Weaknesses Fire Silver & Blessed Wood Light Quints & Sun
The origin of the vampire is not nearly as dark or mysterious as common horror stories or children's tales passed around from teller to teller. Vampires are also not nearly as old as everyone likes to believe either. Their beginnings are tied into the fleeing from the north into the known region of Iendol; in fact the first vampire was part of that group. Dozens upon dozens, maybe more than a hundred, were lost in the venture for safety from the new monsters roaming the world. This drove many to a dark place while clutching a desperate hope to their faith.
Through the insane trials and various scrapes with death there was one whose ambitions were all she had left. Eventually her will was only to live despite her wounds and growing sickness. Desperation drove her into a quiet madness and she delved into knowledge of lost quintessence and flesh. Her body easily tiring and the group reaching its last legs in the Valrin she was left behind. Her screams welled inside her and her mind finally snapped.
In the night she came upon her 'fellows' as they slept, goring the watchmen and then began feasting on them. Others awoke and had her slain. She was buried half-haphazardly before they moved on but that was not the end. She rose the next new moon, powerful and hungry. Finally her worries to live were over, though a new darker ambition for lasting survival was seated in her mind. She would live eternally and she would make others.
General Description & Capabilities
Vampires can be made from any race except the aeliavim. The process involves a sire drinking from their victim to near death, then having their to-be-child drink from their blood. The new vampire then rises, reborn into the world upon destroying the body's soul, on the following night. Vampires never age from their moment of turning and could conceivably live forever as long as they don't become stationary; or are slain. While they inherit traits from their base race they are also altered to have large non-retractable fangs, eyes turn a vibrant icy blue, skin pales, are unable to build up muscle tissue but never tire as they do not need to breathe, have dulled pain receptors, can heal at an accelerated rate upon feeding, are resistant to most toxins, and they have an insatiable lust for the blood of their previous kin.
Some of these creatures have enough will power to resist their blood lust, or at times just need to feed and the only options for food are other beings. If a vampire does not feed on those of their previous kin for a long period of time their features skew to become more bat-like. Such as, white bone tight skin, stubbed nose, pointed ears, and a webbing between the fingers and toes. Currently none 'alive' have developed passed this stage to tell how far the transformation goes. A vampire must feed at least a couple times a month to keep their sanity and strength. When feeding life temporarily returns to the color of their skin, making it obvious how long ago they have fed. They tend to be at peak strength and awareness when recently fed, and also are able to minimally resist the effects of sunlight.
Creatures with no soul do not have emotions, thus cannot feel things like remorse, so lean toward the evil side of things. That being said, vampires still have a body that remembers and possesses memories of being a live person. A newly turned vampire with strong positive memories could function as a 'good' person to the point of willing themselves onto the blood of animals, or just straight out killing themselves for fear of turning evil. Memories, however, do not last forever. As time goes on things are forgotten and replaced with the harsh experiences of unlife. Thus why all older vampires tend to be killers.
Because vampires have no souls they do not have a reflection. Many vampires find this incredibly disconcerting and are unable to bare being in the presence of reflective objects. Alternatively garlic can also keep a vampire at bay.
There are a few ways in which a vampire can die:
1) Beheading: While vampires are capable of regenerative properties to the point of being able to reattach limbs and lost parts, they are unable to control parts severed from their mind. Thus, if their head is chopped off it is improbable they will survive. It does not kill them immediately, but they are unable to move and feed. To put an immediate end to them would require severe damage to the brain. This could be achieved through bashing, tearing, piercing, and burning (by fire, sunlight, quints, acid, holy water, etc.).
2) Holy Water, Sunlight, & Light Quints: When exposed to direct sunlight, or equivalent light from a quint, or even blessed water from The Reclaimer or The Reconciliator, a vampire's skin will instantly be burned like that of a terrible sun burn. Within mere moments of extended exposure flesh will flake and peel off like being consumed by fire; charred bone is all that would remain should it be given a minute to do its work. If they have recently fed (within 10 minutes) the time in which this happens is lengthened. Similarly to this, fire can be very effective against a vampire due to their dead body lacking the fluid of living bodies; unless recently fed.
3) Pierce their Heart: Damage done by blessed wood of Ametrosa/Valbrosine or an object of pure silver is more detrimental to a vampire than other materials. It stunts their healing of the wound, causes more bleeding, and if stabbed in the heart they are immobilized until the object is removed. They effectively fall into a dead sleep. Younger vampires are 'burned' by these items at a simple touch, but older ones typically overcome this.
As mentioned under beheading, vampires are able to 'reattach' limbs severed limbs. They mustn't move during the healing process and it must be lined up very soon after detachment. For something like a finger reattachment, it would take a few hours. For larger areas, like an arm, it would be a few days; if they were cut in half something like a month. If the limb was severed by a pure silver instrument it will increase the recovery time.
Halfling vampires are unable to willingly enter a residence warmed by fire. If invited in they will feel compelled to do so despite their discomfort. This in turn will usually bring a vicious end to everyone residing.
Human vampires are unable to cross large bodies of running water, such as rivers, brooks, and oceans. They can be moved across the stream but are willingly incapable of crossing it themselves.
These vampires an innate fearful presence that can leave even the bravest man trembling, and an unquenchable lust for material wealth. This makes it difficult for them to leave populated areas without promise of something greater on the other side of the wilds, and they often find themselves serving other dark creatures with promises of goods.
*Note: The level of affect of these on a character is dependent of the individual. So you could have a strong willed character that is able to get over these to a certain extent. It cannot be removed completely though.
Resistances Disease Zofien
Weaknesses Light Quints & Sunlight
These beings are born from the one-in-a-million chance that a mother giving birth is at the perfect stage/rate of undergoing the vampeeric process to not kill the infant or leave it untouched. The success of this birth requires absolute timing that isn't possible to reproduce on purpose, not that many vampires would try this versus just creating a full vampire but on occasion the desire for a non-zofien thrall drives them to try.
Unlike vampires, dhampirs do not live eternally but do have an extended life span of approximately 150 years beyond that of their mortal parent's base race. They retain a slender build, either a dark or white complexion, hair of varying shades of black/grey/white, bright eyes of odd colors such as red, purple, or yellow, and do have small fangs but otherwise look much like their base race. They do not need to feed for sustenance but at times lust drives them to it. If a dhampir does feed they will gain some very minor strength and vigor, but will become more susceptible to light effects. Dhampirs are also unable to reproduce, their young turning out as the normal base race or hybrid.
While dhampirs are able to walk in the light of the sun they are very discomforted by it and spending an extended period of time exposed to it will cause nausea and disorientation. Shading themselves with hoods and full body clothing will delay the effects. Light quintessence refuse to work with or on dhampirs, combined effects included. Instead the quint will cause mild pain. A small perk is their innate ability to sense the undead within a small area around them. Otherwise these beings are just like any mortal of their base race. They do not get super strength or other bodily enhancements, though do have an uncanny gracefulness about their movements and do not tire easily.
Last Edit: Apr 12, 2018 7:37:18 GMT -7 by The Maven
Credit to the original artists of all displayed artwork. Themes designed by The Maven.