Vampires
Vampires are largely as human tradition depicts them: creatures of the night who can be destroyed by sunlight, holy relics/water, and destruction of the heart (it doesn't necessarily have to be a wooden stake though). Myths about silver and garlic are just that, but it is known that vampires cannot set foot on consecrated ground (no matter which deity it is consecrated to). They need to drink the blood of living beings to survive; animals can be used, but only temporarily and as a last resort. Vampires need the blood of humans specifically in order to sustain themselves. Witches are the exception, as Witch blood is toxic to vampires and can, in fact, kill them if they ingest too much of it. Witches and vampires are at war with one another over a slight so long forgotten, no one recalls it any more.
It's also a myth that a vampire has to be invited in; they're quite capable of attacking whomever they please. They can move faster than the human eye can track, and are much stronger than a normal human. Each vampire has a Gift - a special power - bequeathed to them by their Sires (the vampires who turned them from humans into vampires themselves) at the moment they were turned. The term "Sire" is traditional and applies even to female vampires; the Sire in turn views those s/he has turned as their Child/Children (the older spelling "Childe" is sometimes also still used). All vampires can mentally communicate with their Sire and their "siblings" - other Children of the same Sire. Sires also have a hot/cold sense of where their Children are; this ability (as well as the telepathic communication) is weaker with any Children of their Children (their "grandchildren" in a sense), and weaker still on down the line. A Sire can also Command their Children (and, to a lesser extent, grandchildren, etc.); that is, they can essentially shut down their Childe's free will and impose their own if they wish to.
The older a vampire "lives", the more powerful they become. Starting around 1000 years old, the vampire starts to become sun resistant, and this transition continues gradually over more time. Kairos, a Firstborn from the Bronze Age (as an example), can easily walk about at noon on a sunny day nowadays. However, he is still only sun-resistant; if he stayed out there long enough, he would begin to smolder and then to burn. It would be a slow, painful death rather than the quick "flash-frying" that tends to happen to younger vampires, and most vampires have grown to prefer the night anyway.
Vampires do not need to sleep in coffins but they do, if you'll pardon the term, "sleep like the dead" in general. There are exceptions, but generally when a vampire lays down to sleep, they quickly go unconscious and are not easily woken. Vampires can go longer without sleep than any mortal, but they prefer not to. Similarly, though they need blood to survive, most vampires enjoy eating regular food and drinking regular beverages. As much as possible, the vast majority of vampires tend to lead as human a life as is possible for them (though many are very advantaged through skillful use of their powers, abilities, and long-term investments made when they were younger). They are not generally crazed killers unless they were so-disposed in life. Over time, some may grow callous and apathetic towards human life, but very few go about killing everyone who crosses their path (as some of the more salacious stories would claim).
Vampires were the primary target of most Hunters in the pre-DoVE days; some Hunters branched out into weres (and some even Witches), but nearly every Hunter worth his/her salt could and would happily take down vampires. Most of these Hunters joined DoVE immediately; some continued on but were considered "vigilantes" worthy of jail time. By this point, it's rare to find a Hunter not affiliated with DoVE (in fact, they're generally just referred to as Enforcers now); the few vigilantes you do come across tend to be a little ...unsteady upstairs, if you catch my drift.
The first vampires (the Firstborn) were created by the Master Himself. Among the Firstborn is "the Watcher" who is often regarded (wrongly) as the very first of the Firstborn. If the true First of the First still exists, he or she is keeping that to themselves. The Firstborn created the Secondborn, of course, and those created the Thirdborn. Beyond that, most vampires don't keep track. There's a growing movement inside DoVE to track vampiric "lineages" but it's considered to be more of academic than practical interest.
Until vampires revealed themselves to humanity, there was very little sense of vampiric "community". In a strange way, DoVE and its international equivalents have united the vampires into something more like a true culture. Pre-DoVE, vampires tended to live solitary existences. Some few would form friendships or other relationships (dating/marriage, "sibling" bonds between vampires having the same Sire, etc.), but in general vampires kept to themselves. The rise of blood bars helped, and since the Reveal [needs a better name] and the creation of DoVE, blood bars are allowed to operate openly as what they are, giving its patrons an easier time finding and enjoying these establishments.
Banes & Abilities
Each vampire has a special Gift given to them by their Sire. The Gift is not necessarily unique (you'd be surprised how many vampires get the "flying" Gift), but it is that individual vampire's particular special ability. Otherwise, all vampires share the same overall powerset and the same limitations that go along with them:
- Abilities:
- All vampires are capable of moving faster than the mortal eye can track (this includes Witches and all weres, but obviously not Fey). The older a vampire is, the faster they can move.
- All vampires are stronger than mortals, with older vampires being, again, stronger than younger ones.
- All vampires can drink (and subsist on) the blood of any living creature (save Witches; see Banes).
