Vampires
Jan 3, 2023 4:30:20 GMT
Post by Admin on Jan 3, 2023 4:30:20 GMT
General Observations
Basics
+ They are are classified as:
• Immortal, by many, due to the difficulty in killing them, but they can be killed.
• Undead, neither living nor dead.
• Beings as opposed to Beasts by the magical community.
+ Have fangs that are not always prominent. They are retracted when not feeding. This can be controlled to some degree.
+ Survive off blood (preferably human). They can ingest liquids, but it cannot revive or sustain them. Proper food will only make them violently ill.
+ Are created via bite and blood transfer- there are very few 'born' or 'made' vampires in existence, almost all at this point are 'turned'.
+ Like the lycans, their continued survival has been attributed to their seamless melding with the human society they are in and not letting their secret out; though they will tend to use their curse to obtain power to ensure their safety and authority.
+ Will tend to be extremely seductive and persuasive even without intending to be.
+ Can be found in large or small groups just as readily as living solitary.
Behavior
+ Are exceptionally territorial.
+ Hold general disdain for werewolves as 'below' them (something ingrained in them since the first council of Elders convened), with some putting them below humans, seeing as they can’t even serve as a meal, only a pest.
+ View humans primarily as entertainment or food.
+ With time will lose empathy and humanity. Most give up trying to 'blend in' with society and instead try to take over a city and assume control.
+ The degree to which a vampire chooses to assimilate into the surrounding town where they reside varies from individual to individual, to those who never step foot on the streets of the town (at least within sight of humans) to those who hold down jobs and are firmly embedded in the community.
Healing Rates
+ They will bleed if injured but without a pulse it is a much slower process.
+ Wound healing can happen very quickly if the vampire has a live human to feed from, drinking from a supply of donor blood will only give the vampire a slow rate of healing and is not helpful in major wounds.
+ Catastrophic injuries that would outright kill a human will also kill vampires- beheading, head shot, etc. But things like severe loss of blood and a large number of wounds and/or exhaustion can put the vampire into a temporary 'stasis' until fresh blood is provided to revive them.
Terminology
+ Blood-Bond: A bond of varying strength between a fledgeling and its sire.
+ Clan: Broad term for a ‘family’ of vampires with similar traits and abilities. Those turned by a member will inherit some of those traits and abilities, marking them as one of the blood. Some choose to stay, some choose to leave, but all have some kind of mark of their making.
+ Domain: Old terminology for a vampire’s territory that they claim authority over.
+ Hybrids
• Dhampir: Vampire/Human hybrid. These are rare but generally tolerated by the vast majority of the species. They will retain more human characteristics and will not be as powerful as their vampire parent, and thus are not considered a real threat or a true value to the Elders.
• Varcolac: Vampire/Werewolf hybrid. Exceptionally rare due in part to difficulties in carrying the pregnancy to term or the child surviving past it's first birthday. In the event they did, if discovered by an Alpha werewolf or Elder vampire, it would be destroyed, along with the parents. There is next to no written lore, and though it has been documented, there is limited information available.
+ Made: There are stories of what some would consider the original vampires, spawned from demonic individuals, but these are mostly considered fairytales and rumors. Though, there must be a source of their condition, there is no definitive answer to that, and it is usually hand-waved off as this.
+ Sire: The vampire responsible for the turning of another.
+ Turned: Akin to the 'bitten' category of werewolves, these vampires were once human and will remain virtually unchanged from the day they were bitten. The bite/blood transfer from the vampire siring them will essentially kill them but the virus they now harbor will keep them alive enough to be undead.
+ Undead- neither living nor dead, but a mix of the two. This means no heartbeat, no need to breath, no basal body temperature, but no pooling of blood or sign of decay seen in the proper dead or revenants.
Advantages
+ Speed: Speed surpasses that of werewolves, and is usually well controlled except when threatened.
+ Strength: Like their speed, this is usually contained and used only when threatened, and must be used at a reasonable rate to conserve energy, or else they will need to feed again to recharge.
+ Endurance: Do not need to sleep in the traditional sense, but do need to rest, typically during daylight hours. Will not tire as quickly as humans or werewolves, though they can still be worn down.
+ Glammor: Can create vampire thralls- this will pull anyone not trained in resisting into a strong sense of persuasion and suggestion.
+ Are visually indistinguishable from humans by other humans and werewolves alike, but can be scented by a werewolf that has been trained to pick it up.
