Vampire

(NOTE: Vampires are to be roleplayed responsibly. A person's permission must be sought before turning them into a vampire. If you are roleplaying a vampire to a bad standard, then players retain the right to make a staff member aware of it.)

(If anyone dares make some teenage love story like Twilight out of the vampires, chemical castration will ensue.)

History
As the First Age ended, and the foundations of greater civilisations started to progress even further, there were those who joined them, hiding in the shadows. The tale of the Gift of Night starts in Septim, with a man no other than Marius the Scoundrel. Marius lived in a small village of just over one-hundred people, named Snaerpeak. Like many settlements in Septim, Snaerpeak was shrouded by the blizzards that surrounded it, and thus the village was self-sufficient: relying on goats and other arctic animals to survive. All would thank Zethos for allowing them to hunt to ensure the Snaerpeak's survival, all but Marius. It was evident in Marius' build that he was not prioritized within the community. Underneath his rags, a skin-tight ribcage and a prominent, ridged spine would be clearly visible. Along his limbs there would be veins encircling them; each curve and crenelation in his bone structure also being very visible. He was a weed. A weed of unholy practices. He would pray to Sarathos for recognition on a daily basis: he would even kill drunks and sacrifice them to the Nether God. It was not until Marius was 43 when a harbinger of Sarathos: a dark prince clad in wicked armour appeared before him. The armoured figure asked Marius what he requested; Marius simply responding with "a chance in life, your divine unholiness." Sarathos conjured an unholy blessing known as 'vampirism'. Marius' body was reforged to that of a titan, although, aside from his muscle-clad body there was something else that made him.. Different. His eyes were no longer a sky blue, they were crimson. His teeth were no longer yellow and rotten: they were perfect bar two long canines hanging from his top set of teeth, and his skin was pale enough to make him seem ill. All Marius wanted was a chance in life; but he had been given more. He served as Sarathos' unholy champion: the only way he could survive was from sufficient feeds on occasion, which would damn whomever Marius brooded from to an afterlife in the Nether. Men, women, children, all would notice bite marks becoming evermore prevalent across their entire bodies in Snaerpeak, although one woman's beauty was never tainted. Her name was Cerice, and she only bared a single bite mark at the top of her chest. Before anyone could realize, Marius had proclaimed himself as the mayor of Snaerpeak, and Cerice as his wife, who had also adorned the crimson glare that Marius would give passing merchants of the like. Cerice and Marius would have a son, Robert, also being afflicted with vampirism due to both his parents being vampires. Like his mother, Robert had no debt to Sarathos, and would deem his father's sacrifices as pointless; they would simply feed to survive, and even sometimes feed off each other to spare those who seemed to be innocent of any crimes. This was looked down upon highly by Sarathos, and so he had Marius reveal his vampirism to the village, and use Cerice as a scapegoat. He told the village that Cerice had cursed him with the Gift of the Night, and that her own flesh and blood, Robert, soon followed. Cerice was cast into the town center, where her rape and murder occured. Robert was infuriated, and challenged his father: the Champion of Sarathos, to a fight to the death. The terms were simple: if Robert was to be killed, the populace of Snaerpeak was to be shackled up and thrown into the dungeons to become human cattle for Marius, as now Marius had no reason to pretend that he had pure intentions at heart: however if Robert could defeat Marius, then vampires would no longer be bound by their obligations to Sarathos. The entirity of Snaerpeak watched the father and son's blades clash, until finally with a fatigued yet decisive movement, Marius was decapitated. Robert claimed leadership of Snaerpeak, and with it- like his father did before his birth- a wife. Robert declared that now vampires had no religious obligations, it was safe for the village to bask in the benefits the gift could bring. Having an affinity to the night would certainly help with the hunt, most thought, and so they accepted Robert's declaration. From then on, the village grew due to the greater yield from hunts, and more started to migrate away in order to explore a world they hadn't had the resources to before. The few who survived the snowstorms eloping Snaerpeak would be the ones responsible for spreading the extremely rare curse of vampirism, although there are many who would describe it as a blessing.

