed on, or drinking any type of blood.
* '''Voilenigme Mechanic I:''' Voilenigme Vampires can use a Guild Glamor, that allows them to participate in any Guild Meeting and fake their membership for those meetings only (should still not draw too much attention).
* '''Brood Bloodthirst:''' Brood Vampires are not addicted and don’t need Blood like real Vampires do, but they do have attraction to the idea of drinking it, when they see it.
* '''Voilenigme Mechanic II:''' Voilenigme Vampires are able to apply a Party Glamor onto any number of non-Vampire allies or collaborators when they use a Party Glamor themselves, following the common Rules for Party Glamor.  
* '''Afflicted Form:''' Brood Vampires are able to make use of their Vampiric Form, even when not infected. For Afflicted Form Rules, consult the Mechanics section.
* '''Voilenigme Mechanic III:''' Voilenigme Vampires have magical control over their own styling, make-up, clothing, as well as that of others, able to add, remove, change and modify anything within Emote Range.


==Vampiric Dreamform==
===Nerocanto===
Vampiric Dreamform is a Special that all Vampires of all Variants have (and also Cahal), and it is essentially an upgraded version of Vampiric Glamor, created by the Pride and Justice Arken and their minions, to aid Vampires and Cahal widening their social avenues. Vampiric Dreamform has a lot of rules associated with it that make sure it is primarily used for social RP or Events, rather than just another suit of disguise (though some manipulation may occur with it). Vampiric Dreamform has the following rules:
[[File:Bargainpire.png|left|150px|caption]]
* Vampiric Dreamform cannot be applied in Combat, and it is also not possible for a person in Vampiric Dreamform to engage in Combat. When a person in Vampiric Dreamform is attacked, it is not like they are unable to protect themselves, but they can't have Combat Proficiencies, or use any Abilities, including all Vampiric Abilities and Specials. Players should create the circumstances in which they are allowed to flee from combat that is aggressed on them, rely on third party protectors, or simply never get into conflict to begin with.  
The Nerocanto (pronounced: Ney-ro-can-to) Bloodline was created when Desprince Shannon fled to Vultaro. While initially mingling with the locals before the Dressolini culture consolidated there, as Dressolini as a cultural identity developed, so too did the Nerocanto settle into their habits. The Nerocanto are upper-class Vampires who take on the appeal of aristocracy, but are spies and rogues at heart who love a political game of blackmail. Their cultural emphasis is on charming their victims with operettas, orchestral music, and hauntingly beautiful instrumentals. The Nerocanto are unique in that they can cure a Vampiric Infection while it is still in its fledgeling state of their own bitten victims. This affords them a great amount of power to blackmail anyone they have infected for a cure, that being also their primary method of roguish plotting. Nerocanto can hover around the peripheries of Covens, but usually act like lone wolves who assist Covens but don't want to get too close, and be at risk of being taken down because other Vampires are less cautious than they are. The Nerocanto take great pains to hide themselves and cover their plots in five layers of thinking ahead so as not to get caught, and to continue their game of control and intrigue. The Nerocanto do not have any overt animosity towards other Bloodlines, but do consider any Vampire that shows a low level of wit or insight as an insult to the blessing that is Vampirism itself. Any Coven with a Nerocanto Vampire should count itself blessed with a spy-master Vampire who is able to quickly and efficiently establish a network of blackmail victims for information and favors across the Regalian city.
* Vampiric Dreamform can be a Race different than the Vampire's main Race. For example, a Dwarven Vampire's Dreamform may be a Fin'ullen. Additionally, they may change a wide range of factors about their appearance such as gender presentation, hair, body shape, eye color, voice, all equating Dreamform to a disguise. This disguise cannot be broken or Countered, and while in Vampiric Dreamform the Vampire is immune to Occult/Void detection mechanisms and Abilities.  
* '''Nerocanto Mechanic I:''' Nerocanto Vampires may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits, whichever is not their own Heritage, and keep this Mechanic until they are Cured.
* If Race Swapped through the use of Dreamform, Dreamform grants the Vampire the Specials of that Race, (but not Slizzar Shapeshifting, or Specials that grant Abilities or Packs or Proficiency Points) and removes their old Racial Specials. Vampires cannot be forced out of Dreamform through any mechanic, nor will they swap back to non-Dreamform is they are KO'd or captured or imprisoned or Exorcised in any way.
* '''Nerocanto Mechanic II:''' Nerocanto Vampires can infect non-Vampires as both Fledglings and Greater Vampires, but can also cure Vampirism from those they infect only before they become Fledglings, thus allowing them to blackmail their victims.
* Vampires may inform others of the appearance of their Dreamform, which should stay consistent. They are not able to change this beyond the first imagining. If however their Dreamform becomes so widely known that the State Metropolitan can safely identify a Dreamform attached to a Vampire, then the Vampire has the option of resetting their Dreamform, which allows them to completely redesign it. Abuse of this will result in restriction by Lore Staff.
* '''Nerocanto Mechanic III:''' Nerocanto Vampires can convert Vampire Thralls into Bound Thralls, curing their Vampirism, but mind controlling them by Vampire of their choosing, allowing them to sell off Thralls and Blood Cattle. (Hidden)
* Vampiric Dreamform exists to provide Vampires who are otherwise always hunted and or discovered by Lawful forces a venue to do social RP while still maintaining some level of character consistency and identity across two characters effectively. Misuse of Vampiric Dreamform to perform devastatingly annoying and un-engaging espionage RP will result in this Special being restricted for the individual. Using information gained with Dreamform from for example the Tavern is allowed, but using Dreamform just to spy on others in secret meetings is not.  
 
