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Affected Races Various
Contraction Various
Mortality Rate N/A
Origins Cataclysm

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

History of Vampirism

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

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

Alternatively, the global spread of Vampirism over the centuries and revelation of the Curse’s infectibility towards all known Alorian races has witnessed the rise of various Covens, discreet and otherwise, from their less than humble origins of Dorkarth to the Songaskian Masaya and even the Maraya Mothership. This seeping spread throughout known Aloria, whilst meeting the original goal of widespread infection, has diluted the overall original goal and strict Dorkarthian Culture of Vampirism. Instead, the now diversified Bloodlines aid individuals as a corrupting tool to see their own goals, dreams and ambitions realized within the towns, cities and communities in which they would reside. This occurs to such an extent, in fact, that many Covens battle for supremacy of a certain ‘territory’ with others and such is commonplace in more populated and diversified cities, such as the Holy City of Regalia. Even the Vampiric Courts of Dorkarth are known not to have a central leader, with rival Desprinces playing at intrigue and politics as a twisted reflection of the Regalian peerage. Ultimately, the future of Vampirism remains in the hands of those with the most power, prestige, and influence to further it in whichever direction they see fit; to either remain content in ruling the shadows, or to step forth to claim all those within the light.

Vampirism Infection

Vampirism Infection can occur one of three ways. The primary method of infection is for Vampires to use their Vampiric Bite. Vampiric Bite is not the same as regular Blood Drinking. When a Vampire drinks blood, they simply use their fangs to puncture any part of the body close to veins, and consume blood from the wound. The Vampiric Bite differs, in that the Vampire specifically makes a small cut on their tongue inside their mouth before biting, which results in the Vampire’s own blood mixing with the victim’s blood. This is called a Vampiric Bite, and while Blood Drinking has a 0% chance of infection, the Vampiric Bite has a 50% chance of infection, when the intention is clearly to infect others. When using a Vampiric Bite, the victim must roll /dice 1 2, with 1 being saved from infection, and 2 being infected.

Another method for infection is the consumption of half a cup of Vampire blood, which can be mixed with another drink or diluted, as long as the blood was at least half a cup. This drink can both be consumed voluntarily and involuntarily. When consuming an infected drink, infection is guaranteed at 100%. The third and final method of infection is to perform the Void Blood ritual. This involves praying to the Void deities, before sacrificing some sort of critter animal on a Void Altar, and then consuming at least half a cup of its blood. This Void Blood ritual has a 100% infection rate also, but can only be performed voluntarily by the ritual performer. The first and second infection method result in the person being infected by the Bloodline of the person donating the blood or biting them, while the third ritual will result in an infection based on the Bloodline the performer feels most closely connected to.

Once a Vampire has become a particular Bloodline, it is no longer possible to change Bloodlines. There are however rumors that Prefects of the Void are capable of mutating the Blood Curse to change into a different Bloodline, so it is not wholly impossible. After infection, a person will not yet fully be infected for about 24 hours. After the first 24 hours, and up to 72 hours after being bitten, the person will experience confusion, cold shakes, and hunger that cannot be satiated. After the third day, they will fully become a Vampire and unlock mutations, while also being extremely hungry, and having a practically unstoppable bloodlust to find the nearest victim they can safely get their hands on and satiate their hunger. Once they have done this, the mental aspects of being a Vampire also kick in. No Race is immune to infection from Vampirism, except Sihndar and Url (excluding if the Url is in Fine Form, in which case they can be infected). Being a Vampire does not interfere with Racial Abilities, though Primal Aberrancy Individuals and Mages are immune to infection, as the Essences in them stop them from being infected.

OOC Note: Because feeding is not always possible, it usually fine to assume a character has fed on an NPC citizen for day to day rp. This is purely for practicality sake, because there aren't enough players around to constantly feed every Vampire. The only exception to this is Vampires who are imprisoned (who should roleplay out being deprived of blood) and Vampires who have certain Vampiric Mutations which rely specifically on feeding at a specific time, or to trigger a specific ability. In such cases, the feeding must always be done IC and cannot be time skipped (save for situations where the curers are not providing consistent roleplay) or assumed from an NPC. If you suspect a player has not fed off a person but is using a feeding based ability anyway, report them to Lore Staff for God-Rp. Everyone should always keep in mind however that being fed on, or being turned into a Vampire, is not a permission based thing, and should always be roleplayed out for character development sake.

Mental Characteristics of Vampirism

  • Constant hunger for blood, desire to feed on non-Vampires, a constant sense of disgust for anything that is not a Vampire as feeding cattle.
  • No respect or value for anything holy, any authority, or any person, unless they are part of the Coven. Essentially anything non-Vampire is inferior.
  • Love and friendship changes from something unconditional and protective into something more possessive and objective. A Vampire can still love a non-Vampire, but their love takes a different tone of a jealous, "You are my property" attitude. Similarly, in friendships, Vampires become exclusively taking as opposed to giving or taking. A Vampire might still go drinking with their friends, but insist that one of their friends pay for them, as that is the price of friendship with them. They might also attempt to convert their friends and family into being Vampires so that they might enjoy the gift with them.
  • Obsession with hedonism, and the ambition to live life the way they want it without any regard for other people, their emotions, or their well being. Vampires hold no respect for monogamy, traditional religion, family, state or culture, instead developing their own Vampiric society of Desprinces, Covens and their feeding cattle and victims.
  • Vampires after infection develop a pack mentality, and sometimes even incorporate animistic behaviors while hunting—such as erratic body movements and head gestures, claw scraping, sniffing, growling and stalking.
  • Vampires are fully incapable of casting any forms of magic, including sorcery, unless a specific mutation allows it. Sorcerers lose access to their Sorcery Abilities upon infection, while Mages cannot be infected.
  • Vampires can use Ritualism and have 'religious' beliefs, but the religion followed must be a Void-corrupted version of an existing religion, or a belief in a distinct Void-based Diety or Vampiric "God," such as (but not limited to) Void Worship and Void Cultism.
  • Vampires absolutely despise Werebeasts and cannot stand to be in their presence. They automatically believe these creatures to be vile undeserving filth that should be eradicated from the world, and have a strong natural inclination to make them suffer, or to fight them into submission and enslave them.

Vampire Culture & Rituals

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

The Faceless Masquerade

The Faceless Masquerade was first conceived at the peak of Dorkarth’s superiority and rise of The Pale Whisper; however, following the Great Vampire Wars, all credit to this practice’s creation typically falls to the Virtearist Alais and Shilot Nobility within various Courts of various Kings dotting the Regalian Empire. Though Masquerades themselves are far from uncommon among Nobility, the Faceless Masquerade requires those Vampires participating to disguise themselves with far more than just a mask; often dying their hair or taking alchemical substance to change the shade of their skin and the tone of their voice. A simpler alternative, however, is the Crimson Reflection ability, to those Vampires that retain it. With this transformation complete, the gathered Vampires then familiarize with each other’s disguises, slipping into public and private events alike with fabricated personas to mingle with the populus; most commonly during masquerade balls. These Vampires work to support their fabricated backstories (typically masquerading as wealthy merchants or aristocrats) with the aid of fellow disguised Vampires, thus misleading and deluding their victims to believe a persona that does not exist. Many Vampires utilise this joint effort to seduce away valuable political players or steal valuable items by use of their abilities and addictive drinks. For some Vampires, the Faceless Masquerade never truly ends -- as those bored with their immortality simply move from one mask to the next. It remains an ideal way to pick for potential new-blood Coven Members from a herd of unsuspecting charismatic socialites.

