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{{Info afflictions
{{Info Affliction
|image       = vampirebloodyb.png
|name = Vampirism
|races       = [[Ailor]], [[Ch'ien-ji]], [[Qadir]], [[Songaskia]], [[Dwarves]], [[Varran]], All [[Nelfin]] except [[Drowdar]]
|image = vampirebloodyb.png
|contraction = Being fed on(15%), Ritual(100%), Consuming infected blood(90%)
|races = All except Urlan, Bralona, Sihndar.
|mortality  = N/A
|infection = Bite, Drinking, Ritual.
|origins     = [[Cataclysm]]
|origins = Void Gods
|symptoms   =  
|symptoms = Blood Hunger, Red eyes, Sharp Teeth.
* Red eyes
|status = Not Curable.
* Weakness to light and holiness
* Consuming blood with enlarged canine fangs
|}}
|}}
Vampirism, also known as the Sanguine Curse, is a [[Void]]-spawned blood-curse that has plagued [[Aloria]] for hundreds of years. Often seen as a disease and hated by most of the people of Aloria, this affliction causes the infected to undergo both physical and mental transformations. Vampirism is a disease that can be cured by rather aggressive magical means, though many Vampires desperately attempt to avoid being cured. This is caused both by the curse itself changing the thoughts of the infected, but also by the fact that most authorities across Aloria are excessively cruel to Vampires. In the [[Regalian Empire]], being a Vampire is seen as being something unholy, something akin to a [[Demon]]. Such creatures are either killed on sight by Vampire hunters or dragged away screaming to imprisonment and isolation. Frequent Vampire executions are held by the faithful, causing most Vampires across the world to live in hiding in dark alleys, caves, and sewer tunnels. Indeed, Vampires are considered leeches on society as they feed themselves on the blood of the unwilling and powerless, empowered by darkness and Void Energies. Whole religions have been founded on the idea that Vampirism is the next step in Human advancement (despite the curse also striking non-Humans), and some contract the disease willingly for the powers it grants. Globally, Vampirism is on the rise since the last [[Great Vampire Wars]]. Global conflict with the [[Void Invasion]], Imperial wars, and more recently, the [[Bone Horror Crisis]], have all weakened local authorities to the point of breaking. Vampires often follow in the wake of a weary population, feeding and making use of what they can. Vampirism has grown so prolific that among the Regalian Emperor’s close court, some nobles have fallen to the sway of Vampirism, secretly plotting the destruction of the Empire from within. Even far in the north, a Vampire Principality exists in [[Ellador]], the state of [[Dorkarth]] entirely inhabited by Vampires and their feeding cattle.  
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.


==Vampirism Infection==
==History==
Vampiric Infection can happen in three distinct ways. The first and most obvious manner of becoming a Vampire is to consume a small goblet filled with infected blood. Simply taking a sip or consuming a droplet is not sufficient. After all, the disease is a blood curse, not an actual contagious disease. The act of drinking infected blood is considered more of a ritual than an actual infection by the blood itself. The next way to become infected is to be bitten, or have one’s blood drank by a Vampire of any Bloodline. There is a rough fifteen percent chance that a Vampire bite leads to a Vampiric infection; perform a /dice 0 100 to roll between 0 and 100. If your dice result is below 15, your character has been infected with Vampirism. Inquire with the Vampire that bit your character what Bloodline they should become. The final method to become a Vampire is to perform the dark ritual, which involves sacrificing a goblet of blood to a Dark Altar through a ritual called the Dark Blood Feast. It largely involves ceremoniously sacrificing a goblet of someone else’s blood and then consuming it to surrender one’s will to the Arch-Demon. This process always results in the person being infected with Vampirism. The Vampiric Infection process is practically the same for every Bloodline, detailed below.
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.  


