Tell me about Vampires (or lack of vampires) in Your World


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Andrew D. Gable

First Post
True vampires as per MM are surviving members of the Generat, an ancient cabal of mages. So there's only a handful (two or three), but they're all exceedingly old and really near godlike.

There's also a lesser breed called the atemdieb. These are corpse-inhabiting demons that suck the breath from people (like MM2's breathdrinker). If their body is burned, they expel a bunch of vermin and, like the COC/ELH worm that walks, the vermin each carries the spirit of the atemdieb and if it escapes it will take up residence in another corpse. That one's heavily lifted from the original folklore.
 

adwyn

Community Supporter
IMC vampires are the result of a body being buried in unhallowed ground. Instead of rising though, the spirit must infest the body of some one else, usually a passer by. The infected must remain within a few miles of the actual vampire, and shows no symptoms during the day, nor is even aware of the condition, but at night the vampire takes over with nearly all of the traditional abilities except for the ability to create new vampires.

The blood transfers power to the original vampire, and once enough has been consumed they go into topor for a few years, killing the host. This gives a great reason to go tramping through tombs with a desperate need to be finished before nightfall.
 

Michael Morris

First Post
Griaana the Shaded and the Tapestry of Shadow

One of the older books of the Telzoan religion is a relic known as the Tapestry of Shadow. This small tome contains the prayers and rites required to receive from the dark gods some of the most baleful spells ever devised. These spells can be cast by the priests of Senda, Goddess of Night.

The book has covers which are made from the scales of an ancient shadow dragon, and as a result the entire book seems to waver and flicker with the available light. In darkness the book is as black as ink, whereas in direct light the whole book becomes opaque and unreadable. The faithful of Senda can read the book thanks to their granted power of darkvision, but those who need light to read will find that light literally drives the macabre inscriptions from the page, only to return when the light is removed.

The history of the Tapestry of Shadow is a lengthy tale of hatred, manipulation and vile cunning. The book was created in the Year 1190 SR in the Kingdom of Telcasholme, far to the south in Losineris, as the Shadrean court made her way northwest during the great exodus the book was captured for a time by the forces of the Necromancer of the Calishmere. During this time he recorded 2 wizard spells into the pages of the tome: Finger of Death and Sirrom's Darkness. Either by design or by Senda's dark will the formulae of these deadly spells mutated into prayer and ceremony such that a priest who studies this tome can use either of these spells as if they were priest spells.

After a time the book passed out of the Necromancer's possession and back into the hands of Senda's following even as the peoples who worshipped her completed their northwest migration to the island of Telzoa. There the book remained as a cornerstone of the faith until recently.

In the year 1373 SR Grianna the Shaded stole the book from her superiors. A mid-level priest of Senda's following, she was also known for her incredible vanity and her wish to preserve that vanity was followed up by using the spells of this book to turn herself into a vampire. The spell requires a sacrifice, and she chose a particularly disturbing victim - her own newborn child. Upon completion of the rite she disappeared for nearly ten years.

As a result of her particular transmutation it is suspected that she must feed not upon blood but upon the flesh of infants of less than a year in age. While there have been no confirmed sightings of her in the last 27 years, there has been a surge of infanticides during the night in the city of Paldace, and Grianna may well be the cause.

As to the Tapestry, she keeps it with her to aid in her spellcasting. As an accomplished priest last known to be able to use Sulanibric (7th level) spells, she should be considered a most dangerous foe.
 

Tessarael

Explorer
I'm trying to remember the details from my homebrew system a few years ago ...

Most of the more powerful undead radiate cold. A deep bone chilling cold that no matter how many clothes you put on, you still feel cold. This was a good warning sign to the PCs ...

A few powerful undead radiate heat. They have eaten so much life that they are actually radiating life outwards. This would only generally occur after a massacre or similar feast.

