
They say that the only thing that a vampire can feel is hunger. nothing else touches them, not grief, or mercy, or any sense of what is just.

Vampires are immortal, blood-drinking beings who exist in the shadows of the world, blending ancient power with dark mysticism. They possess heightened physical and supernatural abilities but are burdened by complex weaknesses and societal taboos.
Vampires are nocturnal predators who sustain themselves on blood. Their unnatural longevity, strength, and speed make them formidable, yet their existence is bound by strict rules and vulnerabilities.
The moment a human becomes a vampire is never forgotten, for the transformation is usually painful and traumatic. A vampire is created when an existing vampire drains all the blood from a mortal, killing them. However, just before the final and absolute death sets in, the sire shares his/her blood and releases a small amount so that the human can drink from the sire.
Most people take on the lineage of their sires, and are therefore of the same clans. The clan membership affects what powers that a vampire will possess that makes them unique.
For the next few years or decades, the newly created childe remains with his sire. They may be taught nothing or everything, for it's the will of the master.
Vampire Description
~~ ORIGIN & LORE ~~
Vampires are a race of undead humanoid creatures that came to inhabit the world from a curse handed down by Ire, the one true god of all creation. Vampire mythology as detailed in the book of the damned speaks of their origin. According to it, after Godsven killed his brother Everald, Godsven was cast out of the celestial realm by Ire. Outside of the celestial realm Godsven came across a powerful witch named Dravina who taught Godsven the basics of vampire powers.
At this time, he was cursed by Ire’s Arch Angels to be vulnerable to fire, sunlight, and the treachery of his descendants. Godsven traveled to Ebhoran to the only city of humans known as Elysia. There he embraced its ruler and became the God-King of the city where during that time he embraced children of his own as second generation vampires. These children turned their own vampires aptly named the Antediluvians who became the founders of all the vampire clans that now roam the multiverse.
Some time after this, the Antediluvians rebelled against the second generation vampires, after which the divide happened. All magic and supernatural creatures were torn asunder and separated into other realms with many vampires remaining on Ebhoran. The Antediluvians survived for more than 60 days devouring each other to survive until life started to reform itself.
Generations passed and during that time the Antediluvians built a second city, which they ruled over as gods, that is until Godsven returned to pass judgement on them. Godsven cursed each of the bloodlines, then left. The Antediluvians spread across the multiverse after the judgement of Godsven where they travelled to various places embracing other vampires and creating further descendants.
Eventually the Antediluvians returned to Avalon where they fell into torpor and remained. Being buried deep within the planet of Avali under the city of Avalon. The vampires that were set loose on the multiverse fear, what they are calling, the retribution; where the Antediluvians will rise from their torpor and devour all the descendants, then Godsven will return to pass judgement yet again. There is a sect of vampires called the Dracul that have rebelled and refuse to believe that the retribution truly exists and is in fact a farce and that no Antediluvians exist in this day and age. There is a second sect of vampires that roam the multiverse known as the fanatics. They believe their only goal in existence is to raise an Army of vampires and defeat the Antediluvians and that it is their only purpose in their un-life.
~~ HISTORY ~~
The history of the vampire race is woven into the very foundation of Seyruun. It is not merely a tale of blood and hunger, but of divine duty, ancient betrayal, and the long shadow cast by love, jealousy, and remembrance. Vampires are not monsters born of darkness. They are the favored children of a god who dreamed a world, and who was betrayed by those meant to protect it.
The Divine Dream and the Firstborn
Before stars burned in the firmament or oceans carved the land, there was only IO, the World-Forger. In silence and sorrow, IO shaped the world of Seyruun. From his tears, the Twelve Divine Races were born. Among them, one stood as his most beloved: Godsven, the first of his children, charged to watch over creation as its steward.
In time, Seyruun flourished. But IO’s children, meant to guard his creation, grew ambitious. Godsven and his brother Abbadon were tasked with guiding the world, but when mortals raised idols in place of IO, they saw it as blasphemy. In their fury, the brothers unleashed a cataclysm that nearly destroyed the human race.
This act awakened IO’s wrath. Disappointed in his children’s failure to preserve the balance, IO created a great blight and destroyed all life on Seyruun, sparing only the Elementals. The rest of his divine children were cast down, condemned to rebuild what they had broken. Then, IO departed from the world, leaving only silence behind.
Godsven’s Redemption and the Birth of Vampires
Where others saw punishment, Godsven saw purpose. Upon his exile, he was given a final charge by IO: to rebuild Seyruun into something worthy of divine grace.
To carry out this mission, he created the first vampire, a being forged not from hatred or corruption but from divine responsibility and sacred lineage. That vampire was Vicidian, named in honor of IO. In contrast, Abbadon created the second mortal line, Arthur and Evelyn, the reborn human bloodline, beginning again the great human migration across the world.
Vicidian was not alone for long. Godsven guided him to build a family of power and virtue. Vicidian took a mortal woman, Genevivia, as his first wife, and she bore him a son, Lazarus II. But Godsven, ever mindful of IO’s will, saw Genevivia as unworthy. He instead created a pure vampire bride for Vicidian: Elysianna, an astral elf of divine origin. With her, Vicidian fathered Armond Pendragon, Bishop Blackfyre, and Solane Sakari, triplets born of love and prophecy. Later, to broker peace with the cosmic elves of Aurelia, Vicidian wed Anyown, a mystic wanderer who bore him a daughter, Dinah.
Together, this divine lineage ruled the empire of Old Elysia, a realm of light and balance where vampires did not prey, they protected.
