08-31-2020, 04:19 AM
Right so, Vampires were name dropped in the recent thread about the TS. Some people were grumpy over it, others not so much. Me, personally? I've always been a sucker, heh , for vampires and the cool tropes that could come from them when done right. If they are a possibility in coming back to Eternia, I'd personally like to see them done in a way differently on Esshar similar to how demons are different than agarthian Demons.
Not all of these ideas may be original but I still think they are cool! But in the end, none of this may not be used, who knows!
Now, onto the rest of the thread!
So on Agartha, the Vampires were able to specialize into four different magic trees that represented the different aspects of Cain. They were as follows:
Ice: Death
Illusion: Nightmares
Poison: Plague
Blood: Ambition (it wasn't ambition but I feel it fits)
I'd like to see, if Vampires are something the team goes forward with, four vampires be spawned in with each embodying one of those aspects and leading a clan of the vampires. My ideas for the clans are kinda as follows:
Ice - The Warriors and Hunters of their kind, focusing on the aspect of Death and bringing it upon those who they deem fit for it. The Vampires of this blood are more bestial than elegant, becoming efficient wielders of Death in the name of the Prophet Cain due to the taint of Death in their blood. They also wish to see any product of Azrael's necromancy crushed beneath their talons. (Think Strigoi from Total War Warhammer)
Illusion - The masters of Glamors and Deception of their kind, known for their beauty and ability to manipulate the minds of lesser beings to acquire whatever information they seek. These vampires are more diplomatic and are the Scholars of their kind, collecting any knowledge they wish to further their own power. Perhaps they also dabble into the dark magics and alliances that may come from such.
Poison - The Alchemists of their Kind, often known for their spats of insane and sporadic inventions to bring forth plagues and suffering to those unworthy of the Blood of Cain. They are more likely to dabble in maddening experiments of beings they deem as lesser to further the power and influence of their whole kind, or simply themselves.
Blood - The Artificers and Tacticians of their kind, aristocratic as they hold themselves with an air of superiority to all who come across them. Even their own kind. They tend to butt heads most with the Vampires of the Ice Clan (to be named if adopted) , but they are also masters of Aproproyian Blood Runes, runework that takes the vitality of the vampire away to empower others or their own creations. (Think -10 to -20 nerfs to buff people or items they craft as Vampires can heal nerfs and perms by sucking blood)
With the separation of the Vampires into clans based on the magic their blood provides this could allow for the clans to separate into different parts of the map to make rp on a larger scale, and to perhaps have some interesting and occasional clan v clan conflict if such arises.
So with Vampires a few things come to mind in relation to Spires, the one I wish to tackle right away is the path to becoming a Vampire.
For one to become a Vampire they first have to be approved to become a 'Fang' of the Vampire in question by the leader of their clan. A fang is simply a Ghoul as I think it'd be cool for Vampires to only have two Ghouls at one time. After five years of being a Ghoul the 'Fang' can receive the 'Blood of the First Sin' from their Sire. Each Vampire can only sire one other Vampire in their entire life time, however if their spawn die the Vampire is able to sire another after two years as the 'Blood of the First Sin' returns to them.
One must have the 'Blood of the First Sin' to undergo the Blood Rite, which should be a ritual in a vale-esc location that is dominated by the influence of Cain to become a Vampire with approval from admin-team, the head of the Vampire Clans, and the success of whatever trails the different aspect of Cain may force them to undergo.
I also think to ascend to Vampirism one cannot be a Holy or Occult magi as their souls are already tainted/claimed by other forces that are NOT Cain.
I think it would be cool for Vampires to not have to buy into the attunement they may need for Ice, Blood, and Poison and they can just go into the trees straight away. This also prevents them from getting extra stats as Illusion Vampires will be lacking that extra umph. Perhaps a -5 RPP discount to each opener?
Also I don't think Vampires should be allowed to use Holy, Occult , or Fire Magic.
Also I feel like Vampires should get a blade-style, an unarmed style, and a mage style for base-line as a replacement for taking a possible Aura, as only Ice and Illusion will need an aura. Though this is very eh.
