
The Vampire


Appearance: Vampires appear entirely human, with natural eye colors and a wide range of shapes and sizes, making them indistinguishable from mortals at a glance. However, their eyes turn varying shades of red when they feed, betraying their true nature. Their skin is slightly cooler to the touch, and their hearts beat much slower than a human’s. Existing in a liminal state between life and death, their bodily functions continue, but they are sustained by the blood that grants them immortality
Lifestyle: In the 1890s, vampires are drawn to wealth and order, embedding themselves in high society or becoming influential figures within stable, affluent communities. They avoid chaotic or impoverished environments, instead favoring the elegance of opulent estates or well-maintained towns. Vampires often form deep, enduring bonds with those they sire or select as life partners, creating familial structures rooted in loyalty and legacy. These connections foster a sense of purpose and continuity, with each new progeny expanding their influence and securing their place in an ever-changing world
Lifespan: After their first feeding, vampires become immortal, their existence continuing indefinitely unless ended by fatal trauma to the head, heart, or body. Fatal wounds reduce them to ash, though some corpses wither and crumble over time. If staked, they remain frozen in place until the stake is removed.

Origin
The origin of vampires traces back to the shadowed sands of ancient Egypt, where gods and mortals coexisted in uneasy proximity. During the reign of Queen Neferet-Sekhara, the beloved ruler of the Upper Nile, a devastating fever swept through the land. The Queen, once radiant and strong, succumbed to the illness, her body wasting away as her people despaired. Without her, the kingdom teetered on the brink of collapse.
The priests of Aset-Ra, the god of life and renewal, gathered at her bedside. They performed endless rituals, their chants echoing through the palace halls as they called upon their god to save her. Offerings of incense, gold, and the blood of lambs filled the temple, yet no divine answer came. As Neferet-Sekhara drew closer to death, hope began to fade.
On the seventh night, under a moon that bathed the desert in silver light, a shadowed figure appeared in the temple. Neither man nor beast, it radiated a presence both alluring and terrifying. Without a word, the figure approached the Queen and leaned over her frail body. Witnesses claimed it merged with her, its essence seeping into her until the two became one.
At dawn, the Queen awoke, her fever gone and her strength restored. Yet something was terribly wrong. Her once warm gaze now burned with a crimson hunger, and her touch sent chills through those who approached her. That night, the hunger overcame her, and she descended upon the villages of her kingdom, drinking the lifeblood of her subjects. Those who survived her attack rose the next evening, cursed with the same unquenchable thirst.
The priests, horrified by what they had unleashed, attempted to destroy her, but Neferet-Sekhara was no longer mortal. She tore through their ranks, leaving the temple in ruins. With her cursed progeny in tow, she disappeared into the desert, abandoning her kingdom to ruin and birthing a legend that would echo through eternity.
From Queen Neferet-Sekhara, the lineage of vampires began. Her children of the night spread across the world, carrying her curse and hunger. Over the centuries, they learned to remain hidden, weaving themselves into the shadows of human history. While they rarely interfere in mortal affairs directly, their presence has shaped the rise and fall of empires, always lurking on the edges of power, eternal and insatiable.
Presently
In the 1890s, vampires in Shadewood Hollow live on the fringes of society, far removed from the opulent courts and structured hierarchies their kind traditionally prefer. Most are rogues, spies, or exiles—outcasts who have either fled the rigid rules of vampire society or been cast out after crossing powerful adversaries. The remote location and dense forests of Shadewood provide an ideal refuge but come with challenges of their own.
Vampires operate in secrecy, blending in among the miners and townsfolk. Some work as drifters or traders, others as laborers, carefully avoiding suspicion. The mining disputes and growing unrest in town offer them unique opportunities, providing ample cover for their schemes. Among the turmoil, vampires weave subtle webs of influence, exploiting disarray to gather intelligence, manipulate events, and quietly amass power.
Vampire society is normally built around "families," each taking the name of their Grandsire—the original vampire of that lineage. Progeny created by the Grandsire or their chosen mate are bound to the family and adopt their last name. These familial bonds are deeply entrenched, forming the foundation of vampire hierarchies. Sires act as mentors and protectors to their progeny, guiding them until they prove their independence.
In Shadewood, this structure is less rigid but still present. Even here, all vampires ultimately answer to the vampires holding seats in The Congregation, the highest authority of their kind. The Congregation enforces The Covenant, and even rogue vampires know that defying them invites dire consequences.
While some vampires see Shadewood as a temporary haven—a place to recover from mistakes or evade punishment—others view it as a land of opportunity. Figures like Jonathan Phelps, an industrialist with ties to the northern vampire courts, maintain quiet influence in the region, occasionally dispatching envoys to ensure order. Yet not all vampires aspire to the refinement of the courts.
One such figure is Victor Draven, a disgraced vampire cast out of society for his brutal methods and disregard for The Covenant. Draven once operated as an enforcer for an Elder in Europe, but his penchant for bloodshed and unsanctioned killings led to his exile. Now in Shadewood, he has built his own gang of outcasts and renegades, operating in the shadows. Draven’s gang thrives on smuggling, blackmail, and intimidation, their operations barely concealed beneath the surface of the town’s growing unrest. His charisma and ruthlessness have earned him loyalty among the desperate, though whispers of his cruelty keep others at bay.