The Fledgling Hunt

Among the Barghest, Doughall and handful of von Kerle Vampires, the Fledgling Hunt is a ceremonial practice undertaken when newly blooded Vampires, or ‘Fledglings’, lack opportunity to ‘prove’ their ability to the remainder of the Coven. Typically, the Vampires will disperse from their Coven Nest and scour any and all nearby social areas such as taverns, campsites, and settlements during the daytime, typically sending inconspicuous or charismatic Vampires to infiltrate such societies. At the break of dusk, these Vampires then return to their Coven Nest and report their findings to the Coven’s leader, or leader’s designated Alpha of the Hunt. The Coven’s leader then makes a final call on the location to be struck or, more rarely, a specific group of prey to be tracked, after which follows an hour or so of ‘preparation’. This preparation process differs from pack to pack, where some sharpen their claws in silent focus and meditation, and others exercise their combat strength against one another to warm themselves up, or simply decorate themselves with warpaints of dark, muddied colours. Following this hour of preparation and upon the rising of the full moon, the Pack then descends to either capture and feast upon their selective prey, or indiscriminately feast and disperse. Ultimately, this is part of an initiation of the new-blood Vampires to the pack, where all hunt together and fight together. Alternatively, those Vampires deemed too weak are picked off in these hunts by the forces they face, leaving the difficulty of the hunt in the hands of the Coven Leader who ultimately decides the quarry. As such, the Fledgling Hunt is an ideal way of trimming useless hunters from a pack.

Duellings of Wutienda

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

The first victor within any Coven’s first established Ring of Malice is dubbed the Champion of Wutienda and only one Champion can exist in any one Coven at any given time. They are furthermore marked by a glowing palm-sized crimson Glyph anywhere atop their skin, though this glyph can be obscured by clothing. Naturally, it’s a rare treat to watch two Champions of Malice from opposing Covens duel for supremacy, where the victor’s glyph expands to the size of two Glyphs whilst the loser loses theirs entirely, leaving the losing Coven to instate a new Champion amongst their Ring of Malice. Champions of Malice that are cured lose their glyphs as well. Should the victor of such a battle (with a glyph the size of two or more glyphs) lose to a member of their Coven following, that Coven Member is dubbed the new Champion and receives the starting Glyph. Von Kerle Vampires, typically chosen by Desprinces as Bodyguards and Gladiators, often duel in such pits on behalf of their Masters should two or more come into a disagreement, with some legends rumoured to have glyphs worth five or more victories against rival Covens spanning their bodies. In theory, a Vampire from any Bloodline could act as a combat representative for a Desprince or Coven Leader. As such, it’s not unusual to see multiple allied Covens orchestrate entire structured tournaments to invigorate their various combattants, or simply set a particularly renowned Vampire Combattant against a multitude of starved feral Vampires for sport.

The Ritual of Projections

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

Bloodline Mutations

Vampirism knows a number of bloodlines that divide the Vampires over certain sub-cultures. These Bloodlines all have certain origins, and are usually perpetuated by one Vampire infecting another and recruiting them into their Bloodline. A Bloodline infection is permanent, meaning if someone was infected by a von Kërle Bloodline, even if they were cured and re-infected by someone from the Zikiel Bloodline, they still become von Kërle. Every Bloodline has access to 10 Mutations, but only 4 Mutations can be chosen. Any Vampire can at any age or any time gain Mutations, and doing so does not cost Proficiency Points. Simply not adding any Mutations is allowed too, Mutations are not mandatory. If a Vampire is cured, their Mutations are lost (where applicable). If the character is re-infected, the exact same Mutations are re-activated. Some Mutations also have special rules, please refer to the Special Bloodline Mutation Rules to make sure you read all the information before making any choices. If you need further help, please consult with Lore Staff.

Common Mutations

Immortal Aging

All Vampire bloodlines do not age from the moment they are infected. Their aging simply ceases visually, and they can also sustain themselves beyond their natural age. This is not true undeath, but rather just a state of unlife. There is no slowed gain of Proficiency Points or a cost to this, but when cured, the mechanic for Vampires does change. If a Vampire is cured when they have lived several years as a Vampire, they will proceed to rapidly age over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were physically when they were infected. If they cannot be re-infected until those 2 weeks are over, the aging remains permanent and even being reinfected causes the character to simply freeze at their new age, instead of the original infection age. If this concerns characters who have aged beyond their natural age, they will essentially die after those 2 weeks if they cannot be re-infected. (OOC Note: It is not allowed to perma-imprison a character to speed up their death during these 2 weeks, even for the Guards). Finally, The Special Permission Perm for Ancient Character applies normally at the age of 150, but for Vampires it applies above age 100 instead. This means that a character with this trait cannot be older than 100 years old without a special permission for Ancient Character. The Ancient Character Permission is automatically applied to Greater Vampire Permissions. Vampires who are turned after 100 years old do not need to apply for the Special Permission, but only if they are turned in roleplay. The rule with regards to Vampires needing to apply for a special perm for any age of 100 supersedes any other scenario where a character could be over the age of 100. Crimson Witches do not get Immortal Aging, as they aren't really classical Vampires. Crimson Witches still need to get the mutation, and follow the rules as outlined on the mutation, as Immortal Aging does not apply to them.

Blood Collaring

All Vampires regardless of Bloodline (excluding Crimson Witches) have access to the Blood Collaring Ability that acts like a Soul Curse on any one specific individual (though Dorkarth have a Mutation that allows them to use it on more). Any Vampire (if the target is completely restrained either by themselves or someone else) is able to attach a blood-collar to a person. This collar will take the shape of a collar of thorns and attach itself to the neck of the victim, colored in crimson blood, yet be solid. When this collar is applied, while the Vampire is in Emote Distance, they can give commands to the collared person, which if not followed to the letter or resisted, will result in the thorns digging into their necks and causing pain and potential bleeding. Commands can only be issued in Emote Distance, but remain valid even when the Blood Collared leaves Emote Distance. Only one Command can be issued however, and a new Command cannot be issued unless the previous one has been completed. While Collared, the individual will also not be infected with Vampirism no matter how many times they are fed upon by any type of Vampire Bloodline. Blood Collars can be removed by any type of Ability that removes Curse Abilities, and those who have Target Curse Immunity are also immune to Blood Collaring. Additionally, it can also be removed by any Exorcism ability, or any type of Exist based Healing Ability that treats the Blood Collar like a wound on the person. Any Blood Collared person can only be Collared to one Vampire, and any Vampire can only Collar one person at a time. They can however voluntarily break the Collar, wherever the victim is (even if they are outside of viewing range).