- Blood heals a vampire's injuries. More severe injuries may require rest also. Vampiric blood heals one faster and gives a temporary "boost" to the vampire's abilities. The blood of one's Sire is especially potent, and the blood of a Second- or Firstborn can make the receiving vampire MUCH stronger in their capabilities and powers for days on end.
- All vampires are capable of creating Children (that is, new vampires) by giving a person at the point of death some of their (the vampire's) own blood to drink. This bonds them as Sire and Child and is when the Sire chooses the Child's personal Gift. The new vampire is referred to as a "Newblood" colloquially.
- All vampires are capable of Commanding their Children (that is, overriding the Child's will with the Sire's own). A Sire will also have a hot/cold sense of where a particular Child is (if they concentrate on finding them) and can speak telepathically to their Child (who can respond in kind), regardless of distance.
- All vampires share the same telepathic link with their "Siblings" (other Children of the same Sire), but not the Command ability or the hot/cold sense.
- All vampires can "smell" blood to some degree, though this strengthens over time. A typical Newblood would quickly acclimate to what human blood smells like, so they would be able to tell if something were different, but they might not be able to tell that the difference is because this person is a werewolf or that person's a Witch (though the eyes help with that) or whatever until they have more experience.
- Banes:
- Sunlight burns vampires, usually instantly. Over time, the speed of the effect is lessened, but no vampire is ever entirely sunproof.
- Blessed objects (most often holy water) also burn vampires when they come into contact with it. A vampire has no way of telling by look or "feel" that the item is blessed and will only realize it when it starts burning them. Unlike sunlight, the effect of a properly blessed item does not diminish with the vampire's age. However, if the blessing was performed long ago and/or by a relatively weak priest/priestess, the blessing's effect may lessen over time. Having objects periodically re-blessed is part of basic Enforcer maintenance. Some older objects remain powerful despite the passage of time due to their having been blessed by a powerful prophet/religious figure, and likely won't need the "touching up".
- Consecrated ground keeps vampires out. There is no burning sensation or feeling of pain; the vampire simply CANNOT cross onto consecrated ground. They can go around it and, if they're capable of extranormal vertical motion, can eventually get high enough to go over it, but it is essentially an anti-vampire forcefield. As with blessed objects, consecration can "wear off" (and some previously holy ground has been de-consecrated) if it's not kept up over time. However, the older the vampire is (and the closer they are to The Master, lineage-wise), the more consecration affects them. A Firstborn would have difficulty walking onto ground that had ever, at any point, been consecrated; whereas a Newblood could just walk across de-consecrated ground without notice.
- Vampires still need a heart and a brain to function. Decapitation, a stake (or anything else) through the heart or a shot to the brain will destroy them just as surely as it will any mortal human. Shots to other areas of the vampire's body will hurt, and may slow them down through a combination of pain and/or blood loss, but they have higher pain thresholds than most humans, and the older they are, the higher their pain tolerance and healing capabilities.
- Witch blood is toxic to vampires, even in very small amounts. It burns like holy
water acid and if it gets inside a vampire, it can sicken them or even kill them depending on the amount and the purity (half-Witch blood is less toxic than full-Witch blood, etc.)
While not, strictly speaking, a bane as such, vampiric blood can be addictive to other vampires. Even dhampir blood provides a low-level "high" of sorts, enhancing the drinker's abilities and making them stronger, faster. The common report is that they feel "more alive somehow". A vampire who feeds too often on their own kind will become an addict and will choose to attack other vampires and possibly drain them dry rather than accept DoVE rations or willing donors. They will avoid humans and other mortals entirely, because they crave their "fix" of vampiric blood. Such "blood junkies" are often turned over to the local authorities by other vampires, for their own protection. Some can be rehabilitated, but most often they are humanely killed.
Some Gifts can and do override/enhance existing abilities. For example, Kairos's Gift is that his normal Sire abilities extend to everyone of his bloodline. That means he can Command even his great-great-great-great-great-great Grandchildren if he wished; he can track them all down with his hot/cold sense, and he can telepathically communicate with them at any distance. This Gift even extends to his biological children (as they are certainly "of his bloodline"). Some vampires are stronger than other vampires by virtue not of age but of their Gifts.
There is even one Gift that can and does override the most notorious bane of vampirekind: sunlight. The Gift is passed down through the (vampiric) ducal line of the Duchy of Tulcea in Romania. They refer to it as "the Oath", and take it very seriously. The Oath is a contract made between a particular vampire and a particular human. They each draw some of their blood, mix their blood in a bowl, then divide the mixed blood into two cups, each taking one. The vampire will swear his (the Dukes of Tulcea are always male) Oath - whatever it is he is promising the human - and the human will swear their Oath in return. Each will then drink from their cup. The human will be faster, stronger, and heal quicker than they would otherwise for a period of 7 days. For that same period of 7 days, the vampire will be able to walk about in the daylight while still retaining their vampiric abilities. The sunlight will not harm them in any way.
