Vampirism
"Vampirism: The Eternal Curse of the Bloodfather"
Effect
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.
A vampire can arise in several ways:
- Natural Vampirism → Born as a vampire through ancestral lineage or cursed bloodlines.
- Transformation → A being is forcibly converted through the Siresblood, initiating the metaphysical shift upon death.
- Partial Vampirism → Some beings integrate vampiric traits without fully becoming one, often through mystical augmentation or hybridization.
Regardless of the method, all vampires share an essential need for external vitality, but the degree, frequency, and source of this need vary significantly:
- Some must consume life essence daily, while others require it only on rare occasions.
- Certain vampires need freshly drained, sentient blood, while others may sustain themselves on preserved or non-lethal sources.
These variances lead to a diverse array of vampire archetypes, each shaped by their origin, sustenance method, and accumulated knowledge.
Core Vampiric Traits
All vampires inherit a range of enhanced physical and metaphysical attributes, with individual variations based on their lineage, sustenance, and age.
Superhuman Physiology
- Enhanced Strength → Vampires can exert force far beyond mortal limits, capable of ripping through steel, toppling buildings, and overpowering entire squads of combatants.
- Speed & Reflexes → Vampires perceive time at an accelerated rate, allowing them to move at hypersonic speeds, react instantly to threats, and outmaneuver even the most agile foes.
- Endurance & Stamina → Their bodies operate on metaphysical sustenance, allowing them to function without fatigue, ignore pain that would cripple mortals, and endure inhuman levels of punishment.
- Agility & Coordination → They possess extreme dexterity, capable of contorting their bodies, scaling walls, and moving with unnatural precision.
Immortality & Regeneration
- Biological Immortality → Once a vampire reaches their genetic and physiological peak, they remain in that optimized state indefinitely, free from the decay of age.
- Regenerative Factor → Vampires can rapidly heal from wounds, regrowing limbs, organs, and even entire sections of their bodies. However, regeneration depends on blood supply—starved vampires heal more slowly.
- Necrotic Adaptation → Unlike mortals, vampires can continue to function despite fatal injuries, such as severed limbs, destroyed organs, or impalement, so long as their vital essence remains intact.
Shapeshifting & Intangibility
- Bestial Transformations → Some vampires can assume the form of predatory creatures, such as bats, wolves, crows, or even hybrid monstrosities.
- Mist Form → Advanced vampires can dissolve their physical bodies into mist, making them immune to conventional attacks and capable of passing through barriers.
- Wallcrawling & Locomotion Adaptation → They can traverse surfaces in impossible ways, walking on ceilings, and walls, or even shifting their center of gravity mid-motion.
Mystical Affinity & Magic Prowess
Vampires are inherently magical, naturally attuned to Dark Arts, Necromancy, and Blood Magic. Many develop abilities such as:
- Cursecasting → The ability to inflict long-lasting supernatural ailments.
- Shadow Manipulation → Control over darkness and void-based forces.
- Hemomancy (Blood Magic) → Direct command over blood, both internally and externally.
Blood Manipulation & Metaphysical Consumption
Blood as a Conduit of Power
Vampires do not simply drink blood for sustenance—it is a medium of transformation, empowerment, and knowledge assimilation. Their mastery over Hemomancy (Blood Magic) grants them a degree of control over themselves and others.
- Self-Enhancement → By manipulating their own bloodstream, vampires can:
- Increase physical output, making their bodies stronger, faster, and more resilient.
- Accelerate healing, manually clotting wounds or forcing rapid cellular regeneration.
- Regulate body temperature, granting them cold resistance and environmental adaptability.
- External Blood Control → Advanced vampires can:
- Manipulate the blood within living beings, inducing seizures, paralysis, or cardiac arrest.
- Pull blood from corpses or wounds, forming weapons, shields, or constructs.
- Implant blood-based diseases or necrotic afflictions, making their victims weakened over time.
Vampiric Consumption & Ability Absorption
- Memory & Genetic Extraction → Drinking blood allows a vampire to acquire memories, knowledge, and experiences of the consumed victim.
- Power Assimilation → In rare cases, vampires can absorb magical or supernatural abilities, leading to highly versatile and unpredictable evolutions.
- Mana Replenishment → Blood serves as an instant restoration of magical reserves, allowing vampires to recover spent energy far faster than other magic users.
This ability makes ancient vampires incredibly diverse, as their accumulated consumption grants them a vast repertoire of skills and talents.