The Elysian Empire and the Seeds of Rebellion
Under Godsven’s guidance, the Old Elysian Empire flourished. Armond Pendragon rose to prominence as a general, philosopher, and peacemaker. Dawnspire, his citadel, shone as a beacon of unity between mortals and immortals. The empire upheld the Tenfold Oath, a code of justice that honored IO and protected all races within its reach.
But Genevivia, bitter from rejection and consumed by envy, began poisoning the hearts of mortals. Her son, Lazarus II, inherited her ambition and disdain for the divine hierarchy. Together with her grandson Ebrahim, they fomented unrest, painting Godsven and his bloodline as tyrants and monsters who used humans as cattle.
This rebellion reached its peak when Genevivia, with Abbadon’s aid, enacted a coup. Godsven, Vicidian, Elysianna, and Anyown were betrayed and slain. Armond Pendragon fought valiantly to defend Dawnspire, but was sealed beneath its ruins by a relic known as the Veil of Endless Dusk.
With the death of the divine family, the Avalonian Empire rose in its place.
Avalon Ascendant and the Erasure of Vampiric Legacy
Avalonia rewrote history. The worship of IO was outlawed. Vampires were demonized and cast into shadow. Ebrahim took control of the church and removed all divine teachings, branding IO as a false god and rebranding Armond as a betrayer and demon.
Under this new regime, non-human races were enslaved, elven lands were burned, and the divine bloodlines were erased from the official record. Vampires, once rulers and protectors, became hunted relics of a forbidden past.
Yet not all bowed.
Some vampires formed fanatical sects, devoted to resurrecting the Antediluvians and reclaiming the truth. Others became Dracul, forsaking prophecy and forging a new vampiric path, free from divine chains. Across the realms, rogue vampires whispered of Armond’s return, of Godsven’s ring, and of the final reckoning between IO’s chosen and the usurpers.
Legacy and Eternal Night
To be a vampire in Seyruun is not merely to feed and endure. It is to inherit a sacred lineage that has been scarred, hunted, and erased. It is to carry IO’s silent hope and Godsven’s final charge.
The Antediluvians sleep beneath Avalon. Armond dreams beneath the earth. The old flame of IO smolders in the blood of every vampire who still remembers the truth.
When they rise again, it will not be to conquer, it will be to restore. The divine blood will call out, the truth will burn through the lies, and Seyruun will remember the children of IO not as monsters, but as guardians of the forgotten light.
~~ RELATIONS WITH OTHER RACES ~~
Aasimar:
Vampires and Aasimar are often natural enemies due to their opposing natures, vampires embody dark, cursed unlife, while Aasimar are divine emissaries of light and purity. Historically, Aasimar hunters have led crusades against vampire clans, viewing them as abominations. Vampires, in turn, see Aasimar as intolerant zealots whose presence threatens their survival. However, rare moments of pragmatic alliance emerge when ancient evils surpass even their mutual enmity, or when vampires seek to exploit Aasimar’s connection to divine power.
Anthromorphs:
Anthromorphs’ primal, instinct-driven societies sometimes clash with vampires’ calculated and manipulative nature. Vampires may attempt to control or corrupt Anthromorph tribes to use them as proxies or soldiers. Yet, Anthromorphs’ fierce independence makes them difficult to subjugate. Some individual Anthromorphs respect the vampires’ longevity and cunning, but racial trust is low. Occasional uneasy truces occur, often dependent on shifting political landscapes.
Celestials:
The relationship between Vampires and Celestials is defined by conflict at both a spiritual and existential level. Celestials view vampirism as a corruption of the natural order. It is a curse that warps life into hunger and sanctity into thirst. Many angelic Celestials see vampires as fallen echoes of mortals who were once redeemable, now reduced to predators that must be purged.
To Vampires, the Celestials are symbols of stagnation and arrogance. They act as self-proclaimed judges who enforce cosmic laws without compassion or understanding. Some ancient vampires remember when Celestials watched the world fall into ruin without lifting a hand. Vampires do not seek forgiveness. They seek power, memory, and legacy. In that pursuit, they see the Celestials as both obstacles and hypocrites.
The rare occasions when a Celestial and a Vampire form an alliance are often steeped in pragmatism. The war against Avalonia has created circumstances where even divine light and cursed blood find common cause, if only briefly.
Djinn:
Vampires and Djinn recognize something familiar in each other. Both are immortal beings tied to contracts, blood, and binding forces greater than themselves. Vampires are beholden to hunger, lineage, and the will of their sires. Djinn are tethered to vessels, cursed artifacts, and the whims of mortal masters. Each knows what it means to exist without absolute freedom.
Some vampires attempt to control Djinn through blood rites or necromantic bargains, viewing them as a source of untapped power. In contrast, Djinn often regard vampires with caution. The undead cannot be easily manipulated by illusion or charm, and their hunger can override any deal. While open conflict is rare, there is little trust between them. Both understand that a promise, once made, is binding. And both know the cost of such promises.
Dragons:
Dragons view vampires as minor nuisances, short-lived tricksters compared to their millennia of ancient power. Most dragons avoid direct dealings with vampires unless it serves their interests, such as bargaining for arcane knowledge or manipulating mortal affairs. Some elder vampires covet dragon wisdom or artifacts and engage in dangerous diplomacy or theft. Vampire attempts to dominate dragons generally end in swift failure, but dragons sometimes tolerate vampires as amusing, if meddlesome, shadows in their vast domains.