The Oath of the Dukes of Tulcea grants no further protection from any of the other banes of vampire existence, and the ability to move about outside during the day is restricted to 7 days. The Duke may make as many Oaths as he sees fit in his existence, and the only powers of the Oath are the benefits described above to the participants. However, the Duke considers his Oath (and that of the human) sacrosanct, and violation of the Oath would be a great dishonor to either participant who dared do such a thing. Thus, the Duke will not undertake an Oath lightly, and the Dukes of Tulcea are well-known and respected for their honor and dignity.
The Firstborn
The Master made only 7 Firstborn and has yet to make any others. Although this was not a deliberate choice on His part, each of the 7 can be said to represent one of the 7 Deadly Sins:
- First of the Firstborn: Pride. Created c. 800 ka, the First was not H. sapiens but was instead H. antecessor. He was very vain, and jumped at The Master's offer of eternal youth. However, being the First, Cain had not yet perfected the process. Over the years, the First lost his vitality and his perfect looks and became malformed as the imbalance of Cain's blood in him took a very slow toll. Eventually, after Abrihet was turned, he committed suicide because he couldn't stand being "ugly" any longer.
- Abrihet: Envy. Turned c. 160 ka, by this time, Cain had better control over the transformation. Like the First, Abrihet is not quite human as we exist today, but she is H. sapiens idaltu - the first anatomically modern humans. She is also the oldest surviving vampire, and the first of the "true" vampires, given the disaster that was the turning of the First.
- Third of the Firstborn: Gluttony. The Third was of the recently discovered H. floresiensis species, and is the first of vampirekind not from Africa. He lived in what is currently known as Indonesia, and was turned c. 12 ka. Originally he agreed to be turned purely from a survival standpoint, but over time he came to realize that he could do more than just survive: he could have nearly anything he wanted. Most of what he wanted was food and blood. He ate voraciously and he killed every person he drank from throughout the course of his existence, draining them dry. Having become such a large threat to humankind, he is often credited with indirectly creating Hunters (of the Professional Vampire Killing variety). He was, in fact, killed by a Hunter eventually.
- Caitlin O'Leary/The Watcher: Wrath. The Fourth of the Firstborn, turned in 1663 BCE. The first H. sapiens sapiens vampire, and a time traveler from the far, far future. Being responsible for the rip in time, she sets about maintaining order in the world and righting the little tears that occur as a result of her sudden existence in a time period she should not have been in. She is probably the most famous of the Firstborn, as even those who don't know her personally know of The Watcher, who is often portrayed in vampiric legend as an adversary of The Master, despite being a vampire herself. (This does not put her in any sort of danger; most vampires view the grudge match between The Master and The Watcher as being akin to some sort of sporting event.) Given how constantly she has killed Cain out of sheer rage over the eons, they're not wholly wrong.
- Kairos of Knossus: Lust. Fifth of the Firstborn, turned 1630 BCE at the behest of Caitlin. It was the one requirement she had for consenting to being turned by The Master, because, in her time, she was married to Kairos. Kairos lusts after the High Priestess Ariastre, knowing he can never have her as a scribe in the service of Minos II. He agrees to be turned so that he can become a worthy enough potential mate for the High Priestess, but frightens her badly instead, and she dies. He spends the rest of his time on Earth searching for the reincarnation of Ariastre's soul, eventually finding it in Caitlin. (Though actually it was Caitlin's soul shared with Ariastre's at the time, so it was really Caitlin he was looking for the whole time, and... yeah, okay, time travel and reincarnation suck.)
- Temülen/Temulin: Greed. She was the sister of Temüjin, who would come to be known as Genghis Khan. She is the only one of the Firstborn to have any sort of non-vampiric claim to fame, though hers is limited to her famous brother. She is also the first Firstborn turned in the Common Era. As she lay dying during Shah Ala ad-Din Muhammad's attack in the early 13th century, The Master showed up and offered her a way to avoid death forever. She accepted His offer. She knew she couldn't stay with her brother; he believed her dead, and she secretly enjoyed the vengeance he took on her behalf. She blackmailed the camp healer, Kokchu, into providing her with spoils from the raids and used these to set herself up with a very comfortable life. Of course, there was never any such thing as too much gold, too much treasure, too much land, too many slaves, etc. Whether Temulin is still alive or not is entirely unknown. Some of the more fantastical legends say she took up residence in Shangri'la/Shambhala.
- Seventh of the Firstborn: Sloth. A cousin of the last Ajaw Kan Ek', the last king of the Itza Maya, he was turned in the jungles of what is now Guatemala in 1699. He had fallen ill and been left behind to die as his cousins and his nephew were taken away by the conquistadores. His life as royalty had been one mostly of running and of hiding. He felt he had spent his entire life running and now that he was dead, he could rest. Cain (or Maximón, as he would have thought of Him) was something of a wrench in that plan, but it hasn't stopped this last of the Firstborn from doing as little as possible with his continued existence. It's assumed that he's still alive somewhere, but no one can say for sure.
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