[ Art Credit ]
THE
V Y R E
"To the God of Undeath, there is no distinction between a gift and a curse. To those who follow him, and to those who scorn him, he gives freely. Those who are enlightened to his teachings embrace it, while those who are ignorant shirk it and scorn The Wight."
Once made into a Vyre, at the discretion of the player they may over time come to know this information intrinsically. The hard exception is Ferals, which may not even know they are Vyres unless explicitly told.
Quicklinks:
LOVER [ X ]
FERAL [ X ]
BITER [ X ]
NOBLE [ X ]
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[ BECOMING A VYRE ]
The out of character process of becoming a Vyre.
In the Vyre subsection on the forums, make a thread. Entitle it [Vyre] and then the character name. If a Sunblessed, put [Sunblessed] - if Gravewalker, put [Gravewalker], etc.
If you want to play a Vyre, you can do it from the time you start playing the character. Simply include a vignette or short story of what in their backstory or time they weren’t being played occurred. As long as it doesn’t interfere with the canon of another player or character, it’s fine. Vyres like this start with a generic bloodline (i.e. not a member of any bloodline listed under the "BLOODLINES" header). They do have a sire, but they aren't played, whatever or whoever they were. If they are ever consumed by another Vyre into another bloodline, that Vyre will then be treated as their sire.
After having made the thread, put in this template and fill it out. Obviously, report people to moderation for metagaming who make use of this information if it's kept secret.
Character Name: Their name.
Type: What kind of Vyre, i.e. Lover, Biter, Feral, or Noble.
Bloodline: Only if applicable. If no bloodline, no bloodline.
Sired by: Who, or what, turned the character. If an angel, or direct divine interference, just put “Skraag.”
Progeny: Other PCs your character has turned into Vyres.
Rank: Fledgling, Enthralled, Consumed.
Log: When they change rank, When they feed, when they leave and return from hiatus. Make sure to date it.
Hiatus: If on hiatus, don’t play the character until you mark the hiatus ending on the profile. For mechanical purposes, time while on hiatus doesn’t exist and doesn’t mark against the amount of time until the Vyre starves.
As an example...
Character Name: Aeryn Fuvur
Type: Lover
Bloodline: No bloodline.
Sired by: An event NPC.
Progeny: n.a
Rank: Fledgling
Log:
-Became a Vyre on 1/3/2020
-Last fed on 1/4/2020
-Went on hiatus 1/10/2020
Hiatus: On hiatus. Interested in other alts right now.
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[ THE CURSE ]
To become a Vyre is to become a person whose mind, soul, and body are marred by alterations both physical and mental.
[ THE CURSE ]
To become a Vyre is to become a person whose mind, soul, and body are marred by alterations both physical and mental.
WANTING WITHOUT HAVING || Every Vyre is a parasitic thing, it is inherently in their nature to be such. All Vyres are born of and driven by envy - if it was not a trait of the character before, it is now following their transformation. This envy manifests itself as an ironic hunger, which literally feeds them. Different kinds of Vyres are envious of different things, which change how their powers manifest and what they must consume to sustain themselves.
HUNGER || All Vyres' hunger is a supernatural manifestation of the envy that makes up the core of their affliction. All may slake this hunger by consuming blood or the means outlined for their particular type, and even when satisfied, the hunger is only temporarily abated and will inevitably return. Each Vyre type has a 'Feeding Requirement' in which an ideal meal is stated: this 'meal' can be all in one go or spread out over the span of 48 hours.
Interaction with player characters is preferred, but background NPCs may be used as a food source as long as there's a reasonable story for their use, i.e. haunting the slums or feeding off prisoners. NPCs are specifically never willing to provide a meal to a Vyre, and must in some way be forced or compelled to do so. Any source of NPCs must be specified on the Vyre profile (and rumors thread if relevant/in a public place, such as preying upon the Landing slums); there must be a reasonable way for people to discover what's going on, and not have it be something exclusively private/in the background.