Alais Bloodline

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

Barghest Bloodline

The Barghest Bloodline hails from the border regions of Osteiermark, where it is believed that the Barghest Vampires are Ailor affected by Void mutations to appear like the hunting hounds they used in the woods of the Hinterlands. The Barghest Vampires often work best in large groups, as their Mutations are specifically geared towards helping one another and themselves.

Choice Mutation Name Ability Category Range Description
Wald Familiar Vampire Spell Emote Distance The Vampire gains a tattoo on their back of a large bat. They can summon a bat familiar from this tattoo (which will appear regardless of clothing or armor covering the tattoo). This bat is about the size of a small dog, and has a prehensile tail, able to carry small objects, as well as harass someone else with its sharp claws and fangs. Additionally, any Ability that has a distance of “Touch” can be utilized through the touch of this familiar. This familiar can be killed, after which it cannot be summoned for another hour.
Wald Kinship Linked Channel Emote Distance The Vampire is able to share the benefits of a Beast Shift they can transform into with two other allies. These allies gain any benefits and visuals of the Beast Shift for as long as they are within Emote Distance of the Barghest and for as long as the Barghest is channeling and Shifted. The Barghest and the two allies additionally gain a visual effect of an incorporeal red tether leading from the two allies back to the Vampire while they are channeling. This buff can only affect other Vampires of any Bloodline.
Wald Packthirst Toggle Passive Emote Distance Vampires with this trait are able to feed other vampires in Emote Distance. While the Barghest Vampire is feeding, any other Vampires in Emote Distance are proxy fed, as if they were feeding themselves. This passive can be used to satiate other Vampires with minimal blood required.
Wald Pocketing Constant Passive Self The Vampire can cause hand-held objects (no larger than a sword or skull) to disappear into a pocket dimension of theirs by touching the object. They can store up to three items in there at any time, but pull the items up anywhere and anytime, even ignoring Hallowed Stone, Magestone, or Purestone.
Wald Purging Vampire Spell Touch The Vampire is able to touch another individual, or themselves, ending the effects of any Abilities, excluding Passives and Mythic Shifts, that are currently affecting them (positive or negative). If the effects of an Ability are ended this way, the same Ability cannot affect the target again for 1 minute. This ability can only be used once every 10 minutes. This ability can only affect other Vampires of any Bloodline.
Wald Intervention Trigger Passive 10 blocks When an Ally within 10 blocks would be hit by an Ability or Mundane attack, the Vampire can choose to instantly transform into a quadrupedal beast, with a bat-like face and dark fur. The Barghest will then near-instantly charge in front of the Ally, weaving through any obstacles (including people) but not passing through solid barriers (so not through walls), intercepting the Ability or Attack. If the Vampire is usually considered an invalid target for the Ability, it will affect them anyways. The Vampire transforms back after the Ability or Attack resolves. This passive can only trigger once every 10 minutes.
Wald Rigging Target Curse Touch The Vampire is able to touch another individual, reducing their highest Combat Proficiency by 10. This Curse lasts for up to an hour, or until the Vampire is incapacitated. This Ability can only affect one individual at any given time, and can only be utilized once every thirty minutes.
Wald Canis Beast Shift Self The Vampire’s head transforms into that of a Wolf with glowing red eyes and sharpened teeth, sprouting fur all over their body. While in this shift, the Vampire gains +10 body stat, and cannot be restrained or knocked off their feet by Abilities. After exiting this Shift, the Vampire cannot Shift again for 5 minutes.
Wald Chiroptera Beast Shift Self The Vampire gains bat-like wings that sprout from their back and bat-like facial features, their skin turning dark and leathery. While in this shift, the Vampire gains +5 Strength Training, and can leap vertically up to 5 blocks high. In addition, the Vampire can vertically glide safely to the ground from any height. After exiting this Shift, the Vampire cannot Shift again for 5 minutes.
Wald Corvidae Beast Shift Emote Distance The Vampire’s head turns into that of a Raven or Crow, sprouting black quills and feathers all over their body, with longer ones along the back of their arms. These feathers shimmer with dark light, and while in this Shift, the Vampire can force a re-roll of a Bow Proficiency Roll Attack targeted at them alone. The new roll must be used in place of the old one. The Vampire can only force up to 2 re-rolls every 12 hours. After exiting this Shift, the Vampire cannot Shift again for 5 minutes.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Barghest Vampires have them, and they do not cost any Mutation slots)
Barghest Body Constant Passive Self The Vampire's new Physical Stat Limit is 20, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Barghest Functioning Constant Passive Self The Vampire is able to consume food and drinks like normal, and will pass these like normal. Barghest Vampires are only capable of producing Vampire Broods. All of their children become Vampire Broods. The Vampire can see clearly in Mundane darkness.
Barghest Appearance Constant Passive Self The Vampire's eyes turn Red when they are actively feeding from a victim as well as when they see or smell blood (more than just a few drops), and their Vampire teeth appear at all times, but are not very noticeable. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Barghest Empowerment Beast Shift Self The Vampire can transform into a large Hunting Hound, Wolf, or Fox. All variations have dark fur and bright, glowing red eyes. While in this Shift, the Vampire can track a person whose fresh blood they have tasted for 24 hours after, allowing them alone to see a faint trail of blood that leads them to the person.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Barghest Vampires have them, and they do not cost any Mutation slots)
Barghest Grafting Constant Passive Emote Distance When two or more Barghest Vampires are present, they are capable of taking a limb or eye from a recently deceased person or animal, and magically attach it onto a Vampire who is missing either. Regardless of the source of the limb or eye, when grafted onto an individual. As soon as the body part is grafted, it will mutate and gain a beastly and obviously unnatural appearance, for example a cat-like eye, or a furred arm with claws. Mutations and Abilities cannot override this beastly appearance in any way.
Barghest Walds Toggle Passive Biome When three or more Barghest Vampires are present in a forest biome, they can transform it into a Haunted Wald. A Haunted Wald appears the same, but Target Illusions affect anyone inside, causing the trees to look twisted and moving with scary faces, and constant noises of creeping and prowling creatures in the dark, gnawing bark and rustling leaves to give those inside the feelings of being hunted. Additionally, any Vampires within the Wald cannot be tracked by Hunting Proficiency.

von Kërle Bloodline

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

Shilôt Bloodline

Shilôt Vampires hail from the wine-producing lands of Vixhall and Ithania, melding well with high society there, but particularly honing their crafts through drinks and partying to disguise them being a Vampire and create an army of thirsty cattle that come to them.

