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Post by Lenore Greyfell on May 16, 2009 21:26:52 GMT -5
Vampires are many, though they hide well, a necessity in an unenlightened world. They have a queen: Lenore Greyfell, ancient as the hills and crueler than any of the old gods. She and her people have provided for the continuation of civilization when all other empires fall: they are the Keepers, the Undying. They are also unfeeling and coldly logical, and care only for the origins of their next meal—blood. They are not the kindly, brooding creatures of stories; these are undead, not unhealthy. They feed on the blood of humans, always to the death. They are vicious and cruel, and they have no concept of “mercy” or “second chances.” It would be unfortunate for any to cross their path, for they are vengeful. Many an empire of old has fallen before the might of the vampire queen and her hordes. Many have also tried to vanquish these cold creatures of the night, and most have failed. They are not, as the stories would have you believe, destroyed by emblems of God, nor by blessed articles. The act of piercing a vampire’s heart with a stake of wood is only effective in slowing his advance, for, if he has fed recently, his cold hand will grasp it and crush it. So much for that plan. They are not as vulnerable to sunlight as the tales tell; though it is harmful to them, it is not instantaneously fatal, and many old vampires have grown strong enough to walk under the sun at midday, just as any being possessed of a soul can. They are, however, incredibly vulnerable to fire, as well as beheading—though, after all, aren’t most creatures? A vampire can also starve to death; if deprived of blood long enough, the vampire often descends into madness. The requisite time varies, generally with age, but if a vampire is confined and isolated, and left long enough, it will die. They cannot become smoke, but can shape-change, usually into ravens, wolves, or, in rare cases, serpents. The myth of bat shape-changing is just that, a myth. Their queen, however, is rumored to possess greater abilities than any of her kin—she is their mother, or more appropriately, their sire. All are descended of her, and all return to her. In Lenore, their powers of suggestion are magnified into true control of the mind, and the shape-change is limitless in possibility…in rumor, anyway. She rarely appears to the common vampire, usually remaining in her dark citadel. She retains several advisors, well-versed in arcane arts. These are known as the Cabal, and are much-feared among vampires and mortals alike, but make no mistake—the Lady Greyfell holds the throne. Would you enter into her service? Would you—mortal, feeling, and fragile—enter into the ranks of the soulless and the damned? Think carefully—there is no turning back.
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Post by Lenore Greyfell on May 16, 2009 23:08:21 GMT -5
The Cabal The Cabal, advisors to the Lady Greyfell, are wise and far-seeing vampires, hand-picked for their intelligence and their ruthlessness. They number thirteen, and are appointed directly by Her Majesty. They remain on the council for life…usually ended by Lenore. They are the governing body to whom she delegates much of the less…brutal aspects of her rule, namely the legal system and the legislature. Their names: Vladislaus, Malechai, Sofia, Nirach, Verderber, Jodevea, Athanasios, Angelique, Belatucadrus, Margravine, Gwendolyn, Solomon, Cressida, and Rosalind. These thirteen, bound by blood, have presided over vampiric daily life for nearly three centuries. They have, in fact, survived longer than most Cabals in recorded history, due to the recent wars. Her Ladyship’s attention has been focused on survival, both for her empire and her bloodline. The Cabal, though ancient by any standards, function also as Lenore’s main generals. They are all well-versed in strategy and tactics, they are merciless and cruel…only surpassed by their queen. The Cabal are perhaps the most versatile governing body the world has ever known, yet they hide, as do the rest of their kind, in the shadows. Perhaps their time draws to a close—along with their lives—but then again, Lady Greyfell, in all her wisdom, may allow them to live on for longer than any mortal, so long as their loyalty is unwavering and their battlefield skills unfaltering.