INFECTION || Someone who is not a Vyre can become one. Vyres do not reproduce like mortals, and are in fact infertile. For them to spread who and what they are, they must infect others. The methods for infection are detailed for each type of Vyre.
FIRE || Vyres become more susceptible to fire as they grow in power. A fledgling is merely aware of their vulnerability, and have an irrational anxiety when around large fires but that is so faint it can be ignored. Enthralled Vyres undergo a change where their bodies are as susceptible to fire as a dry cloth. It catches easily, but the fire can be undone easily enough. Consumed Vyres will ignite as easily as kindling, and the fire is hard to put out bar water or extreme intervention like rolling on the ground. The fire still has to catch in all cases, and the briefest contact with a flame will not cause them to immediately burst into flames.
UNLIFE || For all mechanical and practical purposes, Vyres are undead in the same way that the zombies in the Sorrows are (Except Smite. Enchantments need to be reworked. No.). Holy water scalds their flash in the manner described under the Purify spell, they may be interacted with spells that work on undead, and spells that only work on the living do not function on them. When a Vyre “dies” or is slain, they do not actually die. What is dead may never die, and every Vyre shall at some point suffer what would kill a mortal. Whether it be a mortal wound, or it be utter destruction of their body.
REANIMATION || When a Vyre dies, their mind and soul move on to inhabit a new host. This can be anyone who has died anywhere in the world, as long as their corpse is easily capable of locomotion (no reviving into a deep grave), and intact (no reviving into a dismembered or cremated corpse). It can be a recently deceased player character's body, but this requires the permission of that player. The corpse cannot be younger than sixteen. The new host may slowly transform over time come to resemble the Vyre, but the time it takes and if it happens at all is at the prerogative of the player. The race of the new host cannot be a construct, restricted race, or extinct race. Physical blessings do carry over into the new body. Vyres who are sparked do not lose their spark when they reanimate.
Post in the revival thread as any non-Vyre otherwise would, and make a note that the character is a Vyre. Vyre revival takes the same amount of time, but otherwise follows the mechanics above.
PATRONAGE || Vyres who have been turned are unable to directly harm those which sired them or those who sired their own sire, etc, unless acting in self defense. They may raise their hand, but they cannot bring it down and wound their sire. This does not mean they cannot allow them to come to harm, or arrange for others to do it on their behalf. A Vyre being physically, lethally attacked by their sire is able to defend themselves appropriately, temporarily suspending this condition until there is no longer an immediate threat.
WINDOWS TO THE SOUL || Vyres may, or may not, appear to be with red eyes at all times. There are times as specified in the page for each Vyre where their eyes will show red if they had not been before, or heighten in intensity if they are always visibly red (whatever this means aesthetically is up to the player - color deepens, pupils dilate, whatever).
EUPHORIA || For a few days after feeding or a few hours after a "snack," Vyres experience a lingering mild euphoria. Everything feels better, their senses are more heightened, and everything feels a little better than it would otherwise. Bad news doesn't hurt as much, good news feels even better. They are able to move a little more easily, feel a little stronger, and overall they just feel like they are better versions of themselves. This can develop into a mania akin to withdrawal if they go for a long time without feeding, and it can make the transition from starvation to having fed even more intense.
RESTORATION || Should a Vyre bury themselves or take to resting in a sarcophagus (or coffin) for an extended period of time after feeding, they will slowly heal over their wounds and no scars shall appear. This process puts them into a state of rest they cannot be woken from, making them vulnerable, but this state lasts one entire day (IC/OOC). They cannot save themselves if fatally wounded this way, resting after being stabbed through the gut will require medical aid to stabilise it first. No broken bones will fix, nor limbs regrow.
CONSEQUENCES || If a Vyre is pierced through their heart by a stake made of birch, as long as that stake is in their heart they may not revive through the process outlined under Reanimation. They may revive through other revival methods, but in doing so they will return cured and lose all progress. They can remain dormant with a birch stake in their heart indefinitely, their bodies becoming grey and statuesque, producing no blood but not dying either. If the birch stake is ever removed (including via it being burnt with the body), they will revive normally.