Psychic & Extrasensory Capabilities
Telepathy & Mental Influence
Vampires possess highly developed psionic abilities, making them formidable telepaths.
- Mind Reading → Extracting thoughts, memories, and intentions from other beings.
- Psychic Domination → Enforcing hypnotic control over weaker minds.
- Emotional Manipulation → Amplifying fear, desire, or submission in others.
Heightened Senses & Perception
- Omnidirectional Sight → Some vampires can perceive in all directions at once.
- Molecular-Level Smell & Taste → They can track individuals over vast distances.
- Enhanced Hearing → Able to detect sounds across dimensions.
- Sixth Sense & ESP → Some develop extrasensory awareness, allowing them to perceive threats beyond normal reality.
Unique Vampiric Traits
- Shadowless & Undetectable → Vampires do not cast shadows, nor do they appear in mirrors, digital recordings, or holovision.
- Curse-Linked Invulnerability → Their existence is metaphysically anchored, making them resistant to conventional death.
- Biological Reset → Upon transformation, the vampire’s body reverts to its genetic peak, preserving optimal physical and mental conditions indefinitely.
Side/Secondary Effects
The Curse of Eternal Hunger
Vampires do not truly "die" of starvation, but blood deprivation induces an irreversible biological response. If a vampire is deprived of life essence for extended periods, their body undergoes a state of preservation-induced dormancy:
- Hibernation State (Blood Stasis Coma) →
- The body enters a suspended state, shutting down all non-survival functions.
- The soul remains bound to the body, preventing true death.
- The vampire’s heartbeat slows to near zero, mimicking a corpse.
- In this state, the vampire is completely vulnerable to external forces.
- Feral Bloodlust (Hunger-Induced Frenzy) →
- Prolonged hunger degrades cognitive control, leading to a regression into primal instinct.
- Newly turned vampires or weak individuals are especially susceptible to this state.
- The scent of blood or the presence of living beings can trigger immediate aggression.
- The vampire may lose all self-restraint, indiscriminately feeding upon any available source of blood.
- In extreme cases, a starving vampire will turn cannibalistic, feeding upon weaker or injured vampires.
Hunger is the greatest equalizer among vampires, forcing them to feed, bargain, or risk succumbing to insanity.
The Sun’s Judgment (Fatal Weakness to UV Light)
Vampires are metaphysically attuned to darkness, making them inherently vulnerable to ultraviolet (UV) light, which disrupts their soul-bound physiology at a fundamental level.
- Photonic Disintegration →
- Direct UV exposure burns the skin instantly, creating deep necrotic lesions.
- Even minimal exposure is agonizing, as UV light penetrates past flesh, searing bone and soul alike.
- Prolonged exposure results in complete combustion, reducing the vampire to ashes or spiritual residue.
- Mitigation Methods →
- Advanced vampires can develop resistances or workarounds (e.g., shrouds, blood-infused protection sigils).
- Some vampires wield Hemomantic magic to weave artificial darkness around themselves.
- Experimental technology (i.e., Null-Sun Cloaks, Reality-Distortion Fields) may counteract this weakness for brief periods.
- Artificial UV Weapons →
- Solar Rounds, Plasma Blades, and Photonic Lances are specialized tools designed to replicate the destructive effects of sunlight.
- UV-based anti-vampire weaponry is considered the standard issue in militarized vampire-hunting organizations.
This vulnerability ensures Vampires must remain tactical, relying on shadows, strategy, and countermeasures to survive encounters with UV exposure.
The Law of Entry: The Invitation Curse
A vampire is metaphysically bound to an eternal restriction—they cannot enter a structure or private dwelling without an explicit invitation from its rightful owner. This rule is not superstition but an ontological law embedded into their existence.
- Forced Entry Consequences →
- If a vampire is teleported or dragged into a location against their will, they are afflicted by a fatal hex.
- This hex corrupts their body and soul, causing debilitating agony, magical deterioration, and potential disintegration.
- They will die unless they leave immediately.
- Once Invited, the Barrier Breaks →
- A single invitation is permanent—once invited, the vampire may enter freely at any time.
- Vampires are highly skilled in deception, often coercing mortals into permitting them.
- Exceptions & Loopholes →
- Public spaces or unclaimed lands do not require invitations.
- A location with no "true owner" (e.g., abandoned ruins, void realms, unoccupied constructs) allows entry.
- If a vampire usurps ownership (e.g., by killing the owner or claiming the domain), the rule dissolves.