Limitations
+ Sunlight- A few seconds of exposure will burn superficially but longer exposure will progresses to combustion in the vast majority of vampires. Certain echelons of elders can be exposed to weaker sunlight, either dawn or dusk, provided they are partially covered with clothing to some degree. It takes a tremendous amount of energy though and it is rarely done. Those of more 'dilute' lineage may have less reaction to sunlight.
+ Bloodlust- The one thing they cannot help is being uncomfortable in the presence of blood, it recalls the thirst. The older vampires will be able to function around this but will still feel its pull. The young often succumb to the frenzy entirely.
+ Wood- Wooden stakes to the heart will send them into stasis or torper, which can be broken successfully if enough blood is used to revive the vampire and if the vampire is strong enough to withstand the waking. Injury by wooden object or staking anywhere else on the body brings pain not unlike being burned.
+ Invitation- Cannot enter a private dwelling without invitation. Once that invitation is extended, though, it holds indefinitely. Public spaces and the outdoors in general are not affected by this, as they are by definition open to all. This limitation seems to affect older and more powerful vampires, 'thin bloods' and those further removed from an elder in their creation have a bit more freedom of movement.
+ Silver- Like werewolves, it plays a roll as a poison, severe wounds inflicted with it can and will kill a vampire that goes longer then 24hrs without treatment. Most often the injuries will bleed profusely and refuse to close even with a live host to feed from, and their healing rates are stunted until the silver is clear of their system.
Social Structure
Hierarchy
+ Elder: The oldest and most powerful class of vampires, this group is also the least populated. There will tend to be very few in the same territory once one has laid claim to it. They almost all are on civil, even cordial terms with one another, hosting each other at their places of (current)residence, but none of them have any delusion that should the situation arise, they wouldn't destroy the other to take control of their territory. A select few worldwide form the Council of Elders which governs the species as a whole. *Requires Admin permission to join.
+ Awakened: The second oldest class of vampires and typically the most populated. If a vampire survives its first year or so of existence without succumbing to the bloodlust enough to get themselves killed, they continue to develop more control and hone skills and traits over time.
+ Hatchling: Also referred to as fledgelings, these are newly turned vampires with very little control over their new existence's conditions.
+ Ghoul: A human who has taken the blood of a vampire. While very much alive, the vampiric blood will not kill or turn the human but it will imbue them with increased strength, speed and resilience. It will also imbue them with a sense of loyalty and they will always defer to the vampire that ghouled them’s discretion. If it goes against their own well being, the ghoul will have the advantage to disobey, otherwise, they are compelled to obey whatever orders they are given and will always look to protect their maker. Effects will dissipate after two months of no blood, and will bring a short period of weakness and illness as their enhanced abilities after affects catch up to them.
Covens
+ When a group is formed is referred to as a Coven, Coterie or a Nest and it will be led by an Elder Vampire, or a pair of them.
+ The internal structure can vary but there will usually be different echelons depending on age and predilection.
+ There can be a mix of clan types in these groups but some tend to be more cliqueish than others and control who is allowed in very closely.
+ All covens must comply with a strict code dictated and enforced by a Council of Elders; these rules can often extend to solitary vampires residing in a Coven's territory, regardless of that vampire's affiliation.
Interactions
The Bite
+ A bite alone will not a vampire turn. The human must be drained of blood entirely and the sire's blood ingested somehow. The blood must be given within a few minutes of death- you cannot turn a long dead corpse.
+ And it is only humans that can be turned. Just being bitten and fed from will not kill a healthy adult, though it will induce a kind of euphoria or high that can become cripplingly addictive for the humans.
+ The same substance that encourages a positive reaction in humans (mostly to keep them wiling and increase their heart rates) is toxic to werewolves. Just as painful as a wound made from silver, it isn't fatal if treated soon enough, and will weaken the werewolf for 2-3 days. This isn't incredibly common, as lycan blood isn't palatable to vampires and they on principle avoid them.
Relationships
+ There is no sense of 'family' to hold them together, but there is a blood bond between a sire and the vampire they turn. They will have a certain degree of influence and even control over the fledgeling(s), at least until they've matured enough to recognize it and practice shunting it if they wish.
+ There is a degree of loyalty between vampires, though it isn't coven specific, it is more individually driven.
+ Pairings:
• Relationships between their own kind are allowed, though long term relationships are uncommon due to their more independent natures.
• Straying outside their species is frowned upon, though not unheard of with humans to the point that there are human-vampire hybrids known as dhampirs, though they are typically disregarded in terms of importance and inclusion by the Elders. They are of no threat, but no consequence.
• While dhampirs are tolerated with varying degrees of apathy or disgust, a vampire pairing with a werewolf is very rare and is explicitly banned and should a hybrid be unfortunate enough to come of such a union, it will be destroyed as soon as discovered.