==Mental effects of Vampirism==
===Why play a Vampire===
The most obvious effect of Vampirism is that even though it does not alter the personality of the Vampire, it forces their mind to see Vampirism as something beneficial, and causing them to resist to their utmost ability, any attempt to be forcibly cured by others. Vampirism is dangerous when exposed to it for several decades on end. Those with a weak mental will eventually succumb to blood lust and become devolved blood crazed beasts, losing their speech and social skills and craving nothing more than the next feeding. Those with a strong mental will become cold, arrogant and self aggrandizing with little regard for others, even family. Vampires sometimes form groups together even if they are not related or turned by the same Vampire, these groups are called Coven. Often, a Vampire who turns many other Vampires founds a Coven, though more often than not Vampires simply randomly form Covens to find safety in numbers, as Vampires often find themselves hunted by non Vampires.
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 Process==
===Vampire Types===
[[File:Palevamp.png|260px|thumb|right|Vampires that do not feed frequently lose muscle and body mass, becoming frail and gaunt.]]
There exist several types of Vampires, some playable, some not, which have slightly altered Vampirism mechanics and functions, as well as backstories:
The Vampiric infection process takes exactly four days after the first bite has occurred and the person was infected. It is not possible to cure Vampirism during this initial infection process. A Vampire can only be cured when the Infection has taken hold, so sometimes Vampires caught in the process of turning are locked up until their change has completed.
* '''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.  
===Day One===
* '''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.  
For the first day, Vampirism will seem much like a typical, common ailment. The freshly infected have just had the curse introduced into their system, and will be faced with increasing dizzy spells, sickness, and chills. Their heart rate will vary from fluttering beats to slow pumps and they will be susceptible to headaches. Around this time, the transitioning Vampire may also notice a sensitivity to lights and sounds , which may be mistaken for a migraine. As the day progresses, the early chills are prone to growing more extreme and the sensitivity to light and sound can cause increased frustration.
* '''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.
===Day Two===
* '''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)
As the second day comes around, the symptoms only continue to get worse. Transitioning Vampires will notice aching and bleeding in their teeth if fangs are developing, accompanied by urges to swallow the blood and ingest more. Thirst and dehydration will begin to take effect, but normal water and drinks do little to satiate it. Meanwhile, the infected will begin to think about blood more, contemplating its taste and noticing it more acutely in the environment. By the end of the second day, the future Vampire will begin to vomit. . Despite having a freshly emptied stomach, the infected will no longer have an appetite for normal food.
* '''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.
===Day Three===
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.  
The third day is considered the worst, and has been known to dissuade people from becoming re-infected with Vampirism entirely should they be cured. The infected will wake up with incredible pains in their chest and extreme chills. Throughout the day, the newly-infected will be forced to fight off impulses to bite loved ones, feast on blood, or kill those they care for. As the day progresses, their heartbeat will grow more haggard. Breathlessness will occur, and the infected will undergo crippling pain, typically from their bones and muscles. By the time evening falls on the third day, the infected will feel like they are dying. Often they feel frozen, distant, and as if their body is dying but their soul is trapped within. It’s not uncommon for a Vampire at this stage to see their life flash before their eyes, or have hallucinations of the afterlife.
===Day Four===
The instant the infection process is complete, it is as if the infected has woken up from a long, deep sleep. Thirst for blood becomes overwhelming, and Vampires have been known to spring from what may have been the victim’s deathbed seconds before and throw themselves at anyone unfortunate enough to be nearby. This is often called the bloodlust stage of Vampirism, and the Vampire will have to drink enough blood to fill their stomach--usually anywhere between one and a half to two liters. Once they’ve accomplished this, their senses return to them and they begin feeling stable once more. At this point, the traits and abilities of Vampirism take hold. After being infected, Vampires become naturally thinner. While some ripped or athletic Vampires do exist, Vampires generally lose a strong appearance and become thinner and more graceful instead.


