In the annals of folklore and myth, a Vampire is a nocturnal entity of unearthly allure and insatiable thirst, said to be borne of shadow and blood. These enigmatic beings are believed to possess the gift, or curse, of immortality, sustained by the blood of the living. With pale visages and piercing gazes, Vampires are rumored to traverse the veil between life and death, preying upon unsuspecting mortals under the cloak of darkness.

Vampires are immortal creatures, immune to natural death and the aging process. Their survival hinges on the consumption of blood, primarily human, which serves as their essential source of power and sustenance, while the need for food and water are mere echoes of their mortal existence. The longer a Vampire abstains from blood, the more their feral nature intensifies, eventually leading to an irresistible urge to feed on any living being they encounter.

Vampires are constantly battling their predatory instincts in an overwhelming struggle for survival, striving to maintain their fading humanity. Without control, instinct can eclipse logic and empathy. This struggle is viewed by some as a corrupting illness, while others embrace it as the freedom to exist uninhibited by morality and guilt. They struggle between ignoring the human ethics they once abided by or striving to uphold them.

Traditionally, vampires exhibit a weakness to sunlight. Some find sunlight utterly intolerable, as it burns their flesh. Others can endure exposure by remaining in shadows and keeping covered. Vampires desiring the freedom to experience sunlight like humans often pursue magical or occult methods to achieve this.

To the mortal eye, vampires are creatures of impossible allure, sculpted features, arresting eyes, and voices that resonate with a subtle, magnetic cadence. Their beauty is sculpted by the predatory nature within to entice, seduce, and feed.

Most vampires bear the pallor of those long estranged from sunlight. Their skin ranges from moonlit ivory to cold ash, often mistaken for sickly or ethereal, depending on the lighting and their mood. Some still resemble the humans they once were, others become idealized echoes; more perfect, more haunting.

But beauty decays with hunger.

A starving vampire’s facade unravels into something grotesque and deathly. Their skin tightens like parchment over bone, their eyes hollow with shadow, veins dark and spidered beneath the surface. They resemble walking corpses, drained of life and maddened by thirst.

When the predator surfaces, during frenzy or feeding, the mask slips entirely. The whites of their eyes flood with crimson, deep black veins emerge beneath the eyes and along the temples, and their canines unsheathe into cruel, elongated fangs. In this state, there is no mistaking them for human.

Fissures have developed among Vampires as the modern world encroaches on traditional idealism.

Traditional or Elder Vampires, those turned before modern times, uphold order and tradition as paramount for the safety of their kind from humans and other supernatural entities. Conversely, New Age or Modern Vampires, turned in recent decades, challenge existing power structures. They prioritize autonomy, desiring to coexist with humans and other species on their own terms.

Those who embrace their vampiric predatory nature pose a threat to both by disregarding the Shroud and seeking to sow chaos and disruption.

Mating

The process by which vampires find and choose a mate is not uniform. While some experience an intense, immediate attraction akin to “love at first sight,” others may develop a bond more gradually over time. No matter how they discover their mate, or sometimes mates, the bond is consistently depicted as powerful, unbreakable, and profoundly emotional.

The bonding of a vampire and its mate is a private act whether done in traditional unions such as marriage or in rituals where blood is shared.

Vampires are unable to produce offspring with humans or any other species, as they are sterile.

Turning

Vampires are not born, but made from humans. The transformation occurs when a vampire bites and feeds on a mortal, bringing them to the brink of death. At the crucial moment, the vampire offers their own blood, either by tearing or biting their flesh, which the dying mortal must willingly or forcefully drink.

Following this exchange, the human undergoes a painful physical death. As their natural bodily functions cease, the vampire’s blood reanimates them, resulting in the birth of a new Vampire.

Species that can be currently turned:

  • Humans
  • Witches
  • Shifters

The Sire Bond

A “Sire Bond” is a tether created when a vampire creates progeny similar to a parent and a child. 