This curse imposes a critical limitation on Vampires, forcing them to manipulate, negotiate, or work around restrictions in tactical ways.
The Haunting Curse: Psychological & Metaphysical Consequences of Overfeeding
Vampires do not merely consume blood—they inherit the echoes of their victims. When a vampire drains the majority of a person’s blood, they are metaphysically linked to the victim’s consciousness.
- Echo Manifestation (Residual Haunting) →
- For several days, the vampire is haunted by the lingering presence of the person they drained.
- These echoes may speak, whisper, or intrude upon the vampire’s mind, creating dissonance and paranoia.
- The more potent the victim’s soul, the more intense the haunting.
- Blood Psychosis (Overfeeding Disorder) →
- Vampires who consume multiple victims in rapid succession experience a mass accumulation of echoes.
- This leads to mental fragmentation, as the vampire is overwhelmed by the collective screams of the dead.
- In extreme cases, echoes may override the vampire’s personality, leading to madness, self-destruction, or possession-like effects.
- Echo Suppression Methods →
- Some vampires develop techniques to silence or absorb the echoes, effectively integrating aspects of their victims.
- Certain blood rituals can purge unwanted echoes, but they require extreme preparation and precision.
This consequence adds a psychological burden to vampires, preventing them from mindlessly slaughtering for power without suffering repercussions.
Source
Vampirism is not merely a biological mutation or a supernatural affliction—it is a metaphysical curse woven into the very fabric of a vampire’s existence. At its core lies The Blood of the Sire (Siresblood), an ancient and self-propagating anomaly that serves as the foundation of all vampiric lineage.
Siresblood is a corruptive and transformative essence, a living eldritch contagion, infused with the power of The Sire, Jure Grando Alilović, the First Vampire. Unlike a typical disease, it does not simply alter the host’s genetics—it rewrites their existential state, binding their SOUL, MAGIC, and BLOOD to the curse of Vampirism.
The Transmission of Vampirism
There are two primary ways one can become a vampire:
A. The Blood Ritual (Artificial Vampirism)
A mortal who ingests the blood of a vampire has introduced Siresblood into their system, but this alone does not transform them immediately. The process requires a critical second condition—death.
- If the Blooded (infected mortal) dies while Siresblood remains in their system, they are reborn as a vampire.
- If they survive and expel the blood naturally (or through ritual cleansing), the process is reversed, and they do not turn.
This ensures that Vampirism is not an instant transformation, but rather an enforced metaphysical rebirth through death.
B. Birthright Vampirism (Lineage Vampires)
Children born to vampires inherit the Siresblood naturally, but they do not manifest full Vampiric traits immediately. Instead, they are considered Fledgling Vampires upon birth and must undergo maturation rituals, first feeding, and power stabilization before reaching their true potential.
This form of Vampirism is often more stable, as the individual is born adapted to the curse rather than forcibly changed by it.
The Stages of Vampiric Transformation
Upon infection or birth, individuals progress through a structured metamorphosis, each stage marking a deeper integration with the Vampiric Curse.
I. Blooded (The Infected Mortal State)
A Blooded is any individual who has ingested Siresblood but remains mortal.
- They do not yet possess Vampiric traits, but the curse is embedded within them.
- The Siresblood begins to alter their body subtly, enhancing physical durability, mental resilience, and minor healing capabilities.
- If the Blooded does not die, they remain in this state indefinitely, potentially carrying latent Vampiric abilities that never fully awaken unless triggered.
Potential Outcomes for the Blooded
✔ Death → Transformation into a Fledgling.
✔ Purification → Expels the Siresblood, preventing transformation.
✔ Dormancy → The Siresblood remains, awaiting a trigger event (e.g., mortal death or extreme magical exposure).
II. Fledgling (The Newly Turned Vampire)
A Fledgling is a Blooded who has died and resurrected through the curse, officially becoming a vampire.
- They are incomplete, lacking full control over their abilities, instincts, and hunger.
- First Feeding is mandatory—a Fledgling must consume blood immediately upon rebirth to stabilize their transformation.
- Without feeding, they risk starvation, mental deterioration, or immediate feral regression.
Fledgling Traits & Limitations
✔ Heightened physical attributes but lack of fine control.
✔ Overwhelming bloodlust due to metabolic instability.
✔ No mastery of Vampiric magic, shapeshifting, or blood manipulation.
✔ Easily influenced by stronger vampires (Mentally & Magically).