On the other hand, vampires were living creatures. Related to humans, but lacking the ability to synthesize an important protein, they had to substitute by drinking the blood of humans (or similar). However, without this body chemistry they were quite a bit tougher and essentially did not age. Drinking blood was the only trait they had that was really typical of vampires. Yes, they suffered extreme sunburn, but they could live outside in the sun with appropriate cover. And garlic caused problems as well. But beyond that, none of this D&D vampires turning invisible, gaseous form, and so forth. Occasionally, vampires could have infertile offspring with humans (ala horse + donkey = mule), though most couplings would not result in a successful pregnancy. One of the PCs was a half vampire (a vampeal).

Culturally, vampires were the nobility on the continent where they dominated. There were rules about the size of their fiefdoms to ensure that a vampire has sufficiently many human peasants. Their (noble) job was to protect the peasants, in exchange for blood and taxes. Most of the vampires were fairly pleasant in this regard. Some were known for being cruel, overfeeding, and so forth.

In general, vampires were long lived and powerful. Their appetites were seen as a threat by other powers. As a result, the Covenant of Immortals (essentially powerful and ageless but otherwise mortals) specified that vampires were not allowed to become "immortal" and were to be prevented from achieving this. Now the Covenant of Immortals specified that the members ("immortals") agreed not to influence the mortal world (mostly passing through it and dealing only with immortal issues). The Covenant would mostly track down and kill immortals who broke the rules. I say "mostly" because certain immortals were intentionally left outside the Covenant so that they could ensure the vampires did not get powerful.

One immortal in particular, Julianna (if I recall the name correctly), had a small kingdom on part of the continent where the vampires mostly held sway. She and her followers would periodically go out and attempt to hunt down the most powerful vampires.

One of the most powerful vampires, close to immortality, was Deathwalker Rayburn. His eyes had been burned in a laser fight with Julianna. However, Deathwalker eventually developed basic seer abilities to see around him. (Seers generally blinded themselves at an early age to improve their foresight, though one race did not need to do so.) Deathwalker was reknowned for using a shotgun in battle, and disappearing when the going got tough, leaving a cloak behind on the ground as he vanished.

The party was eventually involved in an epic battle between Deathwalker Rayburn and Julianna. The esult of that was the opening of some seals releasing an ancient (20,000 years) vampire immortal. Then other immortals showed up to subdue that vampire, Julianna exited stage left with chagrin for having released the 9 seals to try and defeat Deathwalker. And the immortals finally allowed Deathwalker to join their ranks - the alternative being dealing with an increasingly powerful group of vampires who would have opposed the Covenant.
 

frankthedm

First Post
My vampires: Stolen from legacy of kain, and Mageknight: Damage Con unless they are very strong. Then they drain Con. Most don’t have energy drain slams, this being replaced with Haste like speed. They often have wing growing from their shoulders. Some are VERY infectious, to the point where unless their bite wounds are Blessed or Cleaned with holy water [dealing 1d8 damage], the victim will turn a vampire within hours. Most require death of the host, just that breed made for a very intense game session.

A breif piece of flavor text..

Vampires
These life devouring abominations are the bane of all living things. They have traded their very souls for a false life of preying upon the living.

Descriptions

The vampire is so dangerous, not only from its salient abilities but also from its capability to disguise itself as a member of the living. The “False Face” is oft as the creature own mortal face, but some more powerful specimens can chose the faces they wear to suit their tastes.

The vampire is oft depicted in a travelers cloak or cape befitting a noble. This is due to the fact that their illusionary powers are not great enough to disguise their wings utterly, instead they befuddle the mind of the viewer into believing their wings are but a mantle.

Inviting in:
Not all are bound to receive permission to enter homes, and what constitutes an ‘invitation’ can very. Lusty dreams or muffled cries for help may suffice for some. What can be accounted is the weakness seems far more prominent among their rulers. A legend exists that a ruler of vampires who violated the sanctity of a commoner’s domicile, was compelled to servitude by the mere words of the home’s owner.

