3SecondCultist
2015-01-22, 05:43 PM
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Hey all! So, largely due to my having read texts like Beaumarchais' Figaro Trilogy, The Kingkiller Chronicle, and Pierce Brown's Red Rising Trilogy, I've been working on a specialized system of vampire gentry. They have built a black pyramid palace-city called Ephemyr at the heart of their empire's capital, as the seat of their power. Basically, it's a hermetically sealed culture of vampires based off of bloodlines, prestige, and power. This will be the basis of a game in which the player characters are forced to become vampires in order to destroy this society from within. It'll be a 5th Edition game, hence the structure of the template below.
To be honest, I wasn't quite sure where to put this. There's a bit of homebrew, a bit of roleplaying stuff, and some campaign fluff in the form of regional history (mostly for the sake of context, don't feel the need to read it). But I'm here to get general advice on the way I've set up the Voldari society. To see if people can poke holes in the system I've set up, or better yet, improve on it. Anyhow, here goes:
Below is chronicled some of the more momentous occasions that have fallen on the lands of Immerreach, now known throughout the world as the domains of Akresh and Luthierre. The events listed occurred both around Immerreach and in the heartlands of the Idriatic Empire's territories, although all of them had a significant impact on shaping the region into the reality it is today. Both Akresh and Luthierre have endured hardship and prosperity over the past centuries, as they have come to envelop the entirety of the Immersea and even open trade routes to Mizumar, the doorstep of mysterious Amon Sai. The entries are written in the notation 'Imperial Era' and 'After Empire'.
347 IE: The Idriatic Empire first arrives at the Immersea, establishing new colonies such as Merhold. Trade routes open up between the imperial newcomers and the native populations of Akresh, especially around the western shores (later known as the Goldshore).
342 IE: Imperial forces take over the old Akreshi site of Shal Vanti at the gateway between the Immersea and the Middlesea, renaming it 'Nexium'. The Akreshi formally and unilaterally renounce all diplomatic ties with the empire. The annexation of Immerreach begins.
274 IE: The Fourth Idriatic Civil War. The rule of the twin emperors ends in both parties trying to claim the throne, and the entire Idriatic Empire is divided in two. The war lasts for three years and costs hundreds of thousands of lives, making it the bloodiest conflict in the entirety of imperial history.
130 IE: Nexium outpaces Merhold as the most prosperous trade city in Immerreach, and becomes the unofficial western capital of the empire.
96 IE: The Grand Chancery of Luthierre is established in the sacred city of San Marlen.
19 IE: Emperor Verin Idrian is assassinated in the imperial capital of Orthrys. With no remaining immediate family members to inherit the throne, an interim government is formed from a cabinet of the late emperor's closest generals and advisors.
Year 0: Collapse of the Idriatic Empire. The old territories carved out by Verin' generals after his death become formalized as sovereign nations in their own right. Akresh receives no such distinction, and as such is largely left to its own devices, but Nexium remains under the tenuous control of Luthierre.
25 AE: First rumblings of organized nationalist movements in Akresh, the newly dubbed 'Sons of Akresh' begin to take over outlying communities such as Nahad and Saren'dar.
29 AE: The Immersea War. The Sons attempt to take back Nexium from Luthierre, prompting an incredible vigorous hostile response from the foreign power.
32 AE: Under the Chancery's direction, the group of paladins under the Order of the Verin Blade moves to occupy Sandspring, cutting off the supply lines of the Sons and crippling the nationalist efforts. Within the year, the Sons are disbanded and the Immersea War ends, but the native populations of Akresh refuse to bow down to the foreigners of the Grand Chancery.
34 AE: The forces of Luthierre pull out of Akresh entirely after two years of attrition, leaving remnant forces only around Nexium.
98 AE: After decades of infighting on the part of the Akreshi, a foreign general by the name of Caius Sevros di Voldari conquers the island city of Nexium and renames it ‘Duskreach’.
100 AE: Caius and his three children Julian, Virginia, and Cassandra use the armies of Nexium to conquer the rest of Akresh, ushering in a new era of stability under their rule.