A sire is theoretically responsible for helping their progeny transition and overcome blood frenzy during the initial five years following their turning. However, some vampires recklessly sire and abandon their progeny, leaving these new vampires to navigate existence alone. This not only endangers the individual progeny but also poses a threat to the wider vampire community.

The relationship between a vampire and their sire is often intense, complex, and layered with power, dependence, loyalty, and betrayal. It can create a mentor-mentee or master-servant dynamic; sometimes nurturing and other times abusive.

A progeny may appreciate the bestowed gift and feel a strong connection, loyalty, love, or even obsession toward their sire for the first years to decades.

Others harbor resentment and anger, having been thrust into an unprepared existence and seek to sever the bond through leaving the sire’s immediate reach, using magical intervention, or ending their sire’s immortality.

Sire Abilities (OOC consent is required):

  • A sire and progeny can telepathically transmit and receive thoughts, feelings, images, and even emotions, especially strong ones like panic or danger. It is more intense the closer they are to each other. 
  • Issue commands to their progeny, which they are compelled to obey

Fanatic Donor

A fanatic donor, also known as a blood doll or a vessel, is a human who freely allows a vampire to feed on them because it can induce feelings of euphoria and sexual pleasure. Fanatic donors tend to actively seek out vampires, unwittingly walking a very thin and dangerous line with their lives. 

Vampires often view fanatic donors in one of two ways. Some treat them as mere livestock, keeping them in controlled environments to ensure they are well-fed and healthy enough to consistently provide blood. Others view the arrangement simply transactional, similar to using the services of a prostitute.

Vampires may value fanatics for companionship or comfort, relying on them for more than just sustenance. This can lead to a vampire showing greater care towards a fanatic. If a vampire develops an attachment to a specific fanatic donor, they might pursue an exclusive relationship by converting them into a thrall.

Thrall

A thrall is a human who has been mentally bound to a vampire through ingesting vampire blood. The blood bond creates a powerful emotional and psychological connection between the vampire and the human, often described as infatuation or even obsession. The human may feel a strong compulsion to obey the vampire and be drawn to them. Thralls may mistake this attachment as affection or love.

The treatment of thralls varies from fond indulgence to horrific abuse depending on the vampire’s morals or needs of servitude. 

A vampire considers their thrall to be their property. Any interference with this bond risks the vampire’s wrath or vengeful retaliation.

Because their blood has been infused with vampire blood, thralls age more slowly and their ability to heal from sickness and wounds increases 1.5 times that of a normal human. Their appetite for normal food lessens, and they become dependent on vampire blood for sustenance.

The amount of blood offered can deepen or weaken the relationship, but also deepens the effect. If a vampire offers a large amount of blood to their thrall, their connection can be fiercely loyal, but also the addiction runs just as deep, making the maintenance taxing on the vampire. However, a smaller blood offering makes the effects far weaker, but also has less of a chance of severe withdrawal symptoms.

While under the blood bond, the thrall has telepathic communication, similar to the sire/progeny bond, with its master. However, unlike the sire/progeny bond, a blood bond only has a range up to 100 miles.

A thrall who stops feeding on vampire blood will revert back to their human physical state. However, depending on the length of servitude can impact their mental well-being, potentially leaving their minds broken. Their bodies may experience withdrawal symptoms including an insatiable hunger as they transition back to needing nutrient-based foods, and various aches and pains as their body normalizes.

Though extremely rare, other supernatural species can become a thrall, but it will severely hinder abilities and the ability to function within their species’ society.

Universal

These apply to all Vampires, regardless of Prowess or Ineptitude. Click on arrow for full description.

Graveheart

The vampire enters a deathlike state, halting bleeding, ignoring pain, and feigning death. Useful for surviving critical injury. In this state, a vampire remains dimly aware of their surroundings, like a lucid dream. They cannot move, speak, or react unless they exit the state. The vampire must will themselves to awaken, often requiring focus or the scent of blood. When awakened, the vampire may suffer a disorienting or weakened state upon revival depending on how long they remained in it. Frenzy is possible.