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Post by Lenore Greyfell on May 16, 2009 23:27:06 GMT -5
Vampire Ranking System Newborn: This is the state of any newly Turned vampire until they reach the age of fifty. They are incapable of enduring sunlight; any exposure is too much stress for their rather fragile systems and will kill them. They experience similar symptoms as humans dying of radiation sickness: nausea, vomiting, hair loss, bruising, sloughing of the skin, open sores, bleeding from the nose and ears, etc. Newborns are incapable of feeding on anything but human blood, and must feed regularly. Just as human babies must be fed every few hours around the clock, vampiric newborns must feed every night, and usually are not satisfied with only one kill. They will generally kill twice or more each night, with their kill rate tapering off as they age. Within twenty years, they should be able to go at least a week between true kills. Newborns are less capable of spontaneous regeneration than older vampires, as they are still adapting to their new bodies and capabilities. If injured, for example, by a stake to the heart, they will most likely die. However, directly after a kill, newborns are generally strong enough to heal from such a wound, as are all vampires. Newborns have less self control and self discipline than adult vampires; this can be problematic for newborns with still-mortal companions, thus this behavior is discouraged before the vampire reaches the age of fifty or so. Newborns are also incapable of Turning mortals. The venom needed in the blood has not yet had time to develop, and so they will only succeed in creating a ghoul.
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Post by Lenore Greyfell on May 16, 2009 23:28:10 GMT -5
Ghouls: These are the mindless results of newborns’ failed attempts to Turn mortals. They are fairly common, though efforts are always made to stamp them out whenever possible. They are easily destroyed by fire or sunlight, and are thoughtlessly savage. They are incapable of residing among the mortal population, as they are horribly disfigured. They are successful predators only of the unaware, and thus are no threat to vampires. Ghouls can be created by adult vampires if the adult is mortally wounded, starving, or ill, as the venom in the blood is used to “hypercharge” regenerative efforts in wounded vampires and is completely nonpresent in starving vampires. Ghouls are incapable of Turning mortals. Younglings: These are vampires aged from fifty to seventy. They are little better than newborns, and differ only in feeding habits and discipline. A youngling can go roughly a week between true kills, so long as it subsides on small feedings in between. This behavior, although more beneficial for both parties, is impossible for the impulsive newborns. Younglings are more capable of restraint and are therefore afforded a little more freedom in their living and hunting than newborns. Younglings are incapable of Turning mortals.
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Post by Lenore Greyfell on May 16, 2009 23:38:40 GMT -5
Darklings: These are vampires from seventy to one hundred and fifty. This age bracket boasts the highest mortality rate among vampirekind, hardly surprising when you consider that this is the age wherein a vampire gains the ability to Turn mortals. This process is dangerous, for the vampire as well as the mortal. The vampire must drain the mortal to the very cusp of death, an act that usually fails and results in the death of the mortal. The mortal must then request the gift of immortality from the vampire, who, if willing, grants the mortal the sweet reward of blood…this rich and princely gift bestows the powers of the vampire upon the mortal, as well as the thirst. This thirst, unquenchable and unmerciful, often drives the newly Turned immortal to attack its sire, ending both lives in an unnecessary bloodbath. Darklings are capable of withstanding minimal amounts of sunlight, as well as more physical damage than either newborns or younglings. However, they are not truly much stronger than these, physically. They are, though, possessed of an enormous advantage: self-discipline. A darkling does not need to kill regularly. It can live from regular nonlethal feedings, which is the primary reason that a darkling can turn a mortal. The next reason is also the reason for the increased durability of the darkling—blood venom. This venom allows for the empowering of the vampire’s cells in a time of duress, namely when healing is necessary. It also mutates mortal cells, resulting in the Turn. The darkling is one of the more versatile types of vampire, as it can Turn others, yet is not old enough to require minions.
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Post by Lenore Greyfell on May 17, 2009 10:31:07 GMT -5
Shades: These vampires are aged from one hundred fifty to three hundred years old. This is the point in a vampire’s life when many powers come into effect. A shade is capable of the most basic shape-change known to the vampires: the raven. Some shades, if they are closer to the three hundred year mark, are capable of the wolf form, as well. This drastically changes the vampire’s hunting habits, making them much more successful in stalking their prey. This accounts for the drop in the mortality rate at the shade level. Another trait of shades is an increased resistance to sunlight. At one hundred fifty years, the vampire can withstand around three hours of direct sunlight, and at the three hundred mark, most can stand a full day in the sun, if they are well-fed. A shade does not need to kill regularly, much like a darkling, but shades are at the age when most vampires take familiars. These are mortals that willingly bond themselves to a vampire and are considered little better than pets. If killed, they are not mourned. A familiar is useful to a vampire in many ways besides a ready supply of blood. Minions such as familiars can walk during the day without fear of the sun and can also act as go-betweens for vampires who live more than a day’s travel apart. Shades, as vampires with at least a century and a half of survival to their name, are entitled to many civil rights that younger vampires are not. Shades are permitted to keep familiars after their second century begins; they are permitted to Turn mortals and teach them. Before this age, if a vampire Turns a mortal, the newborn is handed over to a shade who has reached the age of two hundred. A Shade is also permitted to petition the Cabal directly, rather than through a long and convoluted chain of older vampires that usually ends in failure.
