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* '''Strengths:''' Immortal, cunning, charismatic, and magically potent; expert manipulators and strategists; physically resilient.   
* '''Strengths:''' Immortal, cunning, charismatic, and magically potent; expert manipulators and strategists; physically resilient.   
* '''Weaknesses:''' Reliant on blood, susceptible to sunlight and holy magic; obsession and arrogance can blind them; often distrusted by other factions.
* '''Weaknesses:''' Reliant on blood, susceptible to sunlight and holy magic; obsession and arrogance can blind them; often distrusted by other factions.
==Combat==
Upon transforming into a vampire, characters maintain their existing class. Should their class be incompatible with vampirism, they are granted a free class change to any class of their choice.
{| class="wikitable" style="width:100%; background:#1e1e1e; text-align:center;"
|-
! colspan="7" style="background:#2d2d2d; font-size:120%; padding:6px; text-align:center;" | '''Compatible Classes'''
|-
! colspan="2" style="background:#262626; color:#ffaa00; text-align:center;" | '''Vanguard'''
! colspan="2" style="background:#262626; color:#88ff88; text-align:center;" | '''Skirmisher'''
! colspan="2" style="background:#262626; color:#ff88ff; text-align:center;" | '''Caster'''
! colspan="1" style="background:#262626; color:#ffdd88; text-align:center;" | '''Sage'''
|-
| style="background:#1e1f22;" | [[Bastion]]
| style="background:#1e1f22;" | [[Berserker]]
| style="background:#1e1f22;" | [[Ranger]]
| style="background:#1e1f22;" | [[Assassin]]
| style="background:#1e1f22;" | [[Pyromancer]]
| style="background:#1e1f22;" | [[Cryomancer]]
| style="background:#1e1f22;" | [[Necromancer]]
|-
! colspan="7" style="background:#262626; font-size:90%; padding:6px; text-align:center;" | '''Gunpowder Proficient: Members of this race can use of gunpowder-powered weapons.'''
|-
|}


==The Five Bloodlines==
==The Five Bloodlines==

Revision as of 15:01, 2 December 2025

Back to Races


⚠️
Important Notice
Players cannot begin with this race; it can only be unlocked through evolution. If this is your first time creating a character, please choose a starting race from the following: Empire, Bretonnia, Kislev, Sartosa, Araby, Cathay, Norsca, Asur (High Elves), Asrai (Wood Elves), Druchii (Dark Elves), Dwarfs, Chaos Dwarfs, Orcs, Goblins, Ogre, Beastmen. Upon ascending to this race, players will forfeit all racial progression associated with their former racial skill trees.


Vampirism originated as a corrupted form of attaining immortality through a mixture of necromancy and alchemical research concocted by the first vampire, Queen Neferata, with the aid of Nagash The Lich-King, and his most loyal servant, and later-ally of Neferata, Arkhan the Black.

Neferata would later brew her potion to be offered to ten others of her consorts, who'd later be responsible in forming the bloodlines we know today. (Only six bloodlines currently remain in the present timeline);

Overview

Appearance

A vampire retains their previous form, with their only changes being their skin become ivory pale or deathly white, followed by their irises being red or foggy/milky white.
Average Lifespan: Immortal
Height Range: Depends on their before conversion race.

Culture & Society

  • Regions: Sylvania, the Badlands, scattered courts across the Old World
  • Culture: Depends on their bloodline.
  • Names: Depends on their before conversion race.
  • Religion: Due to their nature of undeath, a vampire's spirit cannot reach an afterlife, nor be influenced or absorbed by the Chaos Gods due to their soul being stuck into a limbo between their own body & Nagash.

Morality, Slavery, and Corruption

  • Slavery: Practiced in the form of thralls and servants; humans and other mortals are bound through compulsion, blood magic, or fear rather than formal ownership.
  • Non-consent sexual relationships: Common and often entwined with manipulation, seduction, and domination; vampires exploit mortals for pleasure, power, and control.
  • Vulnerability to Chaos corruption: Moderate. Vampires are already unnatural and resistant to mortality, but hubris, obsession, or exposure to dark magic can still invite greater Chaos influence.

