Vampires of Apia

# Apia Vampires

## History and Descriptions of all known Vampire Bloodlines

### **A Brief History of Vampiric Origins: Two Theories**

One of the most dangerous undead stalking Apia are the blood-sucking fiends called vampires. While there are many variant bloodlines all share a common, mysterious, origin.

Some claim that vampires originated from wherever humans did. After all, vampires weren't seen until after humans arrived on Apia. Besides that, many of the most prominent vampires formerly were human. However this speculation doesn't hold water with serious vampire hunters or students of arcane lore. When it comes to the origins of vampires, most fall into two camps.

The first believe that, like ghouls and Doresain, vampires can be traced back to a demon lord who created them. While some speculate that demon lord is Orcus, this theory lacks credibility. Orcus freely uses vampires but he takes no credit for their creation, and their dependence on the living for sustenance flies in the face of Orcus' goal of total annihilation of all life. Most scholars who do subscribe to the demon lord theory, believe this lord has either remained unknown to mortals or, more likely, was slain in the endless Abyssal power struggles.

The second theory concerns bats, blood and dark magic.

 When the aberrant empires of mind flayers and beholders ruled powerful dark magic was common. Strange alien rituals the likes of which the gods-honoring mortal races wouldn't have dreamed were in every aberrant empire and household. It is well known that Ervon Mindamner, the first human lich, learned the secrets from an alhoon and that is merely one example of humanoids learning from the aberrant.

During the years following Latrell's rebellion, many small empires rose and fell. Many mages tried to unlock the secrets of lichdom in a way that would give them all its benefits but not its drawbacks. Some didn't want to lose their vitality and beauty in the quest for lichdom. They wanted power, youth and beauty, and were willing to go to great lengths to get it. In one of these small kingdoms, whose name is lost to the sands of time, the ruling class of mages perfected a ritual that would allow them to do just that. They crafted one batch of elixir that, when drunk, granted the power they sought before erasing all knowledge of it's creation method so no one else could replicate it. The legend says that, while waiting for the ritual's appointed time, a swarm of bats slipped into the tower where the elixir was kept, drank its contents and escaped, biting the mages as they fled. The bites of these bats transformed the mages into the first vampires and allowed them to pass the curse to others. When the cauldron was finally empty, its magic worked, far too well, leading the mages to forget their own success. With a new all-consuming hunger for blood, they destroyed their own kingdom in a month of ravenous feasting, draining all the subjects they could lay their hands on. Just as the bats had mutated the elixir, so too did the vampire's bite warp those they fed up into more twisted bloodlines.

When that first blood-soaked month drew to an end and the newly christened vampires realized what they had done, they scattered to the winds, leaving behind the haunted ruins of their once proud kingdom.

Whatever created the vampire, the end result is the same, an undead menace that claims the lives of civilized humanoids, hunting in cities as wolves or lions do the fields. Adventurers don't need to understand where these monsters come from, only the means to kill them.

### **Vampires in Power**

As vampires spread throughout the nations of Apia, looking to fill the vacuum left behind in the wake of Latrell's rebellion, some tried to establish their own small seats of power. Multiple sources suggest that some fled into the sea towards the Apian archipelago, west of Zamonia. While this so called “ghost island” has never been verified, ships do disappear with frightening regularity among the archipelago. Pirates cannot account for every lost ship in the region.

Several vampires were confirmed to be among the Sorcerer-Kings of ancient Za'icora, and it's likely one of those so called “pharaohs” was responsible for the ritual that drained all life from the great river Zai, creating the modern great desert of Za'icora. When the great slave uprising destroyed those Sorcerer-Kings, it is presumed the vampires died alongside the mortal ones.

It is known that a clan of vampires settled into one of the ancient mind flayer ruins in the wild lands that would become Vitteodel. Among Vitt Cerverson's great deeds in civilizing the region was slaying the vampire lord Vincent and driving his spawn from the land. Vitteodel continues to have small problems with vampires, but none rivaling the ancient brood of Vincent's.

