Vampires

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RACE PROFILE

Life Expectancy: Immortal.
Homeland: Dependant on Original Race.
Average Height: Dependant on Original Race.
Average Weight: Dependant on Original Race.
Preferred Classes: Necromancer, Assassin, Warrior.
Classes this race can be:  Assassin, Bard, Druid, Illusionist, Knight, Mage, Necromancer, Priest, Ranger, Thief, Warrior.
Preferred Alignment: Chaotic Evil to Neutral.
Preferred Weapons: Their Own Body.
Aggression Level: High. Varies with age.
Intelligence Level: Very intelligent, also varies with age.
Magic Rating: Mystical.
Strength Rating: Very Strong.
Weak Against: Dragon blood, Werewolf blood, Sunlight, Silver. 
Strong Against: Physical Attacks, Dark Magic, Curses. 
Related Races:  None.
Allied Races: Dragons
Enemy Races: Lycans
Races they can not be: Lycans, Dragons, Golems.


Contents

Subraces

ELDER*

This race of vampire is not created easily. This is something that takes years of learning, of knowledge and usually dark magic to become, unless the character is one of the original of Wraith's cursed, or close to them in bloodline. More often than not, it takes an Elder or their tutoring to create an actual vampire that is more than blood-thirsty. While they have no real physical differences, Elder vampires are far more powerful.

  • Note: Due to the scarcity and uniqueness of Elder vampires, players wishing to role play as one will be required to submit for admin approval.


SIRED

This is the most common form of vampire. At the start of their existence, Sired vampires are just above Thralls. They are less of a blood-thirsty savage though they are still weaker than their elders. Sired vampires still retrain their intelligence though it may take time for all of their memories to be converted. Like Thralls, they are still loyal and bonded to their Maker. It's through their Maker that they are able to better their powers and hunting abilities.

To Sire a being...

To properly create a Sire, it takes an elder vampire. New vampires are not likely to have the control to create them. The being must be drained of their blood and then filled with the blood of the Maker. It is a slow process and often, both ends of the relationship will need a day to regain their strength.


THRALL

Vampire Thralls are lesser vampires. They're recently created. Highly devoted to their Sire, they often become servants or slaves. Physically, there's little difference between a Thrall and a Vampire; both are pale with ashen skin and dark eyes. However, Thralls are known to be far more savage and less in control. Their fangs, though present, are less prominent and they are far weaker. To sustain them, they require an ample amount of blood. Because of this, overexposure to the sun can be harmful, though not always lethal. If the Sire believes the Thrall has served enough, they will be released to become a full Vampire of their own right.

To create a Thrall...

Thralls were created to be slaves. As such, their Maker goes to certain extremes to ensure they will be weak. Instead of draining their blood, the Sire will force their blood into the would-be Thrall to start the transition, leaving enough of their uninfected blood in the thrall to limit the effects of the vampiric blood they take in.


CARRIERS

The virus is capable of being passed on through all bodily fluids, infecting those who come in contact with blood, saliva, or semen of a vampire. However, only an elder vampire is capable of forming the blood bond that would create a new vampire. Those infected become carriers of the virus. A carrier is highly susceptible to the poison of a lycan bite or dragon blood. This provides an unfortunate weakness, particularly if no other symptoms of being a carrier emerge and the infected comes into contact with either the lycanthropic virus or draconic blood. Carriers also tend to develop the need for blood with extended exposure to the virus over time or become anemic.

Carriers fall into two major categories; Contact Carriers and Blood Born Carriers:

  • Contact carriers are those who have been exposed to a small dose of the virus via the saliva of a bite, a casual sexual encounter or accidental exposure to vampire blood. This type of carrier is infectious for only as long as the symptoms of enhanced ability which are a side effect of infection are evident; generally six hours. A repeated exposure to the virus, for example in the case of a long term sexual partner, will move the status of a contact carrier to that of a blood born carrier.
  • Blood Born carriers are those carriers who are permanently infectious, having been changed enough physiologically that they are no longer completely mortal. The most common representative of this group is the offspring of any vampire. The mates of vampires also commonly fall into this category, due to their prolonged exposure to various body fluids even if full conversion does not occur.


  • For some blood born carriers, particularly those second generation carriers born by a dhampire, some aspects of their vampiric curse might arise. This could include a longer lifespan, or some somewhat heightened senses, as well as infertility. It is possible- though as always with the vampiric virus, entirely rare- for a second generation carrier to reproduce. If a second generation carrier successfully mates with a mortal or a vampire and bears the child, the offspring will always be a carrier, rather than a full dhampire.