The sires or direct progeny (directly turned) of the Vyre who is staked feel a pang in their chest and are innately aware that said Vyre has been staked. Immediately after feeding from a fresh source, these related Vyres may get a sense of the direction to the staked Vyre's corpse by focusing their thoughts upon it. This provides a heading about as accurate as the nearest common compass point (north, northeast, etc.), and may eventually lead them to the general area where the body is located (within a 100 block radius of it, about the size of a small town). This works so long as the corpse remains staked, and the Vyre has not revived by other means.
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[ PROGRESSION ]
Sane people do not worship evil deities or broker deals with dark spirits out of a sense of ideological similarity. It is driven out of a selfish desire, usually to gain more power. This is how Vyres gain more power.
[ PROGRESSION ]
Sane people do not worship evil deities or broker deals with dark spirits out of a sense of ideological similarity. It is driven out of a selfish desire, usually to gain more power. This is how Vyres gain more power.
It is entirely expected that Vyres, in conflict with one another, will rise and fall along the spectrum. One day a Vyre may be consumed, and the next have fallen back to Fledgling as their power was stolen by another. A Fledgling through cunning may rise rapidly to Consumed. The way to judge the merit of a devoted Vyre is to gauge how long they have held a seat of power without another taking it.
CONSUME || A Vyre may feed on another of their kind, as outlined in the feeding process for their Vyre type, and in doing so they will rise in one rank (i.e. Fledgling to Enthralled or Enthralled to Consumed), and the victim Vyre will lower in one rank (i.e. Consumed to Enthralled or Enthralled to Fledgling). The Vyre may feed on them a second time, but this will not increase or lower their rank twice.
SACRIFICE || If a Vyre sacrifices an artifact of either Fabled or Legendary status to Skraag, they may advance a rank.
CRAWL || If a Vyre elects to pursue blessings from Skraag, whenever they advance a rank in Blessings they also gain a rank as a Vyre. If for whatever reason a Blessed of Skraag receives a curse, or is lowered a rank, they lose a rank as a Vyre.
PROPAGATE || For every three people a Vyre spreads their curse to, transforming them from mortal to their bloodline or from another bloodline to their own, they advance a rank.
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[ OTHER STATES ]
There are other mutations, and other curses, and other blessings that characters may have which conflict with being a Vyre.
[ OTHER STATES ]
There are other mutations, and other curses, and other blessings that characters may have which conflict with being a Vyre.
BLESSED OF ANOTHER || Those T1 or above in the divine system may review the universal divine passives, [here] for 'Providence'. Those not yet blessed can be infected, but it will be at their God's discretion if divine progress is hindered or not.
BLESSED OF SKRAAG || Skraag likes for his blessed to be Vyres. It is not a requirement and there is no mechanical benefit, but… well, in case that wasn't obvious. Additionally, those blessed of Skraag find they are able to try and resist the effects of the blood moons or red star events that push Vyres into an otherwise frenzied state, with a DC of 2 from a Soul+Determination roll. This DC will increase over the duration at DM discretion or every 30 OOC minutes roughly, to a maximum of DC4.
SPIRITBLESSED || Spiritblessed can be Vyres at the same time. Both effects latch onto the soul (anima) of a person, and so both inhabit the same conceptual space. The Elemental is not strong enough to obstruct the Vyre curse, Spiritblessed can currently also be Vyres. However, Fireblessed might soon meet a fiery end if they are not careful.
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[ TRANSMOGRIFICATION ]
Sometimes it is pragmatic or expedient that, instead of curing a Vyre, the Vyre be made into a tool or servant of another deity.
[ TRANSMOGRIFICATION ]
Sometimes it is pragmatic or expedient that, instead of curing a Vyre, the Vyre be made into a tool or servant of another deity.
SUNBLESED || Sunblessed have had the curse of Skraag replaced by the curse of Synnove.
THE RITUAL
It may be orchestrated by anyone that holds fervent, earnest faith in Ignis Synnove. The nature of the ritual is both punitive and a blessing, a trial by fire that both weakens and strengthens the subject.