Dwarves:
Dwarves harbor deep suspicion and disdain for vampires, whose secretive nocturnal habits and predation on mortals conflict with dwarven values of honor, craft, and community. Vampires covet dwarven craftsmanship, especially enchanted weapons and armor, leading to furtive raids or black-market dealings. While outright warfare is rare, tension remains high, and dwarven vampire hunters are not uncommon. Political alliances between dwarves and vampires are fragile and transactional at best.
Elementals:
Elementals regard vampires as unnatural corruptions of the life force and the natural cycle. Elemental beings, tied to primal forces, resist undead influence and often act as guardians against vampiric incursions in their domains. Vampires rarely engage elementals directly due to the elemental’s raw power, but dark rituals sometimes seek to bind or corrupt elemental forces. Hostility and avoidance characterize their relationship, with sporadic violent confrontations when vampire activity threatens elemental territories.
Elves:
Elven culture, with its long lifespan and deep connection to nature and magic, holds a complex view of vampires. Some elves see vampires as tragic, cursed beings, remnants of a lost era who defy natural order. Others see them as dangerous predators that must be kept at bay. Ancient treaties between vampire clans and elven houses sometimes exist, especially when mutual threats arise. Personal relationships can be nuanced: elven mystics and scholars occasionally ally with vampires to exchange knowledge, though broader cultural suspicion endures.
Fae:
The Fae and the Vampires are creatures of allure, but their philosophies diverge sharply. The Vaelari craft identity through performance and illusion. They bend truth into art and reshape reality with dreams. Vampires, in contrast, ground themselves in memory, legacy, and the cold permanence of undeath. To them, the truth is not something to be sculpted. It is something to be endured.
The Seelie often view vampires as crude, tragic, and irredeemable. The Unseelie admire their clarity and cruelty. Courtless Vaelari may even find common ground with vampires, especially those who have rejected their clans or bloodlines. Both races understand the pain of isolation, the cost of power, and the danger of names that carry too much weight.
While rare, alliances have formed between vampire lords and Fae monarchs, particularly in places where glamour masks horror and blood flows beneath silver song. Yet even in peace, neither side ever fully trusts the other. The Fae change their faces. The Vampires never forget theirs.
Humans:
Humans are the primary prey and most abundant interaction partners for vampires. Human societies vary widely, from fearful villagers and zealous vampire hunters to noble houses covertly allied with or even ruled by vampires. Vampires often manipulate human politics and economies from behind the scenes, using human ambition and weakness as tools. Some humans serve vampires willingly, seduced by promises of power or immortality, while others resist fiercely. This dynamic creates an ever-shifting balance of power and secrecy.
Lycans:
Lycans are sworn enemies of vampires, bound by ancient curses and blood feuds. Their conflicts range from open warfare to covert sabotage and assassination attempts. Vampires view Lycans as brutish, uncontrollable beasts, while Lycans see vampires as cruel oppressors and parasites. Their rivalry is legendary and deeply personal, often driving entire vampire clans and lycan packs into endless cycles of vengeance. However, pragmatic ceasefires occasionally arise when greater threats loom.
Orcs:
Orcs generally view vampires with contempt, considering them weak and dishonorable for relying on trickery and undead powers rather than strength and valor. Vampires, on the other hand, sometimes see orcs as useful tools, willing warriors or mercenaries to be controlled through fear or blood pacts. Orcs are wary of vampire manipulation, and while alliances may form in times of mutual interest, these relationships are often unstable and fraught with distrust.
Tieflings:
Tieflings and vampires share a status as outcasts, often mistrusted or feared by other races. Vampires usually regard Tieflings’ chaotic and unpredictable nature with caution, seeing them as potential rivals or loose cannons. Tieflings may view vampires as dark reflections of their own cursed heritage. Despite this, some alliances form in shadowy circles where mutual goals, such as power or vengeance, align. The relationship is marked by opportunism rather than genuine trust.
Undead:
Vampires occupy a special status among the undead, often as leaders or progenitors. They view lesser undead as servants, resources, or nuisances depending on their nature and strength. Vampires seek to control or dominate undead creatures to bolster their forces or territory. However, some undead resist vampire control, leading to internal undead conflicts. Relationships between vampires and intelligent undead like liches or banshees can be complex, ranging from uneasy alliances to bitter rivalries.
Warforged:
Vampires often see Warforged as soulless constructs, tools or obstacles rather than true beings. They may seek to control Warforged as expendable soldiers or guardians, exploiting their lack of blood and emotions. Warforged generally avoid vampires, wary of their predatory nature and the threat they pose to all living beings. Encounters between the two tend to be cold, pragmatic, and potentially hostile.
VAMPIRE PHYSICAL INFORMATION
~~ APPEARANCE & PHYSIOLOGY ~~
Vampires that traverse the multiverse are undead creatures that were once humanoids. Those prior humanoids have gone under the embrace of a vampire sire where they are completely drained of blood and then offered the blood of the sire, thus changing the humanoid into a vampire. The ritual is called the Embrace. There are rare cases where vampires are born and considered Ancient True Bloods.
Vampires NEED blood in order to sustain their undead bodies, and without proper fortitude conditioning will eventually wither and fall into a forced torpor. Vampires can consume almost all forms of blood to sustain themselves, but celestial blood from a divine being will instantly kill a vampire.
The feeding process for a vampire and its subjects is highly pleasurable to borderline erotic and vessels that are drained regularly can become addicted to the kiss of the embrace like it's a drug.
Vampires are pale and locked into a form of stasis. The embrace grants them an unnatural beauty. It doesn’t heal things like lost limbs, or a blind eye, but it will heal all superficial scars once embraced, giving the host a perfect and flawless look to them.
