Vampires were an undead humanoid species of former humans who were afflicted irreversably by vampirism.
Biology and appearance[edit | edit source]
All Vampires used to be Human and, as such, they usually remain largerly human-like even after transformation. Depending on the level of afflicion, vampires end up either being humanoid or abominations. Humanoid vampires, whether highly transformed or not, have different powers and weakenesses compared to their former human selves. A typical Vampire has night vision, higher intelligence, sometimes superior strength and/or agility and a natural affinity to black magic. Some Vampires end up being physically weaker than before, especially those who have been highly afflicted. Vampires tend to suffer from mental deficiencies and illnesses, such as partial or complete insomnia, uncontrolled anger, depression, mania, sociopathy, megalomania and compulsions. Vampires that haven't properly transformed end up as psysically and mentally warped monsters, generally known as vampiric abominations. Long-lasting abominations are a rare phenomemon as they usually die out within a few years.
High-class[edit | edit source]
Highly afflicted Vampires, also known as high-class Vampires, are Humans that have transformed either entirely or almost entirely into Vampires. Such beings enjoy the most benefits from the transformation but all weaknesses are more pronounced. Being natural leaders, most of high-class Vampires end up in the so-called vampiric aristocracy, with their magic prowess and leading skills being unmatched in the vampire community. They are the most capable of converting other humans into vampires and can quickly recover the energy needed to do so. On the downside, high-class vampires are usually frail, mentally unstable and have the lowest tolerance against light.
High-class vampires are around 90%-100% transformed and comprise less than 20% of the vampiric community.
Low-class[edit | edit source]
Less afflicted Vampires, also known as low-class Vampires, are the most common type of Vampire. These beings suffer from the same transformation effects as high-class vampires, but are generally stronger, more agile and adaptable to their environment and with fewer instances of mental illnesses. Just like high-class vampires, they have perfect night vision but they can tolerate sunlight for hours as well. On the downside, their intelligence and magical prowess is completely inferior to their high-class kin and close to that of their human vesion. While they can convert other humans to vampires, transformations can go wrong or completely fail more often and they recover the energy needed to convert at a much slower rate than their high-class kin.
Unlike high-class vampires, biology-based tribes define low class vampires more than anything else. As such, they are split into three distinct groups; the children of the night, the forsaken and the marauders. The children of the night are the most numerous and are known for their white hair and their remarkable tolerance to sunlight. The forsaken are known for their hardened skin, as well as their high adaptability and endurance, while the marauders are the most violent and unstable. Such tribes have come to exist because low-class vampires originate from incomplete and impure transformations that differ from each other.
Low-class vampires are 60%-90% transformed and comprise 75% of the vampiric community.
Vampiric abominations[edit | edit source]
Humans who have failed to transform into fully-fledged Vampires end up as vampiric abominations. Either by a mistake from the provider or due to poor health, the organism of the infected fails to transform and begins mutating randomly or sometimes even dies out. Abominations vary wildly but are generally big, malformed and physically asymmetrical. In some occasions, an abomination may have some affinity to black magic, although it's at most equal to that of a low-class vampire.
Abominations are 20%-60% transformed and comprise less than 5% of the vampiric community.
Society and hierarchy[edit | edit source]
Vampire societies are decentralized and somewhat disconnected from each other. Most vampires prefer to live solitary lives while maintaining relations to the rest of their kin out of selfish interests. On the other hand, a sizeable minority is part of the so-called vampiric aristocracy, a collection of similarly structured societies led by high-class vampires.
The vampiric aristocracy[edit | edit source]
Made up of high-class leaders and low-class servants, the aristocracy refers to small societies of vampires that have their own land, laws and army. Such societes are a product of the average vampire's psyche, which favors cruelty, selfishness and power. Once fully realised, these societies don't compete with each other or with other nations, prefering to remain secluded. Instead, high-class vampires prefer to to fight their rivals on a more personal level.
In the vampiric aristocracy purity is everything, and those who are pure enjoy more rights than the rest. For this reason, low-class vampires are lower on the hierarchy and acts as servants or as part of the army. Typical vampire armies have a high-class individual leading low-class vampires. Despite their disadvantageous position, low-class vampires enjoy many benefits for being part of such societies. When it comes to tribal matter, high-class vampires discriminate against the marauders and the forsaken in favor of the children of the night, as the latter is believed to be closer to them biologically. Some societies completely expel certain tribes that are deemed to be too impure. Marauders, in particular, are very discriminated against. Ironically, some societies allow select abominations in their ranks, which are used as guards, soldiers, boogeymonsters or mascots.
Low-class Vampires and abominations[edit | edit source]
Most low-class vampires are independent and prefer to either live in other organized societes or in the wilderness. Depending on personal experience and tribe, each vampire may life a completely different life from the rest. As such, a charismatic child of the night may choose to live within a town, while a more violent and asocial marauder will choose to live in a forest cabin outside of said town. Similarly, most abominations that are mentally capable prefer to live away from each other.