142 AR: The Ten Nights War. The Voldari family reveals themselves to the public as vampires, prompting various Akreshi groups to attempt a military coup with the aid of the Order of the Verin Blade. The Voldari beat them back, systematically seeking out and destroying every Order stronghold short of San Marlen itself.
186 AE: Caius suddenly disappears, leaving the rule of Duskreach to his three children, who band together to form the Sevren Triumvirate.
203 AE: Construction on Ephemyr, the new walled palace-city of the Voldari, begins.
321 AE: Ephemyr is officially completed and the Triumvirate takes up residence there.
532 AE: The first historical Grand Bloodletting takes place, as the Voldari lords seek out powerful members of old families and prominent political figures to join their undead ranks.
748 AE: The western shore of the Immersea between Karsh Marat and Merhold is dubbed 'the Goldshore' in honor of its chief export, and becomes an international hub for trade in minerals and all kinds of precious ores.
1172 AE: The Voldari officially ban all forms of public worship throughout Akresh. The various temples to the Six are torn down or left to decay in the wastes.
1225 AE: Luthierre unveils the Great Western Road, running from Northmoor all the way around the Akreshi wastes to Mizumar and undercutting all Akreshi trade. As a result, the Voldari declare an embargo on all goods traveling to and from Luthierre through any ports or trade cities under their control.
1227 AE: Present Day.
This strain of vampirism is native to the regions of Lower Akresh, emanating from Caius Sevros di Voldari and his three children, now known as the Sevren Triumvirate. Over a millennium of magical breeding at the hands of the Sevren Triumvirate have specialized these vampires to better adapt to their wasteland surroundings. They are highly resistant to sources of lightning to counteract the natural elements of the Akreshi wastes. And although they cannot change their forms like other strains of vampirism, the Voldari vampires are paragons of physical perfection. They are even tougher as their eastern kin, and they are much faster and far more graceful. Even more so than regular vampires, Voldari are hunters. The psychic link between vampire kin at the moment of rebirth has also been adapted to better suit the needs of Voldari society within the confines of their palace-city, Ephemyr. For the most part, Voldari vampires appear largely the same as other vampires. Their features are often hardened and feral, with the predatory look of a great desert cat. Despite their mostly human appearance, Voldari vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors. Like their cousins, they embrace finery and decadence, acting as the noble caste over the citizens of Duskreach and beyond.
Creating a Voldari Vampire:
“Voldari Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (hereafter referred to as ‘the character’ or ‘Voldari vampire’). A Voldari vampire uses all the character’s statistics and special abilities except as noted here.
Ability Scores: The character’s Strength, Dexterity, and Constitution scores become 20, if they aren’t higher. The ability score maximum for all ability scores becomes 30.
Natural Armor: A character that has been killed and resurrected as a Voldari vampire increases their natural armor score by 5.
Senses: Voldari have incredibly keen senses, allowing them to pinpoint their enemies with a supernatural level of accuracy. Keen Hearing and Smell: Voldari have advantage on all Wisdom (Perception) checks that rely on sound or smell. Darkvision: Voldari can see in dim light within 120 feet of them as though it were bright light, and in darkness as if it were dim light. They cannot discern color in darkness, only shades of grey.
Damage Resistances & Immunities: Voldari vampires are immune to necrotic damage, resistant to lightning damage, and resistant to bludgeoning, piercing, and slashing damage from all kinds of nonmagical weapons.
Regeneration: A Voldari regains 15 hit points at the start of each of its turns as long as it has not been damaged by sunlight or running water. If the Voldari vampire takes damage from holy water or radiant damage of any kind, this regeneration doesn’t take effect until the start of the Voldari’s following turn.
Bite: Voldari vampires gain a natural attack, a bite. Melee Weapon Attack: reach 5 ft. Hit: (1d6 + Str) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as either a vampire spawn or a fully fledged Voldari vampire (see 'Create Spawn' below).
Spider Climb: The Voldari vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Children of the Waste: Voldari vampires command the lesser creatures of the Akreshi wastes and once per day can call forth 1d6 giant scorpions, 2d6 giant vultures, or a pack of 3d6 jackals as an action. These creatures arrive in 1d4 rounds and serve the Voldari vampire, acting as allies of the vampire and obeying all of its spoken commands without fail. The beasts remain up to one hour, until the Voldari vampire dies, or until it dismisses them as a bonus action.