* Any actions taken within Dreamform begin and end in Dreamform. For example if a longer lasting Special of a particular Race would normally persist indefinitely on a Target, and the person swaps out of Dreamform, then the effects of these Specials are also immediately broken. For cornercases, please consult Lore Staff in tickets if you feel something should last.  
===Vintgast===
==History==
[[File:Milotreworkvampir.png|left|150px|caption]]
Vampirism’s origins are well understood in the modern era due to the intrepid investigating and researching done by scholars through the years, but many details have been left out of common history books to protect the people from knowing the details. Vampirism was first created by the Void Gods, as a specific means to soften society in preparation of a future Void Invasion. Immediately after Cataclysm and the first recorded failed Void Invasion, the ruinous powers of the Void started plotting their next Invasion in earnest, but believed that the newly formed Regalian Empire would cause too much of an obstacle. As such, they created Vampirism to distract Regalia, and turn its own population against it by converting a few and letting it spread from there. The long-game intent was to eventually return to Aloria, and then destroy the Empire and the Vampires who had helped them destabilize it.
The Vintgast (pronounced: Vey-nt-gah-st) Bloodline was created when Desprince Shirva fled to the borderlands between Osteiermark, Tirgunn, and Lorenthaus. While in the modern day the Darkwald Lothar mostly fight Silberfeder Vampires, the Vintgast Bloodline was the original reason why the Sarnan people turned so heavily against Vampires, and why so many of them were killed before the Lothar Order took up their cause. Vintgast Vampires are banquet masters, able to conjure the greatest of feasts, most delectable food, and above all addictive and perfect wines. They are known as vintage distillers and brewers, who favor the countryside and winery to get up to their Vampiric business in peace and away from the chaos of large urban settings. Vintgast Vampires spoil and charm their victims with large dinners and endless delectables, only to get them into a food-coma and become easy prey. Vintgast usually avoid Covens, but can make powerful allies for Covens, as well as a great party-hoster for any Vampiric community due to their ability to be social with anyone, have a deep understanding of preferences and tastes, and being able to weaponize them to enamor anyone. The Vintgast take efforts to hide their identity but aren't as capable at it as the Voilenigme, resulting in a reclusive lifestyle, content to experiment with the fine flavors and delectable aromas of rare blood types for special wines. The Vintgast are however unique in their ability to survive off very little blood for extended periods of time, and can even brew extended elixers from their wines that can satiate other Vampires, creating addiction among their own kin.
* '''Vintgast Mechanic I:''' Vintghast Vampires can temporarily (no cost) self-cure for up to 72 Hours. After this period is complete, they are automatically re-infected, and must drink within 24 hours, or half Proficiencies until they drink.
* '''Vintgast Mechanic II:''' Vintgast Vampires are able to mind-read the preferences of any non-Vampire by focusing on them, reading their preferred color, food, drink, favorite animal, clothing style, etc. (Hidden)
* '''Vintgast Mechanic III:''' Vintghast Vampires are able to summon endless supplies of real food and drinks with Vampiric Magic, or brew Vampiric Tonic Wine made with Blood which sates the same as actual Blood Feeding.
 
===Torrghlas===
[[File:Doughallvamp.png|left|150px|caption]]
The Torrghlas (pronounced: Tor(rhyme with door)-glass(short a from the English "aghast") Bloodline was created when Desprince Mannis fled to Gallovia and quickly established a strong court presence in the Talahm Gall Mountains. The Torrghlas Vampires are known as cave or mountain terrors, preferring less stylish and opulent housing and favoring brutish power and strength over plotting and scheming. Torrghlas Vampires tend to be largest broad-framed Vampires who act as shock troops to any Coven who is more than willing to take them on for their brute strength. The Torrghlas take no effort to hide themselves, and in fact favor aggressive body-modification and training to become bigger, better, and stronger, whether that is chemical, mundane and aesthetic, or magical in nature. The Torrghlas are a particular terror towards the Fornoss faithful, having mastered a transformation into a Vampiric corrupted Urlan and rampaging any would be frontline with overwhelming force. The Torrghlas consider the Nerocanto weak schemers who couldn't hold their own in a fight, and generally look down on all the high-class Vampire Bloodlines as being over-reliant on hiding their Vampirism and not having pride in being to show their power to the world. The Torrghlas make great allies and comrades to the Valhersir, both operating in overlapping environments, and favoring their vanity over secrecy. Torrghlas Vampires can be testy with Coven leadership, but generally speaking when respecting a leader for their skill and strategy, will be some of the most loyal Vampires present, favoring punching the traitors and giving no thought to joining them in their rebellion.
* '''Torrghlas Mechanic I:''' Torrghlas Vampires can Transform into Varghul (Gorilla-Bat Hybrids) or [[Urlan]] Appearance (but with Void theming), both with Urlan Heritage Traits, losing their old Heritage Traits. Counts as a Disguise.
* '''Torrghlas Mechanic II:''' Torrghlas Vampires if in Melee Range of a Gate or Fence or Door blocking off an entryway, are able to Gate Smash their way through, or bend the bars to let themselves and others pass.  
* '''Torrghlas Mechanic III:''' Torrghlas Vampires are able to perform superhuman feats out of Combat, able to lift huge weights, break open solid rock, or carry multiple people on their back.
 