Vampiric Subculture

 * Vampires will gain a refined taste for blood. Different blood will have their own tastes, for example, the blood of an Elf will taste different to the blood of a human, to a vampire at least. Blood can also be distinguished by what a person is. What this means is that the blood of a street urchin will generally taste bad, although it will suffice, whilst the blood of a decorated soldier will taste better. No blood is better than that of a vampire's love interest, however. This blood can have extensive effects, and quell a vampire's cravings for long periods of time. Blood of the opposite gender will generally taste better.
 * Many vampires are different. Whilst lone vampires are the most common, it is not unheard of to have a house of vampires, also known as a Velum. Velums are often like normal Houses, however they can be distinguished amidst other vampires due to some having a 'code of honour' that is based off what a vampire has feasted upon. However, other Velums may see self-control as an admirable trait, and thus respect Velum members not because of what they have feasted on, and how much they feast or share with the Velum, but instead for choosing the right time and place to feast. These Velums do not see a problem with feasting from one and other, typically.
 * Whilst Vampires feed by sucking blood/feasting on flesh, they may turn others into a vampire through their own blood being put into another man or woman's body. Vampires may only turn others into a vampire after three years of being a vampire, and within Velums, the head of the Velum is often elected as the only one who has the right to turn others into a vampire. Vampire's must wait these three years, as this is the final development of vampirism that requires the affliction to have enough time to 'blossom', so to speak. The process of becoming a vampire is short: the afflicted will notice their eyes changing within two hours of the vampire's blood being put into their body, and by the time they have next slept, they will wake up as a new vampire. Due to the process lacking a long time-span, it is highly painful, and takes place at night once the sympathetic nervous system is least stimulated to allow a fluid 'turning', which sends the body into a state of paralysis, despite the pain still being felt. It is not rare to hear of people dying in their sleep during this transition.
 * If feeding from another vampire, the feeder should understand that a vampire's blood will suffice for a much lower period of time compared to a normal being, and thus it must be done frequently.
 * When feeding from a loved one during intermit moments such as sleeping with each other, or after an emotional peak, neither lover will feel pain. This is contrary to the common belief that vampires are often- whilst perhaps not as caring in day-to-day life due to their own personal needs- are very romantic as far as affections are concerned; although make no mistake by manipulating a vampire's affections unless death is what you truely seek. This also brings to light the lustful nature of vampires, as opposed to having prospects of becoming wed and living happily ever after.*
 * Some vampires may even be prone to bloodlust. This is where a vampire will be attracted to another person due to the taste of their blood.

Strengths

 * Stimulation of the senses and reflexes at night. The vampire can distinguish colour and shades much more effectively, allowing him/her to scower the night for prey, as well as being able to hear distant noises with clarity, providing there isn't an obstacle like a house's wall obstructing the noises, of course. Faster reflexes allow vampires to react to situations with greater efficiency, as well as having increased stamina, and agility.


 * Immunity to illnesses and disease for the most part. If a vampire feasts from someone who carries a disease in their blood, they may expect to face symptoms such as nausea for days following the feeding, although this is more controlable with age.


 * Triple the lifespan of their host race, without ageing after becoming a vampire. If a vampire is to die of age, it will be a month-long process of reducing themselves to dust. This is extremely painful and unstoppable.


 * Aside from their red eyes, vampires are often viewed as beautiful people if their Gift isn't known of. This is due to their fair, smooth skin, and their reduced dietary requirements, meaning they are more than often in shape. A fat vampire however, is an extremely deadly vampire for obvious reasons.


 * Vampires often have an affinity with bats, and although this is useless for the most part, they can in fact keep them as pets due to having less of a stigma towards each other. Vampires may even choose to tame bats.


 * 'Mask of the Night'. If a vampire needs to- during night- they may let off a deafening screech. After the screech, their eyes turn jet black, their canines elongate even more so, and veins begin to become prominent on the vampire's face, neck, and forearms. This wears off after the parasympathetic nervous system is stimulated and the vampire is in a position of safety. This is often used when a vampire has to fend off potential attackers, as many are known to have fled upon the sight of such a horrendous transformation.

Weaknesses

 * If vampires do not feast for an extensive period of time, they are at risk of becoming feral. Feral tendencies will develop after six months of not feeding, at which point the vampire may begin to feast from horses and livestock. The animals will then go through a two week long fever before dying. A vampire will begin to attack people after a year of not feeding, and will require extensive amounts of blood and flesh- about the equivalent of an entire body's worth- to regain absolute control. Once feral, the vampire's only intention will be to feed, it will not feed in an attempt to regain self-control. When approaching fully-fledged ferality, a vampire will become stronger, however he/she will have difficulties making rational and/or logical judgements and decisions. Animals only allow the vampire to fend off feral tendencies or instincts for the brief moments in which they may feel them, and so they do not count towards allowing a vampire to become less feral.


 * Decreased strength and relaxation of the senses during day. This means an extremely subdued sense of smell, less clarity of hearing, and less colour definition in a vampire's vision.


 * Devout clergymen who have been part of the Church for an extensive period of time will more than likely know of vampire's pasts. If people hear of this, then those who are orthadox may shun vampires, attempt to exorcise them (which would be useless after Robert defeated Marius), or even try to take their lives.


 * If a vampire is cured, and he/she is over their host race's life expectancy, then they will instantly die: their body however will not decease.


 * The stigma towards vampires in itself.