Enhanced Senses

Vampires possess heightened senses, such as improved night vision, acute hearing, and an enhanced sense of smell, allowing vampires to hunt or sense danger.

Mind Compulsion

Through direct and sustained eye contact, a vampire can subtly nudge the will of a target in a given direction. To the target, they will feel like subconscious thoughts or ideas, not invasive rather a silent and surgical influence over free will. Mind compulsion does not work on kindred.

Regeneration

Vampires heal quickly, sometimes instantly, from most injuries. Consuming human blood can even heal fatal wounds. Vampires who consume animal blood experience slower healing times compared to those who feed on human blood. While still healing faster than humans, severe injuries will take considerably longer to mend.

Supernatural Strength & Speed

Vampires possess enhanced physical abilities far beyond human limits.

Venenum

Upon transformation, vampires begin to produce hemotoxic venom in which they can control the dosage. When feeding, the vampire may microdose so the bite becomes euphoric, nearly orgasmic, rendering the target pliable and addicted. This makes feeding not only easy, but something mortals may beg for later. 

In higher doses, it can stop the heart or leave the victim paralyzed. With no intervention, the target could die.

It should be noted that vampire venom acts more like a neurotoxin in Werewolves, slowing down their healing process, putting them at greater risk of infection. If left medically or magically untreated, the bite could claim the life of the werewolf.

Prowess

Vampires can possess additional abilities known as Prowess. Players may choose up to 2 Prowesses, each of which must be balanced by an Ineptitude from the Vulnerability section. 

We understand that players may prefer not to share every detail about their character publicly, whether in a forum or a SL Pick. However, for potential mediation purposes, we require this form to be completed. It will be accessible only to owners and mentors. While players are welcome to display their Prowess/Ineptitude if they wish, submission of this form remains mandatory.

Allure

The vampire exudes irresistible supernatural magnetism through their voice and body language. This ability influences emotions, drawing targets in emotionally, sensually, or spiritually. While Allure does not override free will, it can cause a target to act contrary to their best interests through an inflamed libido, throbbing devotion, or zealous idolatry; either individually or for crowd manipulation. Will not work on kindred.

Hollow Touch

A vampire can drain not just blood, but emotions; feeding on fear, grief, or lust to empower themselves. Doing so may leave the target numb or emotionally hollow, effectively eroding their spirit over time.

Nightingale’s Kiss

The vampire drinks from their target, then infuses a portion of the stolen blood with their own venom before returning it, delivered gently through a kiss, or via a dropper to the lips. This stabilizes injuries and numbs pain. However, this act carries a high risk of creating a blood bond or addiction between the vampire and the target.

Note: A werewolf can receive a Nightingale’s Kiss, as the dosage is sufficiently low to prevent neurotoxicity. However, a Nightingale’s Kiss will fail if a vampire attempts to perform it on a werewolf after they have already been injected with Venenum.

Revivified

A vampire can mask their supernatural presence and appear completely mortal. Heartbeats can resume, skin warms, and breath returns. At higher levels, even medical equipment is fooled, making infiltration or seduction effortless. Only lasts up to 12 hours and will leave the vampire ravenous when it fades.

Sanguine Echo

Allows the vampire to taste residual emotions and memories in spilled or consumed blood. Fresh consumed blood will hold more details than spilled or bagged.

Vitae Leash

A vampire who has tasted someone’s blood can sense their general direction, mood, and condition for a time, even from miles away. This is used to track prey, keep tabs on thralls, or emotionally torment former lovers.

Universal

These apply to all Vampires, regardless of Prowess or Ineptitude. Click on arrow for full description.

Sunlight

Vampires are vulnerable to sunlight but can tolerate short exposures, typically seen in morning light or during “golden hour” before sunset. However, long sun exposures can lead to extreme burning of the skin and desiccation.