==Vampirism Feeding==
==Infection==
Vampires feed though the use of their enlarged canines. Anyone who is infected with Vampirism has enlarged canines that are used to puncture skin and draw blood from a victim. When feeding commences, a Vampire will usually expose a large area of skin, either a neck or a wrist, and proceed to plant their teeth forcibly onto the location which causes blood to be drawn. Vampire saliva is a natural coagulant (not strong enough to make blood solid, but turn it into a sauce-like consistency), thus making it easier to consume. When activating the feeding, a Vampire's eyesockets also darken while their eyes grow more intense and solid black while they feed. A Vampire will proceed to then consume any amount of blood (either as much as they can or until they are satiated) before releasing and usually fleeing. The natural coagulant prevents the victim from bleeding out, but feeding is still dangerous. Any target that is capable of becoming infected has a 15% chance to become infected per feeding session. Furthermore, Vampires transmit any diseases they suffer from to their victim. Many races and conditions have different levels of taste and effects on Vampires feeding from them, explained in a table below. It is necessary for a Vampire to feed frequently (and IC, not NPC feedings OOC). For every week that a Vampire does not feed, they lose strength by half, meaning that they are barely able to stand after four weeks of not having been fed. Blood of only certain races and conditions can satiate Vampires, as explained in the table below also. Being fed on is painful, though not in a extreme way. It feels like a constant cramp wherever the person is being fed from, though stronger individuals are able to resist the pain better. Curiously enough, Void worshipers suffer no pain from being fed on at all, while Mages are unable to cast Magic while being fed from. 
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.  
{| class="wikitable" style="width: 800px; margin: auto;"
! Race & Condition
! Taste Factor
! Effect on Vampire
|-
| Other Vampires, [[Phantasma]](Witchblood), Anything [[Dragon]] related
| 0/10
| Induces vomiting and writhing stomach pains if the blood is somehow magically held down.
|-
| [[Yanar]], [[Aleia]], [[Exist]] [[Silven]], [[Drowdar]]
| 1/10
| None, the taste is simply horrible, and would only be consumed in the worst-case scenario if no other food is available.  
|-
| Any [[Allar]] Species, [[Lampar]]
| 2/10
| None, the taste is simply horrible, and would only be consumed in the worst-case scenario if no other food is available.
|-
| [[Qadir]]
| 3/10
| None, tastes very salty and foul. It is ingest-able, but similar to eating over-salted food, due to their often proximity to Soul Essence.
|-
| All Other
| 5/10
| None
|-
| [[Vilitatei]], Void Silven, Mages, [[Void Worshipers]]
| 6/10
| None, though it has preferable taste because of the aftertaste of a Void connection presence in their body.
|-
| [[Shendar]]
| 8/10
| Intense feelings of pleasure and euphoria for an hour because of the high levels of Void connection presence in their body.
|-
| [[Url]]
| 8/10
| Intense feelings of being energized and full of adrenaline for an hour because of the Oorl-induced substances in the bloodstream.
|-
| Arken
| 10/10
| Intense feelings of being energized and pleasure, strength and speed doubled for an hour because of the extreme Void Essence presence.
|}


==Vampirism Traits==
===Design===
{{TwoColumnTable
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.
|title = Vampire Traits


|label1    = Healing
===Purging===
|desc1    = Vampires heal faster than average people, recovering superficial skin cuts in mere seconds, and deeper wounds in a matter of hours. Near lethal damage still requires medical assistance however. Vampires cannot be healed through [[Celestial Magic]], as the healing spells of this School of Magic harm Vampires.
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.


|label2    = Eye Colors
==Bloodlines==
|desc2    = Vampire Eyes are always crimson red. There is no deviation from this norm, and the eyes even glow slightly in the dark.
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 [[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.
* '''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===
[[File:Alaisreworkvamp.png|left|150px|caption]]
The Voilenigme (pronounced: Voo-al-ey-neeg-mey) Bloodline was created when Desprince Morvanus fled to Ithania, creating a new Vampiric Court there in the Palace of Duchess Valtriante. The two became Desprince lovers, a rare instance of peace existing between two Vampiric overlords in such close proximity, without constantly attacking or scheming against one another. The Voilenigmes (sometimes also nickanemed Voiles or Voile) are upper-class Vampires who favor mingling with the aristocracy, while hiding their Vampirism and charming their victims with fashion, opulence, a silver tongue and beauty. The Voilenigme are profoundly powerful in Ithania where they have deeply infiltrated the nobility, and by extension the Regalian Nobility also as the Ithanian Vampire nobles travel to the Regalian Courts. The Voilenigme try to avoid any association with things that are poor, disgusting, freak-ish, or debauched without style or class. This is also why they are rarely in their Vampiric Form, or why their Vampiric form generally has a more statuesque beauty to it rather than looking like a monster. Voilenigmes are very comfortable not being in a Coven, but if they are, styling themselves as the "classy" ones in the Coven, and looking down on the other more base Vampires who are enslaved to their instincts. The Voilenigme are enemies of the Silberfeder Vampires, an extension of the enmity between the Wirtem and Ithanian Nobility. Any Coven with a Voilenigme Vampire should count itself blessed with a socialite able to mingle with other non-Vampire groups, due to their unique ability to perfectly hide their Vampirism and be less dependent on blood.
* '''Voilenigme Mechanic I:''' Voilenigme Vampires can use a Guild Glamor, that allows them to participate in any Guild Meeting and fake their membership for those meetings only (should still not draw too much attention).
* '''Voilenigme Mechanic II:''' Voilenigme Vampires are able to apply a Party Glamor onto any number of non-Vampire allies or collaborators when they use a Party Glamor themselves, following the common Rules for Party Glamor.
* '''Voilenigme Mechanic III:''' Voilenigme Vampires have magical control over their own styling, make-up, clothing, as well as that of others, able to add, remove, change and modify anything within Emote Range.


