The God of Vampires
The Sire, God-Emperor of the Immortal Nosferatu Empire, & the Great Sage Who Trespasses into Reality, Abu Dāmīr Jure al-Sire ibn Alil al-Dalmat
Divine Domains
- Blood
- Life
- Memories
- Vampires
Physical Description
Special abilities
Magic
Magical Transformations
- Fable Cloak: The Fable Cloak is a powerful magical transformation in which a Mage fuses with their Familiar, allowing them to channel raw Mana directly, bypass normal spellcasting limits, gain the abilities of their Familiar, and even enter the 5th Dimension (Fable), but at the cost of high energy consumption, mental synchronization requirements, and potential Mana Overload or Arcane Degeneration Syndrome (MCE) if overused. | Jure's Fable Cloak was via his Nosferatu Bats, when invoked, he could assume the titanic form of a bat-like monster composed of millions of smaller bats. In this form, he was immune to physical damage as he could use the Power Forge to make more bats as fast as they were destroyed, if not faster.
- The Form of the Wheel-Turning King: The Form of the Wheel-Turning King is a transcendent state in which a Mage, having fully realized their Dharma, awakens to their ultimate mastery over Saṃsāra, allowing them to wield cosmic awareness, elemental dominion, and perfect magical efficiency while defying the natural balance (Kannagara) of the realm, but at the risk of dimensional instability, opposition from Kami, and forced transformation termination if their presence proves too disruptive. | Jure can remain in his Wheel-Turning King form indefinitely.
Khaos Magic
The Magic of Kháos is the ultimate defiance of order, causality, and reason, embodying entropy and raw chaos to warp reality itself, but at the cost of inevitable Madness, as practitioners are consumed by the Formless Mother, unraveling existence around them until they cease to exist across all space, time, and dimensions. | Because Jure hails from the Lands Between, he has the ability to use Khaos Magic, bending cause and effect to suit his needs. Although his abilities are greatly hampered within Realspace and he will not use them unless he needs to, least he draw the ire of the Court of God.
Jure normally uses Super Criticals in his magic and combat skills. Super Criticals (SUCRs) are unpredictable, chaos-infused magical phenomena that exponentially amplify a spell’s effects beyond normal constraints, granting immense power but at the cost of Madness, as they originate from Kháos Magic, risking instability, catastrophic failures, and eventual corruption by the Formless Mother for those who rely on them.
Familiar Summoning
Familiars are beings of the 5th Dimension composed entirely of Mana (Yin) and obey a completely different law of physics and existence. They have historically been used by Mages to give Form to their Magic and Spells. The form is the physical or visual shape of a spell or type of Magic, this was done because Magic, by nature, is a very abstract and unconventional practice, it is different for everyone and thus everyone approaches it in a wholly unique and different way. Thus, familiars were put into action, formless entities who, through eons of serving as the Form of Magic for Mages, have come to be defined by these Forms.
The Sire's own potent and outside-of-reality magic was strong enough to mold Familiars of his own, known as the Nosferatu Bat Familiar. These Familiars can be invoked relatively easily for the Sire and allow him to move swiftly from one location to another without being seen. The major advantage of using these Nosferatu Bat Familiars for the Sire is that the Power Forge can turn the bats into powerful minions of his own. He calls these creations Batmen and can make them strong enough to contend with some of his strongest Vampires. In an instant, the Sire can summon a swarm of Bat Familiars and then transform them into an army of formidable warriors.
Archmage of the Eightfold Path
The path to becoming an Archmage of the Eightfold Path is one of unparalleled dedication, intellectual refinement, and metaphysical attunement. This title represents not only mastery of all eight fundamental schools of magic but also the ability to synthesize and integrate them into a cohesive and enlightened practice. A prospective Archmage must attain Mastery in the following eight core schools:
- Divination – The art of perceiving time, fate, and hidden truths.
- Necromancy – The manipulation of life force, spirits, and the essence of death.
- Conjuration – The summoning and manipulation of external entities, energies, and spaces.
- Enchantment – The alteration of objects, minds, and reality through magical influence.
- Illusion – The control of perception, deception, and the reshaping of sensory reality.
- Evocation – The direct manipulation and projection of raw elemental and arcane forces.
- Alchemy – The transmutation and synthesis of materials, energies, and spiritual essences.
- Abjuration – The application of defensive, protective, and negation-based magic.
Each school represents a unique domain of magical philosophy and function, requiring extensive knowledge, deep practice, and the ability to understand both theoretical and practical applications.
Cursecasting & Hexcraft
- Vampirism: Vampirism is a metaphysical condition that grants individuals the traits, attributes, and capabilities associated with vampires—beings who sustain their existence by consuming the life essence of other creatures. While traditionally associated with the consumption of blood, some vampires have adapted to feed on alternative sources of vitality, such as aura, emotions, or even raw metaphysical energy. Unlike mere biological parasites, vampires exist at the intersection of curse-craft, dark metaphysics, and soul-bound transformation. They are not merely creatures of the night; they are living anomalies, defying the natural order through supernatural evolution and entropy resistance.