Silver

Silver is harmful to vampires. External exposure can lead to skin irritation or chemical burns, the severity depending on the duration of contact. Penetration wounds inflicted by instruments such as knives or bullets quickly become infected, leading to prolonged recovery periods if not properly cleaned or closed. Silver is harmful to vampires. Bullets can result in paralysis if not extracted within 48 hours.

Staked

Driving an implement into a Vampire’s heart results in paralysis. This state persists until the implement is removed. Once removed, Vampires enter a frenzied state.

The Curse of Invitation

A vampire cannot enter a home unless explicitly invited by someone who legally (on the deed or lease) or emotionally (partner, family member, etc) resides there. The invite can be verbal or non-verbal (stepping aside to let them in).

Welcome signs don’t grant entry anymore than it allows a door-to-door salesman to enter without an invite.

A vampire’s invitation to a residence can be revoked at any moment by the invitee or the person(s) on the lease or deed. Should the vampire be present when this occurs, they will experience discomfort and a strong urge to depart. Some vampires might flee instantly, while others may try to overcome the discomfort to compel the resident, though maintaining focus in such a situation proves difficult.

Public spaces and businesses are exempt.

True Death

Decapitation or burning will permanently kill a vampire.

Werewolf Bite

Werewolf saliva is a potent coagulant and a vampire’s bane. When it touches broken skin, such as from a bite or spit entering an open wound, it not only hinders healing but can also cause paralysis within 24 hours if left untreated. A full blood transfusion is then necessary to remove the coagulated blood. To prevent paralysis, the vampire must feed or consume fresh blood as soon as possible or seek help through magical means.

Ineptitude

If you have chosen Prowess abilities, you must pair them with an Ineptitude.

We understand that players may prefer not to share every detail about their character publicly, whether in a forum or a SL Pick. However, for potential mediation purposes, we require this form to be completed. It will be accessible only to owners and mentors. While players are welcome to display their Prowess/Ineptitude if they wish, submission of this form remains mandatory.

Blood Addiction

Vampires become addicted to particularly potent or supernatural blood (e.g., werewolves, witches, or people in heightened emotional states). The more often they indulge, the harder it becomes to resist hunting that “flavor.”

Haunted

As vampires age, their memories distort. They become haunted by lost loves, ancient grudges, or forgotten sins. These obsessions can distract them or cause them to act irrationally when triggered.

Moon Bound

These vampires are fettered to the night. Direct exposure to sunlight causes severe burns within seconds and true death within minutes. Even indirect light (like overcast skies or bright UV lamps) causes discomfort or weakening. Once ablaze, regenerative powers fail. 

Tether of Vitae

Vampires cannot live without blood, but more importantly, blood stores trauma. The more they feed, the more psychic residue they absorb. Feeding from someone unstable, sick, or dying can mentally poison them. This is highly likely for those who have The Hollow Touch or Sanguine Echo prowess.

The Stain of the Sacred

Symbols or objects of any faith, such as a Catholic cross, a Mezuzah (Judaism), or a Dreamcatcher (Native American), may repel or burn vampires, but only if wielded with genuine faith. A cross in the hands of a doubter does nothing; in the hands of a true believer, it can sear flesh.

Broods often arise out of territorial disputes or the need to govern vampire society. Some form along ancestral or ideological bloodlines, others crave influence over humans (and other species), few reject hierarchy and seek autonomy. 

There are four broods established in Eclipse Ridge: The Majestas, The Vermillion Creed, Ecclessia Noctis, and The Drift. 

Upon discovering the existence of other vampires in the area, new vampires could be recruited or courted to join a brood. Each brood has a distinct mission, vision, and set of goals. Upon a completed initiation, a privileged ability is bestowed on members.

The Majestas

The Majestas are said to be descendants of the original vampires who arrived following the Second Eclipse in 1701, when the ley lines surged for the first time. These vampires saw Eclipse Ridge not just as refuge, but as promised land. They cloistered themselves in vast, cathedral-like sanctums and bound their bloodlines to the land. They formed the first structured vampire society in the region, enforcing ancient blood rites and maintaining strict genealogical records. They see themselves as rightful rulers of all vampire activity in Eclipse Ridge, and are often in quiet conflict with the other broods for breaking the “Old Laws.”