The most famous of the vampire kingdoms was Crethosia, located along the western edge of modern Taskanda. Crethosia was a dark gothic kingdom, ruled by vampires but full of all kinds of monsters. Dark magic was the rule. The surrounding tribes and city-states were no match for the monstrous armies of undead steaming from the darkened castles and open graves with frightening regularity. When Crethosia was finally conquered by the armies of a newly unified Taskanda, the continent breathed a collective sigh of relief. Even today, the western province remains sparsely populated due to crops and animals growing strangely. The more conspiracy minded citizens of Taskanda speak of a “Shadow Crethosia” which exists on the edge of civilized country. Others insist those surviving monsters fled to the “ghost island” and others yet claim they've managed to infiltrate positions of power. Regardless of the truth, the legends of Crethosia will remain campfire tales for some time.

In modern Apia there are no nations obviously ruled by vampires, a great source of relief to many historians.

### **Blood Magic**

Like necromany, blood magic is a banned school of magic in all civilized nations. While some gnolls or savage orcs are known to practice the art, and hidden cults of blood mages spread the secrets among their members, it is vampires, the creators of the school, that truly master it. Specifically, it is the vampires of the Straumillian bloodline who created and continue to teach the art. Straumillians take to blood magic with chilling ease. If a cult of blood mages is practicing in a large city, it is usually at the tutelage of one of these vampires. Adventures know to be wary of blood mages, regardless of what exactly they are.

### **Dhampirs**

 Vampires have many notable differences other undead. One of the most famous is that vampires are attractive creatures. Most are achingly beautiful, charismatic, charming, drawing plenty of sycophants and admirers. One result of this are dhampirs sometimes called katanes. These half-vampires are a rare breed. They originate from a male vampire impregnating a woman, a pregnant woman being transformed into a vampire or, rarely, when a resurrection spell is botched. While far from common occurrences they happen more than most would expect. Dhampirs can breed true and so these half-undead are slowly increasing in number. Unlike folklore, a katane cannot transform a humanoid into another katane and they do not slowly transform into full-blooded vampires any more so than a tiefling or half-orc morphs into a demon or orc. While there have been rumors of vampires with powerful psychic connections to their half-breed offspring slowly transforming them into full-blood vampires this has never been officially documented.

### **Vampire Spawn**

 Most bloodlines do not create more vampires by simply draining all the blood from a victim. It is a complicated process not fully understood by the living. However, all scholars agree, the creation of “vampire spawn” is the first step. These inherently weaker vampires are bound to serve their sire until they are uplifted. This process is rarely completed as few vampires wish to create their own competition and uplifting a spawn takes a portion of that vampire's essence.

## **Bloodlines**

One unique trait of vampirism is the wide variety of different sub-types, called bloodlines. All share some similarities, they are undead, feed on blood, have a variety of unusual weaknesses, an affinity for creatures of the night and a difficulty to permanently kill. All vampires posses at least a modicum of arcane spellcasting ability and resistance or outright immunity to damage from non-magical weapons. While there are certainly possible bloodlines either unknown or not yet confirmed, the following is a list of those identified.

#### **Common vampires:**

While no creature so dangerous deserves to be called “common,” the moniker is given to distinguish those vampires who stray the least from the expected mold. They are pale and attractive versions of their former selves. Most can transform into bats, wolves or mist and have an affinity for those creatures. They usually have the power to dominate mortals with the force of their personality and they can transform completely drained humanoids into vampire spawn. Many are skilled spellcasters, master swordsmen and confident orators.

For weaknesses, they cast no reflections, display no shadows and are burnt by sunlight. Running water also harms them, as does sanctified and holy places.

#### **Nosferatu:**

One of the oldest bloodlines, the nosferatu trace their linage back to Count Orlock of Crethosia. Orlock was obsessed with knowledge, skulking about in dark, foreboding places, feeding on rats while battling goblins and other filthy creatures. His descendants are hideous monsters, ugly inside and out. They tend to be loners, more comfortable hoarding dark secrets with their army of vermin than playing politics. When they do hunt, it lacks the subtly of other vampires; far more bestial than seductive.