===Bremnevel===
[[File:Swampire.png|left|150px|caption]]
The Bremnevel (pronounced: Brem(rhyme with bed)-ney-vel) Bloodline was created when Desprince Zardar fled to Anglia and established himself in the Anglian Morass and Hinterlands, using the swamps and peat bogs to hide from Regalia's military and Knights. As time passed, the Bremnevel Bloodline adapted to their swamp environment, and started imitating the Anglian Witches, often mistaken for them from afar. The Bremnevel lure their victims in with hauntingly beautiful siren songs, as well as the obscuring mists and vapors of the swamps until they are in so deep that they become lost and find their demise at the hands of the Bremnevels. Bremnevel Vampires are exceedingly rare because the Anglians performed a very intensive and mostly successful campaign to purge them from their homeland, forcing them deeper in hiding in the remotest regions of the swamps. In general, they also do not like producing more Vampire fledgelings, and would rather just kill their victim to avoid detection, often obscuring the cause of death as some swamp beast or drowning. The Bremnevel favor cramp and humid living conditions, the sewers make excellent environments for them, and their slow and cautious way of acting as well as their alchemical knowledge puts them in a perfect position to act as advisors or healers among the Vampires, further adding to the mockery of Anglian Witch Archon that they have become. The Bremnevel do not consider any other Bloodline their overt enemy, however their general distaste extends itself to any Vampire that is boisterous and loud. They prefer quiet and controlled settings, and become flighty if chaos erupts.  
* '''Bremnevel Mechanic I:''' Bremnevel Vampires can transform into large bat-like monsters, gaining Elytra flight including the use of rockets for movement. Combat immediately cancels flight and this cannot be used in Combat.
* '''Bremnevel Mechanic II:''' Bremnevel Vampires gain a single Void Magic Familiar, which is styled as some kind of corrupted small Animal (bat, cat, mouse, etc), which they can see through the eyes of during Events (consult DM).
* '''Bremnevel Mechanic III:''' Bremnevel Vampires gain +1 Main Offense Stat (breaks Cap up to 11) while they are in Gloomrot Forest, and gain out of combat Healing Powers, styled as Blood Magic or as Alchemy.
 
===Silberfeder===
[[File:Vonkerle.png|left|150px|caption]]
The Silberfeder (pronounced: Sil-burr-fey-der) Bloodline was created when Desprince Colvan fled to Calemberg on the backs of the Wirtem nobility involved with the Vampire War. Despite losing the Vampire War, the Silberfeder Bloodline found a home in the very officers that commanded their defeat. Quickly adapting to the Calemberg lifestyle, Silberfeder Vampires are obsessed with militarism, command, strategy, and control. They focus on finesse of skill, especially swordsmanship and other forms of melee combat and use fencing as a means to establish dominance among themselves. They are incredibly keen on preservation and purity of their bloodline, avoiding infecting anyone they consider unworthy or not of good aristocratic stock. This does not however mean that they can only ever be aristocrats. Far from it: many Silberfeder are in fact the soldiers and lieutenants of Covens, as one noble Silverfeder often infects their retinue to act as a personal army. Silberfeder always insist on a chain of command, clear leadership, proper tileage, and respect. This often puts them at odds with the more rules-free Bloodlines like the Bremnevel, Torrghlas, and Dymolov. Silberfeder frequently clash with Torrghlas who will favor a frontal assault, while the Silberfeder would prefer to spend time planning and strategizing to maximize the terror they inflict while minimizing their casualties. Their enemies are the Voilenigme, with the Ithanian and Wirtem courtly rivalry having rubbed off on their Vampiric equivalents, however a good Coven leader is always able to silence and steer the Silberfeder to use their martial skills in combat instead of on other Vampires.
* '''Silberfeder Mechanic I:''' Silberfeder make death-masks of drank-from victims, which change Proficiencies and Abilities (non-Custom) to their Victim's for 24 hours when worn. Cannot be used if any Abilities are on Cooldown. Single-use per drinking.
* '''Silberfeder Mechanic II:''' Silberfeder Vampires are able to challenge other Vampires to Duel. The winner gains +1 Attack Stat while the loser loses -1 until Server Restart. This does not Stack but can break Cap to 11.
* '''Silberfeder Mechanic III:''' Silberfeder Vampires need only class, grace, and blood to survive. They are immune to heat and cold damage, can walk through fire, do not need to breathe oxygen, and can resist high pressure.
 