The subject must be a Vyre. They shall be bound to some structure, and burned alive on a pyre of birch wood. It must be allowed to burn the Vyre until the pyre is reduced to ash. The restraints used to keep the Vyre bound to the flames does not burn with the Vyre.
If the person conducting the ritual and praying for the salvation of the Vyre is earnest in their faith, then the Vyre will not burn even as they feel the flames. After the flames have reduced to embers, the Vyre will resuscitate from the experience and live again as a Sunblessed.
TRAITS
[Bronzed] The flesh of the Sunblessedhas been sunkissed. How this appears depends on the particular Sunblessed: they might just appear permanently tanned, or their body may be pockmarked by burn scars.
[Cold Adverse] Sunblessed melt from extremes of heat such as an open flame as any mortal would, but do not suffer from hot environments. They are vulnerable to persistent, overbearing cold as it exacerbates their light dependency and brings on immobility faster.
[Light Dependant] Sunblessed do not need to eat, drink, or breathe. However, they do need warmth and sunlight to survive. Their bodies gradually harden and grow heavier until they become like solid bronze if left without light or warmth for three days. They are still cognizant, but they are physically dormant until returned to light and warmth.
ABILITIES
[Vindication] The touch of a Sunblessed to a Vyre is like flame on their skin, their touch causing combustion on contact even with fledgling Vyres.
WEAKNESSES
[Nyctalopia] Sunblessed are night blind. Without an artificial light, they cannot see in the dark at all; and, artificial light is substantially less effective for them. Areas of dim light are equivalent to pitch blackness.
[Bound] Whatever bound the Sunblessed to the flames of their transformation are now what binds them to their mortal coil. If they are cut in twain then the Sunblessed has only moments to move or live until their body reverts into the form of a bronze statue stuck forever in whatever pose it comes to a stop in.
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GRAVEWALKERS || The Grey Lady and the Soulstealer have been rivals for as long as the concept of death has existed, before sentient life, from mere moments following the creation of all things.
THE RITUAL
A priest or priestess of The Grey Lady must take a Vyre into the bounds of a consecrated graveyard. There, they are to bury them while they are alive and sealed inside a burial receptacle. The outer container must be marked with a drop of blood from the Priest or Priestess and dusted over with pure salt. Finally they must utter a prayer for safe passage.
The Vyre must then rest in there, from dawn until dusk, experiencing the closing grasp of darkness and air with light hallucinations -but not dying. They may then be exhumed from their burial receptacle to ground themselves in cold sweat and take their first breath of fresh air. From that point onward they will be a Gravewalker.
TRAITS
[Neither Life Nor Death] Gravewalkers look ethereal and otherworldly. It is hard to tell their age, for their features seem both young and old. Their hair has neither the brittleness of age, nor the luster of youth. In coloration, it varies from a steely near black, to peppering, to a stark, clinical white. Their eye colors change to a muted version of their original color. Their breath mists in the air, as though always in a cold place.
[Heightened Senses] Their senses carry over from their prior curse, allowing them to smell things more prominently. The slightest of aroma, odors or blood can be picked up if in whisper range. Their eyes can adjust to the darkness, seeing 30b within radius in a tone of greyscale.
[Of the Night] Gravewalkers are naturally drawn to dimly lit, cold or dark places, and they heal over superficial wounds like bruises, scrapes, and minor cuts if they are within such locations over the course of two or three minutes. Should they enclose themselves in a resting coffin or grave for several days, their tended to physical wounds will slowly heal and no scars will remain. The process puts them in a vulnerable state they can’t wake from. No fatal wounds, broken bones or lost limbs will heal.
ABILITIES
[Vindication] The touch of a Gravewalker to a Vyre is so cold that crystals of ice form on their skin, and wherever they touch leaves a patch of severe, exceedingly painful frostbite.
WEAKNESSES
[Sensitive Rays] Sunlight still irritates a Gravewalker, especially in hot and arduous locations like the desert, nether or volcanic lands. When openly dwelling there, they may become increasingly itchy or exhausted over time. If set fully aflame- they cannot recover and will die.