Strengths & Weaknesses

  • Strengths: Immortal, cunning, charismatic, and magically potent; expert manipulators and strategists; physically resilient.
  • Weaknesses: Reliant on blood, susceptible to sunlight and holy magic; obsession and arrogance can blind them; often distrusted by other factions.

Combat

Upon transforming into a vampire, characters maintain their existing class. Should their class be incompatible with vampirism, they are granted a free class change to any class of their choice.

Compatible Classes
Vanguard Skirmisher Caster Sage
Bastion Berserker Ranger Assassin Pyromancer Cryomancer Necromancer
Gunpowder Proficient: Members of this race can use of gunpowder-powered weapons.

The Five Bloodlines

Von Carstein (Sylvania’s aristocrats)

Open rulers of Sylvania. Charismatic, proud, and theatrical, they treat the living as beloved (if tasty) cattle. Mortals in Sylvania often pay lower taxes to their vampire counts than to the Emperor, and many willingly offer blood for protection. Notable: Vlad von Carstein, Isabella, Mannfred, Konrad.

Lahmian (The Sisterhood of the Silver Pinnacle)

Mistresses of seduction and subterfuge. Neferata’s daughters infiltrate courts, temples, and merchant houses across the Old World. Half the noble houses of Tilea, the Empire, and Bretonnia unknowingly dance to Lahmian strings. They appear as flawless courtesans, advisors, or dowagers – never as monsters. Notable: Neferata the Queen of Mysteries, Ankhaten, Khemala.

Blood Dragon (The crimson knights)

Warrior-vampires cursed by Abhorash after he drank the blood of a dragon. Obsessed with martial perfection, they wander the world seeking worthy foes. In Bretonnia, slaying a Blood Dragon is the fastest path to knighthood – and the surest path to death. They wear ancient, blood-red armour and refuse to feed on innocents, believing only the blood of warriors strengthens them. Notable: Abhorash, Walach Harkon, The Red Duke.

Necrarch (The corpse-sages)

Withered, skeletal scholars who traded beauty for power. Obsessed with necromancy and forbidden lore, most dwell in crumbling towers in Nehekhara or the Badlands, surrounded by libraries of flayed skin. When they do move, it is to seize a single grimoire or relic that promises one more secret of death. Notable: Zacharias the Everliving, W’soran, Melkhior.

Strigoi (The monstrous exiles)

Degenerate, bat-like monstrosities shunned even by other vampires. Once the noble house of Ushoran in Strygos, they were betrayed and hunted to near extinction. Now they haunt ruins and graveyards, served by the wandering Strigany folk who revere them as “Ghoul Kings.” Their appearance is the most bestial of all bloodlines – winged, clawed, and utterly feral. Notable: Ushoran (long dead), Vorag Bloodytooth, Gashnag, Merovech.

Playing a Vampire

Vampires begin their existence as Vampire Thralls. Once transformed, most Vampires lose whatever Human qualities and desires once motivated them, becoming creatures of naked bloodlust. They retain the thoughts and memories of the mortal they once were, but within them now is a dark beast, driving them to hunt and prey, to revel in their every twisted vice, and to glory in all their dark desires. whilst others believe it is simply the benefit of no longer being burdened with the weight of a soul and the conscience it spawns

Vampires become paler upon their transformation and their eyes turn red. Over time, the now-unneeded internal organs of a Vampire shrivel and atrophy. Only the heart continues to beat, although at such a low frequency that it is undetectable except when the Vampire has newly fed.

It is in these times that being trained by their sire or some other Vampire that adopts them is vital, preventing them from losing themselves while also indoctrinating them in the ways of their specific bloodline. Many "newborn" Vampires started this indoctrination even before the Blood Kiss was given. As they age, new Vampires either manage to become independent of their sire or become so dependent on their creator that they become little more than extensions of their master's every whim.

Physical Appearance

Vampires share no uniform physical appearance, aside from the fact that most of them have basically humanoid dimensions, most can pass as Human at a distance, and hide their ungodly natures behind practiced charm and magical glamour, but for all their refinement, they are in reality nothing more than rotting corpses held together by Dark Magic (Dahr) and its immortal will. The strain of retaining their appearance is a drain on a vampire and when it is stressed or angered, its true face reveals itself.

