Vampires

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The Vampire has long been a fixture of fear and lurid fantasy, a creature whose very existence is a testament to the primal terror of the unknown. They are the eternal parasites of humanity, a living curse that has adapted and thrived in the deepest corners of civilisation since the days of the Great Equilibrium. Vampirism is at times romanticised as a glamorous gift, but its true nature is a stark, horrifying reality; it is not a power, but a hostile, parasitic predator that violently hijacks the host's body and mind, twisting their will to survive and feed.

This affliction forces an insidious mindset upon the host, and one that cannot be easily fought. The transformation into an apex predator creates an unavoidable superiority complex, which the Curse uses to whisper that the Vampire is beyond mortal morality. This inherent sense of entitlement makes true connection and empathy with the uninfected nearly impossible, isolating the host and making the path of redemption a near-unwinnable, exhausting psychological war. While some Vampires may be tragic figures wrestling with their transformation, their inherent nature is one of profound and unavoidable danger, constantly fighting its influence and denying the very instinct designed to sustain their existence.


Abilities and Powers

Core Mechanics are universal abilities shared by all Vampires, regardless of their specific Bloodline. These fundamental traits are inherited from the three Upyr without exception. As such, they establish the foundational rules and abilities for all Vampires. While every Vampire will also possess additional powers inherited from their Bloodline, which are detailed further below, the Core Mechanics define their shared universal nature.

Core Mechanics
Name Description
Masquerade The Vampire conceals their true, Vampiric appearance, making them visually indistinguishable from an ordinary person. This ability cannot be disabled by outside powers, though has no effect on abilities that specifically detect Curses or magical influence. However, Masquerade immediately ends if the Vampire feeds, uses any other Vampiric ability, or is outdoors during daylight hours.
Dawn's Bane Vampires are forever bound to the shadows, their Curse recoiling from the sun. When exposed to direct sunlight, Vampires cannot use any of their Abilities, suffer disadvantage on all rolls, have halved movement per turn, and are unable to recover HP by any means other than medical treatment via Apothecary.
Nocturnal Veil As an Action, you may become Invisible until the end of your next turn. This ends prematurely if you use any other Ability or Attack, and can be used once per combat scene.
Sanguine Kiss Vampires are imbued with a terrible thirst, slaked only by the blood of the living. This thirst must be satisfied by feeding at least once every two weeks. Failure to feed makes Dawn's Bane permanent until satisfied, and disables Masquerade entirely. Feeding can be accomplished in one of two ways:
  • Outside of combat: You may feed upon anyone who is either willing, or unable to resist.
    • Against unwilling characters, this takes 15 minutes and applies a -2 penalty to all their rolls for 24 hours.
    • If they are willing, both characters receive this penalty for two weeks instead. However, willing feeding is excruciatingly painful, generally described as being similar to being branded with a hot iron. Willing victims are, as such, rare.
  • In combat: Against an Incapacitated or Restrained target, you may deal a guaranteed 1d6 damage, which simultaneously heals you for the damage dealt. Feeding in combat is necessary to activate Sanguine Surge.

Feeding on an unwilling character will infect them with the Crimson Plague (see Becoming a Vampire); if not treated within 72 hours, it will progress to Vampirism.

While a Vampire may sustain themselves upon animals, this will result in suffering the effects of Dawn's Bane; it will stave off death, and nothing more.

To Dust When slain, Vampires' bodies wither to ashes in moments. Twenty-four hours later, they will reconstitute at the Vampiric Altar they last offered their blood to, with all Vampire abilities disabled for a further twenty-four hours. Currently, there is one public altar in the Maw, and any Vampire may create one of their own in a private residence. Altars must be denoted in-game in some form.
Hemurgy Vampires possess passive arcane power over blood, allowing them to manipulate it, shape it, and solidify it into Vitric. This ability is restricted to use outside of combat, and the volume of blood affected cannot exceed the size of the Vampire's own body.

Bloodlines

Vampirism, in its most ancient and potent form, did not begin as a monolithic curse. Instead, it sprang forth independently and in parallel from three distinct individuals - the original Upyr. These three, each a fountainhead of the terrifying power, established their own Bloodlines by passing on a diluted form of their curse. In the entire recorded history of Vampirism, there has never been any intermingling, crossing, or merging of these primary ancestral lines. This means that each of the three lineages carries a unique, untainted essence, imbuing upon its hosts not only a specific spectrum of power but also a distinct psychological drive and philosophical outlook on the world. This, however, is not to say that only three Vampiric Bloodlines exist. Beyond the foundational lines exists a most peculiar phenomenon: the Seikyr. The Seikyr are not separate lineages altogether, but represent Vampires whose Curse has warped irrevocably into a potent, highly specialised offshoot sprung from the primary Upyr lines. Unlike the three Prime Bloodlines, the Seikyr often exhibit an extremely focused set of capabilities, which frequently comes at the cost of the broader, more balanced power set possessed by their “pure” kin. The strongest Seikyr can even pass on their strain, birthing a new Bloodline; it is widely suspected that dozens of active Bloodlines and hundreds of Seikyr exist, though only a handful are notorious and widespread beyond their local area. Below are the most notable Bloodlines of each Lineage; further information for each may be found on the respective page.

The Saharnikov Lineage

The Saharnikov Lineage is the embodiment of raw, aggressive power, defined by conflict and dominance, shaped by their progenitor's demand for ever-stronger soldiers. Their descendants are the titans of battle, characterised by an overwhelming, almost insatiable desire for physical confrontation and territorial expansion, and the absolute mastery of their environment through strength. They are the frontline fighters, the brutal tacticians, and the juggernauts of the Vampiric world, driven by a relentless, primal need to assert control and establish dominance through bloodshed.