Choice Mutation Name Ability Category Range Description
Vinteaar Providing Vampire Spell Emote Distance The Vampire can summon succulent foods and drinks, but must sacrifice something to make it in matter. For example mud can be used to create a medium rare steak perfectly seared. The food remains food throughout ingestion, but the Vampire can turn it back to its original substance with the flick of a hand (not allowed to be made out of harmful materials or excessively large materials). If the Vampire does not change the material back, it remains perfect in the way it was made however, and tastes delicious. A Character with 10+ Culinary Arts can smell/feel/taste/see that there is something off about the food, and upon closer inspection, identify that this food isn't natural.
Vinteaar Partying Toggle Passive Event Venue This ability only activates in a Server-Announced Event setting (player hosted or Staff hosted, but it must be announced by Staff/be on the Calendar). The Shilôt is able to activate their Vinteaar Partying, which disguises the Vampiric features (red/wispy blue eyes, bloodshot gaze, sickly skin, black nails) of all Vampires at an event (including themselves), alongside making them undetectable to Aberration or Vampire Detection Mechanisms, in the same manner as the Alais. This Ability is active for as long as the Shilôt is at the event, and up to 5 minutes after an event officially concludes. This gives all vampires socializing discretely at an event the time to depart before the ability drops. It does not, however, mask the use of Vampire Spells.
Vinteaar Stasis Toggle Passive Self The Vampire can crystallize in form as if hardened wine, turning into a dark red wine and then hardening. This crystalline form can be upheld for years, does not cause the Vampire to age, or take harm from anything. After 1 hour, the substance turns gray and stone-like, essentially disguising the Vampire as a statue. The Vampire remains aware of the passage of time, but not so sentient aware that they would be bored out of their mind. The Vampire does not gain Proficiency Points while in this statue form. Characters that have survived beyond 150 years this way still require an Ancient Character Special Permission.
Vinteaar Mist Vampire Spell Emote Distance The Vampire can throw one of their drinks onto the floor, causing it to explode into a dusty and barely visible mist. This mist appears like the mirage of heat haze rising from a surface during a warm sunny day, meaning it does not obscure vision or cause anyone to experience negative effects while standing inside of it, except for the strong odor of liquor or wine, but will remain somewhat visible to allow others to see how far it extends in any direction. This mist remains for 10 seconds, during which the Vampire remains invisible inside the mist, unless they attack someone. Should they exit the mist and attempt to escape, they will become visible, and immediately remove the mist.
Vinteaar Elegance Constant Passive Self Victims feel no pain while being fed on, and even become unaware that they are being fed on, forgetting that a moment ago the Vampire sank teeth into them. They will only become vaguely aware that some interaction happened between the Vampire and them, but are unable to remember precisely what.
Vinteaar Lingua Constant Passive Self A Vampire with this trait is able to understand any spoken non-Ancient and non-Forgotten language, and read any such language from written form, while understanding it in their native tongue. They can however not speak any of it back to the source.
Vinteaar Thickening Constant Passive Self The Vampire can add a few drops of their own blood to any drink, turning said drink addictive. The persons drinking the drink will be unaware why it is addictive, but feel an intense urge to drink more of it, and have withdrawal symptoms if they are denied any which can last up to three days, while feeling minor withdrawal when they haven't consumed any for some time. Any Ability that removes curses can remove this effect.
Vinteaar Drawling Vampire Spell 5 Block Distance The Vampire can hold up their hand to their face, and blow from the top of their hand in the direction of a person, producing a misting of wine in their direction. When hit, their target becomes incredibly drunk for several minutes. This effect cannot stack and wears off like normal drunken-ness. If anyone was mid-charge at the Vampire and this Spell was used, the charge is immediately stopped. Anyone who's breathing is filtered, stopped or protected, will not be affected.
Vinteaar Addicting Target Curse Emote Distance The Vampire can give another Vampire a specific blood addiction (to a person the Shilôt thought of) by cursing them with a verbal curse within Emote Distance. This Vampire will become addicted to the blood of that specific person, and hunt and find satisfaction from drinking that specific person alone. This effect lasts for a week.
Vinteaar Draughting Target Curse Self The Vampire can Curse another (non-Vampire) person if they have any of their blood (a fresh and sizeable amount, not just a dried splatter on the wall). In a ritual, expending the blood, the person can be given a Satisfaction Curse. The effects of this Curse cause any food and drinks to taste like ash and putrid liquid, while any activities that would normally give the person joy and feelings of accomplishment suddenly no longer provide happiness. This Curse lasts for a total of a week, and cannot be applied to the same target within a three month period, even by other Shilôt Vampires.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Shilôt Vampires have them, and they do not cost any Mutation slots)
Shilôt Body Constant Passive Self The Vampire's new Physical Stat Limit is 15, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Shilôt Functioning Constant Passive Self The Vampire is able to consume food and drinks like normal, and will pass these like normal. Shilôt Vampires are capable of producing both broods and normal children, allowing them a choice during mating. All of their children become either Vampire Broods or normal children.
Shilôt Appearance Constant Passive Self The Vampire's eyes turn Red only when they are actively feeding from a victim, and their teeth extend only shortly before feeding. Their skin lightens a bit, while their eye sockets are somewhat reddened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Shilôt Empowerment Constant Passive Self The Vampire, in a hosting or drink-serving RP scenario (e.g. tending an IC bar, offering drinks at an IC event) lose all of their Vampiric features and cannot be detected by any Detection Mechanisms. This cloaking lasts for 5 minutes following the end of the RP scenario, giving the Shilôt enough time to depart the scenario without arousing suspicion.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Shilôt Vampires have them, and they do not cost any Mutation slots)
Witching Brew Vampire Spell Emote Distance While at least two Shilôt Vampires are present, they are able to use a cauldron to produce a wine-pleasure-bomb. They commence this process by brewing the wine in the cauldron, after which both make hand gestures over the pot. The pot's contents then rapidly steam out of the cauldron, producing a purple wine-mist that lasts for several seconds and fills an entire room or Event Venue or Emote Distance, causing anyone inside of it to feel euphoric and extremely satisfied, and liable to lapse in judgement. Anyone who's breathing is filtered, stopped or protected, will not be affected.
Witching Vineyard Vampire Spell Self While at least two Shilôt Vampires are present and lock hands together while spreading their arms, they will become hexed to appear like a grape-tree. Any additional Shilôt holding hands will also turn into a grape-tree illusion. This illusion is upheld as long as the Vampires do not move, and can be seen through by any Ability that grants Target Illusion immunity.

Doughall Bloodline

The Doughall Vampires were Vampires who originally lived in the caves of Gallovia, but later mingled with the people, hiding among the Druidic Folk-lore and nature oriented traditions. The Doughall developed means to change with the seasons, and are inherently shape shifters.

