IMPORTANT NOTE: Only Humans may become vampires. Before you role-play a Vampire in Mysts of Eyr, you must first submit a Vampire Standard Agreement Form. Vampires are not to be confused with the Undead Variants, which require the Undead Standard app. The Undead Variants can be found here.
Vampires are humans who have come under the effect of a blood curse, thereby turning into the undead creatures of the night that we are all very familiar with. Though vampirism is commonly considered to be an incurable disease, according to Mysts of Eyr lore it is a curse. It is key to understand that once one becomes of the undead, they no longer are in possession of a soul, although they may still possess a conscience to be able to differentiate between right and wrong, and to feel the same range of emotions of those not undead. Playing a vampire in Eyr can be both challenging and rewarding. The vampire must learn to quickly adapt and stay hidden while being in plain sight. Trusting the wrong person with your secret can lead to everyone knowing what you are. One thing's for sure, however, there are vampires out there, hidden in plain sight…
The most common type of vampire is known as the Draco. The Draco vampire can appear as a normal human at a glance, as its ordinary appearance is not all that different from the latter at all. Their skin tends to be paler in color and cold to the touch, but other than their lack of a heartbeat, they are generally indistinguishable from the ordinary human. They may also give off an aura of unholiness, or make others around them feel uncomfortable regardless if others are aware of their true nature or not. Whether or not a player’s character feels that the aura is unholy is a matter of opinion and can vary from player to player. Sometimes, a vampire may not even give off a very noticeable aura. Other times, vampires can exude an alluring aura that both enchants and draws in their prey.
Dracos are the most social and have a cunning ability to manipulate their way through society; able to maintain positions in an active community and linger among a crowd without suspicion. They feed off the blood of civilians using their elongated canine teeth that appear when needed.
The Nosferatu vampire is rarely seen, but unmistakable in appearance. They often keep to caves, underground areas and crypts due to their ghastly appearance. They have long, tapering fingers with extra joints that end in claws, pointed and membranous ears, and sunken corpse-like flesh. They will almost always walk with a hunch, as it causes them an extreme amount of pain to stand upright due to their malformed spines. Do not underestimate a Nosferatu’s gaze, as their sunken eyes can have a hypnotizing effect. The Nosferatu prefers living in isolated locations, rarely attempting to blend with humankind. If they do, they are normally heavily cloaked and keep to the shadows, hunting only after dark. They are antisocial in comparison to the alluring Draco, which is why they take to feeding from small sleeping children or farm animals.
Only a full human adult* can be turned into a vampire. Merely being bitten is not sufficient enough to transfer the curse. The act of turning another into a vampire is not something that should be taken lightly or done on a whim. Many vampire societies have strict rules about turning a human, and to many, it is a ceremonious occasion. When a human is turned into a vampire, they must first be drained of their blood to the brink of death and once that is done, they must drink the blood of the vampire who is turning them. This vampire becomes their Sire, and is then responsible for teaching them the ways of their new life, and the heavy burden of being one of the undead.
The change is not instantaneous and the one being turned may go through several days of pain, hallucinations and blackouts, with which they will need to be watched closely to ensure that they do not take the life of another. During this time, their Sire should remain close by to prevent any negative side effects, or else the new vampire may not survive the process. Some newly made vampires go mad with bloodlust that can never be quenched, while others simply cannot survive the painful process and will perish. Upon becoming a vampire, the female or male human becomes either barren or sterile, respectively. The incapability of regenerating blood means that biological reproduction is simply not possible.
Other physiological changes include elongated fangs when feeding, enhanced muscular formation, dilation of the eyes during low light, and often the reduction of physical scarring that may occur or has already occurred.
Vampires are cursed to always be hungry. They will always want more and desire new blood even if their body is full and able to sustain itself for days to come. A vampire exposed to blood may find itself losing its human nature and unable to control its desire to feed. It is only through time, patience and experience that a vampire is able to temper that desire and control its bloodlust, but even then it represents a challenge to control the unnatural beast that a vampire is. Vampires that are denied blood for prolonged periods of time may even fall into what is known as Torpor, a coma-like state of self-preservation that conserves all their remaining energy to attack any that dare wake them in a frenzy of blood-crazed madness.
* Children Vampires are NOT allowed on Eyr. Characters must be 18+ in actual age and in physical appearance.
The following are the standard requirements and approved abilities for ALL vampires in Mysts of Eyr:
Your character must adhere to this ability set (this does not include your character class which is up to you to decide); however, your character class may not add to these strengths nor negate nor lessen the listed weaknesses.
Enhanced Speed: Vampires are quick on their feet and slightly faster than the average human, about 1.25x. Vampires benefit from a boost in speed up to 1.5 X as fast as a human for a few hours after feeding, but cannot sustain such speeds for a length of time.
Enhanced Strength: Vampires are strong creatures and slightly more powerful than the average human, about 1.25x. Vampires benefit from a boost in strength up to 1.5 X that of a human for a few hours after feeding, but cannot sustain such exertion for a length of time.