===Valhersir===
[[File:Draughrvamp.png|left|150px|caption]]
The Valhersir (pronounced Val-hur-seer) Bloodline was created when Desprince Otrygg fled to Drixagh and infected a series of Skagger holds before the Velheim even realized what hit them, as their focus was south on the Wirtem. The Valhersir are obsessed with power and themselves, immersed in [[Fornoss|Vola]] worship but specifically immersed in Blodrúna. It could be said that the Valhersir are the most spiritually inclined of the Vampires, but they are far from priest Vampires. In fact, the Valhersir are obsessed with power in any form that it can be expressed: physical power, power over the minds of others, power over love and lust, power over needs and wants, and power over the weak. They seek any means to dominate others by whatever means necessary, and are also described as perhaps the most vain of Vampires. They obsess over appearing like perfection in the eyes of others, equal parts terrifying and alluring, putting their skill, mind, and particularly body on display as the work of art that it is. They commonly also act as Vampiric Warlocks, contracting and dominating Spirits to do their will, while using Void Mutations to enhance their appearance. The Valhersir have a particular desire to hunt and feed off [[Fornoss|Eili]] worshiping Velheim, considering the act of hunter and prey a perfect analogy for the power of Rand over them. The Valhersir make excellent comrades of the Torrghlas who have aligning goals and operate in the same spaces, while looking unfavorably upon those Bloodlines that do not take care of their appearance much. Valhersis often plot and intrigue one another for who is the most powerful.
* '''Valhersir Mechanic I:''' Valhersir can speak the language of command, making them universal translators, able to speak and understand every language, and gaining magic insight when reading ancient writing.
* '''Valhersir Mechanic II:''' Valhersir can receive possible future and past memory visions from Vampires and non-Vampires around them, either as visions, or when touching them (discuss in Dm's what people are comfortable with). (Hidden only w/ OOC Consent)
* '''Valhersir Mechanic III:''' Valhersis Vampires, when using out-of-combat Strength competitions that involve Dice Rolls, can add +5 to any Dice Result, and have higher adrenaline production.
 
===Aullavientos===
[[File:Vampirewolf.png|left|150px|caption]]
The Aullavientos (pronounced Au(rhyme with ouch)-la-vee-yen-tos) Bloodline (sometimes also nicknamed Aula) was created when Desprince Kydaer fled to Daendroc, and mingled with the hunting lodge Cortes of the Frontierra and Basqlierra woods. The Aullavientos are the perfect hunter Vampires who are also considered beast masters, taming wolves and hounds and other beasts to do their bidding, infecting them with a form of animal Vampirism and turning them into so called Hellbeasts. The Aullavientos themselves should also not be underestimated however, able to transform themselves into sentient speaking Werebeasts to hunt as the leader of their pack. Aullavientos make excellent trackers and bounty hunters, able to operate both in Covens and as solitary hunters. Aullavientos Vampires are often thought of as the most sober and pragmatic Vampires, bereft of the usual Vampiric flair for drama and evil-ness, seeming very down to earth and normal until they catch the scent of blood. Aullavientos do not hide their Vampirism, but use the guide of being reasonable and affable to build trust with their captors and enemies so that they may be underestimated as enemies. The Aullavientos make great allies for the Vintghast, having a great appreciation for the wine productions of that Bloodline, but also because the Aullavientos consider direct feeding off a hamless victim to be vulgar, and would much prefer to consume blood through a well made vintage, or after a long savored and difficult hunt of a fleeing prey. In general, the Aullavientos are well liked by all other Bloodlines, even the ones that dislike courtly aristocratic styled Vampires, because of their gregarious nature.  
* '''Aullavientos Mechanic I:''' Aullavientos Vampires are not bound to having only a single pet, being allowed to have up to 15 domestic animals, and being able to use them as an aesthetic for Abilities.  
* '''Aullavientos Mechanic II:''' Aullavientos Vampires are able to transform into a chimera type monster at will (counts as a Disguise), keeping their old Abilities and Mechanics and being able to speak.
* '''Aullavientos Mechanic III:''' Aullavientos Vampires can speak with any type of wild animal, including Marken who cannot speak normally, and can Collar defeated Marken to turn them into their (unwilling) soldiers until their collar is broken.


At a certain point in time through a series of unclear events, Vampires (who were originally mind-slaved to the Void Gods) broke free, and no longer followed their orders except for a small minority. It is unclear whether this occurred because of the intervention of Gods, Arken, or through the Void Gods underestimating the sheer willpower of the Vampires not to be used as someone else’s puppet. Either way, Vampires spread across the world instead of unifying as a single Void-controlled force, many of them settling into a comfortable underground lifestyle where they drew just enough attention to be feared, but just little enough attention not to be seen as a huge problem and have the entire state breathing down their necks.  
===Dymolov===
[[File:Tieflingvamp.png|left|150px|caption]]
The Dymolov (pronounced: Dee-mo-lov) Bloodline was created when Desprince Ramonder fled to the Krainivaya lands in the Regalian Archipelago. Unlike many other Bloodlines however, the Dymolov Bloodline did not insert itself into the local population and become more like them culturally, but attached itself to a pre-existing folklore terror, and chose to become it in the flesh. The Dymolov adopted the Dyyavol (диявол) folklore legend of the red-skinned horned Demon that feeds on the people. They are the most alien looking Vampire Bloodline, approximating the pop-culture appearance of Tieflings, with vibrant colored skin, demonic horns, blackened sclera and colorful eyes, a demonic tail, as well as claws and skin ridges or spikes. The Dymolov are debonair, aggressive, rebellious and quirky, assuming a more wild and unthreatening demeanor to hide their viciousness. The Dymolov are very widespread, as the Krsnik Lothar in the Krainivaya lands were successful in purging them from the snowy wasteland areas, thus making them have an origin in Krainivaya folklore, but not actually being from that area anymore (bar from a few). Dymolov can as such be of any cultural persuasion, and are generally considered very flexible, with many of them favoring berserker style fighting, but equal measure favoring magic, or even a blend of the two. Of all the Vampires, Magic comes the most natural to the Dymolov, in particular the power of Void-fire and Sinistral Dark Magic. Dymolov make excellent rank and file soldiers of any Coven, and are generally well disposed towards leadership so long as it respects their freedoms and wants and needs.
* '''Dymolov Mechanic I:''' Dymolov Vampires gain fire-based Void Magic with open aesthetics, and have great degrees of control over fire, being able to create and douse it, steer it through air, be immune to it, etc.
* '''Dymolov Mechanic II:''' Dymolov Vampires if they are the ones taking ownership of Divinium during a Divinium Raid, gain 2 Divinium instead. Only one is transferrable, the copy Divinium can only be used by the Dymolov. 
* '''Dymolov Mechanic III:''' Dymolov Vampires can temporarily Spirit-Possess willing non-Vampires and Vampires alike, hiding in their bodies and being undetectable and unable to use Abilities but still perceiving all of their senses. (Hidden)