Nosferatu can control bats, rats and monstrous insects, as well as dominate humanoids. They also demonstrate some telekinetic skills and create spawn. Many are accomplished necromancers due to their secret knowledge of many bits of arcane or esoteric lore. Plenty of undead abominations were first created in a nosferatu lab.

Nosferatu demonstrate several unique weakness. They dislike the smell of garlic and holy symbols repulse them, these things don't hurt them but they do hold them at bay. They are harmed by running water. Most unusually, they cannot enter a home or private space without being granted permission.

#### **Jiang-shi:**

The jaing-shi are a species of vampire descended from a group of Imperial sages who attempted to recreate the original formula of the legendary scholars. These men and women used their understanding of chi, humors and various energies to develop an elixir they believed would transform them into powerful spellcasters. This resulted in a species of vampire that absorbed life energy through the breath of their victims, rather than traditional blood drinking. One side affect of this particular bloodline are incredibly stiff joints that prevent the jiang-shi from moving by any method other than hopping. This leads to the nickname “hopping vampires,” though not in their presence.

Jiang-shi vampires have incredibly long and dangerous claws. They bind magical prayer scrolls to their foreheads which allow them to use spell scrolls, wands and other magical items without their hands. Additionally, their ability to steal breath often catches foes off guard. They can create spawn.

Jiang-shi cannot stand the sound of ringing handbells or be in the presence of cooked rice, both of which taunt the undead and remind them of their nature. These things hold them at bay until water, sunlight or magic weapons can finish the job.

#### **Strigoi:**

If the nosferatu are hideously deformed, the strigoi are monstrous beasts. These freakish vampires are massive in size, with powerful claws, jaws and muscular bodies. They have no illusions about their bestial nature and slaughter those who come across them. It's unknown where their bloodline arose but most scholars assume it was not deliberate, possibly the result of an ogre being infected by a nosferatu.

Strigoi cannot move around the cities of man but easily kill them when they come across them. Rather than drinking the blood alone they consume entire bodies, including the recently dead. This furthers their descent into madness and mutation, leaving them even more twisted. Ghouls flock to strigoi, following them out of a sense of morbid worship or obsession. Strigoi usually allow this process to continue, using the ghouls as loyal minions. Strigoi do not produce spawn instead victims of their feeding, in the rare case they survive, transform into a full-blood strigoi. Their particular abilities are supernatural strength and resistance to harm. The ability to raise zombies, command the loyalty of ghouls, superior regeneration, and the ability to draw sustenance from sources most would reject.

Other vampires loath the strigoi and kill them on sight, one of the main weaknesses of the bloodline, though there are more. They cannot move stealthy about cities, cannot stand in holy, consecrated places without taking harm and are vulnerable to the sun.

#### **Sirens/Bruxa:**

The all female bloodline called sirens, or bruxas depending on who you ask (scholars debate if there are actually two separate female only bloodlines) are in some ways what one thinks of when they hear the term "vampire." Dangerous, manipulative and seductive, sirens prowl the cities of mankind moving invisibly as brothel workers, courtesans, noblewomen and priestess, using their natural beauty and supernatural abilities to manipulate their preferred prey, attractive young men, into situations where they can be easily fed along. They may have originated from the mistress of one of the original mages. Others suggest bruxa were once the most beautiful and innocent of the fey, nymphs, dryads and other lovely creatures. Succumbing to the bite of a powerful vampire, their playful nature was twisted and turned them into manipulative killers, eager to drink the blood of their former sisters.

While they can create spawn, most sirens prefer to beguile and mind-control their servants, giving them a steady stream of blood and other diversions. They possess great domination abilities. Even more so than most vampires, sirens shun melee weapons, instead relying on the shockingly deadly claws that sprout from delicate hands and fill them with a blood haze. When enthralled in her blood haze, a siren's eyes transform into pure black orbs, a sign that death is about to follow.