~~ Food, Drink, and Misc. ~~
Drinking and Eating:
Vampires are sustained by blood alone. Mortal food provides no nourishment and typically cannot be digested without supernatural aid. While some elder vampires have learned to consume wine or raw meat for appearance or ritual, such items offer no sustenance and are usually regurgitated within hours unless enchanted.
The blood of the living is their primary fuel. Mortal blood is most common, but supernatural creatures offer more potent or dangerous variants. Feeding from the willing produces euphoric effects in both predator and prey, while forced feeding often incites emotional backlash or resistance.
Alcohol:
Vampires do not become intoxicated by conventional alcohol unless they feed from an inebriated source. In those cases, the intoxicating effects transfer partially through the blood, leading to a mild buzz or disorientation. Some vampires feed selectively to experience these altered states. Feeding from drugged or poisoned victims, however, may pass dangerous effects to the vampire.
Weather and Environment:
Vampires are largely immune to natural weather conditions due to their undead physiology. However, certain environmental factors still pose concern:
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Cold: Has no effect on bodily function but may slow movement if frozen or submerged.
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Heat: Normal heat does not harm vampires, but sunlight remains fatally destructive unless mitigated.
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Humidity or Rain: No effect, though waterlogged clothing or armor may hinder combat.
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Storms/Natural Disasters: Vampires can sense danger through heightened instinct, but their supernatural awareness offers no special immunity to natural disasters.
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Sunlight: Direct sunlight inflicts Lethal damage every minute of exposure. This is the greatest natural threat to their existence.
Miscellaneous Physical Traits:
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Vampires do not breathe, do not sweat, and do not have a heartbeat, though they can mimic these functions for short periods with effort or discipline.
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They can see in complete darkness using supernatural senses or Disciplines, though ambient light remains preferable for combat.
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Prolonged exposure to holy ground, relics, or cursed environments can weaken their supernatural abilities or provoke dormant flaws.
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Their senses are acutely attuned to the scent of blood, fear, and pheromonal shifts, making them highly reactive in emotional or violent encounters.
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The scent of decay, incense, or strong emotion may either entice or repel them, depending on blood preference and age.
~~ THE NATURE OF VAMPIRIC LIFE | AGING ~~
Vampires do not age naturally after transformation and remain in the prime of their physical form indefinitely unless destroyed.
The first thing of note on a vampire is how long their life spans are. They are an unliving creature and thus a never ending creature. They don’t age, they don’t grow old, their bodies don’t become feeble, and time seems to have stood still for the vampire.
The first vampires of the multiverse are actually unknown but are the creators of the race. They were the first vampires known to the realm of Ebhoran. They were created by the greater god Ire and transplanted on the planet of Avali and continent of Ebhoran from Rhy'din and other locations as the first vampires.
Vampires are immortal and live a life without an end, if given the chance, they can survive for millions of years or more. It is well known that a vampire grows much stronger as they age.
Fledgling - A newly embraced vampire and pretty much a nonentity to vampire courts. At this point you're pretty much treated like a child. They begin to learn to control their thirst and only feed when necessary, as well as not kill the victim while feeding. Fledgling remains so until the age of 100. Upon death they turn to a charred or desiccated corpse and in the sun they burst into flames and turn into ashes.
Neonates - In the eyes of the vampire society, you are now an entity. You are now free to live your own un-life but you’re now vulnerable and will probably become a pawn. It’s also possible you’ll get killed for being weak.
Ancilla - This is a step below an elder and represents a level of maturity not found in the previous groups. At this level you’re usually a middle manager, you learn it’s better to delegate for your own survival. You are also valued as an accessible and sane actor because once you survive long enough to be an elder, you usually go crazy or abandon your humanity.
Elder - This is a vampire that’s 300 years or older. You can be considered an elder if you’re powerful enough but it’s rare and you don’t mess with elders.
Methuselah - A vampire who is a thousand years or older. They’re incredibly powerful, somewhat unknowable, and incredibly rare.
Antediluvian - They’re the generation considered to be just under the god of vampires, they are the founders of the original clans. The ones that dictate the powers and abilities of each clan. You achieve this level by being a clan progenitor and will be allowed to create your own clan discipline tree. (Please follow the rules for customer trees for your clan)
Age for a vampire is truly an amazing gift, and an amazing feet. If a vampire can live to be over 2000 years old, they are practically invincible against younger vampires without the help of others.
~~ PROCREATION RULES ~~
Surprisingly, yes vampires can have children, but only under extremely rare and specific conditions. These rules must be followed strictly for any vampire child to be recognized on the server.
✦ Vampires and Mortal Procreation
Vampires are capable of reproducing with mortal races, but such an occurrence is exceedingly rare. When this union results in a child, that child is always born a vampire.
To determine if the child survives the pregnancy, a d100 must be rolled. A result of 81 or higher means the child is viable and will be born. This rule applies only when the other parent is of a mortal race.
✦ Evolved Bloodlines and Natural Vampire Conception
In some extraordinarily rare cases, a vampire may belong to a bloodline that has evolved to allow natural reproduction. This trait is not common and must be earned through roleplay and approval on the server. It cannot be assumed or chosen at character creation.
✦ Pregnancy Risks and Miscarriage
Pregnancy for vampires is fraught with danger and unpredictability:
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Vampire Mothers: There is a 70% chance of miscarriage. A d100 must be rolled once per month for the first three months of pregnancy. Any result below 70 will result in a miscarriage. Players have the option to roleplay this scene, though it is not required due to the sensitive nature of the topic.