That's about all I got for right now so. . just give me your thoughts. I hope these are cool ideas to at least spur some thought.
Not all of these ideas may be original but I still think they are cool! But in the end, none of this may not be used, who knows!
Now, onto the rest of the thread!
Part I: The Clans of Cain
So on Agartha, the Vampires were able to specialize into four different magic trees that represented the different aspects of Cain. They were as follows:
Ice: Death
Illusion: Nightmares
Poison: Plague
Blood: Ambition (it wasn't ambition but I feel it fits)
I'd like to see, if Vampires are something the team goes forward with, four vampires be spawned in with each embodying one of those aspects and leading a clan of the vampires. My ideas for the clans are kinda as follows:
Ice - The Warriors and Hunters of their kind, focusing on the aspect of Death and bringing it upon those who they deem fit for it. The Vampires of this blood are more bestial than elegant, becoming efficient wielders of Death in the name of the Prophet Cain due to the taint of Death in their blood. They also wish to see any product of Azrael's necromancy crushed beneath their talons. (Think Strigoi from Total War Warhammer)
Illusion - The masters of Glamors and Deception of their kind, known for their beauty and ability to manipulate the minds of lesser beings to acquire whatever information they seek. These vampires are more diplomatic and are the Scholars of their kind, collecting any knowledge they wish to further their own power. Perhaps they also dabble into the dark magics and alliances that may come from such.
Poison - The Alchemists of their Kind, often known for their spats of insane and sporadic inventions to bring forth plagues and suffering to those unworthy of the Blood of Cain. They are more likely to dabble in maddening experiments of beings they deem as lesser to further the power and influence of their whole kind, or simply themselves.
Blood - The Artificers and Tacticians of their kind, aristocratic as they hold themselves with an air of superiority to all who come across them. Even their own kind. They tend to butt heads most with the Vampires of the Ice Clan (to be named if adopted) , but they are also masters of Aproproyian Blood Runes, runework that takes the vitality of the vampire away to empower others or their own creations. (Think -10 to -20 nerfs to buff people or items they craft as Vampires can heal nerfs and perms by sucking blood)
With the separation of the Vampires into clans based on the magic their blood provides this could allow for the clans to separate into different parts of the map to make rp on a larger scale, and to perhaps have some interesting and occasional clan v clan conflict if such arises.
Part II: Ascension
So with Vampires a few things come to mind in relation to Spires, the one I wish to tackle right away is the path to becoming a Vampire.
For one to become a Vampire they first have to be approved to become a 'Fang' of the Vampire in question by the leader of their clan. A fang is simply a Ghoul as I think it'd be cool for Vampires to only have two Ghouls at one time. After five years of being a Ghoul the 'Fang' can receive the 'Blood of the First Sin' from their Sire. Each Vampire can only sire one other Vampire in their entire life time, however if their spawn die the Vampire is able to sire another after two years as the 'Blood of the First Sin' returns to them.
One must have the 'Blood of the First Sin' to undergo the Blood Rite, which should be a ritual in a vale-esc location that is dominated by the influence of Cain to become a Vampire with approval from admin-team, the head of the Vampire Clans, and the success of whatever trails the different aspect of Cain may force them to undergo.
I also think to ascend to Vampirism one cannot be a Holy or Occult magi as their souls are already tainted/claimed by other forces that are NOT Cain.
Part III: Magic
I think it would be cool for Vampires to not have to buy into the attunement they may need for Ice, Blood, and Poison and they can just go into the trees straight away. This also prevents them from getting extra stats as Illusion Vampires will be lacking that extra umph. Perhaps a -5 RPP discount to each opener?
Also I don't think Vampires should be allowed to use Holy, Occult , or Fire Magic.
Also I feel like Vampires should get a blade-style, an unarmed style, and a mage style for base-line as a replacement for taking a possible Aura, as only Ice and Illusion will need an aura. Though this is very eh.
That's about all I got for right now so. . just give me your thoughts. I hope these are cool ideas to at least spur some thought.