Saharnikov Prime

These are the most physically imposing of the Vampires, whose very existence is a relentless drive for physical supremacy. They operate with brutal, unyielding efficiency as an immovable object on the battlefield. Their terrifying appearance is defined by stark black veins that forever weep; the blood instantly hardens upon contact with the air, forming permanent, glossy Vitric armour plating across their forearms, elbows, and jaw, giving them a terrifying, unmistakable silhouette. Read more about them here!

Saharnikov Mechanics
Name Description Cost Action Type
The Crimson Forge Expended blood forms fragile extra layers of uncast Vitric body armour; whenever the Saharnikov spends HP for an ability, they gain Temp HP equal to the spent HP until the end of their next turn. N/A Passive
Vitric Gauntlets Bolstering their arms, the Saharnikov lands brutal, forceful blows. They make an attack using their STR and dealing 1d10 damage. On a hit, they can knock the target back up to 5 spaces, spending 2HP per space of knockback. If the target collides with a wall, they take an additional 2 damage per block of knockback remaining. N/A Attack
Shrapnel Burst The Saharnikov violently shatters their excess Vitric, sending deadly shards flying. They make a CON attack roll against all enemies within 2 blocks; on a failed defense roll, those enemies take 2d8 damage. 8HP Action
Arterial Barricade Sweeping their arm, the Saharnikov forms a dense wall of Vitric, 3 blocks wide and 2 blocks tall. This wall absorbs incoming ranged attacks & abilities, and has 10HP. 5HP Action
Sanguine Surge
The Warmaker The Saharnikov forms temporary full-body armour of sharpened Vitric around themselves, instantly granting 20 Temporary HP. For the remainder of combat, their Melee attacks are made against all enemies in Melee range, and adding knockback to their attacks no longer costs them health. N/A Action

Seikyr Rostova

An exceptionally volatile offshoot, the Rostova Bloodline manifest a wild and reckless aggression that allows them to amplify their damage output to lethal extremes. Their only chance of survival is to perpetually feed the carnage, as their powers aggressively burn through their own vitality, body tearing itself apart in battle. They are visually distinguished by the permanent, jagged arm-blades forged directly from Vitric-coated bone and serving as extensions of their will, capable of cleaving through heavy armour and bone with chilling ease. Read more about them here!

Rostova Mechanics
Name Description Cost Action Type
The Bleeding Edge Constantly recovering and strengthening their blades from the blood they spill, Rostova heal for half of all damage they deal, and when losing HP, gain +1 flat damage on their next successful attack. However, they cannot gain Temp HP, nor heal from any source outside of Vampire abilities, and will automatically Attack anyone under half HP if they start their turn adjacent to them. N/A Passive
Crystalline Scythes The Rostova wield the blades of Vitric that form upon their arms, attacking with their Constitution and dealing 1d4 damage. On a successful hit, you may choose to spend 6HP to deal 1d4 additional damage, up to four times per attack. N/A Attack
Ravenous Lunge Tearing forward with blades ahead, the Rostova may dash up to 5 blocks in a straight line without triggering opportunity attacks, passing through enemies. This deals 1d6 damage to everyone within melee range of any block dashed through. 10HP Action
Boiling Veins Flooding their body with adrenaline, the Rostova gains Advantage on all damage rolls for the next 2 turns. 4HP Action
Sanguine Surge
Exsanguinate Flying into a blind frenzy, the Rostova sprints to the nearest target, friend or foe, and makes two Attacks with Crystalline Scythes against them. If any of these reduce the target to 0 HP, kill them and repeat this ability immediately. This cannot be ended voluntarily until it fails to kill a target. N/A Action

Seikyr Sokolov

A rare offshoot, the Sokolov are viewed with virulent disdain by their kin for their “weakness”, rejecting the Curse's grasp in favour of fighting it back and retaining their self control, turning its power to the aid of others even as they fight a constant war with their bloodthirst and pride. Their Vitric manifests not as armour or blades, but as precise, ultra-fine surgical threads, almost invisible to the naked eye; their skin, meanwhile, is unnervingly translucent, faintly revealing the intricate structure of their internal organs beneath. Read more about them here!

Sokolov Mechanics
Name Description Cost Action Type
Mutualistic Symbiosis You do not apply a feeding debuff or cause pain when feeding, and you may use Sanguine Kiss on willing allies. This will heal them for twice the damage dealt at the end of their turn. Additionally, you can sense if a Vampire has fed on an unwilling target in the past week. However, you may not feed on nor infect anyone unwilling, willingly harm anyone who has not harmed you in that scene, or help others break any of these rules. N/A Passive
Surgical Intervention Making precision strikes against key muscles, the Sokolov attacks with SCR and deals 1d4 damage. On a hit, the target's next attack roll is made with a flat -2 to the result. N/A Attack
Triage When an ally within 10 blocks is struck by an Attack, you may weave crimson threads to suture their wounds, healing them for half the damage taken. 5HP Reaction
Expeditious Infusion You infuse your next restorative act, preparing Vitric threads to support it. The next time you use a healing ability, double all HP it restores. 5HP Action
Sanguine Surge
Last Gift Immediately Incapacitate yourself, creating a storm of threads that gather around all allies in range, granting them 5 flat damage reduction and healing them 2HP per round for the remainder of combat. Once per Combat Action


The Grimshaw Lineage

The Grimshaw lineage are masters of control, influence, and psychological warfare. Their Vampiric descendants possess a formidable manipulative edge, weaponising their very presence into an overwhelming force. Their true strength is not in overt force but in their terrifying capacity to bend the wills of others, forging unbreakable chains of obedience.