A Fledgling must survive long enough to adapt before they can fully mature into a Vampire.
III. Vampire (A Matured Fledgling)
Once a Fledgling successfully feeds and stabilizes their transformation, they become a fully realized Vampire.
- Their powers become instinctive, no longer requiring conscious effort for basic functions.
- Their senses, speed, and intelligence improve, allowing them to develop a unique identity within the Vampiric hierarchy.
- Some may awaken latent abilities, such as specialized Blood Magic or psychic talents.
- Vampires can now create new Blooded and Fledglings of their own, further spreading the curse.
At this stage, the transformation is irreversible—there is no longer a path back to mortality.
Discovery
In the Lands Between, outside of the Hyperverse (Yggdrasil) was the being known as the Sire or the Intruder, born as Jure Grando Alilović. The Sire was the first Vampire, from which all others spilled. The Sire became a vampire via dark science and khaos magic, but was restrained to the Outer Lands, forbidden from entering Yggdrasil as he had not yet been invited in by a sitting Name of God. This would be changed when the Sire stole some of the Ymirian Dynasty's runic power for himself and used it to bargin for his entry into the Emerald Maze. He remained in the maze for a million years until he was finally invited into a mortal multiverse by a novice Wizard. The Sire slew every person at that academy and from here, his curse spread like wildfire.
The Sire would accumulate an immortal legion of Vampire Lords, amass magical power and technological advances and establish the Immortal Nosferatu Empire (INE), with the Sire as the God-Emperor. He is, to date, the most powerful Vampire in reality, bar none, a literal Transcendent Vampire God, worshiped by the INE as the Bloodfather. Any and all vampires, regardless of how they came to be, are called his children and he welcomes them home to his empire, to their new family.
To Kill a Vampire
Eliminating a vampire is far from simple. While their bodies can be destroyed, true death requires methods that circumvent their unnatural resilience and sever their connection to the Sire. Below are the most effective means of killing a vampire:
- Eudotree Timber Weapons: Any weapon crafted from the sacred wood of an Eudotree can permanently end a vampire’s existence. This material disrupts their metaphysical structure, preventing regeneration or resurrection.
- UV and Solar-Based Weaponry: Vampires are fatally vulnerable to concentrated ultraviolet light. Sunlight exposure burns through their flesh, and specialized solar weapons—such as plasma-based UV projectors or solar-infused ammunition—can incinerate them at a molecular level. Solar Cells are a common blaster ammunition type in most advanced civilizations, making this method widely accessible.
- Decapitation: Contrary to popular belief, severing a vampire’s head does not kill them outright. Instead, it prevents them from resurrecting until their head is reattached. However, if the head is destroyed separately—such as via UV exposure or Eudotree weaponry—the vampire’s return can be made significantly more difficult.
That said, truly eradicating a vampire is often complicated by their ability to counter or adapt to these methods through magic, technology, or sheer regenerative prowess. More significantly, no matter how thoroughly a vampire’s body is destroyed, their SOUL remains bound to the Sire.
The True Problem: The Sire’s Claim Over Vampire Souls
Vampires are not merely undead beings—they are an extension of Jure Grando Alilović, the First Vampire. Upon death, unless their soul is entirely obliterated, it is automatically drawn into the Grove of the Nightstalkers, the Sire’s personal Throneworld, and the hidden core of the Immortal Nosferatu Empire (INE).
- The Grove of the Nightstalkers is a universe-sized domain where vampire souls are collected, repurposed, and ultimately reborn.
- Once a vampire’s soul enters the Grove, the Sire determines their fate, often directing their reincarnation through specialized Surrogate Vampires who give birth to them anew.
- As a result, unless a vampire’s soul is completely annihilated, they will return, often stronger and more resilient than before.
The only absolute way to stop the cycle of vampire resurrection is to slay the Sire himself. However, as a being on par with Rune Kings and Cosmic Gods, killing him is beyond the reach of most—if not all—mortal efforts. Thus, while a vampire can be killed, their return is almost inevitable, ensuring that those who slay them may only delay the threat, not eliminate it entirely.
- Vervain or Verbena, is a type of flower native to the Lands Between but was spread to the Hyperverse, following the Sire's entry into it. This was a side effect of the idea of order, cause and effect, pull and push. Vervain is one of the few substances that is naturally repelling to the Sire and all Vampires. It is not fatal but is extremely discomforting and unpleasant. Many who seek to ward off vampires cook with foods that have Vervain in them.
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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