While the sunlight harms a bruxa and the smell of garlic can force one to retreat, sirens are ultimately victims of their own obsession. They must find the perfect lover, the perfect snack, the perfect lair. They cannot settle in a place they don't find beautiful and are constantly improving their lairs, building locations that are full of wealth and beauty.

#### **Ekimmara:**

There is no mistaking an ekimmara for anything but a vampire. They are believed to descend from bats that became infected with the vampiric curse because ekimmara resemble giant bats. They are sentient but cannot speak and lack the refined beauty and grace of other vampires. During the day they hibernate in caves and, at night, attack as individuals or swarms anything they can get their hands upon.

Ekimmara do not leave spawn, they always consume a victim entirely. With supernatural hearing, minor invisibility and the ability to fly and skirmish, their strengths are obvious. Their weaknesses are as well. No ekimmara can play the subtle games of other vampires, they cannot lure victims with cunning or beauty. They are harmed by the sun and injured by fire. Ekimmara are dangerous monsters, but they will never be more than that.

#### **Katakan:**

While the ekimmara are dangerous predators, the katakan makes them look like common bats. It's believed by some that katakans are ekimmar that have survived for a thousand years. Another theory is that katakans are the special project of a demon lord that has shaped them himself. Possibly, they are the perfected version of the vampire for few can match their strength.

Regardless of creation method, katakans are perhaps the most dangerous vampires, with only their rarity keeping them from dominating the world. In their natural appearance they resemble humanoid bats, much like the ekimmar, but that's where similarities end. They are hyper-intelligent, cunning shape changers who can transform into any medium humanoid as long as they aren't within direct sunlight. They have tremendous powers of sense and invisibility, climbing and gliding with ease. They can smell blood within humanoids from many miles away and even jaunt through the ethereal plane. Katakans do create spawn and can occasionally dhampirs, though only when shape changed.

Even such powerful vampires are not without weaknesses. They are hypersensitive to sunlight and running water. Garlic is repugnant to them. Most importantly, katakans are ancient vampires and develop tastes for very specific kinds of blood, such as those of a particular race, gender or even status, such as intoxication. When a katakan cannot get this blood he may fly into a berserk rage and thus expose himself to harm, traps or other dangers until he drinks his fill.

#### **Garkain:**

While vampirism is often identified as a disease, no bloodline brings this truth closer to the surface than the garkain. When some humans suffering from a rare case of leprosy were attacked by vampires, they didn't transform into more traditional bloodlines but the twisted brutes known as garkains. Their very presence causes harm as the air around them is full of foul vapors. While they can speak and reason, putting them a step up from ekimmara, they are driven by instincts. An older garkain's brain is rotted by the leprous disease that claims them, meaning older garkains are feral, ravenous monsters that feed on man, beast or corpse with equal measure. Garkains don't leave spawn, but the unique nature of their bloodline means that, when a victim does survive a garkain attack, they transform into another garkain directly.

Garkain spread powerful disease, particularly though a damaging aura that harms living creatures within a certain radius. Their claws carry dangerous infection as well. They possess superior strength and the ability to climb any surface.

Garkains are vulnerable to the sun and especially positive energy. Even spells like “cure disease” cause harm to the garkain. Some have suggested that something as simple as soap can at least hold the beast at bay, but none have tried.

#### **Crimson Court:**

The bloodsuckers of the Crimson Court are almost a species all their own, so different is their bloodline. They owe their creation to a mysterious, eldritch being called “The Countess” whose strange blood and stranger rituals created them. Where she currently resides is unknown but the “bloodsucker” bloodline is increasing in number.

All these vampires share more in common with the mosquito than the bat, giving them a distinctly insectoid appearance, even in their “reserved” form. Unique to the bloodsuckers is the shift between a more composed, almost humanoid form and a monstrous, “bloodlust” form which helps them slaughter and maim their prey. While they don't create spawn in the traditional sense, they lay eggs inside the corpse of a victim. These eggs spawn “ticks,” a weaker form of the bloodsucker that, given time, can grow into a fully blooded creature. They are ravenous beasts, who can poison and cause bleeding. Additionally, they heal easily in combat, taking blood from their opponents and leaving behind a curse that can drive survivors into murderous sprees.