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Mortal Mothers: Similarly, mortal women carrying vampire children must roll a d100 each month for the first three months. Again, any result below 70 indicates a miscarriage.
✦ Gestation Timeline
Vampire pregnancies follow a six-month gestation period, divided into two phases:
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First Half (Months 1–3): This is the development phase, where the fetus takes form and gains all essential traits.
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Second Half (Months 4–6): The fetus grows rapidly in size and strength.
At the 3-month mark, roll a d100. A result above 70 allows for early birth, as the vampire child is fully formed by this point.
✦ Mortal Mothers and Survival
Giving birth to a vampire child can be fatal for mortal women due to the unnatural strength and power of the infant.
At the time of delivery, the mortal mother must roll a d100. A roll above 50 means the mother survives. A roll of 50 or lower results in death during childbirth.
~~ SIRING RULES ~~
The classic image of a vampire turning a mortal with a single bite is iconic in fiction, but in truth, if every bite led to transformation, combined with feeding and rare procreation, vampires would quickly overrun their mortal populations. To maintain balance in the world of Seyruun, becoming a vampire is a deliberate and sacred process that follows strict rules.
✦ The Turning Process
To sire a mortal into the vampire race, the following steps must be observed:
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Consent is Required: You must have clear, documented in-character consent from the player whose character is being turned. This must be submitted as proof to server leadership before the transformation is considered valid.
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The Embrace: Once consent is obtained, the sire must drain the mortal completely of blood, stopping only at the brink of death, just as the heartbeat falters but hasn’t yet ceased. At this moment, the vampire feeds their own blood to the mortal, beginning the transformation.
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Three Days of Torment: The turning process takes three real-world days to complete. During this time, the mortal undergoes excruciating pain, mental anguish, and emotional chaos. Their body and soul begin to twist as the Beast awakens within, and by the end of the third day, they rise anew as a fledgling vampire.
✦ Roleplay Enforcement
All vampire turnings must be roleplayed in-character on this server, with appropriate logs or screenshots submitted for validation. Private turnings or those done on other servers will not be recognized as canon. Once completed, please @ leadership with proof of the turning to finalize your new character status.
✦ Re-Siring: Forbidden
Under no circumstances may a vampire be re-sired into a different clan or bloodline. Your first and only turning is binding.
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If you arrive on the server already as a vampire, you have one opportunity to select your clan, which determines your bloodline.
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Once this choice is roleplayed and made official, it is permanent. You may only change your clan or bloodline by permanently killing off your character and starting fresh with a new one.
VAMPIRE RACIAL GROUP INFORMATION
Racial Groups – Vampire Clans
In Seyruun, vampire society is organized into Clans, ancient and powerful bloodlines passed down through the Embrace. Each Clan carries a unique identity, doctrine, and role within the greater vampiric web of power. Some Clans cling to noble tradition, while others pursue darker ambitions through manipulation, occultism, or rebellion.
These groups are more than family, they are legacies. Each Clan is tied to the ancient progenitors known as the Antediluvians, and their histories stretch back to the Age of Shaping and the fall of Godsven’s empire. Every vampire is either born into or Embraced into a Clan, and through them, the structure of undead civilization persists.
Clans function as formal racial groups under the Seyruun system and use the shared 1 to 5 dot advancement path. They do not unlock custom discipline trees, but they grant powerful social and political benefits over time.
What Is a Clan?
A Clan is a structured bloodline of vampires united by:
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A shared ancestry and progenitor (Antediluvian or noble sire)
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A consistent code of behavior, philosophy, or goal
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Internal ranks and rites
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Rituals of Embrace, loyalty, and retribution
In practice, a Clan is a combination of noble house, secret society, and cultural institution. Clans dominate the undead courts of Seyruun, especially in places like Old Elysia, Ravenholm, and the Vaulted Cities.
Forming a Vampire Clan in Seyruun
To form a Clan, you must:
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Have 3 or more active vampire characters
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Choose a Clan name, founding bloodline, and core philosophy
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Submit a group sheet that includes:
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Clan colors, emblem, or sigil
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Your Rite of Embrace
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Internal ranks (e.g., Sire, Ancilla, Neonate)
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A Blood Oath or custom code of loyalty
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Log regular IC activity, rituals, or court appearances
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Maintain the group as an active RP presence
Once formed and approved by Storytellers, a Clan becomes a recognized racial group and begins progression through the five official ranks.
XP can be split across members. Storyteller moderation ensures fair advancement.
CLAN BENEFITS BY RANK
CREATING THE VAMPIRE CHARACTER
~~ CREATING THE CHARACTER AND RACE ~~
To create a vampire character on the Seyruun server, follow the base rules for character creation in the modified oWoD system, with the following race-specific additions and expectations:
Step 1: Choose Your Clan
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All vampires must select a Clan—either a canon lineage or a custom bloodline with staff approval.
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Your Clan determines your custom 10-dot Discipline Tree, your political culture, and the role you will play in vampire society.
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Once chosen, a Clan cannot be changed except through permanent character death and re-creation.
Step 2: Assign Attributes and Skills
Use standard character creation rules:
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Attributes: 7 / 5 / 3 (Physical, Social, Mental – in any order)
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Skills: 13 / 9 / 5 (Physical, Social, Mental – in any order)
Your choices should reflect vampiric nature: characters are often elegant, physically dominant, or cunning. Skills like Subterfuge, Persuasion, Occult, and Brawl are common.
Step 3: Choose Clan Discipline Tree
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Vampires start with 3 dots total to spend in their Clan Discipline Tree.