Basics
+ They are are classified as:
• Immortal, by many, due to the difficulty in killing them, but they can be killed.
• Undead, neither living nor dead.
• Beings as opposed to Beasts by the magical community.
+ Have fangs that are not always prominent. They are retracted when not feeding. This can be controlled to some degree.
+ Survive off blood (preferably human). They can ingest liquids, but it cannot revive or sustain them. Proper food will only make them violently ill.
+ Are created via bite and blood transfer- there are very few 'born' or 'made' vampires in existence, almost all at this point are 'turned'.
+ Like the lycans, their continued survival has been attributed to their seamless melding with the human society they are in and not letting their secret out; though they will tend to use their curse to obtain power to ensure their safety and authority.
+ Will tend to be extremely seductive and persuasive even without intending to be.
+ Can be found in large or small groups just as readily as living solitary.
Behavior
+ Are exceptionally territorial.
+ Hold general disdain for werewolves as 'below' them (something ingrained in them since the first council of Elders convened), with some putting them below humans, seeing as they can’t even serve as a meal, only a pest.
+ View humans primarily as entertainment or food.
+ With time will lose empathy and humanity. Most give up trying to 'blend in' with society and instead try to take over a city and assume control.
+ The degree to which a vampire chooses to assimilate into the surrounding town where they reside varies from individual to individual, to those who never step foot on the streets of the town (at least within sight of humans) to those who hold down jobs and are firmly embedded in the community.
Healing Rates
+ They will bleed if injured but without a pulse it is a much slower process.
+ Wound healing can happen very quickly if the vampire has a live human to feed from, drinking from a supply of donor blood will only give the vampire a slow rate of healing and is not helpful in major wounds.
+ Catastrophic injuries that would outright kill a human will also kill vampires- beheading, head shot, etc. But things like severe loss of blood and a large number of wounds and/or exhaustion can put the vampire into a temporary 'stasis' until fresh blood is provided to revive them.
Terminology
+ Blood-Bond: A bond of varying strength between a fledgeling and its sire.
+ Clan: Broad term for a ‘family’ of vampires with similar traits and abilities. Those turned by a member will inherit some of those traits and abilities, marking them as one of the blood. Some choose to stay, some choose to leave, but all have some kind of mark of their making.
+ Domain: Old terminology for a vampire’s territory that they claim authority over.
+ Hybrids
• Dhampir: Vampire/Human hybrid. These are rare but generally tolerated by the vast majority of the species. They will retain more human characteristics and will not be as powerful as their vampire parent, and thus are not considered a real threat or a true value to the Elders.
• Varcolac: Vampire/Werewolf hybrid. Exceptionally rare due in part to difficulties in carrying the pregnancy to term or the child surviving past it's first birthday. In the event they did, if discovered by an Alpha werewolf or Elder vampire, it would be destroyed, along with the parents. There is next to no written lore, and though it has been documented, there is limited information available.
+ Made: There are stories of what some would consider the original vampires, spawned from demonic individuals, but these are mostly considered fairytales and rumors. Though, there must be a source of their condition, there is no definitive answer to that, and it is usually hand-waved off as this.
+ Sire: The vampire responsible for the turning of another.
+ Turned: Akin to the 'bitten' category of werewolves, these vampires were once human and will remain virtually unchanged from the day they were bitten. The bite/blood transfer from the vampire siring them will essentially kill them but the virus they now harbor will keep them alive enough to be undead.
+ Undead- neither living nor dead, but a mix of the two. This means no heartbeat, no need to breath, no basal body temperature, but no pooling of blood or sign of decay seen in the proper dead or revenants.
Advantages
+ Speed: Speed surpasses that of werewolves, and is usually well controlled except when threatened.
+ Strength: Like their speed, this is usually contained and used only when threatened, and must be used at a reasonable rate to conserve energy, or else they will need to feed again to recharge.
+ Endurance: Do not need to sleep in the traditional sense, but do need to rest, typically during daylight hours. Will not tire as quickly as humans or werewolves, though they can still be worn down.
+ Glammor: Can create vampire thralls- this will pull anyone not trained in resisting into a strong sense of persuasion and suggestion.
+ Are visually indistinguishable from humans by other humans and werewolves alike, but can be scented by a werewolf that has been trained to pick it up.
Limitations
+ Sunlight- A few seconds of exposure will burn superficially but longer exposure will progresses to combustion in the vast majority of vampires. Certain echelons of elders can be exposed to weaker sunlight, either dawn or dusk, provided they are partially covered with clothing to some degree. It takes a tremendous amount of energy though and it is rarely done. Those of more 'dilute' lineage may have less reaction to sunlight.