For vampires in Shadewood, life is a careful balancing act. Some dream of regaining the favor of their sire or ascending within their lineage, while others plot quietly, using the chaos in the mines and the town's instability to further their own ends. Redemption, revenge, and ambition intertwine in the shadows, where predator and prey blur with every whispered secret and calculated act.
Shadewood Hollow is a refuge, a prison, and a stage for vampires—each feeding on the havoc in their own way, their stories hidden in the darkness of the mountains.
Hierarchy
The vampire hierarchy revolves around the bond between sire and progeny, with additional governing structures for larger populations:
-
Congregation Members: Senior vampires like Germaine Rousseau, Jonathan Phelps, and Katarina Moreau, hold seats in The Congregation, overseeing the enforcement of The Covenant and mediating disputes across vampire society.
-
Elders: Ancient and powerful vampires who act as rulers or advisers over vampire domains. They hold ultimate authority within their regions, guiding their kind with centuries of experience.
-
Sires: Vampires who create new progeny. A sire serves as a mentor and protector, bearing responsibility for their progeny’s actions until they prove their independence.
-
Progeny: Newly turned vampires who remain bound to their sire’s guidance. They must demonstrate maturity and control to gain autonomy within vampire society.
Etiquette
Etiquette refers to a set of customary behaviors, social norms, and unwritten rules that guide how individuals interact with one another in various settings. Etiquette is not about rigid rules but about avoiding offense or misunderstandings.
-
Secrecy: Protecting the supernatural veil is crucial to all vampires, breaks in the veil are considered reckless and may result in undesired consequences.
-
The Congregation: Adherence to directives is widely expected, with actions carefully weighed to align with the greater balance.
-
Hierarchy: Respect for sires, elders, and Congregation members is customary.
-
Territories: Entering another vampire’s domain (personal residence/property) without permission is seen as improper.
-
Interfaction Collaboration: Cooperation with other factions is encouraged when mutually beneficial, while unnecessary conflict is avoided.
-
Feeding: Discretion is key, with visible harm to victims generally frowned upon.
-
Feeding on Supernaturals: Feeding on witches, werewolves, or other supernaturals is taboo.
-
Sire-Progeny Bond: Loyalty and mutual accountability between sire and progeny are valued, with broken bonds often met with quiet disapproval.
-
Progeny: Creating and managing new vampires is generally viewed as a substantial undertaking and handled with respect and care.
-
Interspecies Turning: Turning other supernaturals into vampires is often discouraged.
-
Power Displays: Subtle use of vampiric abilities is encouraged.
-
Neutrality: Vampires generally avoid influencing large-scale mortal affairs.
-
Masquerade: Integration into mortal society is valued, with overindulgence strongly discouraged.
Core Abilities
Every vampire begins with these abilities:
-
Enhanced Senses: Experience heightened taste, hearing, and smell enable vampires to detect prey, identify poisons or races, and sense subtle changes in their surroundings.
-
Superhuman Strength: Vampires possess immense physical power, capable of performing feats far beyond human capability.
-
Enhanced Speed: Vampires move faster than the human eye can track, their movements appearing as a blur.
-
Regeneration: Vampires heal rapidly from most injuries, though wounds inflicted by silver or a stake to the heart remain lethal or paralyzing.
Specialization Abilities
As vampires progress, they can acquire specialized abilities from the list below, learning one at a time, with a maximum of four in total. Rare abilities become available at level 3 progression.
Additionally, vampires may select up to four abilities from the human specialization list. They can learn one ability from the human list and one from the vampire list at a time before advancing further.
-
Ancestral Call: Telepathically summon or communicate with other vampires across great distances.
-
Beastial Form: Transform into a monstrous, bat-like humanoid creature with enhanced strength and aerial mobility.
-
Bloodbinding: Create loyal thralls by sharing vampiric blood, granting them heightened senses and unyielding loyalty. (Can be broken by “Unbinding” spell.)
-
Blood Memory: Access the memories, emotions, and thoughts carried in the blood of prey.
-
Compulsion: The power to influence and command weaker-willed beings through vampiric suggestion.
-
Daywalker (Rare): Resist or significantly reduce the harmful effects of sunlight—a rare and coveted trait.
-
Flight (Rare): Defy gravity and soar through the air with supernatural control, requiring immense focus and strength. (No wings required.)
-
Mental Fortress: A natural defense against psychic intrusion or manipulation by other supernatural beings.
-
Sanguine Weapons (Rare): Shape blood into temporary, hardened tools or weapons for combat or survival.
-
Silver Resistance: Gradually build tolerance to silver, reducing its harmful effects and enduring brief exposure without immediate collapse. (This increases the time before silver takes effect, but eventually, it catches up.)
-
Territorial Mastery: An innate ability to sense and track intruders within a defined domain.
-
Veil of Shadows: The ability to become completely undetectable, concealing sight, scent, and sound.
-
Wall Climber: Defy gravity by scaling walls and ceilings with supernatural ease.