Choice Mutation Name Ability Category Range Description
Mountain Skyward Mythic Shift Self Starfall form - transform the user into a being of the stars. Their body silhouette remains the same, but all clothes and hair and items worn disappear, showing a single humanoid shape made out of starry night sky material, with solid glowing red eyes and a wide mouth with Vampire teeth. While in this form, the Vampire can hover up to 1 foot above the ground, leaving behind a short trail of starry dust, and blink up to three blocks in an instant (not passing through walls) once every minute. The Vampire can no longer speak in this form, only produce a glittery space-like echoing noise. When transforming back, all clothing and items return to normal.
Mountain Hardening Trigger Passive Self When feeding, the Vampire's skin turns to actual stone, and they become both immovable by others as well as immune to harm from any source except Magic Spells. As soon as the Vampire's teeth release from their victim, their skin returns to normal and mobility is restored.
Mountain Winters Beast Shift Self Winter Form- transform to allow the Vampire to crawl on their hands and feet on any flat surface, meaning walls, ceilings and other such construction. They must keep at least 3 limbs attached to such a surface to remain attached, letting go of both hands for example will cause them to fall down, but they can do anything with that free limb while attached to the surface. Additionally allows for fur growth on shoulders, lower arms, back, chest, neck and facial hair. Teeth become larger, and blackened claws develop on the hands.
Mountain Autumns Beast Shift Self Autumn form - transform to decrease Body Shape to one level lower than character’s Body Shape, grow thick fur on lower arms and legs, legs temporarily mutate to digitigrade legs, and gain a wolf-tail, allowing them to sprint like a canine on all fours. While in this form, they are able to run faster than a Varran.
Mountain Summers Beast Shift Self Summer form - transform to decrease Body Shape to one level lower than character’s Body Shape, grow scales on the arms, neck and legs, and gills on the neck, while ears turn into webbed fins. The character gains the ability to breathe underwater and swim at high speeds, while also leaping in and out of water similar to a dolphin.
Mountain Springs Beast Shift Self Spring form - transform to gain goat-like facial features (snout, eyes), hooved feet and digitigrade legs. Arms become covered in vines and roots that when aimed at a person, causes a burst of thorn-shaped essences to fly towards them. These wisps attach themselves to the arms of the person, sprouting vines and hindering the usage of their arms for 5 minutes, unless removed. Once the vines are removed (either physically or after 5 minutes), the same person cannot be affected by this ability for 5 more minutes.
Mountain Runes Object Curse Emote Distance Can create Mountain Runes (a Stonebrick block with a Lapis Lazuli block on top) anywhere in a region they are at home (be it a gang base, Clandestine base or Rental Region), and also have a Rune Caller in their pocket, which is a smaller pebble with red runic drawings on it. At any time, the Vampire can use this Rune Caller to speak to the Mountain Runes, of which up to three can be active at any time they speak. When activated, the Rune will light up with a red glow and broadcast their voice in mutter range (5 blocks). This is one way communication, meaning others cannot speak back, and Mountain Runes can be smashed with any weapon to disable them. Additionally, the Vampire will know when someone is standing within 5 blocks of the Mountain Rune, but cannot tell who it is. If the person is present in camouflage or invisibility, this detection mechanic will not work.
Mountain Healing Vampire Spell Emote Distance Can heal individual wounds (like a stab or gash) from a person (including self) at the cost of one level of Body Shape per wound, returning to their original Body Shape after 1 week. Removing another wound by sacrificing another Body Shape resets the timer. Once the Vampire reaches Slim Body Shape, they cannot use this Spell again until the week has passed. This can also remove internal wounds, but not bring back lost body parts.
Mountain Seasons Target Curse Direct Touch Can forcibly change the race of another person for 72 hours. This ability can only be used on one person at a time, but can be cancelled early, even remotely. While forcing a race change, victim cannot access either their natural or new-race racial traits or abilities. Character design remains consistent onto the new race where applicable.
Mountain Shifting Toggle Passive Self The Vampire can meld into stone materials/surfaces to hide. They can however be dug out and not move around while hidden, so generally this ability is only recommended while on the run and after turning a corner while no-one is looking. It is practically instant, and cannot be countered or prevented.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Doughall Vampires have them, and they do not cost any Mutation slots)
Doughall Body Constant Passive Self The Vampire's new Physical Stat Limit is 20, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Doughall Functioning Constant Passive Self The Vampire is able to consume food and drinks like normal, and will pass these like normal. Doughall Vampires are only capable of producing Vampire Broods. All of their children become Vampire Broods. The Vampire can see clearly in Mundane Darkness.
Doughall Appearance Constant Passive Self The Vampire's eyes turn Red only when they are actively feeding from a victim, and their teeth are always visible and noticeable. Their skin lightens a bit, while their eye sockets are somewhat reddened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Doughall Empowerment Toggle Passive Emote Distance The Vampire can cause any person within Emote Distance (that is not a Vampire and has a Beast Shift active) to receive a -10 Physical Stat penalty while remaining within range.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Doughall Vampires have them, and they do not cost any Mutation slots)
Dance of Renewal Vampire Spell Self If at least two Doughall Vampires are present, and lock both hands together, rotating around each other on the spot in the dance of renewal, it causes their form to produce the Winds of Renewal. The Winds of Renewal prevent anyone from being able to touch the Vampires or approach them closer than just out of range to attack with melee weapons. They will not be immune to ranged weapons or Abilities that do not require touch however. They also cannot move away from the spot while the Dance of Renewal is active. The Winds of Renewal appear like a leaf and star-filled flow of air and smoke circling around the Vampires.
Dance of Drowzy Vampire Spell Emote Distance If at least three Doughall Vampires are present around a Campfire and perform the Dance of Drowzy, it will put any non-Doughall Vampire to sleep within Emote Distance. This only works if the Vampires are not already in combat, and if those present are already in a resting state like sitting or laying or just doing nothing and standing. This spell absolutely requires a campfire to be present the Vampires can dance around, but it can be of any size, as long as it's not just a torch.

Zikiel Bloodline

Zikiel Vampires are commonly referred to as the Lich Vampires, stemming from their namesake, the near mythic figure Zikiel who gained power from his insatiable lust for knowledge. While not the same as Undead Vampires, they are more magically-inclined than other bloodlines. They scour the world looking for more Magical Knowledge to add to their collection, encountering (and countering) Mages as they go.

Cratos Bloodline

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

Dorkarth Bloodline

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

Mivver Bloodline

The Mivver bloodline originates from the desert sands of Farah'deen where a group of Vampires could not openly challenge the Songaskians on their trade lanes, and as such, developed illusionary tactics and abilities to try and outsmart the Dragon-based powers of the Songaskians, which later expanded to the Witchblood when they moved further west.