Grimshaw Prime

Possessing a terrifying, statuesque, and unnervingly perfect appearance, they embody oppressive, unyielding authority. They dominate the battlefield not through blows, but through oppressive, hard crowd control and unshakeable psychological presence. Their skin mimics the texture of cold, polished stone, set with unblinking, monocolour red eyes that appear to absorb light. Any wound reveals an internal anatomy composed entirely of raw, dense crimson Vitric instead of organic flesh and sinew. Read more about them here!

Grimshaw Mechanics
Name Description Cooldown Action Type
Gravitas Enemies within 5 blocks require two blocks of movement for each block moved directly away from the Grimshaw as stoney growths erupt from the ground to drag them back. Enemies starting their turn within this zone take 1d6 damage. N/A Passive
Halt Striking with the full force of their body, the Grimshaw attacks with CON, dealing 1d4 damage. On a hit, the enemy's movement speed is halved during their next turn. N/A Attack
Kneel Commanding an enemy to the ground, the Grimshaw imbues their voice with unnatural power, making a CON vs SCR roll. On a success, the target is forced to kneel, Restraining them until they use an action to resist and stand. Twice per Combat Action
Pitiful The Grimshaw hardens their skin as stone, gaining 5 Temp HP for each enemy within 5 blocks. Once per Combat Action
Sanguine Surge
The Dominator Roll CON vs SCR for all enemies within 5 blocks of the Grimshaw. On a success, they are immediately knocked Prone and take 2d6 damage. On a failure, they still take 1d6 damage. Once per Combat Action

Seikyr Thornefield

Resembling grand, ancient monuments left to be eternally reclaimed by nature, they are oft rooted in place, focusing entirely on spatial control and the unwavering command of their thralls. They rarely engage directly, preferring to make an area utterly impenetrable. Their stone-like forms are extensively overgrown and riotous, wrapped in creeping, pale roots and vines coated in Vitric thorns. They are living, impenetrable fortresses, bringing their garden wherever they go. Read more about them here!

Thornefield Mechanics
Name Description Cooldown Action Type
Caretaker’s Touch Thornefields cannot use Attacks directly. Enemies within a Thornefield's Thicket at the start of their turn are automatically Attacked with MYS as the thorned vines lash at them from below, dealing 1d12 damage on a hit. N/A Passive
Garden of Ruin The Thornefield summons a Briar-Thrall up to 10 blocks away, raising stone into a statue that grows over with thorned vines in moments. The space in a 5x5 block area centered on a Briar-Thrall is overgrown so long as it remains, and considered to be a Thicket. 1 turn Attack
Creeping Vines All Briar-Thralls move up to 2 blocks, statues dragged by the writhing vines beneath. No Cooldown Action
Grasping Roots All Thickets rise up, dragging at the feet of anyone within them. Roll MYS vs DEX for all enemies inside a Thicket, and Restrain until the end of their next turn on success. Twice per Combat Action
Sanguine Surge
Riotous Growth The vines overgrow to monstrous size, thick enough to impede even basic movement. For the remainder of combat, all Thickets are Difficult Terrain for enemies. Once per Combat Action

Seikyr Valemont

These are withered, starved husks emaciated down to the bone, retaining a terrifying, gaunt statuesque quality, evocative of a twisted gargoyle. They are parasitic terrors, capable of actively and rapidly draining the very mental faculties of their prey to empower themselves. Their heavily fractured skin evokes shattered stone, the Vitric beneath often jutting out violently; they are the visual personification of starvation and relentless depletion. Read more about them here!

Valemont Mechanics
Name Description Cooldown Action Type
Hollow Vessel Whenever the Valemont applies a debuff to an enemy, they gain Temp HP equal to their current SCR. This cannot stack. N/A Passive
Atrophic Drain Tearing at the very psyche of their victims, the Valemont attacks with SCR, but deals 0 damage. On a hit, they tear 1 SCR from the target for the rest of combat. This reduces the target's SCR by that amount, and grants it to the Valemont. If a target reaches -4 SCR, they are immediately slain. N/A Attack
Incursion Forcing a mental assault into the target’s mind, the Valemont rolls SCR vs SCR. On a success, this Dazes the target until the end of their next turn as their mind is overwhelmed by the violent intrusion. Twice per combat Action
Fatigue Targeting an enemy within emote range, the Valemont drains their vitality momentarily, sapping at their will to fight. They suffer a -2 to the result of all rolls made in their next turn. Once per Combat Action
Sanguine Surge
Utter Decay Until the start of their next turn, the Valemont gains Temp HP equal to double their SCR. All enemies within 10 blocks have their movement speed halved for this time, as their will to fight begins to fade. At the start of their next turn, they gouge at the minds of all in reach, making an Atrophic Drain attack against all enemies remaining within range. Once per Combat Action


The Toussaint Lineage

The Toussaint lineage thrives on subterfuge, calculated chaos, and absolute unpredictability. Their descendants are the troublemakers, the elusive infiltrators, and the agents of disruption, possessing an uncanny, almost magical knack for misdirection and infiltration. They are the most volatile and philosophically anarchic of the three lineages, with many seeking to dismantle order and authority through sheer anarchy rather than establish any of their own.

Toussaint Prime

The subtlest and most deceptively mundane-looking of the Bloodlines, they fight as elusive masters of misdirection, relying on perfect Vitric duplicates to confuse enemies, absorb blows, and even serve as magical conduits. The Bloodline to have varied the least over the centuries, facing the least pressure from their progenitor to adapt, their sole physical tell even absent the Masquerade is a difficult one to notice - they cast no shadow whatsoever, even under the brightest light. Read more about them here!