|label3    = Sun Weakness
===Nerocanto===
|desc3    = Vampires ought to avoid sunlight completely. Any direct sunlight touching their body (whether it be through armor or clothing) causes skin blisters, followed by severe burning rashes and finally spontaneous combustion. Vampires who remain in sunlight for up to a minute experience deteriorating symptoms every 20 seconds after which they simply catch fire at the three minute mark, followed by death by burning.  
[[File:Bargainpire.png|left|150px|caption]]
The Nerocanto (pronounced: Ney-ro-can-to) Bloodline was created when Desprince Shannon fled to Vultaro. While initially mingling with the locals before the Dressolini culture consolidated there, as Dressolini as a cultural identity developed, so too did the Nerocanto settle into their habits. The Nerocanto are upper-class Vampires who take on the appeal of aristocracy, but are spies and rogues at heart who love a political game of blackmail. Their cultural emphasis is on charming their victims with operettas, orchestral music, and hauntingly beautiful instrumentals. The Nerocanto are unique in that they can cure a Vampiric Infection while it is still in its fledgeling state of their own bitten victims. This affords them a great amount of power to blackmail anyone they have infected for a cure, that being also their primary method of roguish plotting. Nerocanto can hover around the peripheries of Covens, but usually act like lone wolves who assist Covens but don't want to get too close, and be at risk of being taken down because other Vampires are less cautious than they are. The Nerocanto take great pains to hide themselves and cover their plots in five layers of thinking ahead so as not to get caught, and to continue their game of control and intrigue. The Nerocanto do not have any overt animosity towards other Bloodlines, but do consider any Vampire that shows a low level of wit or insight as an insult to the blessing that is Vampirism itself. Any Coven with a Nerocanto Vampire should count itself blessed with a spy-master Vampire who is able to quickly and efficiently establish a network of blackmail victims for information and favors across the Regalian city.
* '''Nerocanto Mechanic I:''' Nerocanto Vampires may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits, whichever is not their own Heritage, and keep this Mechanic until they are Cured.
* '''Nerocanto Mechanic II:''' Nerocanto Vampires can infect non-Vampires as both Fledglings and Greater Vampires, but can also cure Vampirism from those they infect only before they become Fledglings, thus allowing them to blackmail their victims.
* '''Nerocanto Mechanic III:''' Nerocanto Vampires can convert Vampire Thralls into Bound Thralls, curing their Vampirism, but mind controlling them by Vampire of their choosing, allowing them to sell off Thralls and Blood Cattle. (Hidden)