Charm: The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a Wisdom saving throw (the save DC is 8 + the Voldari vampire’s proficiency bonus + its Charisma modifier) against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Create Spawn: If a humanoid or monstrous humanoid is willingly brought to 0 hp by a Voldari vampire’s bite attack, it rises as a vampiric creature 1d4 days after burial. If the creature had 7 or less Hit Dice, it rises as vampire spawn; if 8 or more Hit Dice, as a fully-fledged Voldari vampire. In the case of vampire spawn, the creature is under the command of the vampire that created it, and remains enslaved until its master's destruction. However, when a Voldari vampire (hereafter referred to as the sire) creates another proper vampire it creates what is known as a 'vampiric link', which acts as a kind of empathic link, much like the bond between a wizard and their familiar. The sire can see through the created vampire's eyes, and the two creatures may choose to communicate empathically. Only general sensory content may be communicated this way. The sire maintains this link with the created vampire at all times, out to a distance of up to 25 miles. Furthermore, any sire connected to a vampire it has created through a vampiric link may try to dominate it at any time (as the spell Dominate Person, cast using a 7th level spell slot), using the same save DC as the 'Charm' ability with a +4 bonus. A created vampire may create other vampires and establish this same link, but the original sire does not gain the benefit of this link. Vampire spawn do not share this connection with their sire, although a sire knows where its spawn are at all times. At any given time, a Voldari sire may have a number of enslaved vampires (including spawn) totaling no more than four times its own Hit Dice.
Voldari Weaknesses: For all of their strength and prowess, a character that has been turned into a Voldari vampire has a number of weaknesses. Forbiddance: Voldari can’t enter a residence without an explicit invitation to enter from one of the occupants. Most of the Voldari in Ephemyr actually see this as their first line of defense against assassination attempts. Harmed by Running Water: Voldari that end their turn in running water take 15 points of radiant damage. Stake to the Heart: If a piercing weapon made of wood is driven into a vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Most of the Voldari view this as a prime manner of stalling a foe. Sunlight Hypersensitivity: The Voldari vampire is able to survive a number of minutes in direct sunlight equal to its Constitution modifier (minimum 5), after which it takes 25 points of radiant damage at the start of each of its turns. While in sunlight (whether or not the Voldari vampire has taken any damage), it has disadvantage on all attack rolls, ability checks, and saving throws.
I: On Lineage
The Voldari caste of Duskreach (more commonly known as 'vampires', although this particular genus is derived from sires in and around the Lower Akresh region), are occupied first and foremost with birthright. Even more so than their cousins in Luthierre, the Voldari endlessly chart and measure their proximity through point of rebirth to their progenitors - in this case, the ancient familial line stemming from the renowned conqueror Caius Sevros di Voldari.
Those who have undertaken the transformation at the hands of one of the three Sevren vampire lords themselves are considered to be their heirs apparent, otherwise known as the Second generation or simply the Seconds. Each of the Seconds make up the highest tier of Voldari society, taking their cues directly from their Sevren sire and delivering their commandments to their own full vampire children in turn. This creates a kind of pyramid system, with the Sevren dynasty at its very apex. The pyramid is upheld by the psychic links between sire and scion. When a vampire creates another fully-fledged vampire, it creates a latent empathic link between the two beings, allowing the sire to see through the eyes of his creation. Furthermore, he may attempt to use this connection to attain full bodily control over his scion whenever he pleases. Thus, each vampire in the Voldari structure is both master and slave.
In order to add new vampires to Ephemyr, the Voldari undergo a ritual known as the 'Grand Bloodletting' every ten years. Each generation of recruits is picked out from amongst the most cruel, powerful, and influential individuals of Duskreach and beyond. The ritual itself involves the testing of power above all others. Those who pass and enter the circle of Ephemyr form the foundation for the newest generation of vampires, integrating themselves into Voldari society at the lowest rung of the ladder. These scions are often called 'dusklings', and are at the mercy of their respective sires until they can earn their own place in Voldari society. The rules of breeding are not as strict around the weaker strains of vampire spawn, who often act as guardians or servants to higher-ranked vampires. Generally, the higher one's rank, the more vampires one is permitted to create. After over a thousand years in power, there are exactly one hundred and sixteen generations of vampires that live within the boundaries of Ephemyr.