+ Bloodlust- The one thing they cannot help is being uncomfortable in the presence of blood, it recalls the thirst. The older vampires will be able to function around this but will still feel its pull. The young often succumb to the frenzy entirely.
+ Wood- Wooden stakes to the heart will send them into stasis or torper, which can be broken successfully if enough blood is used to revive the vampire and if the vampire is strong enough to withstand the waking. Injury by wooden object or staking anywhere else on the body brings pain not unlike being burned.
+ Invitation- Cannot enter a private dwelling without invitation. Once that invitation is extended, though, it holds indefinitely. Public spaces and the outdoors in general are not affected by this, as they are by definition open to all. This limitation seems to affect older and more powerful vampires, 'thin bloods' and those further removed from an elder in their creation have a bit more freedom of movement.
+ Silver- Like werewolves, it plays a roll as a poison, severe wounds inflicted with it can and will kill a vampire that goes longer then 24hrs without treatment. Most often the injuries will bleed profusely and refuse to close even with a live host to feed from, and their healing rates are stunted until the silver is clear of their system.
Social Structure
Hierarchy
+ Elder: The oldest and most powerful class of vampires, this group is also the least populated. There will tend to be very few in the same territory once one has laid claim to it. They almost all are on civil, even cordial terms with one another, hosting each other at their places of (current)residence, but none of them have any delusion that should the situation arise, they wouldn't destroy the other to take control of their territory. A select few worldwide form the Council of Elders which governs the species as a whole. *Requires Admin permission to join.
+ Awakened: The second oldest class of vampires and typically the most populated. If a vampire survives its first year or so of existence without succumbing to the bloodlust enough to get themselves killed, they continue to develop more control and hone skills and traits over time.
+ Hatchling: Also referred to as fledgelings, these are newly turned vampires with very little control over their new existence's conditions.
+ Ghoul: A human who has taken the blood of a vampire. While very much alive, the vampiric blood will not kill or turn the human but it will imbue them with increased strength, speed and resilience. It will also imbue them with a sense of loyalty and they will always defer to the vampire that ghouled them’s discretion. If it goes against their own well being, the ghoul will have the advantage to disobey, otherwise, they are compelled to obey whatever orders they are given and will always look to protect their maker. Effects will dissipate after two months of no blood, and will bring a short period of weakness and illness as their enhanced abilities after affects catch up to them.
Covens
+ When a group is formed is referred to as a Coven, Coterie or a Nest and it will be led by an Elder Vampire, or a pair of them.
+ The internal structure can vary but there will usually be different echelons depending on age and predilection.
+ There can be a mix of clan types in these groups but some tend to be more cliqueish than others and control who is allowed in very closely.
+ All covens must comply with a strict code dictated and enforced by a Council of Elders; these rules can often extend to solitary vampires residing in a Coven's territory, regardless of that vampire's affiliation.
Interactions
The Bite
+ A bite alone will not a vampire turn. The human must be drained of blood entirely and the sire's blood ingested somehow. The blood must be given within a few minutes of death- you cannot turn a long dead corpse.
+ And it is only humans that can be turned. Just being bitten and fed from will not kill a healthy adult, though it will induce a kind of euphoria or high that can become cripplingly addictive for the humans.
+ The same substance that encourages a positive reaction in humans (mostly to keep them wiling and increase their heart rates) is toxic to werewolves. Just as painful as a wound made from silver, it isn't fatal if treated soon enough, and will weaken the werewolf for 2-3 days. This isn't incredibly common, as lycan blood isn't palatable to vampires and they on principle avoid them.
Relationships
+ There is no sense of 'family' to hold them together, but there is a blood bond between a sire and the vampire they turn. They will have a certain degree of influence and even control over the fledgeling(s), at least until they've matured enough to recognize it and practice shunting it if they wish.
+ There is a degree of loyalty between vampires, though it isn't coven specific, it is more individually driven.
+ Pairings:
• Relationships between their own kind are allowed, though long term relationships are uncommon due to their more independent natures.
• Straying outside their species is frowned upon, though not unheard of with humans to the point that there are human-vampire hybrids known as dhampirs, though they are typically disregarded in terms of importance and inclusion by the Elders. They are of no threat, but no consequence.
• While dhampirs are tolerated with varying degrees of apathy or disgust, a vampire pairing with a werewolf is very rare and is explicitly banned and should a hybrid be unfortunate enough to come of such a union, it will be destroyed as soon as discovered.