Board Thread:Roleplaying/@comment-25127382-20141212101436

It is all said to have happened during the Merethic Era. It all started with Molag Bal. The story is well known amongst the creatures of the night. The Prince of Domination creating the first Vampire. What is not known, and intentionally so, is that vampires were a lot more organised than any mortal thinks.

The year is currently 4E 295, and in the last century, with the lack of great heroes, these ancient Vampires have crawled out of their dens once more, and have returned to ruling society from the shadows. After all, the monster is not in the physique, the monster is in the mind.

Vampires find themselves disliked by many other creatures, including Hunters, Lycanthropes, and Mages. Hunters are the only ones likely to hunt down a vampire, though Lycanthropes and Mages will likely attack Vampires if they get too close.

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There are a few clans of Vampires. Some others, such as the Volkihar of Skyrim, claim themselves a clan, but are nothing but a weak bloodline of other clans.

The clans have different origins, but their names are well known by each other. Each clan has different powers, though there are a few they share.

List of clans

Clan Dunriel (Dark Beauty in Aldmeri):

The Dunriel are known as the Clan of Night, the Clan of the Void, and the Clan of Darkness. Their abilities include Lord of the Night, Mental Parasite, and Emotional Disarray.

The Dunriel are known for manipulating others from the shadows. They have been known to use the faith and beliefs of others as their warhammer. It is said that most cults, temples and clergies were founded by Dunriel, for the sole purpose of wielding said faiths as their sword and shield.

The Dunriel are known for their twisted minds, and are often sadistic, even insane. They heavily dislike fire, and it affects them twice as much as it affects other Vampires. They also dislike light, preferring complete darkness. The Dunriel are exposed by the fact that they cast no reflection of any kind. The rumour that Vampires cast no reflection originates from the Dunriel. Dunriel often find themselves serving Namira, as they tend to revere her greatly. A Dunriel revering Sithis is not unheard of either.

Clan Eshbet (High Beasts in Aldmeri):

The Eshbet are known as the Clan of Beasts, the Clan of Hunters, and the Clan of Nomads. Their abilities include Blood of the Beast, Puppets of Nature, and Great Physique.

The Eshbet are mainly known for their close relationship with nature, as well as their relationship with the beast within. Unlike other Vampires, they tend to avoid dabbling in politics and power struggles, preferring to stick to their hunts and their nature.

The Eshbet tend to stick to themselves, and rarely bother to even trust their own Clan, much less others. They rarely have a permanent home, often living in caves or inns during daytime. Clan Eshbet is by far the most widespread Clan, due to the fact that they do not feel at home anywhere where there is society. Their close relationship with their beasts makes them short of conscience, but also means that they lose control easier, giving in to their beast, and killing whatever they get their hands on. It is not adviseable to anger a member of Clan Eshbet. The rumours of Vampires being able to control, and even become animals, hails from the Eshbet. All Eshbet worship, or at least serve Hircine, as it is only natural for the hunters to serve the God of the Hunt.

Clan Shiina:

Clan Shiina hails from Akavir, and they claim that their clan name means 'Perfect Mind'. They are known as the Clan of Eyes and Ears, the Clan of Wisdom, and the Clan of Mystery. Their powers include Omniscience, Survival Instinct, and Mental Parasite.

The Shiina are a very mysterious Clan. They always stick to the shadows, and are never known. They are the greatest eyes, and the greatest minds of Vampire society, but they are the knowers, not the doers. Clan Shiina rarely takes action, and will instead subtly guide others in times of need, or times of want. If a Shiina wants something, they will not ask for it, nor will they take it, they will have you fetch it for them, without even knowing.

The Shiina are very cynical, and good and evil are not things that they believe in. You can always expect a Shiina to be distant, as if stuck in their own world. They enjoy little games of power, and usually win these games, due to their ability to predict the unpredictable. The Shiina are always ready for any eventual situation, even if it is something completely absurd. It is not wise to challenge the mind, knowledge, or intelligence of the Shiina. The Shiina revere Hermaeus Mora, as well as Nocturnal. They are also known for revering Mephala.

Clan Dovahsah (Dragon Phantom in Dovahzul):

The Dovahsah are known as the Clan of Fools, the Clan of Lunatics, and the Clan of Insanity. Their abilities include Perfect Insanity, Great Physique, and Emotional Disarray.