Toussaint Mechanics
Name Description Cooldown Action Type
Heteropagus All Toussaint Vampires have a Vitric duplicate, which inherits all their Attributes, cannot be told apart from them, and moves at the same time they do (to a maximum of 15 blocks from its originator), but has 1 HP. Attempts to target either while both are visible must roll 1d2, targeting the real Toussaint on a 1 and the duplicate on a 2. All Attacks and Abilities can be used from the duplicate, but still incur their cooldowns. If destroyed, this can be recreated with an action. N/A Passive
Phantom Strike Lashing out with a quick lunge, the Toussaint strikes with DEX to deal 1d8 damage. This Attack can be made from up to 5 blocks away, teleporting them behind the target on a successful roll. N/A Attack
Castle The Toussaint trades places with their duplicate instantly. Twice per Combat Action
Hall of Mirrors In response to an incoming attack, the duplicate and original swap position, redirecting the attack to the other. This is used instead of rolling defense. 3 Turns Reaction
Sanguine Surge
The Trickster A trio of illusions split from the Toussaint’s form, always nearby. The next three non-AoE Attacks or Abilities aimed at them will automatically strike an illusion without a defense roll, and dissipate harmlessly. Once per Combat Action

Seikyr Croix

The ultimate unseen executioners, they are pure stealth assassins, built to strike from total obscurity and fade away before the target's allies can even formulate a counter-attack. They are masters of the surgical, untraceable kill, an art they have turned into their own competitive sport. Their physical bodies (though notably not their possessions) are composed entirely of dense, coalesced shadows that constantly flow upward and dissipate like smoke from a dying fire; they are physically shadow-stuff given form. Read more about them here!

Croix Mechanics
Name Description Cooldown Action Type
Shrouded All Croix are surrounded by a shadowy fog that clings near their person. Enemies standing adjacent to them are Blinded during the Croix’s turn. N/A Passive
Executioner’s Blade The Croix strikes from their shroud of shadow, using DEX to attack for 1d8 damage. If they are Invisible when making this Attack, it deals maximum damage. N/A Attack
Into Darkness Melding with the shadows, the Croix becomes Invisible until the end of their next turn. This ability's Cooldown is reset upon killing an enemy. Once per Combat Action
Walk Between Blinking between blocks adjacent to two targets within 5 blocks of one another, the Croix steps directly from one's shadow to the other's. Once used, this ability may be used again any number of times before the turn ends without consuming a charge. Twice per Combat Action
Sanguine Surge
Nightfall For the rest of combat, when the Croix kills an enemy, they take another full turn. Once per Combat Free Action

Seikyr Valois

The apex hunters of the deep, the Valois thrive on paranoia and isolation. They excel at inducing deep-seated psychological terror, luring foes from their allies only to reveal their monstrous nature and tear them apart. Their eyes permanently weep a thick, black liquid that never dries, and their jaws can unhinge completely to reveal a horrifying maw of layered teeth, designed not just to bite but to shred flesh. Read more about them here!

Valois Mechanics
Name Description Cooldown Action Type
Alone in the Dark If an enemy has no allies within 8 blocks, the Valois may attack with Unhinged Maw without expending their action. This may be done once each turn. N/A Passive
Unhinged Maw Tearing into an enemy with their monstrous maw, the Valois attacks with STR to deal 1d6 damage, and heals for 2HP on hit. N/A Attack
Allure Targeting an enemy within 10 blocks, the Valois’ power lures them in, forcing them to roll SCR to defend. If they do not roll 8 or higher, they must move as far as they can toward the Valois at the start of their next turn. Twice per Combat Action
Abduction Briefly appearing behind a target within 5 blocks, then grabbing them, the Valois teleports both themselves and the target up to 5 blocks away. This can pass through walls, but not break into buildings. Once per Combat Action
Sanguine Surge
Into the Abyss The entire battlefield is plunged into unnatural, inky darkness for the remainder of combat, reducing the maximum range of targeted Attacks and Abilities from non-Vampires to 5 blocks if higher, and Alone in the Dark's isolation range to 2 blocks. Once per Combat Action


Becoming a Vampire

The metamorphosis into a Vampire is a grim process leaving irreversible marks upon the victim, yet the path to this cursed existence is not singular. While the folklore often focuses on the monstrous, predatory nature of these beings, it is crucial to understand that few Vampires embraced this destiny willingly. Many are victims, people who were simply in the wrong place at the wrong time and survived an attack themselves, only to succumb to the parasitic corruption left behind. However, there are indeed those - disillusioned, desperate, or simply seeking power without care for the cost - who actively court the curse, willingly surrendering their mortality for the promise of unnatural strength, a bargain that inevitably costs them, and all in their path, dearly.

The most common method of transformation involves surviving a predatory attack or a non-fatal bite from a Vampire, but failing to receive the necessary arcane or specialised medical treatment before the arcane parasite takes permanent root in the host's body. A Vampire's attack is not merely one of blood-draining; it is an act of infectious contamination, injecting a nascent seed of their own affliction - often referred to, in this early stage, as the Crimson Plague - into the victim's bloodstream.

For a three day period immediately following the attack, the Plague can often be cured with bloodletting and ingestion of dayclaw salts, though even this is by no means certain - the Crimson Plague is believed by scholars to persist through a curing attempt roughly one in ten cases. If the survivor is too late, or if the initial attack was too severe, the nascent Curse begins to systematically corrupt the host as it develops into a full Vampiric infection. This agonising process involves fever, extreme aversion to sunlight, vivid nightmares, and an overwhelming, debilitating thirst that cannot be sated by water. Once the parasite completes its work - a process that spans another two days after the incubation period - the former victim awakens as a fledgling Vampire, a thrall bound by blood and experiencing the full spectrum of their new, monstrous existence.

