Vampire

Emerging from their ancient lairs a Vampiric race had been formed by the Unliving Emperor. Joined in immortal blood thirst using human prey they had long survived the Ages, the reign of eldritch horrors and then the dragon tyrants. Allying themselves with the humans that had so grown to fear them, the gifts of undeath had made them strong. The vampiric people constructed an empire in the ashes of the fallen dragon kingdoms, the city of Duemonte the crowning achievement of their immortal will. The vampiric people hold a founding seat on the Council of Arkyme.

Vampire Names

As varied as humans in many respects, yet their undying nature has allowed family names to persist through the ages. The mass emigration by nobles from the north at the end of the Age of Fire shaped the nascent vampiric empire of Duemonte. Many vampiric names carry on those patrician naming traditions. Family names, due to the undying nature of the vampire are held by the head of families and they can choose to bestow upon another vampire their family name by creed or by marriage. This will lead to vampires carrying family names on across hundreds of years with an "of" given prior to each family to which they belong upon introduction.

Names: Aven, Belas, Chantal, Constantin, Cristoph, Damien, Drava, Emilia, Eranthe, Hartess, Lestat, Luca, Lucien, Marceline, Margareta, Mortencia, Nora, Ricard, Sabien, Selene, Solenn, Stelian, Tomas, Tramens, Vasile, Vertorr, Warre

Family Names: Amanar, Andress, Avlaga, Benevientes, Claret, Delon, Duefoure, Ennecourt, Karrstein, Lasombre, Laurent, Lucercal, Lugos, Mironescu, Moreau, Nosdurer, Rais, Salvarend, Sanguinon, Silivasi, Stoica, Strugosi, Tepes, Thramonde, Vandame, Vlaicu

Vampire Traits

Ability Score Increase - Your Strength, Dexterity, Intelligence, and Charisma scores increase by 1.

Age - When a human is changed to a Vampire that is the age they remain, there is however Vampires being born as a result of The Wyrd, they mature as a Human would and in their prime of life cease to age.

Alignment - The Vampiric people have gone through an intense shift in culture since the homunculi known as Chattel came to be, Vampires now hold to no particular alignment, though favor more lawful beliefs.

Death - Undeath having taken you, your soul is yet another to be entombed in the realm of Draumah, unable to willingly return to the Prime.

Size - Same in size to humans with similar builds and weight, though undeath marks each vampire with fangs and drawn features.

Speed - Your base walking speed is 30 feet.

Undead Nature - You do not require air, sleep, food, or drink, but still require rest. You are considered Humanoid (Undead) in respect to spells, abilities, and effects, also magic cannot put you to sleep.

Darkvision - Your undead nature permits you to see into darkness up to 60 feet as if it were a dimly lit area, and dim light as if it were brightly lit. You can't discern color in darkness, only shades of gray.

Bloody Requisite - It is necessary for you to consume fresh humanoid blood each day just as other person would eat or you gain the Sunlight Sensitivity trait and lose the Regeneration trait.

Blood Thirst - You can drain blood and life energy from a willing humanoid, or one that is grappled, incapacitated, or restrained. Taking the Attack action, you can make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Sunlight Sensitivity - You are disadvantaged on attack rolls and Perception checks on targets in direct sunlight.

Regeneration - Your undead nature grants you the ability to expend one hit die at the beginning of your turn unless you are in sunlight. You gain hit points equal to the roll adding your Constitution modifier.

Unliving Armor - When you are in darkness or dim light you can use your bonus action to gain resistance to damage that isn't force, psychic or radiant until the start of your next turn. You cannot use this feature again until you complete a short or long rest.

Vampiric Dominance - You can cast Charm Person once with this trait, regaining the use after a long rest. Charisma is the spellcasting ability for it.

Languages - Vampires can read, write, and speak Common as well as one other language.

Vampire Racial Feat

Gifts of the Unliving. Prerequisite: Vampire

You have grown in your immortal power, gaining abilities that echo the Unliving Emperor himself. You gain the following benefits:

  • When making the attack for your Blood Thirst trait you gain advantage on the attack roll and can make the melee attack twice.

  • So long as you are in dim light or darkness you can use a bonus action to gain a flying speed equal to your walking speed until the end of your next turn. You can use this a number of times equal to you proficiency bonus, and you regain all expended uses upon completing a long rest.

Vampire Attitudes

A vampire's interactions with most peoples of the world are strained at best and irrevocably complex. Yet, there are no more irrepressible and gallant a people should they heed the call. Were it not for the vampiric people the world would still be under the tyranny of the Dragon Kings. Vampires are molded by their undead nature, as perpetual life means for them perpetual memory, and for many a vampire this creates an near irreconcilable existence in this, an age of peace.

Humans - "So foolish in their rejection of the gift of being everliving, they hate all who choose to not rot in the ground."

Dark Elves - "A harsh people that rival any power on Kyme, just unable to emerge from their holes assigned them by their lost brethren."

Lycans - "Proven and deadly they are the bite that humans lack."

Sanguine Born

The vampires are a people bound together in collective undeath. The sanguine thirst that feeds their immortal lives had made them a pariah across the Ages. Much like any other creature taken by undeath the vampires had lived in the dark recesses of the world, hunting humanoids to sustain their undead nature. From the first vampire, an entity now known only as the Unliving Emperor, he was given the immortal thirst of the vampire by Draumah, the God of Undeath and Tyranny. Feasting upon all peoples across the world, it is only humans that were to be given the gift and curse of the vampire's immortal thirst. Yet, it was not until the end of the Age of Fire, after tens of thousands of years in the shadows, the call of the Unliving Emperor spread. The vampires saw the dragons being slain, one after the other. They left their lairs behind and upon the power and hoards left in the dying dragons' wake, the Duemonti Empire was forged in blood. Tenuous allies at first, the other peoples of the world feared the reprisals of the draconic far more than this new people marked by undeath. Word of the immortal gifts now granted by the vampires, countless humans flocked to the fledgling vampiric empire. Yet, war came for the world once more and the vampiric people found themselves fighting for their very existence.

Dominance of Undeath

The vampires emerged to take their place alongside the other races of Kyme. With their rise to power they created cities of regent, claiming near half the southern hemisphere under their rule. Like fangs of blacksteel, fortresses of Duemonte became a symbol of the vampiric people's immortal ambitions. These markers of vampiric civilization and its spread served to inspire dread in many, but awe in others, as mass exoduses of the northern humans allowed the vampiric forces to flourish. As vampires traded the gift of immortality for "blooded service" countless humans traded their years for a chance at the vampire's immortal gift. Yet tensions, driven by fear and beliefs about the undead, mounted too all out war between humanity, under the banner of the Hierocracy of Synstasia, and the vampires of the Duemonti Empire. A conflict that would come to be known as the War of Extinction. The vampires as a people were forged in the fires of war, for prisoners of war and those taken by raids would feed the vampires. So the vampires enforced "blooded service" upon those they captured. Their immortal thirst and will to dominate all peoples was such that in order to bring an end to the War of Extinction, Arkyme did the impossible. Creating a humanoid-like homunculi known as the Chattel in order to feed the vampiric people. Freeing all of those held in "blooded servitude" the vampires since the Peace of the Pact has taken hold have since endeavored to accept these new ways and live in accord with the peoples of Kyme.