Initiation: The Cursus Honorum

Steeped in tradition and history, the Majestas maintain a fanatical obsession with ancient blood rites and patronage. Their Initiation reflects this. 

  • The Common Order: The Initiate must be sponsored, and subsequently vouched for, by an existing member of the Majesta. For the duration of their initiation, any wrongdoing, and therefore punishment, the Initiate may be subject to shall also be visited upon their sponsor.
  • The Common Blood: The Initiate must add their own blood to, and then drink from, a vessel containing the blood of all Majesta in the Brood.
  • The Common Good: The Initiate must take an action against an enemy of the Majesta, one whom the Elders have deemed an enemy or a lawbreaker. The Initiate must return with a trophy from the enemy and present it to the Elders

Privileged Ability – Blood Dominion

Majesta’s Blood Dominion grants them control over kindred, allowing them to manipulate actions, alter memories, and compel unwilling obedience. This power is temporary, lasting only 24 hours, but it’s effects can be felt beyond that scope. It cannot be used on other Majesta. Repeated use on the same kindred diminishes its effectiveness.

The Vermillion Creed

This brood emerged in the Roaring Twenties, when Eclipse Ridge became a hotspot for mystics, artists, and occult seekers drawn by the rumors of a “cursed valley of beauty.” The Vermillion Creed was formed by charismatic vampires who rejected the rigid control of the Majestas and sought instead to blend into, and dominate, mortal high society. They hosted decadent masquerades in the Ridge’s hidden mansions, fueled by bootleg bloodwine and mortal vice.

By the 1950s, they were puppeteering influential town figures and corrupting supernatural tourists lured by Eclipse Ridge’s strange energy. While they cloak themselves in refinement, their influence is insidious, whispers in nightclub backrooms and designer blood cults.

Initiation: The Velvet Embrace

With a focus on devotion and skill, The Vermillion Creed values subtlety and resourcefulness amongst their Initiates. 

  • The Unfortunate Hunt: The Initiate must drink from a target assigned by their sponsor. The target, the so-called ‘Unfortunate’, must be unaware of their selection, and a non-vampire. The initiate must complete this task without being identified, by whatever means available.
  • The Bound One: Provide to the Brood Elders a living mortal you’ve emotionally manipulated — not killed — as a “gift” of influence or leverage.
  • The Greater Gift: All present must drink of the initiate’s blood before offering up their own to the initiate. Doing so is said to create a bond within the Brood.

Privileged Ability: Scarlet Revery

The Vermillion Creed can manipulate the physical vitality within their own blood to temporarily enhance the sensory experiences of mortals around them, flavors become richer, music deeper, touches more electric. It creates an atmosphere of heightened pleasure and euphoria, making parties feel unforgettable and gatherings magnetic.

Ecclesia Noctis

Some of the original followers of the Wayward Sisters, dissatisfied with the limitations of their lives and powers, sought to transcend the mortal veil, seeking immortality through the embrace of the vampiric curse. These witches became the first of the Ecclesia Noctis, or the Church of the Night, a cult-like brood of vampires who believe the eclipse wasn’t just a natural event but a cosmic thinning, where blood and shadow converged. Their treachery discovered, they were disowned and cast out by The Sisters, a divergence which sowed deep hatred and resentment within this brood. When the Sisters vanished, many of the Ecclesia Noctis retreated into mountain crypts, entering a state of torpor, awaiting the “Third Eclipse,” which they believe will bring ascension beyond vampirism. Others, maddened by their split nature, have sought vampiric domination of the world’s other species, seeking to create a society ruled, mastered, and in servitude to their kind.

They are the keepers of prophetic texts and bone-carved maps that show the flows of power under the Ridge. The other broods fear them, partly because their seers are often right. No one knows how many still live within the hollows, or what they’re preparing for.