Enhanced Sight: Vampires are able to see twice night vision as the average human. This ability gives the Vampire the gift to see well in dimly lit or dark areas, such as in crypts, caves, or on the surface at night. Because of this gift though, they also have the drawback of being rather sensitive to bright lights.
Enhanced Smell: Vampires additionally have a sense of smell that is two times stronger than your average human and can catch the faintest traces of particular scents that are carried upon the breeze with a particular aptitude for smelling blood.
Enhanced Hearing: Vampires have a sense of hearing that is double that of the normal human, which enables them to hear the faintest of whispers when they are in a clear line of sight of their intended target from a range of twenty meters (within chat range).
Enhanced Regeneration: After feeding on blood, vampires most notably have the ability to regenerate wounds. The more regeneration needed, the higher quantity/quality of blood needs to be consumed. Vampires who have not fed in some time will struggle to regenerate wounds with speed, and wounds regenerate their fastest within an hour of feeding, at a max of 10x the normal human rate.
No Soul: Vampires do not have souls. This is a key point to understand because they are undead, and the undead do not have souls. A vampire, can however have a conscience..which gives them the ability to distinguish between right and wrong and still feel a range of emotions as they would when they were still alive. To summarize: no souls, just consciences.
Sunlight: This is the bane of any Vampire’s existence. Direct sunlight contact has the ability to kill Vampires in contact after only a few minutes. The effect on the Vampire turns them to ash. Fabricated sunlight (sunlight created from alchemical or magical means) has the lessened effect of crippling a Vampire’s weaknesses. Catacombs, caves, tunnels, and sewers are the preferred method of transit for a vampire. Heavy cloaking and eye protection can allow brief moments of daytime walking, from one shaded location to another. Please note: Daylight hours are consistent with SLT (second life time).
Feeding: Nearly all abilities of the vampire are significantly diminished if the vampire does not feed regularly. A lack of blood can cause weakness, dizziness, confusion, decreased ability to tolerate holy objects, garlic, and sunlight. Regular feeding is a necessity of the vampire, one that consumes their thoughts if hungered, and a necessity that puts them in constant risk of being “discovered”. Poor quality of blood, such as that from an animal, hardly slakes the thirst and offers very little boost to a vampire’s strength.
Garlic: If ingested or enters the bloodstream, this has the potential to kill a Vampire. It has the same effect as an allergic reaction, leaving hives and eventually burning through their insides like acid. The smell of garlic is repugnant to all vampires. While the smell alone will not kill them, it’s eye-wateringly unbearable.
Holy & Hallowed Objects: Objects that have been blessed by priests or divine entities are considered to be “holy” and have crippling effects to Vampires. Items like holy water acts as the equivalent to acid while items such as holy crosses may burn and melt the flesh on contact. Hallowed Grounds: These are more commonly known as churches or any place of worship. Vampires who find themselves on hallowed grounds may start to feel very ill and weak after a while. Vampires on hallowed ground experience their strengths and abilities diminished to 50%.
Abjuration Magic: Vampires are undead beings and therefore are affected by Abjuration magic such as banishing or wards. Banishing spells will teleport a Vampire out of the area of the caster. They are able to walk back, but not if there are wards. Wards specifically to repel undead or unholy beings will have the same effect to Vampires as Hallowed Ground.
No Reflections: Vampires do not cast reflections or shadows and this makes it easier for non-Vampires to detect or prove one’s true identity.
Silver: Vampires and silver do not get along, just like werewolves and silver. If a Vampire were to be bound by the substance or stabbed by anything silver, their power would be drained. If the Silver item were also blessed it would cause twice the damage as normal.
Wooden Stakes: If a Vampire were to be staked in the heart by wood they would turn to ash. This is permanent death for a vampire. As always, this is consent based and players do not have to accept a fatal wound if they do not wish their character to die. A near-miss shoulder or stomach stab is preferable in this case.
Intense Stimuli: Having enhanced hearing, smell, and vision also makes vampires prone to experiencing shock and pain from extreme stimuli such as bright flashes of light. A bustling tavern can become sensory overload quickly, and even mildly spiced dishes with garlic can overwhelm a vampire’s acute senses.
Vampires in Eyr possess a variety of special and unique abilities that set them apart from others and define them. Every unique gift has an associated “cost” that must be accounted for in your roleplay. The player can choose up to three of these gifts once The Vampire Standard is completed.
The Gift of Hypnosis
Vampires with this ability can entrance or hypnotize a single person through the power of their gaze or their voice. Additionally they have a powerful charisma that can grease the wheels in many circumstances. The better known the target is to the Vampire, the more easily hypnosis is accomplished. However, as with all roleplay, getting OOC consent is key.
Cost: They must be in chat range (20M) of their intended target, and must take the time and effort to engage their target. Psions and Mystfolk are naturally resistant to hypnosis.