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This tree is unique to each Clan and must be submitted or selected at character creation.
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All vampire trees are 10 dots in total, and unlocking higher ranks requires significant XP and in-character milestones.
Step 4: Assign Backgrounds and Resources
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Vampires may begin with up to 5 Background Points, representing resources like Allies, Influence, Domain, or Herd.
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Vampire characters are encouraged to purchase:
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Haven (your lair or shelter)
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Retainers (ghouls or familiars)
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Status (standing in your Clan or court)
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Step 5: Apply Racial Mechanics
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Vampires automatically receive racial strengths, flaws, and innate traits (see next section).
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You may take racial Merits unique to vampires, as well as standard Merits and Flaws.
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All vampires begin with a Blood Pool of 20 (see Power Pool section for rules).
Step 6: Write Your Turning Scene or Bloodline Entry
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All vampire characters must have a canon Embrace scene (the act of being turned into a vampire).
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This scene must include:
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How the transformation occurred (location, method, roleplay)
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Whether it was willing or forced
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How many days have passed since Embrace
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The name and rank of the Sire
If you are a born vampire (Trueblood), you must document your lineage, including your parent, age, and place within the greater vampire family.
Vampire Character Creation Checklist:
Once these steps are completed and your sheet is approved, your vampire is ready to join the dark tapestry of Seyruun's undead courts.
~~ STRENGTHS, BANES, AND FLAWS ~~
Vampires are not mere undead husks risen by dark magic, they are cursed immortals shaped by divine judgment, lineage, and blood. Created by Godsven in imitation of IO’s design, they walk a delicate edge between legacy and damnation. Their powers are formidable, their resilience unmatched, but their un-life comes at a price. Every vampire bears the burden of hunger, predation, and ancient sin.
These benefits apply to all Vampire characters unless removed through supernatural transformation or powerful narrative consequence. They represent the inborn gifts of undeath passed through the Embrace.
RACIAL STRENGTHS
UNDYING RESILIENCE
Vampires do not suffer aging or natural decline. They are immune to disease, poison, suffocation, and the effects of extreme temperature.
PRETERNATURAL GRACE
You gain +1 die to all Dexterity-based rolls in combat or acrobatics. Vampires move with supernatural speed and control.
VAMPIRIC REGENERATION
By spending 1 point from your Blood Pool, you may heal 2 Bashing or 1 Lethal damage once per turn. Aggravated damage requires 3 Blood to heal over time or through rituals.
KISS OF THE EMBRACE
Feeding induces euphoric ecstasy in the victim. When feeding consensually, the target is stunned for 1 turn unless resisting. You cannot be sensed through pain alone.
BEAST WITHIN
When your Blood Pool is below 3, you gain +1 die to Intimidation and Brawl rolls due to feral aggression. However, you are also at higher risk of Frenzy.
POWER POOL ACCESS
You begin with the Blood Pool (see Power Pool section). All Disciplines and racial powers draw from this pool.
All Vampires, regardless of origin, share these flaws unless they undergo divine redemption, magical rewrites, or unique transformations. These are the inescapable truths of un-life.
RACIAL BANES
THE THIRST ETERNAL
You must feed regularly to sustain your powers. If your Blood Pool remains at 0 for more than 24 hours, you fall into Frenzy or enter torpor. Blood is required to function.
CURSE OF THE SUN
Exposure to sunlight causes Lethal damage every minute. Only Vampires with the proper Discipline may resist its effects briefly. Without protection, you are destroyed by full daylight.
STAKING THE HEART
A wooden stake to the heart causes immediate paralysis (torpor) but does not kill. Removal restores mobility.
FORBIDDEN THRESHOLD
You cannot enter a private dwelling unless explicitly invited by a resident. Magical wards can block or repel you entirely.
BURNING TOUCH
Fire deals Aggravated damage to vampires. All soak or defense rolls against fire attacks are made at –2 dice unless otherwise protected.
BLOOD INTOXICATION
Drinking more than 6 points of Blood in a single scene requires a Resolve + Composure roll (Difficulty 7) or become dazed and disoriented for 1 hour. Critical failures may trigger Frenzy.
VERVAIN SENSITIVITY
This herb burns your skin on contact. If ingested, it nullifies your ability to use mental Disciplines for 1 hour and reduces all dice pools by –1.
DEAD MAN'S BLOOD
Consuming the blood of the dead causes immediate vomiting and 1 Lethal damage. Any blood more than 3 minutes out of the body is toxic.
You may take one of the following thematic flaws at character creation for additional Freebie Points. These enhance depth, tension, and storytelling.
OPTIONAL FLAWS (+3 Freebies Optional)
FERAL HUNGER
You must succeed on a Willpower check (Difficulty 6) to avoid feeding on mortals when exposed to open wounds. Failure triggers immediate feeding reflex or social penalty.
OBSESSION WITH LEGACY
You are haunted by dreams or visions of your bloodline's failure or curse. During downtime, lose 1 Blood Pool if not engaged in legacy-driven roleplay (courtly duty, sire devotion, ancient quest).
REFLECTED MEMORIES
You appear in mirrors and photographs only as a faint blur. This imposes penalties on disguise or infiltration (+2 Difficulty to remain unnoticed through technology).
TORPOR DREAMS
When resting for more than 8 hours, you must roll Resolve (Difficulty 7) to avoid entering a dreamlike state in which you relive traumatic or ancestral memories. You awaken shaken (–1 to Social rolls for 1 hour).