|label4    = Magic
===Vintgast===
|desc4    = Vampires are capable of casting Magic, as long as the player portraying posesses a Trustee Permission.  
[[File:Milotreworkvampir.png|left|150px|caption]]
}}
The Vintgast (pronounced: Vey-nt-gah-st) Bloodline was created when Desprince Shirva fled to the borderlands between Osteiermark, Tirgunn, and Lorenthaus. While in the modern day the Darkwald Lothar mostly fight Silberfeder Vampires, the Vintgast Bloodline was the original reason why the Sarnan people turned so heavily against Vampires, and why so many of them were killed before the Lothar Order took up their cause. Vintgast Vampires are banquet masters, able to conjure the greatest of feasts, most delectable food, and above all addictive and perfect wines. They are known as vintage distillers and brewers, who favor the countryside and winery to get up to their Vampiric business in peace and away from the chaos of large urban settings. Vintgast Vampires spoil and charm their victims with large dinners and endless delectables, only to get them into a food-coma and become easy prey. Vintgast usually avoid Covens, but can make powerful allies for Covens, as well as a great party-hoster for any Vampiric community due to their ability to be social with anyone, have a deep understanding of preferences and tastes, and being able to weaponize them to enamor anyone. The Vintgast take efforts to hide their identity but aren't as capable at it as the Voilenigme, resulting in a reclusive lifestyle, content to experiment with the fine flavors and delectable aromas of rare blood types for special wines. The Vintgast are however unique in their ability to survive off very little blood for extended periods of time, and can even brew extended elixers from their wines that can satiate other Vampires, creating addiction among their own kin.  
* '''Vintgast Mechanic I:''' Vintghast Vampires can temporarily (no cost) self-cure for up to 72 Hours. After this period is complete, they are automatically re-infected, and must drink within 24 hours, or half Proficiencies until they drink.
* '''Vintgast Mechanic II:''' Vintgast Vampires are able to mind-read the preferences of any non-Vampire by focusing on them, reading their preferred color, food, drink, favorite animal, clothing style, etc. (Hidden)
* '''Vintgast Mechanic III:''' Vintghast Vampires are able to summon endless supplies of real food and drinks with Vampiric Magic, or brew Vampiric Tonic Wine made with Blood which sates the same as actual Blood Feeding.


==Vampirism Abilities==
===Torrghlas===
{{TwoColumnTable
[[File:Doughallvamp.png|left|150px|caption]]
|title = Vampire Abilities
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.


|label1    = Dreadwielding
===Bremnevel===
|desc1    = Swords wielded by Vampires become so called Dread-Blades. As soon as they wield a sword, it will shine with a faint, sickly green glow. When a body part is pierced by a Dread Blade, it will paralyze that body part and cause severe pains over the period of ten minutes. It becomes less effective with slashes, only imparting increased pain, but still enough to make a sword fight with a Vampire very dangerous. Dreadwielding weapons are limited to arming swords and longswords at most, so any dagger or weapon requiring two hands to use will not share the Dread Blade ability. This extends further to projectile weapons, axes, scythes and all the like. Furthermore, Dread Blade's effects can be nullified by any kind of Celestial Magic spell being cast nearby causes the blade to revert to normal for a minute (though does not undo the paralysis or pain). Being a Vampire does not make one immune to the effects of a Dread Blade. This ability only works for swords; any other weapon is not included.
[[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.


|label2    = Blood Dancing
===Silberfeder===
|desc2    = Vampires are fearsome creatures in the night, but also effective creatures at what they do, consuming blood and escaping to live another day. Blood Dancing is their ability that allows them to quickly disengage a fight if it turns badly for them. Blood Dancing is an instant-cast ability that immediately ejects the Vampire from combat. When activated, the Vampire turns into a rapidly bouncing gust of smoke, which circles around where the Vampire activated the ability, before rapidly ejecting away from the scene, eventually landing many streets away from where the ability was activated. Before this ability can be activated however, blood must be drawn on the Vampire, and it can only be activated during combat. Furthermore, if anti Vampire weapons are used on the Vampire (such as Holy Water or [[Nenya Stakes]]), this ability cannot be activated at all. This ability can only be used once a day.  
[[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.


|label3    = Sensation Touch
===Valhersir===
|desc3    = Vampires are innately charming individuals, even when they themselves lack charisma, because of their Sensation Touch ability. Vampires are, through touch, able to make someone extremely comfortable to be near them, so comfortable in fact that they become oblivious to Vampiric feeding on them (as long as this Sensation Touch is activated first). In order to maintain Sensation Touch, the Vampire has to physically touch a person repeatedly or constantly without breaking contact for more than 1 minute at a time. As long as they are able to touch constantly or with very small intervals, they are able to maintain an almost hypnotic state for the target. Clothing or armor does not obstruct Sensation Touch. Sensation Touch cannot be activated mid-combat, though can be activated to soothe someone's anger towards a Vampire, though only one person at a time. It can only ever be active on one person and re-using it on another will cause the previous person to be released.
[[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.