They retain much of their original intelligence, personalities and capabilities despite their curse, and hence retain their ambition and desire. The only twist is that their emotions, unlike mortals, are more intensified depending on how they used to be as a living person. As such, an evil person being turned into vampire can turn into a comically or frightenly evil sort, while one who used to be a good person, couldn't even stand watching people cry (as mentioned in the weakness section).

Relations with Other Races

Category Faction Relation
Humans Empire Hostile
Bretonnia Hostile
Kislev Hostile
Sartosa Neutral
Araby Neutral
Cathay Neutral
Norsca Neutral
Elves Asur (High Elves) Hostile
Asrai (Wood Elves) Hostile
Druchii (Dark Elves) Neutral
Dwarfs Dwarfs Hostile
Chaos Dwarfs Neutral
Greenskins Orcs Neutral
Goblins Neutral
Monstrous Ogre Neutral
Beastmen Neutral
Affliction Chaos Neutral

How to become a Vampire

Only characters from the following races are eligible for vampirism: Empire, Bretonnia, Kislev, Sartosa, Araby, Cathay, and Norsca. Ensure your character belongs to one of these races. Upon ascending to this race, players will forfeit all racial progression associated with their former racial skill trees.

Blood Kiss

This path leads the player character toward becoming a vampire. When the path is completed, the character ascends as a Vampire, a process that can only be achieved through collaboration with an established Sire Vampire(Player).

1. The Eclipse Ritual – The True Bite

  • The Master-Sire must bestow the Blood Kiss (the actual transforming bite) beneath a scheduled server-wide “Mannslieb Eclipse” event (held every two weeks).
  • Location: Central altar (Desginated area disclosed to vampire players).
  • Minimum attendance: 4 players.
  • The Sire roleplays the bite, drinks from the candidate, then forces their own ancient blood back into the candidate’s mouth.

2. The Seven Nights of Pain

  • For seven consecutive nights the fledgling must remain sealed inside their base.
  • Each night they must post a short journal entry (public or private to staff) describing the agony of transformation.
  • Missing even one night resets the trial.

3. The Naming & the Brand – Ascension to Sirehood

  • On the eighth dawn the new vampire emerges.
  • They publicly declare their chosen bloodline and receive the sigil brand (custom item/skin) from their Master-Sire.
  • They swear the Oath of the Undying in front of at their sire.
  • Player immediately receives Vampire race.

The Seven Sacred Trials

This path guides the player character toward becoming a sire vampire, forging a new offshoot of a chosen bloodline. Upon completion, the character rises as a Sire, empowered to create and shape their own lineage of vampires

1. The Whispers – Public Sponsorship

  • Requirement: An existing Vampire Sire must publicly declare you their chosen heir in a scene witnessed by at least 8 other players.
  • Typical venues: Midnight balls, graveyard gatherings, noble courts, or tavern. (NPC)
  • Staff ticket: “Sire [Name] has claimed [Candidate] as heir – witnesses attached.”

2. The Black Library – The Five Tomes

  • Collect the five unique, physical forbidden tomes that exist on the server:
    1. A page torn from the Liber Necris
    2. Neferata’s perfumed love letter
    3. Ushoran’s Strigoi chronicle
    4. Abhorash’s blood-oath parchment
    5. A von Carstein signet letter bearing Vlad’s seal
  • These books are singular or extremely limited. They must be borrowed, traded, gifted, or stolen through pure roleplay. (Drops from bounty hunter loot table from treasure chests.)
  • Staff ticket: “Candidate possesses the Five Tomes – screenshots attached.”

3. The Covenant of One Hundred Drops

  • Collect exactly 12 Blood Tokens – one willingly given drop of blood from 12 different living players.
  • Each player may donate only once per candidate.
  • The donation must be roleplayed (a prick of the finger, a kiss that draws blood, a chalice passed in secret, etc.).
  • Staff ticket: Screenshots/list of all 12 donors with dates and short scene descriptions.