II: On Displaying Favor
Beyond the already convoluted issue of Voldari lines, there is a very specific way of interacting with other vampires while inside Ephemyr. The most important and complex of these rituals is known as 'baring the heart', which involves the use of various kinds of brooches in order to represent one's relationship to other members of the Voldari gentry. As the name of the custom suggests, to bare the heart is to pin a brooch on one's left breast so as to be visible to all. Each of the vampires who are admitted into the Voldari community is given simple brooches of three different types of metal: mithral, gold, and iron. These brooches are to be worn at public events or displayed prominently in their living quarters. Mithral typically signifies that the recipient of the brooch is of a higher rank than the sender, gold for roughly the same rank (usually within two or three generations), and iron for one of a lower rank.
Furthermore, as one rises throughout Voldari society, one is permitted to customize their own brooches in increasingly elaborate patterns, so that everyone will know precisely with whom they keep company. Baring the heart has many uses in Voldari society: an immensely powerful Second may send an iron brooch to a vampire of the Nineteenth as an offer of patronage. In exchange for the Nineteenth's loyalty, the Second would have bought a pair of eyes in the ranks below him, further securing his own position. Typically, Voldari outfits are subsequently tailored to show off the area around the brooches as much as possible. In fact, the Voldari would historically leave their left breasts completely uncovered and push the sigils through their naked flesh, although this particular trend has diminished over the past century.
In addition, the brooches are often used to make calls on other Voldari, even when not in public. A mithral pin is sent ahead with a spawn servant to request a meeting with a vampire of a higher rank, gold for the same rank, and so on. Such gestures usually determine the character and nature of the meeting, although there are exceptions. For instance, it is considered both polite and charitable for a higher ranked Voldari to accept a mithral brooch from an inferior, but only to a point. To refuse an iron brooch, however, is usually a great offense.
III: On Acquiring Rank
While lineage is unquestionably the most important facet of Voldari society, there is one thing that a vampire values above all things: personal power. While the pyramid structure of the Voldari might seem at a glance to be set in stone, it is actually as fluid as the blood that makes up its foundations. This rule is quite simple, and yet ensures that the vampires in charge are truly deserving of their authority. In order to rise within the ranks of the Voldari gentry, one must first kill another vampire of a higher rank. If a vampire of a lower generation is able to successfully kill a vampire of a higher one, the former attains the rank of the latter, regardless of their actual generation. More often than not, a Voldari of a lower rank will challenge the higher rank to a public duel to the death, which must be witnessed by at least a single third party. Of course, back-room assassinations do occur, but such an act is easier said than done. The would-be-assassin must first be invited inside, and most Voldari have entire cadres of vampire spawn bodyguards.
This rule of succession is in place specifically to countermand the normal rules of lineage, and often creates interesting paradoxes within Voldari society. A younger vampire might end up with a higher rank than their sire. In fact, some vampires engineer such situations deliberately, so as to wield influence in higher tiers of Voldari society through their children while at the same time avoiding the increased danger that goes with having a high rank. However, such subterfuge is considered dishonorable and does not adhere to the Voldari principles of dominion through force. Ascension through violence is the Voldari way.
On the other hand, there are a few critical missteps to avoid when trying to ascend the ranks. While assassinations do happen on a daily basis, they are kept out of public places so as to promote civility and prevent all-out bloodshed between factions. Likewise, it is considered poor form to try and kill another Voldari of a lower rank in public, whether in a duel or in out-and-out combat. Finally, killing or even attempting to kill one's sire is considered the greatest taboo in Voldari society. Of course, a harder task in Ephemyr could not be imagined. Only a handful has ever succeeded, and each of them has been met with swift and merciless retribution. Most vampires simply wait until someone else kills their sire without their intervention.
In nearly a thousand years, nobody has yet to kill any of the Sevren Triumvirate that make up the First generation.