A far more deliberate and swift path to Vampirism, however, involves the direct ingestion of Vampire blood. This act bypasses the slow, unpredictable nature of surviving an attack and facing the Crimson Plague, and provides a more controlled, though no less dangerous, form of infection. The method is primarily employed by two distinct groups: those in search of quick power, and Vampires seeking to deliberately create a new thrall.

The desperate and power-hungry are the more common of the two, for their lives are often fraught with danger and lived afoul of the law already, and the allure of cheap power is a hard one to resist. They believe this gamble will grant them strength and speed beyond their mundane counterparts and opponents, and may well be right. However, this is a dangerous game to play; too much blood can cause a swift, agonising death from overwhelming the body, while too little may only result in temporary sickness, not to mention the risk of other substances being included.

Meanwhile, older Vampires sometimes utilise this method to deliberately spawn a new thrall, often for the purpose of creating a loyal servant or a disposable soldier. The Vampire-to-be is usually bound and the Vampire's blood is poured down their throat. This is a brutal form of conversion, and often quite traumatic as the body is wracked by the violence of sudden infection - but for those who undergo the process willingly, it inflicts a blood-bonded loyalty that keeps the thrall loyal to their creator. The resulting thrall is often weaker and more easily controlled than a Vampire created through survival as well, making this a favored technique amongst those seeking to rapidly expand their local influence and dominance.


Mental Changes

The transformation into a Vampire involves an aggressive, unavoidable psychological restructuring driven entirely by the Curse. This mental siege is the most insidious and defining aspect of Vampirism, dictating the creature's subsequent actions and moral path. The Curse does not merely give the host new powers; it violently hijacks their mind, replacing core instincts and empathy with a cold, predatory framework suited to the survival and propagation of the parasite.

  • Parasitic Preservation: The Curse hardwires a desperate, overriding compulsion to remain infected and spread Vampirism. This survival imperative supersedes all former loyalties, moral codes, or personal relationships. The Vampire’s core drive becomes to remain cursed at any cost. Unlike the other mental effects, this particular change cannot be resisted with any amount of training, as the mere attempt triggers desperate survival instincts.
  • Eroded Empathy: Empathy for mortals rapidly erodes, replaced by a cold, detached worldview where any non-Vampires are viewed strictly as a resource. Mortals cease to be individuals with rights and become objects defined by their usefulness, often merely the value of their blood.
  • Superiority Complex: The shedding of many mortal needs and requirement to prey upon others creates an unavoidable, inherent superiority complex. The Curse uses this sense of entitlement to whisper that the Vampire is beyond morality, justifying any atrocity as a mere natural consequence of their elevated status.
  • Constant Hunger: The ceaseless, overwhelming hunger for blood is a physical and mental anchor. The scent of blood or the thrill of the hunt presents an almost impossible temptation, constantly challenging the Vampire’s ability to maintain a human facade or follow any semblance of a moral code.

While the psychological shifts are profound and universal, the host's original sense of morality remains locked in a constant, exhausting psychological war with the Sanguine Curse. This is the path of redemption, a near-unwinnable struggle defined by constant vigilance and conscious choice.

True victory is not a one-time event or a cure, but a conscious, moment-to-moment decision to deny the parasite's core instincts - to not feed until starving, to not kill indiscriminately, and to not embrace the superiority complex. Holding oneself back is slow and difficult. The parasite will continuously seek opportunities to reassert control, and any lapse in judgment, particularly during moments of extreme hunger or stress, risks sliding the Vampire right back where they began - or worse, leave them with no control at all, a fully instinctual monster desperate to slake a thirst long denied. For a Vampire attempting to cling to their humanity, life is a perpetual state of psychological exhaustion. Every interaction with a mortal is a test of self-control; every minute spent denying the hunger is a battle won. It is an internal conflict without end, where the smallest mistake can lead to catastrophic violence and a total surrender to the dark nature of the Curse.


Physical Changes

The physical transformation into a Vampire begins upon the Curse's full implantation but is constantly evolving, driven by the unique expression of the Sanguine Curse. While the specific, dramatic manifestations are heavily influenced by the Bloodline one inherits (as detailed in the Bloodlines section), there are universal anatomical and sensory shifts that mark every single individual afflicted with Vampirism, regardless of their lineage.

Once the transformation is complete, the following changes are observed in all Vampires:

  • Unnatural Pallor: The Vampire's skin universally takes on an unnerving, pallid sheen atop its existing tone. This is not simple paleness, but a structural change in the epidermis due to the re-routing of bodily fluids and the near-total reliance on consumed blood rather than natural vitality. Closely associated with this is a faint, almost iridescent network of dark veins that is often visible just beneath the skin, especially around the eyes.
  • Sanguine Eyes: The most immediate and striking visual tell of a fully-turned Vampire is the colouration of the eyes. The iris, regardless of the host’s original colour, permanently shifts to a vivid, often unnervingly deep crimson. This grants the Vampire exceptional night vision and an unnatural sensitivity to the minutiae of light and shadow. In moments of hunger, or while wielding the Curse’s powers, this crimson colouration can briefly intensify, causing the iris to glow with an intense, burning scarlet light.
  • Arcane Dentition: The canine teeth, both upper and lower, undergo an immediate and agonising transformation. They become longer and sharper, evolving into specialised needles designed to pierce thick hide or flesh and deliver a precise bite. These arcane fangs are retractable and are often concealed when the Vampire is attempting to pass as mortal, but they snap into place instantly when the creature is feeding, enraged, or preparing for combat. Unlike mundane teeth, these fangs are extremely resilient, capable of self-repair, and able to puncture even light armour.
  • Physiological Enhancement: The new anatomy grants the Vampire a formidable physical advantage over mortals. Muscles become denser, bones become more resilient, and the entire physical form operates with inhuman efficiency. Even the most mild-mannered of Vampires possesses strength, speed, and reaction times that far surpass the peak human norm. Furthermore, the Curse grants a profound, almost total immunity to common mortal ailments, poisons, suffocation, and extreme temperatures.