The Dovahsah are all inherently insane, though their levels of insanity differ depending on the individual. Some Dovahsah might be schizophrenic, whereas others may be homicidal maniacs. The Dovahsah believe themselves to descend from the blood of Dragons, though no other Vampires believe their claim, and brush this belief off as a side-effect of their insanity.

The Dovahsah do possess an unnatural insight, with voices in their heads, or extreme paranoia warning them of potential outcomes. Thanks to this, despite their insanity, they are good at surviving. Their insanity does make them unpredictable, and this causes most Vampires to dislike them, claiming that the Dovahsah are walking Hunter-magnets. They are often considered stupid, though more often than not, only Shiina have proven to excel them in the ways of knowledge and wisdom. The Dovahsah's beliefs can be unpredictable, though it is said that they will worship anything that takes the form of a dragon, including Akatosh, and of course Alduin.

Clan Dilokhaal (Death's Hand in Dovahzul):

Clan Dilokhaal, much like Clan Dovahsah, has a name from the Dragon Tongue. This is due to the fact, that many Elders of this Clan worshipped Alduin, the destroyer. They are known as the Clan of Death, the Clan of Necrophiles, and the Clan of Necromancers. Their powers include Necromancy, Puppets of Nature, and Emotional Disarray.

Clan Dilokhaal is a relatively recent Clan, hailing from the Second Era. They were created when a particularly powerful necromancer was infected with Vampirism. He knew full well that he was infected, but he loved the idea of being so close to death, while still living, and so he allowed himself to become a Vampire. The name of this man is known only amongst the Elders of Clan Dilokhaal. In the Dragon Crisis, Clan Dilokhaal, along with the Dragon Priests, were the first to start revering Alduin, though the reasons for this is unknown.

The Dilokhaal are a Clan that tends to stick to itself, mainly due to the fact that other Clans dislike them, even more than they dislike the Dovahsah. The Dilokhaal are completely fine with this avoidance, as it allows them to perform their wretched experiments in peace. The modern Dilokhaal tend to revere any deity involved in any way with death, including Arkay, Boethiah, Molag Bal, and Mehrunes Dagon.

Clan Mercer:

Clan Mercer is the only Clan to have a name that does not hail from some foreign language. They are known as the Clan of Blood, the Clan of Sinners, and the Clan of Defilers. Their powers include Blood of Sin, Mental Parasite, and Emotional Disarray.

Clan Mercer hails from a Third Era Breton, who's last name was Mercer. Mercer's first name was unknown. He was a Mage skilled in the ways of Blood Magic, which was taboo amongst Mages at the time, and still is. He used his Blood Magic to give himself immortality, in the form of Vampirism.

Clan Mercer have been known to steal power, via the forbidden technique known as Molag's Temptation (Draining another Vampire completely, causing you to devour their soul.). Thanks to this, every bad thing that happens in Vampire society, is at some point blamed on the Mercer. The Mercer tend to stick to themselves, as they are by far the most hated Clan of the Night.

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Power descriptions:

Clan specific powers:

Lord of the Night:

Lord of the Night is the Clan power of Clan Dunriel. This power allows them to bend darkness itself to their will. This ability takes it's tole, by marking the Dunriel in some way. Lord of the Night only takes it's tole on very powerful users. All aspects of darkness are under the control of Lord of the Night, but how much of it the Dunriel can use, depends on the Dunriel's level of skill with the power. Dunriel with high skill in Lord of the Night, can even visit the Void without consequence, though if they are not careful, and they stay in the Void for too long, they can become stuck there.

Blood of the Beast:

Blood of the Beast is the Clan power of the Eshbet, and was gained from their close relationship with the Vampire's predatorial nature. This ability allow them to take on the features of animals. The Eshbet does not control what they get, and so they only gain the features of one specific animal, though they tend to keep a somewhat humanoid skeletal structure. At lower levels, they only get features like claws and larger fangs, whereas a full transformation happens at higher levels. Once a part of the Eshbet has transformed, they will always posses those exact features when using Blood of the Beast

Omniscience:

Omniscience is the Clan power of the Shiina, and allows them to gain knowledge, in any way they can. At lower levels, all they can do is leech someone's mind via direct eye contact, or something similar. Advanced Omniscience users can tap knowledge from existance itself, and so it is difficult to conceal anything from an Elder of Clan Shiina.