As for unique weaknesses, they are shockingly vulnerable to bleeding, an unusual trait for a vampire. Fire and cold are both extremely effective against them as well.

#### **Straumillian:**

While they resemble common vampires, the straumillian clan is a unique bloodline of their own. Begun by the vampire blood mage, Staumillian Maus, an expert in the school of blood magic. Strauss was determined to ascend to the lofty goal of vampire, but he wanted it on his own terms. He had no intention of being subservient, he would find his own path. After decades of studying and planning, he succeed. This was with a ritual that transformed several of his apprentices, and himself, into vampiric blood mages, all bound to his will. The catalyst for this spell was the lift-essence of several other vampires, leaving Maus hated by many of his new cousins.

Straumillian vampires are all natural blood mages, highly skilled in both that school as well as several other schools of arcane magic. They do create spawn. They also have the unique benefit of a still “living” founder, who can provide insight and try and improve their bloodline in unique ways.

They suffer from physical weaknesses, unable to grow as physically strong as other vampires. They also cannot lie to each other and, in some extreme cases, even to mortals. They must always obey orders from the higher straumillian, though this doesn't stop many from playing around with the loopholes they can find. This leads to a closely knit, and insular bloodline whose very existence fuels the paranoia of other vampires.

## **Other Monsters**

While vampires are associated with plenty of other monsters such as undead, ghouls, wolves, gargoyles and various other beasts, the following are creatures that are connected directly with vampires in some way, typically because they come from them.

#### **Fleder:**

While ekimmara and katakans are bat-like in shape and ability, fleders are most assuredly the spawn of vampire bats. When a mighty vampire requires some quick minions stronger than the average skeleton, they gather several of the roosting bats and, with ritual magic, transform them into fleders, weak minor vampires subservient to their creators. While unimpressive by vampire standards, a fleder is more than a match for a town guard and a swam can make short work of most adventuring parties.

#### **Varghiest:**

When vampires lose the political power-struggles which characterize the endless night, sometimes the victor won't throw away a potentially useful tool. Instead, they bind the victim in a coffin of stone, chain and magical runes, driving them into a blood craving frenzy. The long period in isolation will warp and twist the vampire, transforming into into a ravenous beast that unfolds its leathery wings and rears up into the darkness, letting loose a terrible scream of rage and betrayal. They lack all vampiric weaknesses and strengths, simply being powerful, regenerating killers, capable of flight, that any vampire lord would be happy to have in his army.

**Varghulf:**

Like a varghiest, a varghulf is a vampire is completely taken over by the inner beast. Unlike a varghiest, a varghulf is willing. When vampires tire of the politics, mask of civility and other tropes of their kind, some throw themselves into slaughter for slaughter's sake, morphing and mutating into a beast with little equal among the vampire community. Varghulfs may reseemble over-sized, vaguely humanoid bats, but there is precious little that can stop one from fulfilling its murderous intent. Varghulfs are thankfully rare, most in the service of a powerful vampire lord who can promise the creature the endless slaughter that its heart desires.

**Vrykolaka:**

Either vampires that have gone too long without blood or ritual, or perhaps a debased strain of the original vampire curse, the vrykolaka is the lowest creature that could possibly be called “vampire.” A shrived, wattled, thing, often mistaken for ghouls, vrykolaka have wrinkled skin, sunken eyes, filthy claws and a long prehensile tongue. This ends in a barb which the debased vampire uses to open up the neck's of victims before lapping up the spilled blood, not unlike a dog. While vampires may show twisted fondness for varghiests or even fleders, there is none for the vrykolaka. Their spawn are slain on sight and those that are discovered are herded like clawing, spitting cattle. When the time comes, the vrykolaka are unleashed on a target and left to their own devices to kill or die as the fates decree. When the battle is over, the dead are gathered and the vrykolaka are returned to their cage for another battle where the process will continue again.