 * Vampires are highly prone to unholy stone weaponry. This is generally due to the unsmelted, natural form of stone weaponry, which allows Sarathos to make a much stronger connection with the item. When the weapon draws blood from a vampire, it will cause the wound to emit smoke; thus creating a burning sensation for the vampire which causes more pain. This is because the weapon- under Sarathos' blessing- is trying to make a connection between vampirism and the Nether once more (although this can never be done due to Robert's victory). Approximately two days after recieving the wound (providing that the vampire survives the encounter), the point of impact will go numb for approximately one week, for example if a vampire recieves a shoulder wound due to an unholy weapon, then their arm will be paralyzed for the week in which the numbness takes effect. Nausea, and a drop in body temperature are both common after being struck with an unholy weapon. If an unholy weapon makes contact with a vampire's heart, then they instantly dissapate to dust: their soul trapped in the weapon. As the wielder swings a weapon embued with a vampire's soul, screams will echo through the air. This is because the vampire's soul is attempting to escape to whatever afterlife awaits them. It is unknown to both mortals and vampires if the vampires have a separate afterlife.

Vampiric children
When a child feeds from his/her mother, the mother feels no pain. During pregnancy, the mother will need more blood to provide for her unborn child. Once the child is born, due to being able to feed off the mother and the extra blood she had consumed during pregnancy, the child may live without the need for blood until they are approximately three years old. This often flucturates between vampire-to-vampire depending on whether the child was given enough blood to feast from in the womb.

To allow a vampire to age at a normal rate, they need to feed more frequently than an adult; meaning that the chances of a vampiric child becoming feral are increased in comparison to adults. The increased need for blood halts once the child reaches sexual maturity; however even after that their body will develop like a mortal's, for example muscle growth throughout young adulthood. At a young age, the child may feed from the mother frequently. This means that the mother will need to either A. Feed more herself, or B. Have the father provide the mother with mortals to feast from.

Vampiric children cannot turn people into vampires until they have reached sexual maturity.

Vampire rarity
Humans are the most common race to be afflicted with vampirism. This is due to Septim being primarily populated by humans.

Elves are the second most common, however this is because of the amount of Drow vampires. Drow that reside in the depths of the Cave of Ilya prove to be very successful vampires in terms of survival.

There are very little Orc vampires in relation to the extremely numbered amount of total vampires.

-There are only a dozen Dwarf vampires in existance.

Curing a Vampire
Knowledge of this is only held by very few in Septim, bearers of unlimited knowledge such as Great Wizards, or Elven scholars of medicinal practices who have devoted a good portion of their lifetime to finding a cure. A root is required from Smaerpeak itself, however these are hidden and locked away under the manor in which whoever governs the vampiric village may reside. It would probably take a distinguished thief to travel there and steal such a sought after alchemical ingredient. This may be consumed, although their is a high risk of the vampire's death, or it may be mixed with the bark of an Elven tree of high blessings. Finally, the vampire's blood is added. To make sure that no traces of vampirism reside in the former vampire's body, an exorcism is usually performed, as the few who have cured the disease before often believe that there is a good chance that now Sarathos' former gift has been relieved of the person, he may try to use them as a harbinger to regain dominion over vampires once more. After all, few want to imagine what a vampiric army controlled by Sarathos could do.

Note: Once a Vampire has been cured, they cannot be turned back into a Vampire again. (Common vampire mythos is not part of this lore. Do not chase vampires with garlic, as it will do nothing, nor will a cross. Thank you.)

(Lore may be subject to change if any issues with vampirism are found in game.)

/Roll modifiers
Night: +2 to defensive, agility/speed-based, or perception rolls.

Day: -2 to offensive, strength-based, or perception rolls.

ABILITY, MASK OF THE NIGHT: ' you close your eyes slowly, then in a moment's notice screech at your opponent with eyes as black as night, and all your veins standing at attention. You would hope to strike fear into your opponent's heart; aiming to render them fearful or even make them flee.' Opponent adds a modifier depending on whether or not they have encountered this ability before, or how much they know about Vampires.
 * Natural 1: a migraine shoots through your head, leaving you prone to your opponent's next attack as you hold your head in pain (-2 to your next action).
 * <10, unsuccessful: your opponent stands as normal, perhaps even mocking your attempt to scare them. You feel somewhat fatigued for a moment (-1 to your next action).
 * <10, successful: your opponent shifts back a step in fear, giving you enough time to make a decent escape, reload a crossbow, or switch weapons. (-2 to the opponent's next offensive action IF you are making an escape).
 * >10, unsuccessful: birds fly away from the trees they were once perching on, sewer rats scurry away, and families shut their doors firmly, although your strong-willed opponent stands unaffected.
 * <10, successful: whether your opponent drops their weapon, completely turns their back to you out of fear, curls up into a ball, or runs away with tears in their eyes, they are left unable to attack you for a short while (opponent misses their offensive turn, +2 to your next offensive action).
 * Natural 20: your opponent's face turns as white as a bed sheet and they faint, leaving them dormant for entire minutes. They are completely at your knees in their unconscious state.

Biting attacks: -5 if the opponent is wearing armour, +1 if they are not. A natural 20 would lead to a chunk of flesh being cleanly torn off, which in turn would lead to severe bleeding. In this case, the opponent would then continue to add -1 modifiers after each turn. A natural 1 would lead to one of the Vampire's canines actually snapping, which would cause severe pain and would in turn leave them in a prone position for a short range attack.