Choice Mutation Name Ability Category Range Description
Malevolent Protection Target Curse Emote Distance The Vampire is able to place a positive Curse on a person, which is not visible to the naked eye. Each time this person is targeted by a Primal Power or Sihndar Racial Spell, their ability lands, but does not apply any of its effects, and for each ability used on such a person, the Vampire gets blood-fed status. This can only apply to one person at a time, and can also be cast on self. The effect remains while the Vampire stays in Emote distance of the target (or themselves).
Malevolent Hijacking Vampire Spell Emote Distance The Vampire can hijack an Illusion produced by any other Ability belonging to another person as long as they are within Emote Distance of it, and change the illusion to their heart's content. Only Greater Mivver Vampires are immune to this Ability. Mivver Vampires can perpetually re-hijack illusions of each other. This does not work on Object Illusions. Having this Mutation makes the Mivver aware of Target Illusions, even if they cannot see them (or chose not to), or if they were not targeted on them. Furthermore, it still allows them to be aware of the Illusion(s), even if they had the Malevolent Hexicanum Mutation.
Malevolent Disguising Vampire Spell Self The Character is able to shape-shift to any size or alteration of their body, as long as it is within their own Race's limitations. They also cannot change Body Shape. This can also hide their eyes, but will dispel the moment they go in to feed, or activate combat with someone (it will only trigger if the Vampire is the aggressor, not the defender/running away party).
Malevolent Reading Toggle Passive Self If any Emotion Detection, alteration, or opinion reading (such as the Lexxon detection of disposition) was to be used on the Vampire, they would instead detect that this Ability is being used on them, and then be given the opportunity to send false information back. For example, if their emotional state is being read, the Mivver is immune to this, and can send a false emotion back to the reader. If their true feelings about someone are being detected, the Mivver is instead immune to this, and they can send a false (or true) reading back to the person. It also alerts them who exactly is attempting to read them.
Malevolent Illuvication Vampire Spell Viewing Distance The Vampire is able to create an illusion about the size anywhere between a coin to a humanoid (a person), complete with sound and movement, which will look like anything they want it to. This illusion is however never solid and any object going through it will dispel it. The Vampire can only only maintain 3 separate illusions at a time, and must keep them within their viewing range, and not be attacked while casting them, but does not give any visual clues to using this ability. Any person with Target Illusion immunity can see through this Ability.
Malevolent Hexicanum Constant Passive Self The Vampire becomes immune to any type of Target Illusion (though still choose to see them), Object Illusion, or Racial Spell that causes some type of Illusion.
Malevolent Loxocation Object Illusion Emote Distance The Vampire is able to create an illusion on an object, changing the way the object looks and feels (but not taste, smell or sound). This illusion is counted as an Object Illusion to those who perceive the object, as the object radiates the effects to those looking at it. This can only apply to three separate objects at any time, not living creatures, or be animated, but can exist away from the viewing distance or presence of the Vampire, and will remain illusion-ed while moved around or used by others. The Vampire can also dispel the illusions from anywhere.
Malevolent Disruption Target Curse Direct Touch The Vampire is able to disable any Aesthetic Mutations of any Silven, Mage, Greater Werebeast or Greater Vampire, if they have drank their blood, for up to 2 days after drinking their blood. Additionally, they may take over all of their Aesthetic Mutations in the process, for the duration that the source has lost them.
Malevolent Gardrobe Vampire Spell Self The Vampire is able to change the appearance of their clothing, add, or remove clothing magically and instantly, either with an aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire. This ability does not count towards any Illusion limit.
Malevolent Darkness Object Curse Direct Touch The Vampire is able to place a curse on any object that does not give off any visual warnings (but will trigger a magical detection if anyone with such an ability comes near it). This object can be anything from a ball to a sword to a vase. Once cursed, the first person to pick up the object (it must be light enough to pick up) and hold it in either of their hands, becomes cursed for 48 hours, going blind for this entire duration. This curse cannot be lifted through any means except waiting out the timer (which the victim has no knowledge of). Additionally, the victim's eyes become a solid slow swirly-smokey mixture of rich purple and crimson red, just like the Vampire's irises, almost as if someone dropped swirling ink in their eyes, obscuring their pupil and irises and eye whites. The curse can be applied "Off-screen" outside of active roleplay, but obviously the Vampire needs to still introduce the object to an area in roleplay. The Vampire will not be affected by pick-up, but anyone else who picks up the object will. The curse can be applied in active roleplay, but requires several seconds of casting and physical contact with audible and visual clues to it being unnatural during the casting period. Essentially, if a Staff member searches your logs, the first mention of the object should never be "Haha you just picked up a cursed item!" with no further reference to the object being cursed or brought into the scene. The blindness can be dispelled by the Vampire having cast it at any time within the duration of the effect.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Mivver Vampires have them, and they do not cost any Mutation slots)
Mivver Body Constant Passive Self The Vampire's new Physical Stat Limit is 15, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Mivver Functioning Constant Passive Self The Vampire is able to consume food and drinks like normal, and will pass these like normal. Mivver Vampires are only capable of producing Vampire Broods. All of their children become Vampire Broods. The Vampire can see clearly in Mundane Darkness.
Mivver Appearance Constant Passive Self The Vampire's irises are not red, but are instead a constant swirling smoky pattern of rich purple and crimson red, and their teeth extend only shortly before feeding. Their skin lightens a bit, while their eye sockets are somewhat reddened and darkened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Mivver Empowerment Target Curse Self The Vampire is able to curse two people with a piece of their clothing, hair, or some fresh blood. Dolls are made of both, which then ritually change places with one another. For the duration of the Curse, both people have their Souls swapped into the body of the other. This Curse lasts for five days, and cannot be repeated in the same month on the same victims. When the Curse ends, the Dolls disintegrate. Proficiencies transfer, but any Abilities do not, meaning both only have access to their Racial Abilities while in each other's body. Damage between bodies swaps back with the Soul when the Curse ends.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Mivver Vampires have them, and they do not cost any Mutation slots)
Dance of Faces Vampire Spell Emote Distance If three Mivver Vampires are present within Emote Distance of each other, they can cast the Dance of Faces, which causes each Mivver Vampire to take on the exact appearance and voice of another person that they have seen within the past 24 hours. This illusion is identical to the real thing, even to touch, but will break if any of the Mivver leaves emote distance of each other. Those with Target Illusion immunity can see through this.
Dance of Memories Vampire Spell Emote Distance if two Mivver Vampires are present near a target, they can perform the Dance of Memories Spell on that target, altering their memory of an event in their lives (that the Mivver know happened, and how it happened), altering the memory into whatever manner they like. This alteration will remain active until one of the Mivver Vampires leaves Emote Distance. If however one of the Mivver Vampires was also present at the event and witnessed it first hand, the alteration is permanent. This permanence can only be lifted if the alteration is irrefutably proven wrong (so not just with people saying it is). This Ability can only be countered by Vampire Spell immunity. This ability is also very subtle and not noticeable and can be used by the Mivver if they have Malevolent Disguising active.

Crimson Witches

Crimson Witches are technically Vampires, but don't follow a lot of the rules normal Vampires do. Firstly, Crimson Witches much like the Silver Skinwalkers are a Kathar-unique form of permanent Vampirism infection that has some longer standing cultural and historical meaning to the Kathar. To understand more about the backstory of the Crimson Witches, refer to the Kathar Page.