Any and all replies are appreciated! Comments, criticisms, suggestions, detractions, *insert synonymous word here*, you name it! :smallcool:
Hey all! So, largely due to my having read texts like Beaumarchais' Figaro Trilogy, The Kingkiller Chronicle, and Pierce Brown's Red Rising Trilogy, I've been working on a specialized system of vampire gentry. They have built a black pyramid palace-city called Ephemyr at the heart of their empire's capital, as the seat of their power. Basically, it's a hermetically sealed culture of vampires based off of bloodlines, prestige, and power. This will be the basis of a game in which the player characters are forced to become vampires in order to destroy this society from within. It'll be a 5th Edition game, hence the structure of the template below.
To be honest, I wasn't quite sure where to put this. There's a bit of homebrew, a bit of roleplaying stuff, and some campaign fluff in the form of regional history (mostly for the sake of context, don't feel the need to read it). But I'm here to get general advice on the way I've set up the Voldari society. To see if people can poke holes in the system I've set up, or better yet, improve on it. Anyhow, here goes:
Below is chronicled some of the more momentous occasions that have fallen on the lands of Immerreach, now known throughout the world as the domains of Akresh and Luthierre. The events listed occurred both around Immerreach and in the heartlands of the Idriatic Empire's territories, although all of them had a significant impact on shaping the region into the reality it is today. Both Akresh and Luthierre have endured hardship and prosperity over the past centuries, as they have come to envelop the entirety of the Immersea and even open trade routes to Mizumar, the doorstep of mysterious Amon Sai. The entries are written in the notation 'Imperial Era' and 'After Empire'.
347 IE: The Idriatic Empire first arrives at the Immersea, establishing new colonies such as Merhold. Trade routes open up between the imperial newcomers and the native populations of Akresh, especially around the western shores (later known as the Goldshore).
342 IE: Imperial forces take over the old Akreshi site of Shal Vanti at the gateway between the Immersea and the Middlesea, renaming it 'Nexium'. The Akreshi formally and unilaterally renounce all diplomatic ties with the empire. The annexation of Immerreach begins.
274 IE: The Fourth Idriatic Civil War. The rule of the twin emperors ends in both parties trying to claim the throne, and the entire Idriatic Empire is divided in two. The war lasts for three years and costs hundreds of thousands of lives, making it the bloodiest conflict in the entirety of imperial history.
130 IE: Nexium outpaces Merhold as the most prosperous trade city in Immerreach, and becomes the unofficial western capital of the empire.
96 IE: The Grand Chancery of Luthierre is established in the sacred city of San Marlen.
19 IE: Emperor Verin Idrian is assassinated in the imperial capital of Orthrys. With no remaining immediate family members to inherit the throne, an interim government is formed from a cabinet of the late emperor's closest generals and advisors.
Year 0: Collapse of the Idriatic Empire. The old territories carved out by Verin' generals after his death become formalized as sovereign nations in their own right. Akresh receives no such distinction, and as such is largely left to its own devices, but Nexium remains under the tenuous control of Luthierre.
25 AE: First rumblings of organized nationalist movements in Akresh, the newly dubbed 'Sons of Akresh' begin to take over outlying communities such as Nahad and Saren'dar.
29 AE: The Immersea War. The Sons attempt to take back Nexium from Luthierre, prompting an incredible vigorous hostile response from the foreign power.
32 AE: Under the Chancery's direction, the group of paladins under the Order of the Verin Blade moves to occupy Sandspring, cutting off the supply lines of the Sons and crippling the nationalist efforts. Within the year, the Sons are disbanded and the Immersea War ends, but the native populations of Akresh refuse to bow down to the foreigners of the Grand Chancery.
34 AE: The forces of Luthierre pull out of Akresh entirely after two years of attrition, leaving remnant forces only around Nexium.
98 AE: After decades of infighting on the part of the Akreshi, a foreign general by the name of Caius Sevros di Voldari conquers the island city of Nexium and renames it ‘Duskreach’.
100 AE: Caius and his three children Julian, Virginia, and Cassandra use the armies of Nexium to conquer the rest of Akresh, ushering in a new era of stability under their rule.
