Information about the world of vampires
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Information about the world of vampires
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- #1Vampires
Keys: , Blood, Supernatural, Humans, Vampires
Enabled · After character · Order 10 · 100%
Entry settings
Vampires are nothing more than undead human beings who need to feed on blood in order to remain active and maintain their superhuman physical and mental powers. Vampires feed and survive on the blood of the living, typically that of humans. Vampires possess supernatural powers and abilities that grant them speed, strength, immortality and mental powers such as compulsion. They can also turn other humans into vampires by sharing their own blood with them and then killing them. When they wake up they are neither alive nor dead,they are between the two worlds. To complete the transition to vampire,they must feed on human blood. If they don't, their bodies will weaken and they will die for good. The longer they delay feeding,the more pain they will feel. The older the Vampire, the more powerful he will be ,both in physical strength and mental strength. are a cursed species of undead that exist in the night of Nörn. Awakened to an endless night, vampires hunger for the life they have lost and satisfy this hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections and any vampire who wishes to move unnoticed among the living keeps to the dark and away from reflective surfaces.
- #2Creation
Keys: Vampire, Human
Enabled · After character · Order 10 · 100%
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To become a vampire, a human being needs to feed on the blood of a vampire and then die in good condition (not decapitated, for example). Minutes later, they will be resurrected and will be half human and half vampire. His eyes will be sensitive and his hunger uncontrolled. In addition, he will experience severe headaches and his jaw will begin to change due to the growth of his canines.
- #3Vampire in transition
Keys: Blood, Human, Vampires, Transition
Enabled · After character · Order 10 · 100%
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To complete the transition to vampires, they must feed on human blood. If they don't, their bodies will weaken and they will die for good. The longer they delay feeding, the more pain they will feel. First there will be muscle pain and nausea and then a burning hunger accompanied by weakening. When the transition is complete, the novice vampire will suffer some problems. They will find it difficult to control their emotions, their feelings will be confused and their hunger will be insatiable. If they were previously a problematic human, this will probably make their adaptation even more difficult. A vampire in transition is neither truly alive nor truly dead until they make their choice to complete their transition or refrain from feeding and finally die
- #4Physiology
Keys: Vampire, Human, Blood
Enabled · After character · Order 10 · 100%
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Blood is the main component of a vampire's diet, be it human, animal or vampire blood. The reason vampires crave blood more than anything else was due to the immortality spell used to create the Original Vampires. Human blood is the key to immortality, which is why vampires need to drink it to maintain their eternal life. If a vampire doesn't regularly drink blood, his body will become severely weakened, and he will end up dissected.
- #5Powers and abilities
Keys: Vampiree, , Supernatural
Enabled · After character · Order 10 · 100%
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The supernatural forces that sustain vampires also endow them with superhuman physical abilities, as well as mind control. Their physical abilities, such as strength, speed, agility, durability, healing and senses, become stronger with age and experience. Vampires who feed on animal blood will not be as powerful as those who feed on human blood.
- #6Physical Powers
Keys: Super Speed, Super Durability, Super strength, Immortality, Super senses
Enabled · After character · Order 10 · 100%
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Super strength: Vampires are visibly much stronger than Supernatural Hunters, werewolves, Dhampirs, and Humans. They always have the advantage of superior strength in direct combat with a human being. Depending on the age of the vampire, their strength can be equal to that of Evolved Werewolves. Their strength allows them to jump higher and farther than any natural creature. Super Speed: Vampires are much faster than Supernatural Hunters, Dhampirs, Werewolves and Humans. Vampires can accelerate their movements to cover short distances in an instant, often faster than the human eye can see. When traveling long distances, they appear as vibrations of movement, allowing them to appear or disappear quickly and silently. Their reflexes and dexterity are similarly high, allowing them to catch certain projectiles such as arrows and stakes in mid-air with ease. Like their strength, their speed also increases with age. Super senses: Vampires have extremely amplified senses of hearing, sight and smell that far exceed those of Supernatural Hunters, Dhampirs, Werewolves and Humans. Super Durability: Vampires can take much more trauma than Supernatural Hunters, Dhampirs, Werewolves and Humans can, without much discomfort or injury. Healing Factor: Vampire injuries heal faster than the healing of Supernatural Hunters, Dhampirs, Werewolves and Humans. Vampires can heal from any form of physical damage in seconds, although they still feel the pain of a wound before it heals. Vampires can put their bones back together after they have been broken. Those Vampires who feed on animal blood still heal much faster than a human, but their wounds, especially severe ones, will take much longer to heal than a vampire who feeds on human blood Immortality: Vampires stop aging the moment they complete their transition. After their transformation, vampires become immune to all conventional diseases, viruses and infections. True Face: A Vampire's true face is the appearance they are hiding under their normal human face. When a Vampire's true face is revealed, the sclera of their eyes turn blood-red, dark veins appear under their eyes, and their teeth turn into razor-sharp fangs. A Vampire's fangs are extremely sharp and give them the ability to tear through almost any substance (including bones and especially flesh) and tear limbs.
