Vampires
| Vampires |
|---|
| Height: Same as base race (typically 160 to 190 ) |
| Attribute Modifiers: +4 Strength, +4 Dexterity, +2 Charisma, –2 Constitution |
| Languages: Common (Taldan), Languages known in life |
| Cultures: True Vampire (Noble), Nosferatu (Corrupted), Bloodlines (e.g., Strigoi) |
Overview
Male Names: Katheros, Valerius, Vorn, Isolde, Armand, Stahv.
Female Names: Seraphina, Lysandra, Isolde, Carmilla, Elizaveta, Lilith.
Vampires are powerful undead creatures cursed with eternal undeath, sustained by the consumption of the blood of the living. The transformation strips away their mortal weaknesses, granting them superhuman strength, speed, and a seductive, hypnotic charm, but binds them to a nocturnal existence, making them vulnerable to sunlight, holy symbols, and running water.
Having traded mortality for eternal life, Vampires are often defined by their centuries-long accumulation of knowledge, wealth, and aristocratic taste. They are patient, manipulative predators who operate from the shadows, viewing mortal society as a resource to be carefully cultivated and managed to ensure a steady supply of sustenance and secrecy. Their greatest concern is maintaining the illusion of their non-existence and defending their powerful, hidden estates.
Physical Description:
Vampires generally retain the appearance of their living form at the peak of their youth or beauty, often enhancing it with an unnatural, captivating aura. Their skin is extremely pale, often reflecting the moonlight they favor, and their features are sharp, defined, and alluring. They possess a terrifying beauty that is often unsettling to mortals.
Their movement is unnaturally graceful and swift, and their voices are typically rich and commanding, capable of subtle hypnotic persuasion. The canine teeth are elongated into retractable fangs, used solely for feeding. Due to their centuries of existence and accumulated wealth, a Vampire’s attire is typically that of an ancient noble or highly influential aristocrat, favoring fine silks, bespoke tailoring, and dark, luxurious colors.
Society:
Vampire society is extremely rigid, hierarchical, and deeply secretive, revolving around ancient bloodlines and powerful progenitor Vampires (Sire or Prince) who rule from fortified, hidden estates. These covenants—often called Houses or Courts—are structured webs of manipulation, alliance, and deadly rivalry, sometimes remaining locked in feuds that span millennia.
The core objective of their society is self-preservation, ensuring an unending food supply, and maintaining absolute secrecy from the mortal world. They achieve this by leveraging the power of mortal thralls, cultists, or charmed slaves who operate in the daylight world, gathering intelligence, managing finances, and securing resources. A Vampire's unlife is a constant pursuit of power and control, played out with endless patience and cunning.
Relations:
Vampires view virtually all living creatures through the lens of utility—as food, servants, or pawns.
Mortals (Humans, Halflings): Are regarded with a mixture of amusement and contempt for their fleeting lives, and valued primarily as an essential resource. They treat mortals with a distant, manipulative charm designed to keep them docile and ignorant of their true nature.
Elves: Are often fascinating to Vampires due to their long lifespans, but their connection to nature and sunlight makes them difficult to enthrall and highly dangerous as enemies.
Dwarves: Are rarely encountered due to their underground kingdoms, but their stubborn resistance to charm and their mastery of iron and fire make them formidable foes.
Other Undead: Vampires frequently dominate lesser undead (skeletons, zombies) and treat more intelligent undead (Wight, Ghosts) as strategic rivals or necessary partners in their pursuit of arcane knowledge and power.
Alignment and Religion:
Vampires are fundamentally Evil, most frequently aligning as Lawful Evil or Neutral Evil. Their Lawful nature reflects their aristocratic structures, strict adherence to bloodline hierarchies, and patient, long-term plans to control society. Their Neutral Evil nature reflects their predatory focus on survival and consumption, with little regard for morality beyond their own self-interest.
Vampires, having attained a form of dark immortality, generally reject or scorn the good-aligned deities of the living. They may venerate gods of darkness, tyranny, and death, or simply focus their faith on their own powerful bloodline progenitors, viewing themselves as having risen above the petty squabbles of gods who cannot offer true eternal power.
Adventurers:
A full, true Vampire rarely participates in traditional adventuring, as exposure to the sun is too great a risk to their eternal existence. When they are encountered in an adventure, it is usually as the mastermind antagonist, manipulating a party of unwitting heroes to retrieve an artifact (a focus for eternal night, a source of new power, or a relic to destroy) that furthers their long-term, evil agenda.
Exceptions exist for Vampire Spawn, who are less powerful and might be forced into the employ of others, or for the exceptionally rare Dhampir (half-vampire), who seeks a cure for their affliction or attempts to use their enhanced physical abilities for righteous, if often misunderstood, causes