142 AR: The Ten Nights War. The Voldari family reveals themselves to the public as vampires, prompting various Akreshi groups to attempt a military coup with the aid of the Order of the Verin Blade. The Voldari beat them back, systematically seeking out and destroying every Order stronghold short of San Marlen itself.
186 AE: Caius suddenly disappears, leaving the rule of Duskreach to his three children, who band together to form the Sevren Triumvirate.
203 AE: Construction on Ephemyr, the new walled palace-city of the Voldari, begins.
321 AE: Ephemyr is officially completed and the Triumvirate takes up residence there.
532 AE: The first historical Grand Bloodletting takes place, as the Voldari lords seek out powerful members of old families and prominent political figures to join their undead ranks.
748 AE: The western shore of the Immersea between Karsh Marat and Merhold is dubbed 'the Goldshore' in honor of its chief export, and becomes an international hub for trade in minerals and all kinds of precious ores.
1172 AE: The Voldari officially ban all forms of public worship throughout Akresh. The various temples to the Six are torn down or left to decay in the wastes.
1225 AE: Luthierre unveils the Great Western Road, running from Northmoor all the way around the Akreshi wastes to Mizumar and undercutting all Akreshi trade. As a result, the Voldari declare an embargo on all goods traveling to and from Luthierre through any ports or trade cities under their control.
1227 AE: Present Day.
This strain of vampirism is native to the regions of Lower Akresh, emanating from Caius Sevros di Voldari and his three children, now known as the Sevren Triumvirate. Over a millennium of magical breeding at the hands of the Sevren Triumvirate have specialized these vampires to better adapt to their wasteland surroundings. They are highly resistant to sources of lightning to counteract the natural elements of the Akreshi wastes. And although they cannot change their forms like other strains of vampirism, the Voldari vampires are paragons of physical perfection. They are even tougher as their eastern kin, and they are much faster and far more graceful. Even more so than regular vampires, Voldari are hunters. The psychic link between vampire kin at the moment of rebirth has also been adapted to better suit the needs of Voldari society within the confines of their palace-city, Ephemyr. For the most part, Voldari vampires appear largely the same as other vampires. Their features are often hardened and feral, with the predatory look of a great desert cat. Despite their mostly human appearance, Voldari vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors. Like their cousins, they embrace finery and decadence, acting as the noble caste over the citizens of Duskreach and beyond.
Creating a Voldari Vampire:
“Voldari Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (hereafter referred to as ‘the character’ or ‘Voldari vampire’). A Voldari vampire uses all the character’s statistics and special abilities except as noted here.
Ability Scores: The character’s Strength, Dexterity, and Constitution scores become 20, if they aren’t higher. The ability score maximum for all ability scores becomes 30.
Natural Armor: A character that has been killed and resurrected as a Voldari vampire increases their natural armor score by 5.
Senses: Voldari have incredibly keen senses, allowing them to pinpoint their enemies with a supernatural level of accuracy. Keen Hearing and Smell: Voldari have advantage on all Wisdom (Perception) checks that rely on sound or smell. Darkvision: Voldari can see in dim light within 120 feet of them as though it were bright light, and in darkness as if it were dim light. They cannot discern color in darkness, only shades of grey.
Damage Resistances & Immunities: Voldari vampires are immune to necrotic damage, resistant to lightning damage, and resistant to bludgeoning, piercing, and slashing damage from all kinds of nonmagical weapons.
Regeneration: A Voldari regains 15 hit points at the start of each of its turns as long as it has not been damaged by sunlight or running water. If the Voldari vampire takes damage from holy water or radiant damage of any kind, this regeneration doesn’t take effect until the start of the Voldari’s following turn.
Bite: Voldari vampires gain a natural attack, a bite. Melee Weapon Attack: reach 5 ft. Hit: (1d6 + Str) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as either a vampire spawn or a fully fledged Voldari vampire (see 'Create Spawn' below).
Spider Climb: The Voldari vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Children of the Waste: Voldari vampires command the lesser creatures of the Akreshi wastes and once per day can call forth 1d6 giant scorpions, 2d6 giant vultures, or a pack of 3d6 jackals as an action. These creatures arrive in 1d4 rounds and serve the Voldari vampire, acting as allies of the vampire and obeying all of its spoken commands without fail. The beasts remain up to one hour, until the Voldari vampire dies, or until it dismisses them as a bonus action.