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Post by Lenore Greyfell on May 17, 2009 10:45:29 GMT -5
Bloodmasters: These are vampires aged from three hundred to five hundred years. A bloodmaster is capable of all the common shape-changes known to vampires, namely the raven, the wolf, and in some cases, the serpent. Bloodmasters are also capable of the mental suggestion featured in most vampire tales; this ability greatly increases the vampire’s hunting capability. A bloodmaster can walk underneath the sun for a period of about sixty hours, or about five daylight periods. They generally keep between thirty and fifty familiars, known collectively as a coven. This coven is the bloodmaster’s main supply of sustenance, but the vampire may still hunt outside its convenient pool of familiars. The coven also functions as a standing army, as they have been granted superhuman strength and speed through regular feeding by the bloodmaster. This is incredibly useful in settling small disputes between two or more vampires: if one is supported by a bloodmaster, the other usually backs down. If both are supported, the covens battle to determine the victor. This approach prevents the death of vampires, seeing as they are less disposable than their mortal slaves. A bloodmaster is technically old enough to be selected for a position on the Cabal, though most that are have usually reached the five hundred year mark.
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Post by Lenore Greyfell on May 17, 2009 10:58:46 GMT -5
Death Lords: These are vampires of five hundred years to one thousand years. They are the range from which the Cabal are most frequently selected. Death lords are all but invulnerable to the sun, they can heal from almost any wound. They are capable of the basic shape-changes, and also some that are less frequent. This depends upon the home and training of the vampire at an early age. Death lords can exhibit a range of supernatural powers, such as mental suggestion of frightening strength, a limited form of telekinesis, and the calling of storms. Death lords are permitted to establish vampiric armies, though these are closely monitored at the highest levels of authority. These armies are kept at an average age of less than fifty years. The systematic culling of any vampire past the newborn stage keeps the army relatively savage. Ghouls are also kept by death lords as a kind of guard dog. Death lords reaching the thousand year mark are rare, as many meet…unfortunate…unusual ends. In any case, a vampire reaching this life stage is highly respected and revered as a repository of knowledge as well as a fearsome warrior and hunter.
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Post by Lenore Greyfell on May 17, 2009 11:19:26 GMT -5
High Regent: This is a unique class, as there is only one vampire in this stage—Her Majesty, the Lady Greyfell. Lenore Greyfell is the high queen of the vampires and is ancient beyond recorded memory. She is a true immortal, undying and eternal—and unfeeling. She is crueler than any of the old gods and just as merciless. Her beauty has begun and ended wars, inspired great works of literature, and driven many to murder and suicide. She is capable of the true shape-change and can take any form she wishes. She is invulnerable to sunlight, she can and has healed from every type of wound imaginable. Her feeding habits are drastically different from the average vampire…the Lady feeds on the blood of vampires, rather than humans. This practice has granted her the appearance of youth even in her advanced age. She is capable of many things that terrify and inspire her kind: mental suggestion, heightened to the level of true mind control; telekinesis; calling of the most dreaded storms in memory. She is a treacherous ally, only staying true to the Demon King Beelzebub, with whom she has always remained on good terms. Any others, though, need watch their backs, lest they find a knife protruding from them. Lenore is, however, honorable to those whom she respects, such as the Demon King, and a select few vassals that have proven themselves trustworthy and loyal. She is sensible, though; if an alliance is in her best interests, she will swear—but the moment it ceases to interest her, that alliance may as well have never existed. Altogether, she is both awe-inspiring and terrifying. Join her ranks at your own peril.
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