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


==Culture==
Vampirism has a couple of aspects about it that make it culturally unique when compared to other Afflictions, notably the fact that they have Bloodlines, and a strong Ritual culture focused on the way they create, govern, and expand their Covens.
===Dorkarth Nation===
By far the most unique aspect about Vampirism when compared to other Afflictions, is the fact that they have their own nation. While the majority of the Vampires in the world are not from Dorkarth, and fewer yet claim to be loyal to it, the Dorkarth Realm is considered a true Vampire realm, where Vampires rule. At the very top of the Vampire realm is the Vampire Queen whose palace rests in the north-west of Ellador, from where she commands the Desprinces, which is a Vampiric term for Prince or Commander or General. Vampires make up the population of this realm, while non-Vampires have no rights as blood-cattle prisoners, or servant slaves. The Dorkarthi Realm is in a constant war against the other Velheim nations in the north, as well as both Isldar subraces Bene Rexit and Bene Vixit. The fact that Vampires theoretically always have a nation to fall back on means that many of them can afford to act more recklessly than other Afflicted, because if things go badly, a Vampire can always flee north to the relative safety of the capital’s unbreached walls, where Vampire Mages turn the snowy tundra into a sweltering permanent night.
===Bloodlines===
The Concept of a Bloodline, is the idea that Vampires are infected by Vampires who came before them, who in turn were infected by others who came before them, usually descended from a long line of important and powerful Vampires. For example, if a Desprince infected a number of people several centuries ago who went on to infect more people, each of those people who can trace their infection back to that original Desprince, is thus a member of that Desprince’s Bloodline. Vampires don’t need to be obedient and loyal to their Bloodlines, but often find comfort in being near Vampires of similar Bloodlines, and may even have competition-like feelings towards Vampires of other Bloodlines. Though a Bloodline should never get in the way of working together in a Coven albeit with some snark and quips here and there. Bloodlines are usually made by Desprinces, and have historically mostly been founded during or after the Vampire Wars, which forced many Desprinces to flee Ellador into the wider world. The following Bloodlines are well established in lore, though players may make their own Bloodlines also, as long as they understand they may not be acknowledged by the canon universe:
====Alais Bloodline====
Desprince Morvanus fled to Ithania with her cult following, and quickly infiltrated one of the local courts of an important Duchess. The two became Bonded, and from there infected many important nobles and courtiers across the Ithanian realm, establishing the Alais Bloodline. Alais Bloodline Vampires are commonly found in places where wealthy aristocrats flourish, and they usually prefer to remain undetected and weave themselves into the fabric of the nobility without necessarily undermining it. The Alais Bloodline in fact like the aristocratic structures set up by the Regalian Empire, because they allow them to thrive while not being seen as some kind of monster, but rather an illicit aspect of noble privilege, the allure of power and the forbidden desires that many nobles hold. Alais Vampires in general look down on other Vampires as uncultured or below their standing. The Alais are also considered the reason why it is believed that every Ithanian Ducal and Royal court has at least a couple of Vampires in it, and that these courts are aware, and are actively hiding them.
====Milôt Bloodline====
Desprince Shannon and his cult fled to Pays Sud in the Regalian Archipelago, disguising themselves as a traveling circus that went from town to town to infect others. When the wine rich region was particularly hard hit with infections, the Milôt Bloodline was essentially established there as its base of operations. Milôt Vampires are similar to the Alais, in that they do not engage in any predictable Vampiric behavior, and rather like living a life of isolated luxury. Many of them invest in wineries to infect people with their vintages, only to savor the power and influence that they might hold without ever flexing it in a way to draw attention to themselves. Milôt frequently hide among entertainers, courtesans, wine makers and other entertainment service individuals to offer part of their sanguine Affliction as something of a gimmick to their service. Milôt do not benefit from the protection of the nobility like the Alais do, but are similarly often hired by Nobles for hedonistic purposes.
====Doughall Bloodline====
Desprince Mannis and his cult fled to Gallovia in the Regalian Archipelago, using the cold mountains and vast pine forests to hide from the gazing eye of Regalia. There. In the snowy darkness, they fell upon village after village, before retreating back into the caves and hills beyond the reach of the Regalian Military. When the cave-fort of Mannisburgh was founded, the Doughall Bloodline was officialized. Doughall Vampires are considered wild brutes, as unlike the fine Alais and the disciplined von Kërle, the Doughall favor brute force and raw power over hiding and secrecy. Doughall Vampires also do not consider the Vampiric curse itself enough to empower themselves, and frequently focus on enriching their body also with physical exercise and body-modifications to become stronger and bigger, hence the nickname brute Vampire. Doughall Vampires continue to be a large issue in Talahm Gall, the sparsely populated hinterlands of Gallovia, where they make battle with the Old Gods Warghen, the Gallovian Marken who worship the Wolf-God.
====Barghest Bloodline====