Charm: The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a Wisdom saving throw (the save DC is 8 + the Voldari vampire’s proficiency bonus + its Charisma modifier) against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Create Spawn: If a humanoid or monstrous humanoid is willingly brought to 0 hp by a Voldari vampire’s bite attack, it rises as a vampiric creature 1d4 days after burial. If the creature had 7 or less Hit Dice, it rises as vampire spawn; if 8 or more Hit Dice, as a fully-fledged Voldari vampire. In the case of vampire spawn, the creature is under the command of the vampire that created it, and remains enslaved until its master's destruction. However, when a Voldari vampire (hereafter referred to as the sire) creates another proper vampire it creates what is known as a 'vampiric link', which acts as a kind of empathic link, much like the bond between a wizard and their familiar. The sire can see through the created vampire's eyes, and the two creatures may choose to communicate empathically. Only general sensory content may be communicated this way. The sire maintains this link with the created vampire at all times, out to a distance of up to 25 miles. Furthermore, any sire connected to a vampire it has created through a vampiric link may try to dominate it at any time (as the spell Dominate Person, cast using a 7th level spell slot), using the same save DC as the 'Charm' ability with a +4 bonus. A created vampire may create other vampires and establish this same link, but the original sire does not gain the benefit of this link. Vampire spawn do not share this connection with their sire, although a sire knows where its spawn are at all times. At any given time, a Voldari sire may have a number of enslaved vampires (including spawn) totaling no more than four times its own Hit Dice.
Voldari Weaknesses: For all of their strength and prowess, a character that has been turned into a Voldari vampire has a number of weaknesses. Forbiddance: Voldari can’t enter a residence without an explicit invitation to enter from one of the occupants. Most of the Voldari in Ephemyr actually see this as their first line of defense against assassination attempts. Harmed by Running Water: Voldari that end their turn in running water take 15 points of radiant damage. Stake to the Heart: If a piercing weapon made of wood is driven into a vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Most of the Voldari view this as a prime manner of stalling a foe. Sunlight Hypersensitivity: The Voldari vampire is able to survive a number of minutes in direct sunlight equal to its Constitution modifier (minimum 5), after which it takes 25 points of radiant damage at the start of each of its turns. While in sunlight (whether or not the Voldari vampire has taken any damage), it has disadvantage on all attack rolls, ability checks, and saving throws.
I: On Lineage
The Voldari caste of Duskreach (more commonly known as 'vampires', although this particular genus is derived from sires in and around the Lower Akresh region), are occupied first and foremost with birthright. Even more so than their cousins in Luthierre, the Voldari endlessly chart and measure their proximity through point of rebirth to their progenitors - in this case, the ancient familial line stemming from the renowned conqueror Caius Sevros di Voldari.
Those who have undertaken the transformation at the hands of one of the three Sevren vampire lords themselves are considered to be their heirs apparent, otherwise known as the Second generation or simply the Seconds. Each of the Seconds make up the highest tier of Voldari society, taking their cues directly from their Sevren sire and delivering their commandments to their own full vampire children in turn. This creates a kind of pyramid system, with the Sevren dynasty at its very apex. The pyramid is upheld by the psychic links between sire and scion. When a vampire creates another fully-fledged vampire, it creates a latent empathic link between the two beings, allowing the sire to see through the eyes of his creation. Furthermore, he may attempt to use this connection to attain full bodily control over his scion whenever he pleases. Thus, each vampire in the Voldari structure is both master and slave.
In order to add new vampires to Ephemyr, the Voldari undergo a ritual known as the 'Grand Bloodletting' every ten years. Each generation of recruits is picked out from amongst the most cruel, powerful, and influential individuals of Duskreach and beyond. The ritual itself involves the testing of power above all others. Those who pass and enter the circle of Ephemyr form the foundation for the newest generation of vampires, integrating themselves into Voldari society at the lowest rung of the ladder. These scions are often called 'dusklings', and are at the mercy of their respective sires until they can earn their own place in Voldari society. The rules of breeding are not as strict around the weaker strains of vampire spawn, who often act as guardians or servants to higher-ranked vampires. Generally, the higher one's rank, the more vampires one is permitted to create. After over a thousand years in power, there are exactly one hundred and sixteen generations of vampires that live within the boundaries of Ephemyr.