Crimson Witches do not follow classic Vampire Mental Characteristics, and only retain the following:

  • A natural distrust and distaste for Werebeasts.
  • Constant hunger to feed on the blood or energy of non Vampires.
  • While they can still exist within the Hierarchy of Kathar Society, they only respect power and authority for as long as it can be shown and maintained, and have a natural superiority complex over non-Kathar and non-Vampires.
  • Crimson Witches are incapable of being born as Mages, can only cast Sorcery as their mutations allow, and can only use Ritualism if their beliefs are distinctly void-based.
Choice Mutation Ability Category Range Description
Abyssal Haruspex Constant Passive Self The Crimson Witch possesses a magical veil that, when worn, protects them from Detection Abilities that would reveal their identity, abberancy status, or traits and abilities, but not any Detection Mechanics that would reveal their location. It also prevents them from being identified based on mundane physical features. All Crimson Witches with this Mutation share a neutral voice when wearing the veil, and will always sound the same.The Veil can be forcibly removed from them, but, if it leaves Emote Distance it will turn to ash. The Crimson Witch can repeat a one hour ritual once per week to re-craft their veil should it be lost or stolen. A Veil can take on any aesthetic appearance the Crimson Witch desires (but is generally shadowy and featureless), such as a hardened mask, however any identifying features of the Veil will be forgotten by anyone who looks upon it, and cannot be recorded through any means. The Witch is also capable of magically merging the veil with their face, which takes 1 minute, hides the veil, and removes all Crimson Witch Appearance features, causing them to look like a normal Kathar version of themselves. Magestone and Hallowed Stone will negate the Veil, turning it into a mundane piece of cloth while in effect range and un-merging it from their face.
Abyssal Grimoire Constant Passive Self The Crimson Witch gains 1 Sorcery Level of the Arcane Sorcery School. For the Abilities, the Crimson Witch can choose between "Binral Blink" and "Distant Discourse," but may choose any Sorcery Aesthetic. They must still adhere to all limitations of each spell, but do not have to spend Proficiency Points. When the Spells are used, they are classified as a Vampire Spell and a Sorcery Spell at the same time, and their own range still applies. Taking this mutation counts as having 1 Sorcery Level, and does not allow them to break the limit on Levels. It does not count as one of their 2 school limit, however.
Abyssal Stride Mobile Channel Self The Crimson Witch can stand on any surface (upside down or sideways) as if it was the floor, seamlessly walking and jumping between them. This ability does not require complete focus by the Crimson Witch.
Abyssal Aging Constant Passive Self The Character becomes immortal and does not visually age (though damage and harm can still kill them). Age over 150 years old requires an Ancient Character Special Permission.
Abyssal Liege Trigger Passive Self The Crimson Witch can mark a specific person as their Liege in a ritual, with the person present and willfully consenting to the ritual (ie, not under coercion, blackmail, or mind control of any kind), which binds them to their safety. If their liege is in any form of harm or risk of harm, they can sense this peril and are drawn to their liege, wherever they are. This bond can be severed by either the Crimson Witch or the affected person by repeating the ritual alone.
Abyssal Vision Constant Passive Self The Crimson Witch is immune to Target Illusions (though can still choose to see them), Target Curses, and Object curses. Additionally, they are immune to alchemy induced hallucinations or illusions.
Abyssal Shadow Vampire Spell 10 Block Distance The Crimson Witch can extend their hand forward and send out a shadowy version of themselves towards an approaching enemy or person, which immediately halts the approaching enemy or person's movement and interrupts any Channel ability or attack by stunning them for up to two seconds. The shadowy version always remains three blocks behind the target for up to a minute after. During this minute, the Crimson Witch can swap places with the shadow and end the spell. This spell can only be cast once per hour.
Abyssal Dance Trigger Passive Self When the Crimson Witch would be hit by a Mundane Attack or Non-Spell Ability (excluding Puretek or Qadir soul shot), they can choose to turn the portion of their body that would be harmed into a fluid blood substance, preventing any damage. This substance immediately re-forms once they attack has resolved, and still upholds the integrity of their body. This ability can only be triggered once every 24 hours.
Abyssal Sworn Constant Passive Self The Crimson Witch’s new physical stat limit is 25. In addition, the Crimson witch can summon a Shadow Weapon at will, which is the equivalent of a steel weapon. Once summoned, the Shadow Weapon’s shape and function cannot be changed for a week, and the weapon cannot be given to someone else. The Shadow Weapon cannot be a Bow or a Crossbow. This Weapon Summon is not a Spell, and cannot be Countered.
Abyssal Pact Vampire Spell Self The Crimson Witch can make a binding agreement with an individual that requires both the Crimson Witch and the Individual complete a single task within a week’s time of making the agreement. The Crimson Witch and target must both be present for the ritual, and clearly speak the specific task they want the other to complete. If there are any hidden aspects of the task that either party is aware of, they are magically compelled to speak it. The party that fails the task will find themselves physically drained and extremely fatigued for the next week, with all of their mundane proficiencies set to 0. Speaking of the agreement to another party counts as failing the task.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Crimson Witches have them, and they do not cost any Mutation slots)
Witch Body Constant Passive Self The Crimson Witch's new Physical Stat limit is 20, and can only be a Kathar.
Witch Functioning Constant Passive Self The Crimson Witch can eat and drink normally and will pass this normally. Due to their Vampiric nature and influence from the Lust Arken, they must either sustain themselves on the blood of people or animals, or drain the vitality from others when in heightened states of emotion. The Crimson Witch must place both hands on the head of the individual and drain for an uninterrupted 30 seconds to gain the full benefits of it. The individual will feel fatigued for two hours afterwards. Crimson Witches cannot infect others in any other way. Reproducing with Kathar produces more Crimson Witches, though Crimson witches can only reproduce with Kathar. The Crimson Witch can see clearly in Mundane Darkness.
Witch Appearance Constant Passive Self Crimson Witch’s eyes appear solid black with starry flecks of red light. Their fangs are always visible. Their hair will appear either white or black at the top and fade into any shade of red at the bottom. Their Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Witch Empowerment Constant Passive Self While as a technical Vampire unable to use Sorcery spells, Crimson Witches can learn Darkness Sorcer and Chaos Sorcery (following the normal Sorcery rules) and can learn Ritualism, as long as it is distinctly Void-Based in faith. Despite being able to learn these Sorcery spells, Crimson Witches cannot be Acolytes. Crimson Witches can choose 5 mutations.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Crimson Witches have them, and they do not cost any Mutation slots)
Forgotten Siphon Vampire Spell Emote Distance When Three Crimson Witches are present in Emote Distance, they can copy a single Spell or Ability Mutation from a Mage or Silven who is also present in viewing distance (Excluding Primal Mages). The Spell taken from the Mage will be at random, requiring a dice roll based on the number of Spells available to them. Each Crimson Witch can then utilize that Spell or Ability and gain its effects for the next hour, and whatever its function or aesthetics may be, it takes on shadowy aesthetics instead. Their ability to utilize the ability ends early if any one of the three Crimson Witches exit Emote Distance or if any one of the three Crimson Witches are knocked out or fully restrained, and a Crimson Witch can only benefit from this Mutation once every 24 hours.
Forgotten Suffering Trigger Passive Direct Touch When two or more Crimson Witches are present and can touch each other, they can link arms or hold hands to reduce physical damage done to any one of the Witches. Any physical damage, excluding the loss of limbs, that has occurred on any one of the Witches present will be reduced and shared with the others, lessening its effects. A deep gash in the chest of one Witch will become a smaller cut on the chest of all three, increasing in potency the more Witches there are. This regeneration is instantaneous.