Desprince Shirva took her cult to the Free Cain Jarl lands, where she established her own outpost and infected traveling merchants. The name Barghest comes from the Barghest shipping company that was entirely converted into a Vampiric coven, officializing itself as the Barghest Bloodline and converting from a life of trade and shipping into one of piracy and theft. Barghest Vampires tend to be far less interested in seeking direct conflict with anyone, but rather steal and plunder their way into riches, and then use those riches to bribe others for protection or to turn a blind eye. Barghest Vampires tend to favor supporting roles and ranged combat over getting up close and personal like Doughall, and are far more comfortable out on the open sea and near water than they are on land or in dark caves or underground sections of the sewers. Barghest Vampires are the closest thing one might find to “kind” Vampires, even that kindness can only express itself towards other Vampires and never to non-Vampires.
====von Kërle Bloodline====
Desprince Colvan was one of the first Desprinces to leave Ellador even before the war was over, intent to infect the Wirtem nobility in Regalia which was largely steering the military forces attacking the Dorkarthi Desprinces still in Ellador. Desprince Colvan attached himself to the Count of Parchstadt of the von Kërle family. Despite being Bonded, the Count of Parchstadt was seriously underestimated by the Desprince, who slew his Desprince lover to claim the Desprince title, founding the von Kërle Bloodline. Von Kërle Vampires are best described as aristocratically minded Vampires who enjoy military discipline, giving orders (and having other Vampires follow them) and retaining a semblance of classiness while being Vampires. Many of them dress and carry themselves as generals, warriors and knights, relying more on their skills with weapons and military tactics than their occult powers. The von Kërle remain the most dangerous Afflicted force in the darkwald regions of the Regalian Archipelago, fighting an unending war with their evenly matched Lothar enemies.
====Zikiel Bloodline====
Desprince Mesvenn fled all the way to Al-Alus in Farah’deen, turning an entire Hadritya and even managing somehow to Void-infect the machinery and Qadir soul-vessels to serve him, creating the Zikiel Bloodline. The Zikiel Bloodline is another more secretive Bloodline that largely disregards the Vampiric intent to destabilize nations and establish their own realm. Zikiel Vampires often are in fact content letting other Vampires take the heat while they use their Vampiric gift to unnaturally extend their life, giving them more time to study and learn. Indeed, Zikiel Vampires are primarily interested in learning as much as possible of the world, and becoming its information brokering gatekeepers for who gets to have what information, while also collecting technological blueprints and machines, hoping to keep them out of the clutches of anti-Vampire forces.
====Dorkarth Bloodline====
The Dorkarth Bloodline does not strictly have one Desprince as its source, but rather belongs to a large collection of Dorkarth-loyal Desprinces who either remain there, or have spread further into the world while holding onto their anti-Regalian sentiment. Dorkarth Vampires (despite being free of the Void Gods control) are still focused on their original mission of wearing down the Regalian Empire, because instead of serving the next Void Invasion, they believe it serves their right to rule over non-Vampires and bring about a Vampiric Imperial paradise. Dorkarth Vampires never really behave any one particular way like other Bloodlines, far from being generic, they simply haven’t specialized like the others did. Dorkarth Vampires also remain by far in the majority, as Dorkarthi Desprinces do not care about subtlety like Alais or Milôt do, and do not suffer geographical obstacles like the Doughall do. They simply wish to destabilize the Regalian Empire first, and then all other nations.
====Wyrden Bloodline====
Desprince Zarlora, also called the Red Prophetess, traveled to Anglia during the Vampire Wars to try and disrupt the recruitment of the many Anglian soldiers serving under the Wirtem commanders in Ellador. Instead, she was bogged down in a surprising foe: the Gray Witches, who she had not expected to meet there. While other Desprinces had a fairly easy time infecting others, Zarlora had to fight the hardest, so hard in fact that she eventually transformed herself into a twisted tree that bled Vampire blood, from which the first animal-shape shifting Vampires were made, using their Vampiric Form to look like twisted mockeries of Marken. The Wyrden Bloodline then ironically became as infused into Anglian folklore as the Gray Witches themselves, though they have recently supposedly been purged. Still, Wyrden Vampires are exceptionally durable, owing to their habits of being little swamp and bog creatures, and not even really acting like Vampires until someone is unlucky enough to walk into their particular patch of treacherous bogland. Wyrden Vampires are just as much interested in drinking blood, as finding some kind of herbal alternative, obsessing over alchemy and creating more means for Vampires to survive the onslaught of ani-Vampire forces.
====Fahlein Bloodline====
The Fahlein Bloodline is the only Bloodline of which there exists virtually no information of its founding, aside from the fact it was likely created in the Regalian Sewers, as it is also only found in Regalia. Fahlein Vampires are considered the lowest of the lowest disgusting scab-covered Vampires who have absolutely no self control, and are just looking for their next blood meal. Fahlein Vampires live in the shadows, skulking and stalking prey in the dark sewer tunnels under the city, and having no greater understanding of their purpose or intentions. Fahlein Vampires are sometimes recruited by more thought-capable Covens who see them as little more than feral pets, something to throw into the frontline and use the savagery of, with little regard for self-preservation. Fahlein Vampires as such also have the highest mortality rate, but their bites also tend to be the most infectious, along with a whole other host of unpleasant diseases that one would contract from living in the sewers nearly permanently and practicing little to no hygiene.
====Chyga Bloodline====
The Chyga Bloodline descends from the Desprince Fannahr, who saw power in the Slizzar, and chose to specifically create a bloodline of infiltrant Slizzar Vampires. Chyga Vampires specifically cater around the idea of the snake-like Vampire who infiltrates societies and gives credence to the fear and legends of Vampirism, while also luring others into believing Vampirism is actually a good thing. In such a way, they could best be described as Vampire propagandists, who travel the realms and try to show the benefits of Vampirism while downplaying the bad parts. Chyga Vampires are also incredibly vain themselves, favoring beautiful appearances brought about by their Slizzar shapeshifting Abilities, each of them having one strong visual aspect that allows them to recognize each other: Ailor-like appearance, but with a forked tongue and slitted yellow eyes, traits that actual Slizzar very rarely use bereft of other shapeshifting aspects.