II: On Displaying Favor
Beyond the already convoluted issue of Voldari lines, there is a very specific way of interacting with other vampires while inside Ephemyr. The most important and complex of these rituals is known as 'baring the heart', which involves the use of various kinds of brooches in order to represent one's relationship to other members of the Voldari gentry. As the name of the custom suggests, to bare the heart is to pin a brooch on one's left breast so as to be visible to all. Each of the vampires who are admitted into the Voldari community is given simple brooches of three different types of metal: mithral, gold, and iron. These brooches are to be worn at public events or displayed prominently in their living quarters. Mithral typically signifies that the recipient of the brooch is of a higher rank than the sender, gold for roughly the same rank (usually within two or three generations), and iron for one of a lower rank.
Furthermore, as one rises throughout Voldari society, one is permitted to customize their own brooches in increasingly elaborate patterns, so that everyone will know precisely with whom they keep company. Baring the heart has many uses in Voldari society: an immensely powerful Second may send an iron brooch to a vampire of the Nineteenth as an offer of patronage. In exchange for the Nineteenth's loyalty, the Second would have bought a pair of eyes in the ranks below him, further securing his own position. Typically, Voldari outfits are subsequently tailored to show off the area around the brooches as much as possible. In fact, the Voldari would historically leave their left breasts completely uncovered and push the sigils through their naked flesh, although this particular trend has diminished over the past century.
In addition, the brooches are often used to make calls on other Voldari, even when not in public. A mithral pin is sent ahead with a spawn servant to request a meeting with a vampire of a higher rank, gold for the same rank, and so on. Such gestures usually determine the character and nature of the meeting, although there are exceptions. For instance, it is considered both polite and charitable for a higher ranked Voldari to accept a mithral brooch from an inferior, but only to a point. To refuse an iron brooch, however, is usually a great offense.
III: On Acquiring Rank
While lineage is unquestionably the most important facet of Voldari society, there is one thing that a vampire values above all things: personal power. While the pyramid structure of the Voldari might seem at a glance to be set in stone, it is actually as fluid as the blood that makes up its foundations. This rule is quite simple, and yet ensures that the vampires in charge are truly deserving of their authority. In order to rise within the ranks of the Voldari gentry, one must first kill another vampire of a higher rank. If a vampire of a lower generation is able to successfully kill a vampire of a higher one, the former attains the rank of the latter, regardless of their actual generation. More often than not, a Voldari of a lower rank will challenge the higher rank to a public duel to the death, which must be witnessed by at least a single third party. Of course, back-room assassinations do occur, but such an act is easier said than done. The would-be-assassin must first be invited inside, and most Voldari have entire cadres of vampire spawn bodyguards.
This rule of succession is in place specifically to countermand the normal rules of lineage, and often creates interesting paradoxes within Voldari society. A younger vampire might end up with a higher rank than their sire. In fact, some vampires engineer such situations deliberately, so as to wield influence in higher tiers of Voldari society through their children while at the same time avoiding the increased danger that goes with having a high rank. However, such subterfuge is considered dishonorable and does not adhere to the Voldari principles of dominion through force. Ascension through violence is the Voldari way.
On the other hand, there are a few critical missteps to avoid when trying to ascend the ranks. While assassinations do happen on a daily basis, they are kept out of public places so as to promote civility and prevent all-out bloodshed between factions. Likewise, it is considered poor form to try and kill another Voldari of a lower rank in public, whether in a duel or in out-and-out combat. Finally, killing or even attempting to kill one's sire is considered the greatest taboo in Voldari society. Of course, a harder task in Ephemyr could not be imagined. Only a handful has ever succeeded, and each of them has been met with swift and merciless retribution. Most vampires simply wait until someone else kills their sire without their intervention.
In nearly a thousand years, nobody has yet to kill any of the Sevren Triumvirate that make up the First generation.
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