Perfect Insanity:

Perfect Insanity is the Clan power of Clan Dovahzul, and it allows them to share their insanity with others temporarily. Perfect Insanity allows them to strike paranoia or dellusion into the minds of others, and at higher levels, can even kill, by giving the target a heart attack, or making them commit suicide.

Necromancy:

Necromancy is the Clan power of the Dilokhaal, and as one might expect, allows them to contact and even raise the dead. At higher levels, it even allows the Dilokhaal to access any realm of death they should choose.

Blood of Sin:

Blood of Sin is quite simply Blood Magic, but modified. It does not control blood, but life forces. While Blood of Sin can use blood as a weapon, it can also control nature, fire, and any kind of life force. It can not control animals or people.

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Other powers:

Mental Parasite:

Mental Parasite allows the user to control the mind to some extent. At lower levels, it can only convince the mind to do something it does not directly oppose doing, but at higher levels, it can completely control a mind, even multiple minds.

Emotional Disarray: Emotional Disarray allows the user to subtly strike a certain emotion into a person. This is more difficult on unnatural creatures than it is with mortals. With this power, one can make a mortal feel like 'they kinda like him' or 'they should stay away from him', only affecting instinct, not mind. It does not control how they react to this emotion.

Great Physique: Great Physique makes the user extremely resistant to physical damage, but magical power is not affected by it whatsoever.

Survival Instinct:

Survival Instinct allow the Vampire to loosen the leash on their nature, while not completely freeing it. When a Vampire uses Survival Instinct, they are extremely dangerous, and will do anything to survive, much like a desperate animal.

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Important facts:

Realm of Darkness is based on the World of Darkness RP franchise by Whitewolf, and will take a similar approach. Fangs of the Hunter is based on Vampire: The Masquerade, and will play out in a similar way, meaning that there will be no overpowered characters.

Vampires die from mere seconds in the sunlight, so the entire RP takes place during the night, or indoors.

The point of this RP, is that the players will start out as sheep amongst wolves, and if they play their cards right, will become dogs of the wolves, and may eventually be on their way to becoming one of the wolves.

People who prove to be good at RPing, and RP fairly, may be given the option to become Co-GMs, as I am unable to be here at all times.

In a battle, whether physical or a battle of minds (Like whether you can mind control or not), the GM or Co-GMs will dictate whether an action succeeds, based on the traits of the characters involved. A weak Mind Parasite user likely will not be able to manipulate a Vampire with a strong mind.

If you do something Vampiric in public, you may find hunters hunting you, especially if you do something immoral. It is suggested to avoid that.

Mages are not as common as in-game. In fact, they are extremely rare, but are much more powerful, and it would be unwise to look for trouble amongst Mages.

Your characters start out as recently created Vampires, with little to no knowledge of Vampire society, and so you should be looking for information and acceptance, or sticking to yourself.

The more useful you prove yourself, the more Elders will care about you. If you are some Eshbet sticking to yourself, Elders will care little whether you live or die.

All cities and settlements have a Vampire leading it during the night, and they consider it their domain. They will not allow you to stay for long, if you prove yourself useless to them.

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Rules:

1. Max 3 characters, and mortal puppets, or vampiric serveants (someone you've turned) count. GMs or Co-GMs control all NPCs. You may mention people, like your Sire, or your serveant without filling up one of these spaces, so long as they do not take action. You may kill off a character of yours, and replace them.

2. Your character may be killed off by the GM or the Co-Gm, if they do something stupid, that would realistically lead to death.

Example: (Insert name here) charged head first at the group of Hunters on his own, trying to challenge all five of them.

3. Even Elders would struggle to defeat a single Hunter, so you may not just kill them off. Hunters tend to hunt in groups, so you will not win against Hunters. This is why you should try to avoid attracting their attention.

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Character Sheet:

Name: (Must be real name, but they may also have a nickname, which others will refer to them as.)

Race: (Mortal form.)

Clan:

Gender:

Power levels: (Two options, either good at one, fair at one, and bad at one, or fair at all three. Must be your Clan powers.)

Sire: (Optional, though it would be preferred. The Sire is the one who turned you.)

Gear: (Outfit, may start with one standard weapon, made of iron or steel. Other unenchanted items.)

Backround:

Strengths: (Strong, agile, headstrong etc.)

Weaknesses: (Opposite of strengths. Must be the same amount of weaknesses as strengths, and must make up for the strengths. Exampel: Agile, but lacking strength.) 