====Kydaer Bloodline====
The Kydaer Bloodline is one of the most recent ones, following Desprince Kydaer, who himself was a Kathar Pride Silven arriving in the Dread Empire. The Kydaer Bloodline is mostly focused on integration with the Dread Empire, but can also be found elsewhere, wherever there are Kathar populations, a population it strongly favors. Kydaer Vampires are adrenaline junkies that have a need to both prove themselves, and be remembered by the world for reasons other than being a Vampire. Vampirism is part of what makes them special and enables their behavior, but their own lack of self-control and seeking the next high creates the situations in which Kydaer Vampires are incredibly crass, loud, bombastic, and most important of all: incredibly public. They need people to know their name, and they need to be remembered.
====Mekephit Bloodline====
The Mekephit Bloodline was founded by the Desprince Mekkh who fled to the Suvial lands, and founded their coven in an area particularly notable for having massive volcanically hollowed out networks of caves underground. In order to blend in with the local mega-insect fauna, the Mekephit Bloodline Vampires specialized in making their Vampire Forms appear more insect like than otherwise. In doing so however, the Mekephit Bloodline fell prey to the obsessions of the local wildlife. The more they withdrew from society and only fed when necessary, and lost contact with the other Dorkarthi Princes, the more they started glorifying the things they made (as opposed to the things they did, like a Kydaer would). Mekephit were obsessed with making intricate things like weapons, shields, sets of armor, buildings, temples and vast structures to praise their identity, themselves, the concept of Vampirism, or just insects, whom they had essentially usurped as symbols. Few Mekephit exist in Regalia, but they are equally obsessed with leaving a mark on the landscape to remember them by, particularly by constructing Mekephit hives.
====Irontooth Bloodline====
As if Dwarves already didn’t have enough problems, Desprince Ramonder invaded one of the smaller Dwarven holds during the Vampire Wars, and infected the entire population, creating the Irontooth Bloodline. Irontooth Vampires are nearly entirely Dwarves, and have gotten into the habit of showing how strong and enduring they are, by consuming metals of all variants, some to such a degree that their skin color changes. Many Irontooth are blue on account of eating so much silver, while others are a sickly green. Some yet immerse themselves in black ink, appearing more like demonic Dwarves than anything. Irontooth Dwarves are like Kydaer incredibly loud and boisterous, not taking time to hide themselves, but are less selfishly focused, and are notably known among other Bloodlines as incredibly irritating, because all they ever do is complain about how bad everyone else is in comparison to them.
====Dreygur Bloodline====
The Dreygur Bloodline is also a relatively new Bloodline that largely thrives in Drixagh due to the lack of strict government control in this area. It came about when Desprince Otrygg (who was himself relatively young and Hedryllian instead of Dorkarthi) fled to Drixagh which at the time was not yet part of the Regalian Empire. There, he immersed himself in Aesir worship creating a Bloodline that can best be described as fanatic Rand supporters, who also specialize in Theurgy to empower themselves. Dreygur Vampires are immensely vain, and never hide their red eyes, while also always showing much of their body covered in Velheim tattoos, and also proudly display a variety of Void Demon mutations caused by their passenger(s), such as Spirit horns, tails, claws, or spikes. Dreygur Vampires in particular hunt Vasir worshiping Velheim, who they consider weak, attempting to convince them into the service of Rand by infection. Dreygur Vampires also have an unexplained habit for baldness, shaving their hair to show the mutations of ridges and horns that they have collected on their head.
====Te’Suik Bloodline====
The Te’Suik Bloodline is an incredibly rare Bloodline that exists somewhere nobody thought possible: the Sihai lands. While the Sihai lands generally don’t have Occult on them to the point that locals don’t even know what Void Mages or Exist Silven are, they are familiar with the Kyonshi, which they believe to be blood-eating undead, but are actually Vampires. Te’Suik come from the Desprincess Mata, who used the far less-traveled Balantagi pathway into the inner Jade Sea, and from there, established minor fiefdoms across the Sihai lands with her close confidantes. Mata only ever recruited female Vampires, who in turn only ever turned females, each of them thralling enough subjects to build them a castle in some faraway land from which they slowly and subtly merged into the Sihai folklore of the Kyonshi, which pre-date Vampires existence by several thousand years and were once only folklore legend, an ironic piece of historical convergence. Te’Suik don’t like spreading Vampirism, and consider it a blessing only held by the most deserving, preferring to kill their prey rather than infect them. They also never drink with physical touch, considering “mortals” too weak and dirty to touch, instead using an elongated metal straw that punctures a victim’s neck (but is functionally the same as feeding). Sihai who arrive in Regalia are often confused when confronted with the concept of a Vampire, familiar with a Kyonshi, but having some world-shattering realizations when they discover that they are very real, and have been living in the Sihai lands for hundreds of years.
====Maleir Bloodline====