Initiation: Communion of the Ecclesia

The Initiation consists of three Sacraments, designed to induct the Initiate in soul, body, and mind and dispense of mortal ties.

  • The Sacrament of Reconciliation: To truly devote oneself to the Ecclesia, the Initiate must make an irreversible sacrifice to sever from their mortal life. The last drop of blood, the body, or the bones of a mortal kith or kin must be presented as an offering to the Elders.
  • The Sacrament of Baptism: The Initiate must submit themself to ritual marking, either by blade or brand, and commit to carrying the mark of the Ecclesia for their immortal lives. Tarnished or destroyed brands are considered a mark of ultimate excommunication and exile.
  • The Sacrament of Penance: To purge themselves of mortal emotion, the Initiate must be starved for 28 days and 28 nights, reducing themselves to a feral state of hunger and bloodlust. Only then, with their predatory hunger to the forefront, will they sever the lingering mortal emotions.

Privileged Ability – Falsa Sanguis

Vampire blood can be used to reanimate a corpse for a maximum of three days, either as a ghoul or in servitude to the Ecclesia Noctis. This ritual can only be performed once per corpse. Soulless, memoryless, and lacking the ability to act independently, ghouls are violent, unpredictable, and difficult to control. A fresh corpse is strongly advised because decay is not paused and will continue to get worse.

The Drift

The Drift isn’t a brood in the traditional sense; it’s more like a fragmented murmur. Whispers passed through burner phones, group chats, and dark web message boards. No founders, no creeds.

While the other vampire factions drown in blood rituals and centuries-old politics, The Drift emerged in resistance. Most of its members are newly turned, often without mentors, who stumbled into undeath and found themselves alienated by the rigid hierarchies of the Majestas, the decadence of the Vermillion Sect, or the prophetic doom of the Ecclesia Noctis. The Drift don’t believe in fate. They believe in choice, and in each other, and on their own terms.

What unites them isn’t ideology, but experience: surviving the first year of turning without losing their grip on reality. The Drift call this “Breaking Silence”. The moment you stop looking for a master and start surviving on your own.

Role in Eclipse Ridge: While most vampires avoid the digital world, The Drift has mastered it. They run encrypted feeds to warn each other of hunter sightings, corrupt cops, or territorial threats. They use burner phones to organize meetups, trade blood supply drops, or stage hunts. They treat the other broods as obsolete relics.

Initiation: Breaking Silence

The Initiation consists of three tasks, designed to show survival in the modern world and capable to lead the path into the new age of vampirism.

 Initiation Title: Breaking Silence

  • Ghosting: Evade capture by one of the elder factions for 72 hours. Use of tech, manipulation, or feeding on the move is encouraged, but you must never be seen.
  • Offline: Destroy the last memento of your mortal identity (birth certificate, family photo, real name on paper, etc.). Post evidence to the Drift network.
  • Upload: Record a log, a short video, or voice memo, detailing your turning, your survival, and your life thus far. Part confession, part potential blackmail, it becomes part of the encrypted Drift archive.

Privileged Ability – Cloak of Nocturnis

To shield themselves, vampires use shadows to dim light and muffle sound. During a full moon, they may appear as indistinct silhouettes or completely disappear in darkness. Vampires can feel their kindred nearby, and have a general sense where they are hiding, but cannot see them. Other species may feel as if eyes are on them but will not be able to make out the vampire or its location, unless in possession of a ward obtained by a Ward Witch.

During the full moon, Vampires become more susceptible to frenzy. During a frenzy, a vampire literally, and usually unwillingly, gives in to the darkest instincts of the vampiric nature. They will begin to lose their more beautiful features and become consumed with rage or hunger, unable or unwilling to consider the effects of any action. 

For a vampire in a frenzy, the well-being of the vessel and even relationships with friends, foes, or lovers are irrelevant. A hungry vampire in this state will feed on the closest individual.

The severity of the frenzy depends on many factors, including the age of the vampire and how recently the vampire fed, as well as what the vampire fed on.