Limitations
-
Sunlight Weakness: Vampires are severely weakened by direct sunlight, which causes lethargy over time. Only rare Daywalkers can endure exposure without harm.
-
Blood Dependency: Regular blood consumption is vital to sustain immortality and abilities. Though they can eat regular food, it does not nourish their bodies. Prolonged starvation causes physical and mental degradation, uncontrollable bloodrage, and ultimately, death.
-
Silver Vulnerability: Silver burns vampire flesh, slows healing, and inhibits regeneration. Severe wounds inflicted by silver may become permanent or fatal.
-
Staking and Heart Destruction: A wooden stake to the heart paralyzes a vampire, and destruction of the heart results in death.
-
Fire Aversion: Injuries caused by fire heal slowly and can become fatal if extensive, making fire one of their greatest weaknesses.
-
Bloodrage: Prolonged hunger or extreme stress can trigger a feral state, causing a vampire to lose control and act purely on predatory instinct.
-
Compulsion Limits: Compulsion fails against individuals with strong willpower, mental defenses, or supernatural resistance.
-
Territorial Constraints: Vampires’ heightened awareness and tracking abilities are most effective in familiar territories and weaken when venturing into unknown areas.
-
Exhaustion from Abilities: Repeated or prolonged use of specialized powers drains energy, requiring periods of rest and recovery.
-
Ritual Weakness: Magic specifically designed to target vampires, such as witch-crafted wards or binding rituals, can suppress their powers or immobilize them temporarily.
-
Werewolf Bite: A werewolf’s bite causes “Lycanthropic Necrosis,” a disease that is fatal to vampires if untreated, as the disease halts regeneration and causes rapid decay. Supernatural remedies are required to neutralize the disease and prevent death.
-
Lycanthropic Necrosis is a devastating disease that causes a vampire's blood to coagulate and their body to rapidly deteriorate. Symptoms begin with a searing sensation in the veins, blistering skin, and an escalating fever that relentlessly worsens until the afflicted vampire is ultimately reduced to ash.
-
The effect isn't instantaneous but gives the vampire a limited window—usually no more than three days—to seek a cure.
-
Witchcraft Rituals: A skilled witch can craft a countermeasure, using herbs like belladonna, wolfsbane, and blood from another vampire mixed in an incantation involving moonlight.
-
Werewolf-Human Hybrids: A hybrid's blood is uniquely immune to the Ashen Taint and can neutralize the toxin. However, hybrids are incredibly rare and often feared by both sides, making their existence precarious.
-
-
Blood Effects
-
Humans: Human blood provides essential sustenance, induces euphoria or heightened clarity, and, with repeated consumption, can weaken the donor's constitution; its taste is warm, rich, and deeply satisfying to most vampires.
-
Witches: Witch blood carries a risk of addictive euphoria; its taste is sweet with an earthy undertone, tinged with a faint hum of magic.
-
Werewolves/Shapeshifters: Werewolf and shapeshifter blood temporarily boosts strength and senses but induces heightened aggression in the vampire and poses a serious risk of sickness or death if consumed in large amounts; its taste is metallic and wild, with an underlying bitterness.
-
Daemons: Daemon blood provides a surge in vitality and stamina but may cause unsettling psychological effects such as intrusive thoughts or memory fragments; its taste is smoky and sharp, leaving a tingling sensation.
-
Hybrids: Hybrid blood combines traits of its parent races, creating unpredictable effects that may include minor benefits but often result in discomfort or instability due to conflicting essences; its taste is highly variable, shifting between clashing or harmonized flavors depending on the hybrid’s lineage.
-
Other Vampires: Vampire blood enhances physical abilities and regeneration, creates a psychic bond between donor and recipient, and risks dependency or madness with repeated use. Its taste is cold, metallic, and faintly sweet, with a hint of decay.
-
Verminborn: Verminborn blood offers little nourishment, tastes foul and acrid with a rancid aftertaste, and may cause mild nausea or temporary weakness with no known benefits.
-
Animals: Animal blood provides minimal nourishment, often leaving vampires unsatisfied, though it can sustain them in emergencies. Its taste varies by species but is generally bland or gamey, lacking the complexity of human or supernatural blood.
Procreation
Vampirism is a viral condition transmitted through the bloodstream, causing a molecular mutation that, in rare cases, can be passed genetically to offspring. Vampires create new progeny by biting a human, witch, daemon, shapeshifter, or hybrid and replacing their blood with their own. This process is highly risky, with many failing to survive the transformation. Attempts to sire werewolves or hybrids with lycanthropic blood are invariably fatal, as their physiology rejects the mutation outright.
Under unique circumstances, vampires can biologically procreate with witches. The inherent magical abilities of the witch enable this rare and unnatural form of reproduction, resulting in offspring with unpredictable and often unstable traits.
Occasionally, an attempt to sire results in the creation of a "Verminborn," an unsettling anomaly among vampires. These offspring reject blood as sustenance, surviving instead on insects and other small creatures. Their unique digestive systems allow them to extract energy from this diet, though they remain perpetually undernourished and significantly weaker than traditional blood-drinking vampires.