|label4    = Shimmering Mask
===Aullavientos===
|desc4    = Sometimes, for the sake infiltration, a Vampire needs to rely on something a little more potent than their wits and their innate charm. Shimmering Mask offers the finest act a Vampire can produce, but only for a short period of time. By concentrating, the Vampire can mimic the image of any humanoid ([[Human]] and [[Nelfin]] subraces) that they have personally seen up close. When activated, for the next two hours, everyone will perceive the Vampire as the person they are mimicking. This spell however is not perfect, mirrors do not show the mimicked visage, nor does the voice change. Additionally, any amount of blood drawing on the Vampire will undo the mimic, even small things like paper cuts or glass cuts large enough to cause a single drop of blood to be drawn. Shimmering Mask can only be used once a day.
[[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.


|label4    = Blood Feasting
===Dymolov===
|desc4    = While drinking blood, Vampires rapidly regenerate any damage incurred on their body. In fact, Vampires who are lethally struck in battle are often fed blood to overcome their imminent doom. Usually, in order to fully heal, a Vampire would need to consume a liter of blood meaning it is not practical to rely on bottled blood for this kind of healing. Furthermore, Blood Feasting will only activate and function while the Vampire is not moving around, meaning it is usually performed to aid a Vampire’s physical recovery while they remain in bed.  
[[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)


==Vampirism Curing==
==Miscellaneous==
Any vampire of a bloodline that can be cured, can be done so through Celestial Magic, or extreme bloodletting. Curing through Celestial Magic involves consistent use of Pervei (Cleanse Form) and is usually an exhausting process for both the mage and the Vampire. It can lead to death if both are not cautious. Curing typically only takes a few days to a week. When curing in-character, the process will take three days in real life. The chance of death remains dangerously high if a victim tries to cure instantly, but gradually decreases the more time it takes to cure. Once a cure happens, most the effects of Vampirism will revert after those three days. There are some common side effects of curing of Vampirism. It can take anywhere between one to four weeks for these side effects to wear off:
This section covers Miscellaneous aspects of Vampirism that enhance Vampire RP, but don't necessarily belong in any other sections.
*Tightness/soreness in the muscles.
===Vampire Thralls===
*Decreased range of motion.
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.
*Heavy limbs.
===Bound Thralls===
*Bizarre cravings due to malnutrition.
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.
*Sluggish reflexes.
===Vampire Charm===
*Decreased vision and feelings of blindness
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".
*Aches in the bones similar to growing pains.
===Vampire Brood===
*Heavy bruising around the ribs and joints.
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.  
*Shortness of breath.
*Repulsion to food and severe stomach aches.
*Pain around the eyes reminiscent of tiredness or strain.


==Trivia==
==Trivia==
*Contrary to popular belief, Vampires are not immortal nor do they have longer lives. In fact a Vampire will age and die at the same rate as any other uninfected person.
* 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.
*Furthermore, Vampires need to breathe and do not survive long falls. As such they cannot survive underwater nor do they have increased bone strength. These fables simply exist because Vampires believe themselves to be immortal due to their superiority complex.
* 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.
*Curiously enough, Vampires do not need to eat to sustain themselves. Most Vampires that consume regular food will either not pass this down or vomit it out immediately upon ingestion. Liquids are excluded from this, which results in Vampires often consuming Wine. Vampires purely survive by drinking Blood, though when this is tried by any non-Vampire it results in their death by starvation. It is often assumed that by Magical means, Vampirism sustains the host without food.
* 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.
*While not enjoying full night-vision like Varrans do, Vampires can see considerably better and farther than their non-Vampire racial counter parts. They are able to easily distinguish objects and faces even in the darkest reaches of the Sewers.
{{Afflictions}}
{{Arcanology}}
{{Accreditation
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|Writers = MonMarty
|Writers = MonMarty
|Processors = HydraLana, Shayin
|Processors = Birdsfoot_Violet
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[[category:Afflictions]] [[category:Void Afflictions]]

Latest revision as of 19:28, 7 March 2024

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

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

History

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

Why play a Vampire

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

Vampire Types

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

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

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

Infection

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

Design

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

Purging

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

Bloodlines

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

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

Voilenigme

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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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