DHAMPIRE*

  • Note: Due to the difficult nature of their conception, Dhampires require admin approval to play or be brought into rp as the offspring of vampires.


Should a vampire female, or a carrier mortal female manage to conceive and manage the difficult task of carrying the fetus to term, the product is known as a Dhampire. Unlike Vampires, a Dhampire does not solely rely on a diet of blood for substance. Rather, they require a diet of both "normal" food and blood to maintain their existence,with the offspring of mixed blood needing less blood than their pure blood counterparts to survive. Blood to a dhampire will enhance their vampiric traits. Like their vampiric parent(s), they are endowed with heightened senses and strength, though these aspects are certainly not on par with the vampire(s) who conceived them. They are, in their essence, mortals with a need for blood to access their inherent abilities and survive, though they do have a considerably longer lifespan. A telltale trait of Dhampires is the slight elongation and sharpening of their canines.


If conception for a vampire or mortal carrier was difficult, for a dhampire, it is nearly an impossible feat. Infertility is common, and only in extremely rare cases can a second generation offspring be reproduced. For the most part, the offspring of a dhampire are only carriers of the virus, requiring some blood to sustain themselves, bearing a slightly longer lifespan, and somewhat heightened senses- though the weakness to lycanthropy or dragon blood is prominent.

Physiology

Most important to note, is that in Adrasteia vampirism is a curse, a virus plague visited upon mortals as a punishment of the gods designed to undermine them. As such, vampires are not an undead race as much as an infected one. The physiology of the race is a direct result of the body evolving to make the changes it needs in order to survive. As with lycanthropy, infection changes aspects of the race physiology; The need for uninfected blood to to replenish their own cursed blood, spurs the evolution of fangs, as well as the stealth speed, mind control and hunting strength they would need to secure their prey. The virus can be transmitted with all bodily fluids including saliva and semen, although complete transformation can only occur with the full blood transfer exchange that must typically be effected by an Elder vampire. A vampire's bite will provide a temporary increase of some aspects of ability in the victim, especially as regards to improved senses, but the victim's blood loss from a feeding generally mitigates any actual increase of strength or speed. Side effects last for a period of no more than six hours. Because vampires are the living cursed, they can procreate, as lycans can, but the traits of the virus are weakened with every generation away from the source taint that occurs (see Dhampire) To sustain a viable fetus also calls for significantly higher than normal ingestion of untainted blood, and pregnancies often result in miscarriages. Bringing a Dhampire to term is still a difficult task to accomplish.

The looks of a vampire will vary because they can be almost any race. Common features are the lack of skin color, cold body temperatures and fangs though they may often be contained. The exception to this, of course, is dragons and lycans. This can not occur. Both races contain blood that is impossible for a vampire to sustain - it's like acid and very lethal. Therefore consuming it would be the death of a vampire. The potency of a vampire's cursed blood is such that poisons and diseases have little effect on them, speed and strength is amplified and they typically inherit powers their race would have otherwise prevented.


Aside from the blood of the two races, vampires are weak against silver and in some cases, an overexposure to sunlight. Silver, when pressed against the skin of a vampire is binding and starts to drain their powers. They are mostly hopeless against it. Over time, the vampire can create a tolerance to sun and through feeding. The older the get, the less they'll need to feed to survive a day in the sun. Thralls should avoid too much sun.

Psychology

Sired and Elder vampires, for the most part, are mentally stable. Thralls have a harder time adjusting. Those that underwent a painful transformation may have long lasting effects. All vampires however will share a common psychological element: they will crave blood and often be associated with death.

Society

Vampires are capable of adapting. A trait they perfect with age. As such, they can meld into different type of socities. Many times, the Elder and their Sired will exist together. This type is far more able to blend with society. In other situations, groups of vampires come together and create a "nest" for themselves. Nesting can be harmful. Being with too many of their own kind can cause a vampire to give into basic instinct - blood and savagery. Most of them attempt to find common ground with the various races and classes in order to maintain their lifestyles. Nests, because of their dangerous habits, are known to stay in one area for too long because the risk of retaliation is higher. Rarely seen however, is the aristocractic type. These have established a hierachy including a Royal Family and those that would protect it. Because of their advanced ways, it's rare they'll add anyone new to their fold. The location of such socities remains a secret.

Religion

Contrary to rumor, holy objects do not harm a vampire. Some still worship the same dieties they did before death, if that god is willing to accept them. More often than not, vampires flock to the dark arts such as necromancy and choose to follow that path.


History

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