Water
Whether a clear cool spring or the salty waves of the ocean, immersion in the pure water of life burns many of these abominations. Beware; the water must be not befouled or stagnant for it to burn the creature.

Of sunlight:
The pure clean rays of the gods’ given sun are anathema to a vampire’s physical body. The creatures flesh enflames from first contact with the sunlight and prolonged exposure will destroy the vampires husk releasing its spirit to roam the world.

Of spirit
The immortal spirit of a vampire is not easily bound or destroyed. If paralyzed by stake for long enough these creatures spirits may pull free of its husk and haunt the region of there imprisonment as life stealing wraiths. Even with its body destroyed, the creature’s essence cling to this world rather than receive its rightful oblivion. When destroyed in a pyre some vampiric spirits take the form of bats wreathed in flames.

Of feeding
The Hunger these beasts endure is what drives them. The layman knows they feed upon blood drawn by their fangs, but some have darker hungers. The elder among them take more than mere blood with their fangs, leaving their victims weakened for the rest of their days. The half slain vampires who dwell too long in the spirit form become able to tear at one’s immortal soul should the vampire be restored to its body in some manner.
 

Lord Pendragon

First Post
I like the idea of the vampire as an archtypal creature, in the way that Bram Stoker's Dracula was the incarnation of Lust and acted as a symbol for (what he saw as) the sexual defilement of women. I want the concept of the vampire to have power, rather than merely serve as a garden-variety mook, in the way that Buffy's vampires did.

IMC, then, there is but one vampire. I don't actually use the word, because I feel that the word itself has lost most of its power due to Buffy and Blade and a dozen other vampire movies and shows. Nevertheless, I have used the concept.

My campaign has a Prime Material Plane, and alongside it is the Plane of Faerie. There are seven Faerie Lords, which are something like mortal gods, but not. Rather they serve as embodiments of the various facets of faerie reality, lynchpins of all of Faerie. I suppose it'd be most accurate to say they are of godlike power, but of faerie, rather than having created it.

One of the Faerie Lords is known as the Hungering One, and he is my vampire. He's the embodiment of desire, of wanting. Of Need. Like any vampire, he drinks the blood of other creatures, usually animals in his forest, though if other beings trespass on his domain he does not discriminate. Along with blood, he has other desires, and he slakes those thirsts as quickly and as violently as he does his thirst for blood.

The Hungering One cannot be defeated with sword or spell. Defeating him is a matter of recognizing what he is, and using that against him.
 

mythusmage

Banned
Banned
Queen_Dopplepopolis said:
I totally dig this concept. Very cool.

Those that do hunt tend to be young and foolish. As a result they tend to be hunted down in turn and destroyed. A practice that picked up as a result of the Lich King's War. There are, in short, old vampires and bold vampires, but there are no old, bold vampires.

Of course, some are more subtle about their hunting. Instead of taking it by force they use coercion. With some it's an innate talent, with others a spell they learned. A few bully or otherwise dominate the victim. Still counts as blood taken by force. Even the stuff donated because the victim is having a guilt trip induced by the vampire.

And these rogues do it because they like the feeling it gives them. A feeling of power over the ordinaries and mundanes. Makes 'em feel like mighty hunters.

A pity, really. Even Vatican Brand Sanctified is only $20.00 for twelve ounces. And when you consider how long the stuff lasts, that's a bargain. (Yes, they do apply preservative magics to keep the blood warm and fresh.) But some people just gotta be jerks. :\
 

John Q. Mayhem

Explorer
In my AU-rules homebrew, vampires exist in the legends of a wolf-people that live in a frozen desert. They are said to be shapeshifting fire spirits that take the form of wolves and birds to get close to Wulven, and feed on them to drive away the cold that perpeptually encroaches upon their burning hearts. IK doesn't have vampires, but it has a similar creature called an eldritch; an elf who refused to die at the end of his lifespan, eldritches must ritually kill 13 people a year or die. They can make undead followers called Sythyss from other elves.
 
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