[Gargoyle] When a Gravewalker dies, their body remains even as their soul revives, uncursed. It does not move, it cannot articulate. It leaves in place a stone statue of themselves, in a pose they last made, much like a gravestone.
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[ BLOODLINES ]
Bloodlines are of only a certain type of Vyre, and are associated with a progenitor. Vyres do not need to be apart of bloodlines to be a Vyre, unlike before. However, if they are turned by someone who is already of a certain bloodline then they become of that bloodline automatically.
[ BLOODLINES ]
Bloodlines are of only a certain type of Vyre, and are associated with a progenitor. Vyres do not need to be apart of bloodlines to be a Vyre, unlike before. However, if they are turned by someone who is already of a certain bloodline then they become of that bloodline automatically.
IMMORTALIZATION || Any Vyre who meets certain criteria may apply to become a progenitor, and gain their own bloodline. This process is known as Immortalization. Immortalizing a Vyre is an entirely voluntary process on the part of the player and character, but once it’s been decided upon it cannot be undone. It permanently kills the character which has done it, such that their essence is spread among their progeny, and their remains become an ‘Immortal Relic’. If a character meets all of these criteria and wants to be Immortalized, then the player needs to submit an application to Lore and Events, and be explicit that this is their desire. The event will be a summoning of a Skraag angel, which will then Immortalize the Vyre, the process of the ‘ritual’ will be discussed on a case by case basis. For more information, visit the 'Immortal Relics' thread, here: [ x ]
CONSECRATING || Seperate to Immortalization, there is a process to create a bloodline that does not bring about the boons nor banes involved with the Immortalization process. With sufficient effort, dedication, and faith, an individual can appeal to Skraag directly in the hopes of consecrating their bloodline. This method is shrouded in mystery, with the possibilities of divine quests and shifting requirements that will be revealed to the individual upon a successful request.
| A Z A R I N |
The Azarin bloodline originates with one of the original five. Members of the Azarin bloodline find that their hair turns darker, they grow taller by up to two inches (or one if they are at the height cap for their race), they favor a lithe build, and that their skin becomes appallingly pale.
[ BOON ] Azarins do not need light to see. At night, they see perfectly, though monochromatically. Instead of black-and-white, everything they see is in shades of red.
[ BANE ] Azarins are inherently haughty, arrogant, and believe themselves above others.
Noble Mien:
3. The members of the chain are unable to be put off balance.
6. The members of the chain are unable to be disoriented by any means.
9. The members of the chain cast no shadow.
| G L U T T O N Y |
The Gluttony bloodline originates with one of the original five. Members of the Gluttony bloodline gain dog-like teeth, their pupils bleed into the sclera of their eyes, and they have large, pointed ears.
[ BOON ] Gluttons are able to hear with extreme acuity, about twice as good as elves.
[ BANE ] Gluttons are inherently destructive, and prone to intense violence or erratic rage. And the extremely good hearing results in it being quite easy to deafen or disorient them with loud sounds.
Tremendous Girth:
3. For a day after feeding, members of the chain find their teeth enlarge and sharpen, able to bite through low-grade metal such as copper or tin.
6. For a day after feeding, members of the chain find their teeth become even more durable, able to pierce steel.
9. The members of the chain cannot fully close their lips, their teeth taking on the form and function of predatory animals.
| G R E Y |
The Grey bloodline originates with one of the original five. Members of the Grey bloodline develop patches of scales over their skin, have needle-like teeth, and tend towards baldness or balding.
[ BOON ] Greys may willingly put themselves into a state of starvation - with the resulting desperation to feed - while at the same time oozing blood over their skin that immediately hardens to be equivalent to iron scalemail.
[ BANE ] Greys are inherently paranoid and distrustful of others, feeling they must always rely only on themselves.
Ratlings:
3. The members of the chain make no sound as they move, no matter their speed or terrain.
6. If the members of the chain are in an environment for at least one hour, their body and clothes naturally begin to take on the pigment and coloration of that environment.
9. The members of the chain have no reflection.
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