The Power Dark
Power Dark is the ability to manipulate dark energy and darkness, drawing from cosmic and interdimensional sources. It combines the theoretical physics concept of dark energy with the mystical force of darkness, granting its user unparalleled dominion over these phenomena. This power bridges the gap between scientific speculation and metaphysical manipulation, allowing its wielder to reshape reality through the control of shadow, darkness, and the enigmatic energy that permeates the cosmos.
Dark energy accounts for roughly 68.3% of the universe, making it a significant force in cosmic expansion. This theoretical energy interacts minimally with observable matter and light, presenting itself as a mysterious wellspring of power. When combined with metaphysical darkness—the absence of light or the shadowed dimensions between realms—Power Dark becomes a formidable and versatile ability, merging physical and mystical effects.
The Power Forge
The Power Forge grants the wielder supernatural proficiency in crafting items, artifacts, and constructs, imbuing them with properties and power far beyond conventional limits. Practitioners can:
- Forge weapons of unimaginable sharpness.
- Craft armors with invincible resilience.
- Sculpt statues that channel divine beauty and power.
- Create sentient beings, realms, or realities, making the wielder a true architect of existence.
This power enables the blending of esoteric magic, impossible materials, and sheer will to manifest creations that defy logic and reality.
Throne World Technique: The Grove of the Nightstalkers
Throne Worlds is a type of Barrier Technique that creates a Pocket Dimension from the Mage's very Soul in real space. This Throne World creation allows a Mage to return from any manner of death unharmed so long as they are not killed while within their Throne or so long as their Throne is not destroyed. The Throne World is a very real place that exists within Yggdrasil in some capacity. And since the destruction of a Throne destroys a Mage's soul, which is what allows them to perform Magic in the first place, one must take certain steps to ensure they protect themselves correctly.
Mental characteristics
Personal history
Jure was born in Ginnungagap, the Lands Between, in the Dalmat region. Jure had a fascination with life, death, and the push and pull between the two for beings. He sought to cross the boundary separating them both and back again. To this end, Jure followed the path his father Alil walked in science and biology, to become a scientist himself. Jure took to dark science and chaos magic, and through his study developed the Nosferatu Equation, a type of metaphysical curse that he allowed to infect and corrupt his body and SOUL, becoming the first vampire.
Education
- STEAM Fundamentals: Science, Technology, Engineering, Art, and Mathematics foundational teaching provided by Dr. Alil, Jure's Lord Father and Head Biologist at the Dalmat Institute of Wizardy (DIW). Jure underwent a special Learning Plan developed by Dr. Alil to groom him to replace him at the DIW.
Reign
The Ocean View Institute Massacre
Ocean View Institute (OVI) was an institution of Wizardry located on Nighttos Campto in the Khantrock Cloud Node star system in the Apus Alcyoneus galaxy. OVI had a research project experimenting with opening portals into the Emerald Maze for intellectual curiosity. The lead researcher, Professor Prupan, had a junior partner, Dr. Innebis, who had begun to develop a relationship with the Emerald Maze itself, believing himself to have made a breathtaking breakthrough in their research. Innebis foolishly kept his work hidden from the rest of OVI because he alone wanted credit for the discovery. This eventually led him to following the voice's instructions to build a Dreamcaster that would allow relatively stable travel between the Maze and Realspace.
On the night Dr. Innebis unveiled his sub-project to the OVI Headmasters Board, the only revelation to be had was the truth. The Emerald Maze had no voice, it was Jure all along who, after finding his way into the Emerald Maze, has been seeking for eons now a way to enter Realspace, Yggdrasil. Entry was forbidden unless he was invited in, which is what Innebis had foolishly done. Jure, finally escaping the damned Emerlad Maze, slew all the Wizards of OVI, only ceasing to spare Innebis whom he turned into the 2nd Vampire.
- Rex Sanguinem Nocturnum (The Blood-King of the Eternal Night)
- Mawlā al-Dam' wa al-Shayatin (The Lord of Blood and Demons)
- Abu Dāmīr (Father of the Bloodless)
- The Sire (The Progenitor, The Bloodfather)
- al-Khaos (Born of Khaos, Bound to the Void)
- The Bloodfather Supreme
- God-Emperor of the Immortal Nosferatu Empire
- The God of Vampires, The 1st Vampire, The Original Nightstalker
- Great Sage Throughout Heaven & Earth (The Great Sage Who Trespasses into Reality)
- Archmage of the Eightfold Path
- Polymathic Doctor
Sources
- Spoiler Button Tabs created by STORMBRIL
- Commissioned Concept Artist & Illustrator Caio Bellim ([email protected])
- Commissioned Digital Artist Xharknguyen | brittaisthebest (@xhark2003)
- Commissioned 2D Artist Maxim Schastny ([email protected])
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