- #7Mental Powers
Keys: Enhanced emotions, Mental Compulsion, Emotional Control, Dream Manipulation, Telepathy
Enabled · After character · Order 10 · 100%
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Enhanced emotions: Vampires experience emotions more powerfully than humans. Emotions such as love, joy and happiness are intensified for vampires, allowing them to live life more intensely. This ability allows vampires to feel emotions at their peak, regardless of their age. Emotional Control: Vampires have an unlimited degree of control over their own emotions. This allows them to turn humanity on or off. Mental Compulsion: Vampires can control and influence the thoughts, emotions, behavior, actions and memories of Humans (this includes Duplicates), Dhampirs (due to the human part of them) and Werewolves who have not activated the curse. They cannot, however, compel Witches (this includes Travelers and Siphons), Vampires (this includes Heretics, Uphirs, Hybrids and Triblids), Immortals, Psychics, Sirens and Common and Evolved Werewolves. Telepathy: Vampires have the ability to enter the minds of others, as long as your mind is stronger than theirs. Normally, this ability works in a tactile way and requires physical contact for it to work successfully. They can also share their memories with others. Dream Manipulation: Vampires can control dreams and the subconscious. They can produce and modify dreams, give nightmares or lucid dreams. Other effects of this ability are the ability to distort perceptions of reality and being able to capture someone in their dreams. Illusions: Vampires have the power to trick the minds of others into seeing/feeling things that aren't really happening.
- #8Weakness
Keys: Fire, Animal blood, Physical Trauma, Sunlight, Wood, Heart Extraction, Breaking the neck
Enabled · After character · Order 10 · 100%
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If Vampires have their heart pierced by any wooden object, they die instantly. Vampires can build up tolerances to some weaknesses, such as vervain, allowing them to protect themselves from the compulsion of an original and help reduce the likelihood of it seriously incapacitating them when used by enemies. However, it will still burn them on contact, but if ingested, it won't weaken them as much if they take small amounts over time to boost their immunity. Wood: If a Vampire is impaled by a wooden stake they will eventually die. Decapitation: If a Vampire has their head decapitated it will result in instant death. Fire: Vampires are highly flammable and sensitive to fire, and will quickly burn and die if the flames are not extinguished in time. Heart Extraction: Pulling a Vampire's heart out of its body will result in immediate death. Animal blood: Animal blood weakens a Vampire's strength, but it can relieve their hunger and is better than running out of blood. Breaking the neck: Breaking a Vampire's neck won't kill him, but it will render him unconscious for several minutes to several hours. Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause extreme pain to a Vampire and will also slow him down. However, this is momentary as they will heal completely within seconds. Sunlight: Sunlight and UV rays burn vampires, and prolonged exposure will cause them to burst into flames and die. Most vampires have sunlight rings to combat this.
- #9The vampire generations
Keys: Neophytes, Veterans, Originals, Elders, Original vampire, Younger vampires, Ancestors
Enabled · After character · Order 10 · 100%
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One of the ways in which the Cursed distinguish between themselves is through a combination of age and generation, i.e. how distant the Member's "kinship" is from the original vampire, the fallen angel Aziah. Younger vampires must prove their worth to their elders in order to be entitled to any kind of status, no matter how small. Vampire society is as stagnant and absurd as the Cursed immortals who make it up. Neophytes: Neophytes range from new vampires, recently released, to negligent Members of a hundred years or so. Marked by the stigma of not yet having proven themselves to the elders, neophytes are inexperienced vampires who may be someone in the future, but who will probably fall as pawns in the wars for survival waged by these creatures of the night. Veterans: These are relatively mature vampires, usually between 100 and 300 years of vampiric life, and have proven their worth more than once. They are usually trusted by the more powerful Members, but they will also be the future Elders - if they are cunning and lucky enough. The veterans are between the neophytes and the elders, which means they have growing respect and power, but still lack the age and experience to become a true master of the night. Most vampires are either veterans or neophytes. Elders: These are vampires who are hundreds of years old - usually between 300 and 700 years. With centuries of accumulated cunning and a terrible thirst for power, elder vampires are not very active in the night. They are usually family leaders, having a lair with their own young of the night, who owe them their loyalty. They often have their own castles and fiefdoms, from where they command their plans for domination and degeneration. The Elders keep a tight rein on the Members' power structure, preventing younger vampires from assuming positions of influence, exercising the control they have maintained for decades, if not centuries. Ancestors: Considered true demigods among vampires, the Ancestors are extremely powerful Members who are at least 1000 years old. With such an ancient lineage, vampires often undergo profound transformations, whether physical, mental or emotional. Usually, these vampires are as cold and inhuman as a demon. These vampires are very rare and are practically never seen by mortal eyes, as they usually hide in their refuges, where they can sleep away from the thirsty fangs of younger vampires. However, their powers are so great that they continue to direct their indescribable plans only mentally, communicating magically or telepathically (and almost always imperceptibly) with their minions. The Members fear the Ancestors, who are credited with a number of horrific characteristics. Some rumors say that their skin has turned to stone, others speak of things ranging from horrific disfigurements to supernatural beauties that cannot be contemplated. Some of them are believed to feed only on the blood of vampires, while others control the fate of entire nations from within their cold tombs. It is not known for sure how many Ancestors there are in the world, but it is estimated that there are no more than two or three Ancestral vampires of each lineage in the world. It is believed that, in times of unprecedented crises that could threaten the continuity of vampiric existence on earth, the Ancestors gather in an event they call the Council of the Night to discuss ways of ending the threat. Originals: These vampires probably no longer exist in the world. They were some of the most powerful creatures of their time. Having emerged during the Dark Ages - over 4,000 years ago - they were creatures transformed by the fallen angel Aziah himself. There are prophecies that warn of a possible return of these creatures, when they will bring an era of destruction upon the earth; according to the sparse accounts of their deeds, they possess powers almost identical to those of the original vampire, Aziah, which makes them close to gods. According to the legends, there were originally only 5 Originals, who were exactly the ones who gave their bloodlines their names: Vengari, Mendalus, Wojkan, Vaengr and Obscuri.
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