Curing

The total removal of the Sanguine Curse - the process known medically as excision - is possible, yet remains one of the most agonising and dangerous arcane medical procedures known. It is not a gentle healing process but a full-scale spiritual and physical assault designed to violently expel the arcane parasite altogether. Excision is an act of desperation, undertaken only when a Vampire has been successfully captured and forcibly restrained, as the patient will almost universally fight the cure with every shred of their terrifying strength.

The Excision Procedure

The procedure is an archaic blend of specialised alchemy and ritualised surgery, requiring not only a highly skilled arcane physician but also significant security to maintain absolute physical and magical restraint. While the steps may vary slightly if needed, every divergence exponentially increases the risk it carries.

  1. Preparation and Restraint: The Vampire must be rendered completely immobile and stripped of all ability to resist. Specialised bindings, crafted from silver and sunstone, are generally used for this purpose. The procedure begins only once the Vampire's aggressive resistance has been curbed or temporarily neutralised through the introduction of a potent alchemical paralytic agent administered via a purified silver needle.
  2. Ritualistic Bloodletting: The first stage of excision involves physically draining the contaminated, cursed vitae from the host. This is achieved not merely by extraction but through a highly ritualised, if barbaric, form of bloodletting. The physician makes precise, deep incisions at major arteries - often the radial, carotid, and femoral - using silver-tipped blades, allowing the blood to pool while still linked by flow to the body. The goal is to draw the Curse as thin as possible for the next step, and is the step most often fatal.
  3. Purging: Once the host is near complete exsanguination, a rare alchemical compound known as the Dayclaw Elixir is introduced directly into the host's system. This elixir is a highly concentrated mixture of blood, sunstone, concentrated silver particulate, and delquirium. This mixture acts as a violent internal purge, triggering a horrific, full-body convulsion as the Curse is violently ripped from its anchors in the host’s vitae network.
  4. Reconstitution: If the patient has survived thus far (which is by no means guaranteed), they enter a state of near-death. The physician must then immediately administer large doses of replacement blood, along with powerful restorative alchemies, to stabilise the host's body and prevent immediate fatality. The resulting former Vampire is left physically and mentally shattered, and requires extensive support and rehabilitation to return to a normal mortal state and wholly rid themselves of the Vampiric mindset. Most receive no such aid, falling back in with their coven and being infected again within days.

Despite the prospect of returning to a normal life, a Vampire will never willingly seek out excision. The Curse hardwires a survival imperative that makes the cure an existential horror, forcing the Vampire to violently reject the concept of mortality and the loss of their powers. The Curse conditions the host's mind to perceive Vampirism not as an affliction, but as a superior, elevated state of existence. To a Vampire, the thought of returning to the status of a mortal - a fragile, short-lived creature susceptible to common illness, injury, and the ravages of time - is unthinkable. They view it not as being cured, but as being stripped of their rightful superiority and reduced to mere prey.

This instinctual terror manifests as an absolute, overwhelming refusal to be subjected to the procedure. The Parasite's prime directive is absolute self-preservation, and any suggestion, let alone attempted application, of Excision triggers a catastrophic fight-or-flight response - not least for the significant chance of curing and killing them in a single act. The Vampire’s mind screams that the procedure is an immediate, agonising death sentence, leading them to fight with a reckless, berserk intensity far exceeding their normal capacity. They will fight to the death to avoid the cure, making forced restraint and immobilisation the first and most challenging hurdle in any attempted Excision, often resulting in fatality for one or more involved.

This powerful instinct to resist the cure is so ingrained that it affects even the most morally conflicted among them; those who successfully struggle against their predatory instincts and refuse to feed on sapient races still overwhelmingly see Excision as an abomination. Their internal struggle is based on the belief that they are strong enough, superior enough, to wield the terrifying power of the Curse responsibly and rightfully maintain that higher state. Even in their efforts toward moral living, they still interpret the idea of surrendering that power as weakness and failure, and revert to desperate, fearful instinct when faced with such a prospect.


Culture and Hierarchy

Vampiric society is not the loose, independent association of solitary monsters often depicted in folklore, but a deeply structured, fiercely hierarchical, and ruthlessly efficient collection of clans, covens, and territorial courts. Organisation broadly tends toward a strict, militaristic structure, largely determined by the blood-bond to the coven's progenitor. The leader, typically the oldest or most powerful member who directly infected or “sired” most of the younger members - frequently, in larger or older covens, a fledgling Seikyr - dictates the coven's philosophy and internal rules. This structure maintains strict centralisation, consolidating resources and power under a single, dominant will. Younger, less powerful Vampires (often referred to as 'Fledglings' or 'Thralls') are expected to follow the leader's dictates without question, viewing their subservience as a natural consequence of the Curse's hierarchical imperative. Disobedience is met with brutal recourse.

