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| ====== Dhampirs ====== | ====== Dhampirs ====== | ||
| - | {{ placeholder |}} | + | |
| - | ^ Dhampirs | + | ^ Dhampirs ^ |
| - | | Height: 170 to 190 | | + | | Height: 170 to 190 | |
| | Attribute Modifiers: +2 Dexterity, +2 Charisma, –2 Constitution | | | Attribute Modifiers: +2 Dexterity, +2 Charisma, –2 Constitution | | ||
| | Language: Common (Taldan) | | | Language: Common (Taldan) | | ||
| - | | Common Cultures: [[Jiang-Shi-Born (Ru-Shi)]], [[Moroi-Born (Svetocher)]], | + | | Common Cultures: [[Jiang-Shi-Born (Ru-Shi)]], [[Moroi-Born (Svetocher)]], |
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| === Overview === | === Overview === | ||
| - | **Names: | + | **Names: |
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| - | The half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir' | + | |
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| - | Hardship and suffering fill a dhampir' | + | |
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| - | Dhampirs keep few, if any, close companions. Ultimately, the majority of evil dhampirs regard their allies as little more than tools or fodder. Those whom they deem useful are judged by their merits as individuals, | + | |
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| - | == Physical Description: | + | |
| - | Tall and slender and with well-defined musculature, | + | |
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| - | While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit. | + | |
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| - | == Society: == | + | |
| - | Dhampirs have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a verity of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey. | + | |
| - | In rare instances, dhampirs | + | Dhampirs are the half-living children of vampires and human mothers, born of tragedy and horror. The circumstances of their birth are rarely understood, with most mortal mothers not surviving. Legends suggest |
| + | Dhampirs grow up facing prejudice, fear, and mistrust, often as orphans. Many struggle against the innate evil of their lineage, with some dedicating themselves to vengeance against the vampires responsible for their conception. Dhampirs tend to keep few companions, seeing most allies as tools, yet even those they trust face tension from fear of their bloodlust or persecution. | ||
| - | == Relations: | + | == Physical Description |
| - | As dhampirs are scions of evil, few races view them favorably. They share an affinity for those half-breeds whose sinister ancestry also sets them apart from human society, particularly tieflings and half-orcs. Humans view them with a combination of fear and pity, though such feelings often devolve into hatred and violence. Other humanoid races, such as dwarves, elves, and halflings, simply shun them. Similarly, dhampirs bear a deep-seeded loathing for living creatures, their hatred planted by jealousy and fed by frustration. | + | |
| + | Dhampirs are tall, slender, and statuesque, possessing a beauty that is both alluring and unsettling. Their hair, eyes, and skin often mirror exaggerated versions of their mothers', | ||
| - | == Alignment and Religion: | + | == Society |
| - | Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook. | + | |
| + | Dhampirs have no distinct society or homeland. They grow up adopting the culture of the regions in which they are raised. Some form small groups or secretive cabals, but these are based on individual goals rather than a common dhampir culture. Their ability to adapt provides both social camouflage and survival advantage. | ||
| - | == Adventurers: | + | == Relations |
| - | The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to spend their days wandering. Evil dhampirs keep moving to maintain their secrecy and evade lynch mobs, while those who follow the path of vengeance venture forth in search of their despised fathers. Regardless of their reasons, most dhampirs simply feel more at home on the road than in a settlement. Having little formal training, a great many of these journeyers become fighters and rogues. | + | |
| - | Almost universally, | + | Few races accept dhampirs. They are often shunned or feared, though |
| + | == Alignment and Religion == | ||
| + | Dhampirs typically lean toward evil due to their undead heritage, though some struggle and maintain neutral alignments. Their outlook is heavily influenced by their upbringing, experiences, | ||
| - | ---- | + | == Adventurers == |
| - | //Sources: [[http:// | + | Adventuring comes naturally to dhampirs due to their persecution and solitude. Many become fighters or rogues, while magic users often pursue necromancy or body-altering alchemy. Some take up the path of the hunt as inquisitors, especially those seeking vengeance against vampires. Constant travel suits their secretive lifestyle, and most feel at home on the road rather than in settlements. |
| - | //Many thanks to the many contributors of the [[https:// | ||