CRIMSON ADDICTION
You are addicted to a specific type of blood (race, age, emotion, etc.). Drinking any other blood restores only half the normal amount. Abstaining from your preferred type causes cravings and dice penalties.
BLOOD MADNESS
When your Blood Pool drops below 3, roll Frenzy checks every scene or lose control. Critical failures may cause you to attack friend or foe.
~~ INNATE BENEFITS (Free Merits/Traits) ~~
All Vampires in Seyruun gain the following innate Merits and traits automatically at character creation. These reflect their supernatural origin and unlife granted by the blood of Vicidian, Godsven’s first son. These Merits do not cost XP or Freebie Points and cannot be removed without a complete race change or divine transformation.
Innate Merits
Unnatural Grace (2 pt Merit)
You gain +1 die to any Dexterity-based roll when performing acrobatic or fluid motion. This includes Melee, Dodge, Dance, or Stealth actions. Your undead reflexes are smooth and eerily precise.
Undead Fortitude (3 pt Merit)
You gain +2 bonus HP beyond your base maximum. You also add +1 die to rolls that resist pain, fatigue, or forced movement. Vampires do not tire, and they endure beyond mortal limits.
Hypnotic Presence (2 pt Merit)
You gain +1 die to any Social roll involving seduction, intimidation, or manipulation if the target is attracted to your gender or presentation. This bonus cannot stack with magical charms but reflects your undead allure.
Curse Resistance (1 pt Merit)
You receive a +2 bonus to resist magical curses or hexes related to disease, paralysis, aging, or death effects. Your body, no longer living, resists forces that plague the mortal coil.
The Kiss (2 pt Merit)
When you feed on a willing target, they experience intense euphoria and cannot take hostile action against you for 1 full turn unless magically compelled. This only affects sentient mortals and does not require rolls unless resisted.
Innate Systems Access
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Power Pool: Begin with access to the Blood Pool (See Power Pool section). You start with 20 Blood Pool points. These are spent to fuel Disciplines and racial abilities.
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Feeding Ability: Vampires may feed on any mortal, beast, or supernatural creature with blood unless otherwise restricted (e.g., Djinn, Warforged). Feeding restores 1 Blood Point per turn of feeding. Feeding may require consent depending on scene context.
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Immunity to Mundane Harm: You are immune to poison, disease, drowning, sleep deprivation, and mortal aging.
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Deathless: If reduced to 0 HP, you enter torpor rather than die (unless killed by decapitation or sunlight). See the Health and Zero-HP tables in the Game System for more.
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Sire Link: Your creator can sense your pain, location, or emotional distress through an ancestral blood tie. This link can be suppressed only through magic or ritual severance.
~~ RACIAL MERITS (Unique to This Race) ~~
These are exclusive Merits available only to Vampire characters in Seyruun. They reflect the unique metaphysics of undeath, bloodline heritage, and the ancient legacy of the vampiric curse passed from Godsven through Vicidian to the clans.
Players may purchase these Merits with XP or Freebie Points during character creation or through roleplay progression (pending Storyteller approval). They are not available to other races, and some may have prerequisites based on age, clan, or advancement.
Minor Racial Merits (1–2 XP)
Crimson Instinct (1 XP)
Gain +1 die to Wits + Survival when tracking a target you’ve fed from within the past week. You instinctively feel their blood echo like a beacon.
Shadow-stride (2 XP)
You take no penalties when moving through darkness or dim light. Gain +1 die on Dexterity + Stealth checks at night or in complete darkness.
Silver Tongue of the Damned (2 XP)
You gain +1 die to Manipulation + Subterfuge when interacting with mortals while using your social Disciplines.
Hungering Mind (1 XP)
You may spend 1 Blood to gain a temporary +1 die to any single Mental roll (Investigation, Lore, etc.) once per scene. The clarity lasts for one minute.
Standard Racial Merits (3–5 XP)
Blood Reading (3 XP)
By tasting even a drop of blood, you may roll Perception + Occult (Difficulty 7) to learn a target’s species, emotional state, and whether they are cursed, sick, or magically active.
Nightborn Resilience (4 XP)
You gain +2 dice to resist magical mental intrusion (Dominate, Possession, Madness spells) while at night. This bonus drops to +1 during overcast or shadowed daylight, and is lost completely in direct sun.
Mark of Lineage (5 XP)
You may choose one of your sire’s or clan’s passive traits (not an active Discipline) and gain a lesser version of it (as a +1 die bonus or a minor passive effect). This must be approved and logged with staff.
Bladed Memory (3 XP)
If attacked by the same opponent twice in the same scene, you gain +1 die on all rolls against them on the third encounter and beyond. This stacks up to +3. Your combat instincts encode patterns like muscle memory.
Advanced Racial Merits (6–10 XP)
Thrall-Bound (6 XP)
You gain the ability to bind a mortal servant using your blood. You must feed them three times across three nights. Once bonded, they are immune to fear when beside you and gain +1 to any one Skill (your choice). You may only have 1 Thrall per 2 dots of Charisma.
Voice of the Grave (7 XP)
Once per week, you may drink from a corpse and roll Intelligence + Occult (Difficulty 8) to speak to the dead for one scene. You may ask up to 3 questions, and the soul’s answer may be cryptic, panicked, or obscured by undeath.
Sanguine Echo (8 XP)
When struck by a supernatural power (spell, Discipline, or curse), you may spend 2 Blood and roll Stamina + Resolve. If successful, you gain minor resistance to that effect for the remainder of the scene (–1 Difficulty to resist or +1 die to soak). This does not affect direct damage.