The Maleir Bloodline came about when the Void Arken of Malice interfered with the Vampiric strain, thus creating the only Vampiric Bloodline that wasn’t made on purpose by a Desprince, but rather one artificially designed by an Arken. The Malice Arken had no good intentions for the Maleir however, as this Arken is particularly prone to playing games with mortals that have no winners. The Maleir Bloodline quickly became known as the “melancholic bloodline”, because many of its Vampires appear unusually melancholic. They prefer muted tones to their clothing, their skin turns more ash-gray because of the lack of sunlight, and they frequently use black make-up or dye their hair uniformly black or red. Maleir are more hyper focused on the poetic concept of Vampirism than actually serving a bigger purpose, which is why other Bloodlines think interacting with them is a waste of time. Dragging a Maleir Vampire to a raid is more likely to cause them to write death poems and start admiring the way blood flows from a wound, than actually being a useful combatant. Still, Maleir Vampires use this melancholic guise to their success, they are generally considered the least threatening considering ambitions, which means they somehow always end up surviving an internal struggle among Vampires. While loyalists of the previous Desprince get purged, nobody really pays attention to the Maleir surviving and thriving in the background.
====Dralonais Bloodline====
The Dralonais Bloodline was created when Desprince Verrat fled to Ithania after the Vampire Wars, and found hiding in the under cities of the Ithanian metropolises very easy and comfortable even. Living among the refuse of ex-slaves and vagabonds who were refused access to the cities above, Verrat mostly fed on Eronidas and half-Eronidas, creating a very violent and cruel Bloodline. This is what set the Dralonais apart from the other Bloodlines who tend to be fairly clean and simple when they feed (or kill), Dralonais however revel in the violence and pain inflicted, and even choose to inflict more than they need to. Many Dralonais are Eronidas, but they don’t have to be, and many Dralonais obsess about monster mutations, trying to appear more like a horror from the mists than an actual person in their Vampire Form. One notable thing many of them chase after is the monstrous mutation of a double-hinged jaw, particularly useful in their more than messy feeding habits and the wounds they leave behind on their victims, with chunks or potentially parts of limbs missing.
==Trivia==
==Trivia==
* It is a widespread belief among many Vampires that imitation is the ultimate form of flattery. To imitate another Vampire; be it in dress style, speech patterns, and even prey or thrall preference is to declare the imitated Vampire superior in some manner, which is often seen as a great compliment.
* It is a widespread belief among many Vampires that imitation is the ultimate form of flattery. To imitate another Vampire; be it in dress style, speech patterns, and even prey or thrall preference is to declare the imitated Vampire superior in some manner, which is often seen as a great compliment.
* Vampires are functionally immortal, but not really, because true immortality does not exist in the laws of Aloria’s universe. Instead, they extend their life by stealing life essence from the people they feed on. There is life force in blood.  
* Vampires are functionally long-living, but not really, because true immortality does not exist in the laws of Aloria’s universe. Instead, they extend their life by stealing life essence from the people they feed on. There is life force in blood.
* Vampiric mentality is so pervasive that some Vampires are deluded into thinking they are actually the oppressed and second-class social caste, when in reality they are the most tyrannical and oppressive kind of people one can ever meet, with no regard for the lives or safety of others.  
* Vampiric mentality is so pervasive that some Vampires are deluded into thinking they are actually the oppressed and second-class social caste, when in reality they are the most tyrannical and oppressive kind of people one can ever meet, with no regard for the lives or safety of others.
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Revision as of 19:28, 7 March 2024

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

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

History

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

Why play a Vampire

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

Vampire Types

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

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

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

Infection

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

Design

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

Purging

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

Bloodlines

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

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

Voilenigme

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

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

Nerocanto

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

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

Vintgast

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

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

Torrghlas

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

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

Bremnevel

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

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

Silberfeder

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

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

Valhersir

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

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

Aullavientos

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

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

Dymolov

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

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

Miscellaneous

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

Vampire Thralls

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

Bound Thralls

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

Vampire Charm

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

Vampire Brood

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

Trivia

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

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

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