4. The Night of Three Willing Hearts

  • Three players of specific archetypes must publicly mix their blood with yours in the ritual chalice:
    1. A commoner or peasant
    2. A noble or priest of any faith
    3. A warrior, knight, or witch hunter
  • They swear a binding oath of secrecy, devotion, or curiosity - no death occurs.
  • The scene is public and announced days in advance.
  • These three become your eternal “Blood-Bound”.

5. The Eclipse Ritual – The True Bite

  • The Master-Sire must bestow the Blood Kiss (the actual transforming bite) beneath a scheduled server-wide “Mannslieb Eclipse” event (held every two weeks).
  • Location: Central altar (Desginated area disclosed to vampire players).
  • Minimum attendance: 8 players.
  • The Sire roleplays the bite, drinks from the candidate, then forces their own ancient blood back into the candidate’s mouth.
  • For first vampire Sire is chosen bloodlines DMNPC.

6. The Seven Nights of Pain

  • For seven consecutive nights the fledgling must remain sealed inside their base.
  • Each night they must post a short journal entry (public or private to staff) describing the agony of transformation.
  • Missing even one night resets the trial.

7. The Naming & the Brand – Ascension to Sirehood

  • On the eighth dawn the new vampire emerges.
  • They publicly declare their chosen bloodline and receive the sigil brand (custom item/skin) from their Master-Sire.
  • They swear the Oath of the Undying in front of at least 8 witnesses.
  • Server Lore message: “A new Vampire Sire walks the Old World: of the line of [Bloodline]. They may now create progeny of their own.
  • The new Sire immediately receives Vampire race and ability to perform blood kiss.

Gender Roles & Sexuality

Gender Roles

  • Vampire society in Warhammer Fantasy is hierarchical and patriarchal/matriarchal depending on the bloodline and region. Power is concentrated in individuals with great age, magical ability, and influence.
  • Nobility and Bloodlines: Male and female vampires alike can rise to prominence, with age, cunning, and magical skill determining status. Female vampires often wield power equal to or exceeding males, particularly in noble houses.
  • Servants and Thralls: Vampires dominate humans, other creatures, and lesser undead as servants or soldiers. Gender hierarchy among thralls reflects vampire preference rather than societal norms.
  • Vampire society values intelligence, ruthlessness, and charisma over gender; both males and females can be rulers, generals, or sorcerers.

Sexuality

  • Vampires are highly sexualized beings, with sexuality often entwined with predation, power, and seduction. Erotic attraction is closely tied to **bloodlust and control**.
  • Courtship and Seduction: Vampires may seduce mortals or other races to feed, dominate, or manipulate. Both male and female vampires use allure and eroticism strategically.
  • Sexuality is intertwined with immortality, desire, and danger, creating a blend of eroticism and fear.

Attitudes toward Other Races (Sexualized)

  • Vampires often sexualize other races as **predation, temptation, or dominance**, with erotic fascination tied to allure, danger, and exoticism:
  • Humans: Mortals are the primary objects of sexualized predation. Vampires use seduction, charm, and erotic power to feed, manipulate, or dominate humans.
  • Elves: Female elves are admired for beauty and grace; sexualized attraction is present but complicated by pride, skill, or magic. Male elves may be viewed as rivals or potential thralls.
  • Dwarfs: Rarely sexualized due to aesthetics and temperament; male dwarfs are potential targets for domination, female dwarfs occasionally appear in rare eroticized fantasies.
  • Greenskins: Orcs and goblins are rarely sexualized; interactions focus on feeding, manipulation, or dominance.
  • Sexual attraction often intersects with **bloodlust, magical influence, and power dynamics**, making erotic encounters dangerous and manipulative.

Notable Cultural Nuances

  • Vampire society is hierarchical, cunning, and power-driven, with gender secondary to age, magical ability, and influence.
  • Sexuality is fluid, strategic, and intertwined with dominance, seduction, and predation.
  • Attraction to other races is heavily filtered through danger, exoticism, and manipulation rather than mutual desire.
  • Female vampires often wield enormous sexual and political power, particularly in aristocratic bloodlines, reflecting both allure and ruthlessness.