Culturally, the Seikyr hold an almost spiritual and deeply significant status within the broader Vampire community, far exceeding that of mere powerful individuals. They are viewed as an evolved, higher state of the Bloodline's potential that transcends the ‘base’ nature of a lesser Vampire. A Seikyr represents a terrifying mastery over a specific niche, demonstrating the ultimate capacity for the Sanguine Curse to adapt and refine its power to the point of new heights. At the same time, this can lead to Seikyr finding exceptionally violent opposition amongst their kin; if they should be seen as a mistake, a dead end in their evolution, the response will often be an aggressive attempt to purge them from the local court.

Vampires exhibit a profound moral and tactical divide in their approaches to mortals, driven entirely by the inherent philosophy of their Bloodline and the tactical needs of their coven. The raw power of the Saharnikovs typically manifests in covens that prefer to rule openly as tyrannical lords, treating mortals not just as a food source but as chattel to be harvested, often identified early by their habit of abducting locals. The psychological dominance of the Grimshaws, meanwhile, lends itself instead to brutal hierarchies with little concern for outside aggression, focused on holding a strict position and securing ever-growing resources rather than striking out with unneeded risks. Conversely, the Toussaint line, masters of subterfuge and illusion, excel at operating in plain sight, often with little plan but self-enrichment and satisfaction.

This pragmatic, self-serving superiority is the norm, but the broader Vampire society holds a widespread, almost universal disgust for the isolated phenomenon that has recently arisen in the Kingdom of Galudon: the "registered" Vampires. These individuals, most infamously the reclusive Seikyr Sokolov, willingly live by mortal rules and subject themselves to human authority to live openly. They are universally viewed as the ultimate traitors - cowards who have surrendered their rightful place above their lessers for a pathetic, monitored existence. They are actively and aggressively hunted by loyalists of the traditional Bloodlines, who see their existence as a philosophical threat to the entire Vampiric ideal.

Lastly, the entire Vampiric culture is fundamentally shaped by its bitter, bloody, and millennia-long feud with the Lycans, a constant state of war driven by countless battles and centuries of territorial disputes. This battle has long since become an inevitability burned into the back of the mind of every Vampire, constantly flaring into localised conflicts that decimate mortal settlements caught in the crossfire. Vampiric Bloodlines generally regard Lycans as savage, uncontrollable rivals whose chaotic, instinctual existence they feel must be purged to maintain their own orderly, calculated, and superior form of predatory life. They reserve a particular dread and enmity for the Eldskarn, the youngest of the Great Packs, whose very existence is owed to this war, and whose members reserve an unflinching hatred for even the most civilised of Vampires.


History

The Genesis (0s – 300 AE)

  • 0: The Great Equilibrium reaches its catastrophic conclusion. In the final, apocalyptic clash, three combatants - Silva Saharnikov, Lord Lucent Grimshaw, and Alasanne Toussaint - are subjected to an unknown event of immense magical power. They perish on the battlefield, only to rise as the first Vampires: the Upyr, who display immense power before seemingly perishing in the following calamity. For three hundred years, the Upyr vanish from historical record. Believed dead by the surviving Human and Elven ranks, they quietly retreat to central Aesox, learning the limits of their immortal curse and cultivating the first true covens in absolute secrecy.
  • 300s: The Fiend Fellers of Ortim, visiting their colonial brethren in the nascent nations of Aesox to aid in their struggles against the Lycans, inadvertently uncover the hidden court of the Upyr. The ensuing conflict forces the Upyr into the open. Disagreeing on how to interact with the mortal world, Alasanne Toussaint completely abandons the other two, wandering off to pursue their own hedonistic whims, while Silva and Lucent forge a tense alliance.
  • 300s (cont): Lucent and Silva move to ambush a massive convoy of Ortimian traders in Aesox, but inadvertently collide with a massive swath of hunting Werewolves seeking the same target. The resulting skirmish is exceptionally bloody. Silva is gravely injured in the melee, but a number of the local packs suffer dramatic losses, their Ulveldst slain. This marks the first major, historically recorded interaction and the beginning of the eternal blood-feud between the two curses.

The Martial Age (310s – 800 AE)

  • 310s: Completely disconnected from the warmaking of their siblings, Alasanne Toussaint begins a centuries-long streak of wandering Pannotia. Frequently appearing as a youthful, androgynous trickster - never keeping the same face or form - Alasanne establishes no fortresses and desires no control. Instead, they operate as a chaotic social parasite, showing up in mortal high society to play devastating pranks, sow chaos, and entice mortals into horrific debauchery, utterly irreverent toward the corrupting nature of their presence.
  • 450s: During a brutally protracted siege against a massive Lycan pack, one of Silva's most loyal generals, Lisenka Rostova, succumbs to blood-rage. Her crystalline blood-armour violently shatters and extrudes outward into jagged scythes. She becomes the first confirmed Seikyr, birthing a lineage of suicidally aggressive berserkers.
  • 720s: The first all-out war between the curses begins. At Lucent's command, Silva leads a massive vanguard deep into the Holzwealdean wilderness. To bolster their numbers, the two Upyr mass-turn countless Holzwealdean travellers and merchants. A staggering number of Lycan packs are slaughtered, allowing Lucent to claim the territory and construct the first of his major continental command centres deep in the forest: the “Dämmerthron”.
  • 730s: The Lycans retaliate with a massive, coordinated siege on Lucent’s new castle. Lucent, having entirely anticipated the strike, uses the fortress as bait while Silva retaliates with a devastating ambush from the treeline. During the chaos, Lucent captures a Vildjakt Ulvfar, dragging the beast into the deepest dungeons of the Dämmerthron. The Ulvfar has been sealed there ever since, subjected to centuries of horrific experimentation as Lucent attempts to concoct a bioweapon capable of driving Lycans into mass extinction.
  • 760s: Realising that fighting the Lycans directly is costly, Lucent and Silva begin pulling the political strings of mortal nations. They successfully orchestrate a devastating, open war between the human Kingdom of Solgardsborg and the northern Lycan packs, using human armies and resources to systematically thin the werewolf numbers for them.