Progenitor’s Will (10 XP)
Once per Chronicle, you may declare your ancestral blood burns within you. For one scene, you gain +2 to your Blood Pool max, +1 to all Discipline activation rolls, and immunity to Frenzy. At the end of the scene, you fall into torpor for 12 hours and awaken with no memory of the moment.
~~ RACIAL POWER POOL NAME & FUNCTION ~~
Power Pool Name: Blood Pool
Vampires draw their strength not from magic or prayer, but from the living essence of others. Their Blood Pool represents the stolen vitality they use to fuel their Disciplines, heal their wounds, enhance their bodies, and dominate the wills of others. It is the single most vital supernatural resource they possess—and without it, they wither into hunger and torpor.
Power Pool Basics
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Starting Pool Size: 20 Blood Points
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XP Advancement: +1 Maximum Blood Point per 5 XP spent
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Hard Cap: 50 Blood Points (unless increased by Storyteller blessing, ancient rituals, or relics)
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Refill Method: Feeding on living beings
How Feeding Works
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You may feed on any creature that has blood (mortal, beast, supernatural).
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One round of feeding (approx. 6 seconds) restores 1 Blood Point.
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Feeding on a willing target allows you to feed longer without resistance.
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Feeding on an unwilling target requires a successful Grapple or social Discipline use.
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Feeding during combat is a full action unless you have a custom power that says otherwise.
Important:
You cannot feed from the dead. Blood loses its potency within minutes of death unless preserved by ritual or magic.
Using the Blood Pool
You may spend Blood Points for the following:
Some Merits or custom abilities may offer alternate uses or specialized costs.
Blood Pool Recovery
Unlike stamina or willpower, the Blood Pool does not regenerate over time or rest. The only ways to refill it are:
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Feeding: Mortal or beast blood (standard)
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Blood Vials: Rare magical items or potions that restore 1–3 Blood
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Dark Rituals: Forbidden rites or necromantic deals
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Relics or Sacred Chalices: Storyteller-provided items/events
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Devouring another vampire: Possible only in extreme cases of diablerie or blood feasting. Often punished by other clans.
Blood Pool at 0
When your Blood Pool reaches zero:
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You suffer –1 to all Physical and Social rolls
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You cannot use Disciplines
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You must make a Frenzy check if blood is present
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After 24 hours without blood, you fall into torpor
Torpor is a hibernation state where your body becomes inert. You awaken only when blood is poured into your mouth or by powerful magic.
Special Notes:
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Clans with ancient bloodlines may have unique interactions with their Blood Pool (e.g., slower decay, empowered feeding).
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Blood addiction, madness, and predatory instincts can be roleplayed for deeper character arcs. Frenzy is not always bestial, it may also manifest as obsession, thirst, or possessiveness.
FINISHING THE CHARACTER
~~ FINISHING YOUR CHARACTER ~~
Once you’ve selected your vampire’s background, clan, strengths, and supernatural traits, you’re ready to finalize the sheet and enter play. This section summarizes what is required to complete a Vampire character and make them ready for story-driven roleplay on the server.
Checklist for Finalization
Before submission, ensure the following elements are completed:
1. Attribute Assignment
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Follow the standard system: 7 / 5 / 3 allocation across Physical, Social, and Mental categories.
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Vampires often lean toward Physical or Social, but no restriction applies.
2. Skill Allocation
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13 / 9 / 5 spread across your chosen categories (Physical, Social, Mental).
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Justify specialty skills through your clan, backstory, or profession.
3. Discipline Selection
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Start with 3 Discipline Trees (one from your Clan, two general or thematic).
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Each Discipline begins at ● unless otherwise approved.
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Custom trees are locked until you begin your 1–10 dot personal tree via XP.
4. Merits and Flaws
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Choose any applicable Racial Merits and spend Freebie Points or XP for extras.
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Optional Racial Flaws grant +3 Freebie Points each, if taken.
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Standard Merits/Flaws from the server-wide list are also available.
5. Backgrounds
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You begin with 5 Background points (e.g., Allies, Contacts, Resources, Haven, Clan Influence).
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Choose your vampire’s social reach wisely. Clan or lineage can influence this.
6. Power Pool
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All Vampires begin with 20 Blood Points.
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Note feeding behavior, preferred prey, or rituals of blood in your character sheet.
7. IO Blessings & Resources
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All characters begin with 5 Willpower (IO Blessings).
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You may increase this with Freebie Points (1 per point).
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Reflex and Fortitude also begin at 1 unless otherwise modified.
8. Health and Defense
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Base HP = 10 + Stamina
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Defense is calculated as Reflex + relevant defense stats or passive bonuses.
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Vampires enter torpor at 0 HP unless decapitated or destroyed by fire/sunlight.
9. Profession and Wealth
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Select a starting Profession Rank (if applicable)
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Assign a Wealth Rating (● to ●●●●●) based on story, coin, or origin.
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Vampires who were nobles in life may begin with higher rank if justified.
10. Racial Group Registration (Clan)
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Choose your Vampire Clan and submit to the Clan Registry if forming or joining a bloodline group.
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Only 1 Clan per character.
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If you wish to form a custom Clan, follow racial group rules (3 members, lore, emblem, etc.).
Storyteller Reminders
Once completed, submit your sheet for approval by tagging a ST or Staff member. Be sure to include:
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Your finalized sheet (using server template)
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Clan affiliation and short backstory
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Any custom Merits or relic requests (if applicable)
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Evidence of your Sire if turned in-character
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Confirmation of consent if you are turning another PC
Once approved, you may join server events, scenes, and storylines at full capacity.