Vampire Brood

Vampire Brood are the offspring of a Vampire parent, or both Vampire parents (depending on specific rules set out by each Bloodline), except for Crimson Witches. Vampire Broods are often mistaken for actual Vampires because they share some appearance traits, but are not actually Vampires (but they can be infected by Vampirism). Vampire Brood have a latent infection of the Bloodline of their parent in their blood that they can choose to activate and infect themselves. Even if Vampire Broods are bitten by other Bloodline Vampires, it will always default to their born Bloodline. Many Vampire Broods do not do this however, just to stay in line with government laws, though some have been known to self-infect with Vampirism in a tough situation. As opposed to having to wait several days for this infection to take hold, the physical and mental changes are instant. Because of this ease of infection, while Vampire broods aren’t explicitly illegal or outcast, they are severely mistrusted by other mundanes around them. If a Vampire Brood has two different Bloodline parents, the “dominant” parent’s Bloodline is chosen, whatever qualification for dominance is used (Player choice). Vampire Broods of different Bloodlines all look slightly different from each other. Below follows a listing of all the visual traits of the various Vampire Broods depending on their Bloodline heritage. Vampire Broods do not gain any Abilities from being Vampire Brood. Their heritage is purely aesthetic in nature (besides the instant-infection Ability). In any and all cases below, aesthetic changes can be overwritten by other Mutations from for example Ritualism or Vampirism, except for the Eyes. Brood Eye color remains the same no matter how many Mutations are attempted to change them.

Alais Brood

The only visual trait Alais Brood have is their eye color, which is always a rusty (not quite red) brown. That being said however, Alais Brood tend to be born with visual features that are striking. Their skin is much more pristine (and unable to scar), and their hair is much more brilliant in shine and lusciousness.

Barghest Brood

Barghest Brood have crimson red eyes, and their body hair gives them a more bestial look, being increased on their chest and arms and legs, and where applicable, also facial hair. For some Barghest Brood, their nose might even be widened and flattened, adding to their bestial appearance. They also have sharp canine teeth, but these do not function like Vampire teeth.

Von Kërle Brood

Von Kërle Brood have crimson red eyes, with black eye whites. Their skin is also noticeably more pale, while their hair is always of a very stark dark brown, gray or black color. Von Kërle Brood also tend to be very robust, having stronger body proportions and larger musculatures. They also constantly have sharpened canines, but they do not work as Vampire teeth do.

Shilôt Brood

Shilôt Brood have slightly reddened eye sockets and their skin is somewhat lightened, while their eyes are of a very light red pastel, though never quite so light it would become pink. Shilôt Brood can also tell the flavor or brand of any spirit or alcoholic drink or wine they consume, being able to tell its type and usually where it’s from if they have tasted the same vintage before.

Doughal Brood

Doughall Brood have rainbow colored irises that have an opalescent sheen to them. These colors can also change very slowly over time, though all colors representing the seasons are always present in their irses one way or another. Their sockets also darken a bit, causing their irises to become that much more noticeable.

Dorkarth Brood

Dorkarth Brood have crimson red eyes, with black eye whites. Their skin is also noticeably more pale, while their hair is always of a very stark dark brown, gray or black color. Dorkarth Brood also tend to be very slender, having more elegant and poised body proportions. They also constantly have sharpened canines, but they do not work as Vampire teeth do.

Mivver Brood

Mivver Brood eyes have a constant swirling smoky pattern of rich purple and crimson red. Their skin is also inverted from their parent. For example, if their parent had light skin tones, they are darker skin tones, and if their parent had dark skin tones, they become lighter. Mivver Brood are also more prone to having Vitiligo than the general mundane population.

Combatting Vampirism

Curing of Vampirism

In most cases, Vampirism is an easily curable affliction--but the process is considered incredibly jarring and painful for any Sanguine to go through. Only individuals with Curing Knowledge and 10 points in Medical Sciences are capable of gathering the materials and curing a Vampire. The curing is achieved over a period of roughly 12 hours, in which the Vampire must be forced to ingest a vial of Holy Water and Purity crystals (a rare material which renders the caustic effects of the Holy Water inert and thus allow it to draw out the Void energies). Two separate sessions of Holy Water and Purity crystal ingestion must occur for the curing to succeed. Putting the substances into the Vampire's mouth or introducing them to an open wound is enough to absorb them into the bloodstream, meaning it is not necessary for the Vampire to swallow. During these forced feeding sessions, the infected individual will experience extreme fear and paranoia, along with a burning sensation that radiates from their internal organs to their extremities. Vampires will often plead or fight in whatever way they can to avoid being cured, and by the end of the 12 hours will feel completely exhausted. If both feeding sessions succeed, the Vampire will proceed to vomit up a black bile-like substance, which expels the curse from their body and signifies the curing was successful. After this bile has been expelled, the ex-Vampire will lose all physical features over the next 24 hours, including their fangs, which will fall out and regrow normally.

In the freshly-bitten which have not yet completed the full infection process, only a single dose of Holy Water and Mage Crystals are needed to rid the body of the Sanguine curse. Additionally, those who have not fully turned do not experience the same pain and paranoia that a full Vampire experiences during curing, and so the entire process can usually be completed in a single visit to the clinic.

After curing, a Vampire's mentality quickly reverts back to normal, but there is always a risk of relapse because for a few weeks there will be a faint hunger for blood in the cured Vampire. The curing process is also deeply traumatic and the vampire forgets the specifics of what their abilities and powers were and how they functioned, becoming incapable of spreading information on them post-curing. When cured, a Vampire cannot be re-infected for 72 hours, after which if they are re-infected, they become immediately infected with the same strand of Vampirism they had before, including the same mutations. The re-infection takes 24 hours and involves none of the usual symptoms associated with infection, meaning it does not go through the multi-day infection process of a first time Vampire. When this process of curing is performed on incurable Vampires, their Vampirism is not cured, but it does cause their Mutations to go into a dormant state for 5 days, essentially making them powerless. During this period, the Vampire's mentality also returns back to normal, feeling no urge to drink blood or other mental traits that cause them to be sociopathic or psychopathic. After this 5 day period is over however, everything returns back to normal. They also do not lose their Vampire visual features while this process has occurred.

((OOC Note: The curing process is allowed to be time-skipped. It is up to the players if they want to roleplay out the actual 12 hour period of imprisonment and curing, time-skip the entire thing, or whether they just want to go through a single forced feeding of Holy Water and Purity Crystals and then immediately vomit and be instantly cured.))


  • Contrary to folklore, Vampires are fully able to walk in sunlight without pain or burning. However, many choose not to, and find great comfort in the shadows.
  • In the past, it was common practice to bloodlet a Vampire to the point of unconsciousness before introducing the Holy Water and Purity Crystal mixture to their wounds. These days, it is understood that this part of the curing process is unnecessary, and is often forgone in favor of simply strapping the Vampire to a table and forcing the liquid into their mouths.
  • Some scholars theorize that the memory lapse upon curing about Vampiric powers is a latent aspect of infection that prevents those who were prior infected from explaining all of their powers to would-be vampire hunters, so as to protect its host should they be infected again.

Writers MonMarty, Birdsfoot_violet
Processors TheBioverse, HydraLana, Eccetra
Last Editor Eccetra on 10/25/2020.

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