The High Arcanum (810s – 1300 AE)

  • 850s: Seeking to establish a homebase on every mainland continent, Lucent Grimshaw expands his reach, building a second massive, hidden fortress deep in the Nephi forests of Ellawren. Around this time, a massive, abandoned palace in the region is swallowed by unnatural overgrowth. Arcanists investigating are slaughtered by briar-stone thralls. Seikyr Thornefield is identified - a Grimshaw mutation that eschews mind control for terrifying, architectural manipulation.
  • 920s: A coalition of the Järnhamr, Vildjakt, and Eldskarn Great Packs attempt to eradicate a major Saharnikov court in the northern forests of Holzweald. This court had been aggressively encroaching on long-established Lycan hunting grounds, backing the local Lycans into a corner. While the Pack leaders decimate the court and slaughter many of the newly turned, the tide turns when Silva Saharnikov herself makes an appearance, wiping out the entire front line. The conflict spills into multiple mortal settlements, turning the entire area into a war-torn wasteland for decades.
  • 1020s: Dozens of merchant galleons begin washing ashore in the tropical South Aesoxian Sea, completely devoid of crews but stained with weeping black ink. After a close encounter by a particularly intrepid field researcher from the Teratological Society, the isolationist Valois Bloodline is formally recognised as the first major mutation in the Toussaint lineage, and the first known True Nymph Seikyr.
  • 1100s: Seeking an edge in her endless war, Silva Saharnikov develops a terrifying ritual. Instead of merely slaughtering Lycans, her covens actively enslave them, using arcane blood to bind captured werewolves into rabid, disposable shock troops.
  • 1250s: A strange sickness sweeps through several isolated Grimshaw covens. Vampires begin starving themselves of physical blood, feasting upon the mind and memories of their victims. The originator, Valemont, loses their identity entirely, giving rise to their tragic, emaciated Bloodline.

The Age of Knives (1310s – 1600 AE)

  • 1320s: A massive revolt erupts amongst Saharnikov blood-cattle. A significant portion of the enslaved, blood-bound werewolves manage a coordinated escape, fleeing their Vampiric captors. Though many are hunted down and killed, the surviving escapees - now free but forever tainted by the Vampiric curse - scatter across the mainland, their existence a living testament to Silva's cruelty and a perpetual security threat to her forces.
  • 1415s: Seven of the most prominent Vampire hunters across Aesox are assassinated simultaneously in locked rooms by a single killer. The mysterious Seikyr Croix uses this violent “game” to announce the arrival of their Bloodline.
  • 1460s: The tense alliance between Silva and Lucent finally breaks. Disgusted by Lucent's preference for hiding in the shadows and manipulating the "status quo," Silva demands control through sheer military might. Leaving Aesox behind, Silva shifts her primary focus to the heavily patrolled prison island of Nyxterra. She begins a centuries-long campaign of conquering the exiled cursed populations, intent on establishing herself as a true queen of the landmass and raising an army large enough to eventually march on Lucent himself.
  • 1580s: After centuries of infiltration by the Toussaint line, several high-ranking noble houses in central and southern Aesox are violently purged by mortal monster-hunting guilds. The event forces many of the already-disorganised Toussaint Bloodline to retreat further into the shadows, shifting their focus further towards highly isolated, solitary acts of chaos. Concurrently, Lucent Grimshaw quietly fills the power vacuums left behind, successfully embedding his Dominators into the highest echelons of almost every world government to perfectly maintain his desired superiority.

The Age of Hegemony (1610s – 1800 AE)

  • 1620s: Lucent Grimshaw, seeing a potential threat to his subtle control, initiates a continent-wide purge of all Toussaint remnants. His Dominators expose hidden Toussaint agents and networks, consolidating Grimshaw's influence over mortal governments and solidifying his political hegemony across Aesox.
  • 1750s: Frustrated by continuous, covert resistance from Grimshaw-influenced mortal institutions, Silva Saharnikov subtly shifts her mainland strategy. Instead of direct attack, her loyalists begin funding and arming anti-authoritarian revolutionary groups in the Kingdom of Galudon, seeking to destabilise Grimshaw's political control in the region through engineered mortal anarchy; a move that would later backfire.
  • 1790s: Seikyr Thornefield, the master architect, begins construction on several minor, hidden "outposts" across Aesox's wilderness. These heavily fortified, vine-choked fortresses serve as staging grounds and resource caches for the Grimshaw line, allowing Lucent to project power beyond the major cities and into contested territories without overt military action.

The Modern Era (1810s – Present)

  • 1820s: Whispers spread through Galudon of a clandestine hospital where terminal patients are miraculously cured by figures weaving glowing, red threads. Seikyr Sokolov is identified - a bizarre mutation of the Saharnikov line that burns its own health to heal mortals. From her stronghold in Nyxterra, Silva Saharnikov immediately brands them an abomination and orders their extermination.
  • 1824: Facing annihilation from Saharnikov loyalists, Seikyr Sokolov approaches the Galudonian government. In a landmark political shift, Sokolov officially enrolls in the earliest stages of the registration programme, trading their abilities for state protection as the first registered Seikyr.




Accreditation
Writers Bimberi
Processors AWildRhia
Last Editor Bimberi on 04/13/2026.