The Gift of Torpor
Vampires with this ability are amazingly resilient when it comes to grievous or otherwise fatal injuries. Rather than actually dying, a vampire with this Ability does not actually die; instead they lapse into a coma-like state to allow their bodies to regenerate slowly. Removed Limbs can be re-attached this way, shattered bones, severe burns, can all be recovered from. Vampires can activate a Torporous state at will, and do not die from not feeding while in this state.
Cost: This ability is not an instant return; it typically takes anywhere from a few days to sometimes months, or even years. Additionally, a Vampire can only be brought out of a torporous state by being force-fed live humanoid (non-vampire) blood over the period of time in which they are healing.
The Gift of Chiropteros
This gift gives the vampire the ability to shapeshift into the form of a natural bat. Shapeshift maximum: twice per day. i.e., shift into bat form, shift back into humanoid form. Bat-form abilities are no greater than that of a natural bat.
Cost: After a shapeshift, a vampire cannot operate at his full abilities. Vampire will be drained of energy for several hours after the process of shapeshifting and will require live humanoid blood (non-vampire) sustenance to recover speed, strength, and regeneration.
The Gift of Otsana
This gift gives the vampire the ability to shapeshift into the form of a natural quadruped wolf. Shapeshift maximum: twice per day. i.e., shift into wolf form, shift back into humanoid form. Wolf-form abilities are no greater than that of a natural wolf.
Cost: After a shapeshift, a vampire cannot operate at his full abilities. Vampire will be drained of energy for several hours after the process of shapeshifting and will require live humanoid (non-vampire) blood sustenance to recover speed, strength, and regeneration. A vampire in wolf form will not be able to fully blend freely with other wolf-kin, and his aura and smell will be strange and unfamiliar to wolf-kin, making them feel uneasy or even suspicious.
The Gift of Nebulos
This gift gives the vampire the ability to shapeshift into a fine, nearly invisible mist. Shapeshift maximum: twice per day. i.e., shift into mist form, shift back into humanoid form. As a mist, the Vampire has the ability to move virtually anywhere, through crevices, under locked doors, and in all directions. (Note: please, always get OOC consent before entering private residences or race headquarters so you can be informed of any wards in place, or potential interruptions). The mist form may be thick like fog, or as transparent as a wisp of air. While the vampire is extremely low on abilities in this form, it can still carry a faint whisper of speech.
Cost: After a shapeshift, a vampire cannot operate at his full abilities. Vampire will be drained of energy for 24 hours after the process of shapeshifting and will require live humanoid (non-vampire) blood sustenance to recover speed, strength, and regeneration. While in Mist form, a vampire does not have the ability to manipulate matter, and is essentially formless and powerless, much like a ghost. Abjuration and Warding Magic can be used to trap or banish vampires in this form. An affordable Mist avatar can be obtained here.
The Gift of Corvus
This gift gives the vampire the ability to shapeshift into the form of a natural raven. Shapeshift maximum: twice per day. i.e., shift into raven form, shift back into humanoid form. Raven-form abilities are no greater than that of a natural raven.
Cost: After a shapeshift, a vampire cannot operate at his full abilities. Vampire will be drained of energy for several hours after the process of shapeshifting and will require live humanoid (non-vampire) blood sustenance to recover speed, strength, and regeneration.
The Gift of Abominatus
This gift gives the vampire the ability to shapeshift into what is known as the abominatus form. The abominatus form of a Vampire is a hideous, malformed, grotesque and fearsome bat-like beast, possessing fangs, claws, bat wings, vertebrate tail, pointed ears and enhanced strength. The abominatus form is particularly intimidating to others and is a useful form in which to fight, given its wings, claws, and increased strength. Shapeshift maximum: twice per WEEK. Note: the vampire abominatus in Eyr is NOT a lycan/vampire cross breed (referred to as an abomination) in other lore. Example of acceptable Abominatus forms can be viewed here and here. Bat “furries” are not acceptable avatars.
Cost: The abomination form makes the vampire a glaring target and is not easily hidden or concealed. After a shapeshift, a vampire cannot operate at his full abilities. While in this form, the vampire cannot use magic casting abilities. Vampire will be drained of energy for several days after the process of shapeshifting and will require live humanoid (non-vampire) blood sustenance to recover speed, strength, and regeneration. Natural vampire strengths will be diminished by 50% for a day after shifting back to normal form.
The Gift of the Daywalker
This gift allows the vampire greater freedom and tolerance to sunlight and artificial sunlight (such as a burst of light created by a paladin) than the typical Vampire, and the universal sunlight weakness is partially negated. They are able to spend extended amounts of time in the sun without a cloak or eye protection, and thusly, blend more easily into mankind’s society.
Cost: This gift does not come without a downside for the vampire, and standing in full sunlight is very uncomfortable and may come with a feeling of agitation, burning, and if long enough, peeling or flaking skin; In which the vampire will need to feed live humanoid (non-vampire) blood to regenerate. While the vampire’s tolerance is higher, too much exposure and he will be reduced to ash. The energy expenditure for enhanced tolerance means the vampire’s strengths, abilities, and skills (such as physical strength and magic casting) are 75% diminished while in full sunlight.
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