A vampire is hiding in a dark alley waiting for a victim.
Vampirism is the younger of the two curses affecting Tykonia. Its sufferers are known most commonly as Vampires, or rarely Haemovores. A great thirst resides within them, and they become unable to metabolise most foodsâforcing them to feed on the blood of the living. Their origin is not precisely known, but it is understood that they came into existence quite recently. Many believe it stems from demonic pacts or dark magic: one popular myth suggests that all vampires descend from a mysterious figure called the Progenitor, said to be a powerful divinator who was rejected by their god Pyril.
A vampire hunterâs journal entry.
Vampires survive by feeding on the blood of sapient races*. They do not need to kill to feed, but resisting the urge is difficultâand it is usually much more efficient to drain all of a personâs blood simply. They can eat other foods, but they offer no nutritional benefit. When a Vampire is starved, they appear more monstrous: with pale skin, gaunt features, and glowing red irises. After several weeks without feeding, a Vampire will lose their sanity and eventually die. When a Vampire diesâregardless of the causeâtheir body undergoes Wasting, combusting into ash with a magical flash of light. Some believe this is Pyril claiming their soul.
* Feedings can be NPCed.
To spread their curse, a Vampire must drain a victim nearly to death and then feed them Vampiric blood. The transformation is fast and excruciating, and always results in the same outcomeâexcept in children and Pyril divinity users, who cannot be turned. Vampires cannot reproduce naturally, but some believe that cursed items can spread the afflictionâthough this is unproven. A rare side effect of transformation is a strong emotional bond to the infector, always manifesting as a form of reverence. Because of how rarely this occurs, it is commonly believed that the infected choose to form this bond (OOC choice).
To hunt or defend themselves, Vampires may extend dagger-like* claws and fangs at will. Their frequent consumption of blood also seems to grant them minor magical abilities. Within one (1) turn, they can transform themselves into a bat**, allowing flight at speeds comparable to a running dog (20 mph). Vampires are also innately stealthy beingsâcapable of perfectly blending into any large, dark shadow. This makes them undetectable to anyone, though shining a light or bumping into a Vampire may reveal them. They also possess perfect night vision and can see clearly in total darkness, so Vampire lairs are usually completely dark or very dimly lit.
* A vampireâs claws are equivalent in strength and durability to steel daggers.
** A Vampireâs bat form is always 1/45th of their original size (e.g., a 136 lb human becomes a 3 lb bat). They cannot wear armour nor cast in this form.Â
They retain their magical and Grounded attunements, and they are capable of spellcastingâexcept when transformed. The only exception to this is Pyrilite divinators, who cannot be turned at all. Vampires have a deep-rooted fear of divinity in general: holy symbols, temples, and clergyâespecially those of Pyrilâmay cause the weaker-willed ones visible fear and distress. Contact with Pyrilite relics causes instant first-degree burns, worsening to third-degree with prolonged contact every two (2) turns. Temples are considered safe havens from Vampires, and priests of Pyril are rarely targeted.
They do not stop ageing, but Vampirism slows ageing dramaticallyâallowing them to live for hundreds of years. Since Vampirism is relatively new in Tykonia, the oldest playable Vampire is approximately 200 years old. Grounded Vampires are not exempt from this, as Vampirism seems to override the accelerated ageing associated with Grounding. Vampires can go completely unnoticed by the undead (except those in the Pale), but this does not necessarily preclude them from having soulsâas far as we know. Vampires do not possess any form of enhanced healing, but they are immune to natural diseasesâonly being affected by magical ones*.
*Vampires cannot become undead.
Vampires cannot stand direct sunlight. Prolonged exposure causes their skin to burn, bubble, and sizzle slowly. Prolonged exposure causes their tissues to degrade to the bone in ten (10) turns. They have a deep-seated fear of sunlight, either avoiding the outdoors during the day or wearing heavy, layered clothing to cover themselves.
Vampires share a bitter rivalry with Lycanthropes, dating back as long as their curses have existed. The two accursed naturally distrust one another, possibly due to the nature of their curses. Though hostility is common, relationships are still possibleâhowever rare.