Vampire Clan Races
A collection of races that belong to, or are recognized for being commonly found within the 'Vampire Clan'. For further information related to Vampire, be sure to check out here.
[Vampire Clan] Bajang
Appearance -
Bajangs usually have the appearance of a demon, with traits of a vampire. Most usually retain features they once held as a demon, either keeping their horns, tail, or in some cases even wings. They have the deep red eyes and fangs of a vampire, with their skin normally being paler in color than it previously was.
Information -
A Bajang is a vampire that was previously a demonic race being, but was changed due to a Pureblood Vampire, or even a Leviathan's blood, and thus has become a vampiric being.
They first began appearing a few thousand years ago, when the first demon was officially changed into a new type of vampire. In recent times they have grown more common due to the closer relationship between the Demon and Vampire Clan.
Bajangs are a race that has traits of both the demonic and vampiric nature, allowing them to have traits that they once held as a demon, such as Dream Eating, or Charm, while also having the traits of a vampire.
The reason Bajangs aren’t classified as normal vampires unlike other changed races is due to the unique traits that they retain from being a demon. This fact can sometimes lead to them being ostracized by more 'old and classic' vampires, or even demons, though this type of behavior isn't common anymore.
Abilities -
Common:
-
Vampiric Abilities = They have all the common vampiric traits that can be found listed in the vampire encyclopedia, naturally catered to fit their nature.
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Shapeshifting = The race is capable of taking the form of common animals they have eaten before, however, they don’t retain their abilities, unless the ability is a natural effect of the animal's form.
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Flight = A lot of the time, a Bajang tends to retain a lot of their demonic features, especially their wings, which often allow them to freely fly.
Uncommon:
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Demonic Traits = Due to once being a demon, they can retain traits they once had as a demon, allowing them to have 1 common trait of the demonic species they were.
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Perfect Mimicry = Some can copy the sound, look, emotions, and even the feeling of the thing they have eaten so perfectly that it would be extremely difficult to tell them apart from it.
Rare:
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Demonic Rememberance = Calling upon their bloodline they can temporarily use one of the Uncommon skills of their demonic bloodline for 5 turns, with a cooldown of 10 turns.
​
Weaknesses -
-
Vampiric Weaknesses = They have all the common vampiric traits that can be found listed in the vampire encyclopedia, naturally catered to fit their nature.
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Red Wine = Burns the skin upon touch, however, can be consumed without issue.
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Salt = Can be eaten, however, burns the skin upon contact.
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Loud Sounds = Painful to the ears when they are in animal form forcing them to change back.
​
Lifespan -
Unaging.
​
Extra -
Much like other vampires they are unable to reproduce, or spread.
[Vampire Clan] Ghoul
Appearance -
Ghouls retain a humanoid form with vampiric traits, including blackened eyes with glowing red pupils, sharp and jagged teeth, and skin that ranges from pale to decaying in some aspects. Some develop slightly pointed ears or cracked, scarred skin in places depending on how they have developed or spent their time. A few ghouls display other irregular features, such as extended claws or exposed bones, hinting at their decaying bodies.
Information -
Ghouls are vampiric creatures believed to have evolved from vampires who strayed from their blood-drinking ways to sustain themselves through flesh consumption. Over time, this shift altered them not only mentally but physically, pushing them away from the typical vampire in nature. Although their exact origin is unknown, it is widely believed that they emerged in ancient times when blood scarcity drove vampires to eat flesh out of desperation.
Ghouls possess most vampiric abilities, though slightly weaker than their common vampire counterparts, but they make up for this through exceptional hunting capabilities. Their keen senses grant them twice the detection ability of regular vampires, while their sharp teeth and claws make them able to easily destroy targets. Their ability to reproduce either with other ghouls or by turning vampires through the consumption of flesh has allowed their numbers to grow in recent years.
Though their hunting prowess earns them respect in certain circles, ghouls are largely viewed with disdain and hatred by the general public, even within the Vampire Clan. Their preference for flesh over blood has made them outcasts among some vampires, who see them as grotesque or feral. Ghouls tend to be nocturnal and solitary due to this, with some even choosing to live alone, only interacting with others when necessary.
Ghouls are opportunistic feeders, known for scavenging corpses or, in more dire circumstances, hunting the living. Their flesh-eating habits have earned them a hated and feared reputation, and many people avoid them out of disgust or suspicion. Even among vampires, ghouls are treated as second-class citizens, but their skills ensure that they remain indispensable within the Vampire Clan.​
Abilities -
Common:
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Vampiric Abilities = They possess 80% of a vampire’s physical capabilities but gain heightened predatory instincts to compensate.
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Predatory = Their fangs and jagged teeth can bite through wood and thin metal; with claws just as strong and longer.
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Hunting Instincts = Their senses are thrice as sharp as a normal vampire's, with cleaner night-vision.
Uncommon:
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Voice Mimicry = Some ghouls can mimic the voice or sound of anything they’ve heard perfectly.
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Shapeshifting = A few ghouls can temporarily alter parts of their body, or even their entire body, to mimic features of the creatures they’ve eaten before, such as claws, fur, hair, or eyes.
Rare:
-
Perfect Hunter = Rare ghouls can sense and track any target they’ve encountered, regardless of distance or obstacles, for up to 10 turns. This ability has a 10-turn cooldown.
-
Cannibal Regeneration = By consuming the flesh of a sentient being, some ghouls can regenerate lost limbs or injuries within seconds.
​
Weaknesses -
-
Light Sensitivity = Ghouls are sensitive to bright light, with exposure potentially causing temporary blindness.
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Fresh Water = Contact with freshwater instantly disrupts any shapeshifting or altered forms.
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Vampiric Weaknesses = They retain all common vampiric weaknesses but at only 80%.
Lifespan -
Unaging.
​
Extra -
Ghouls can reproduce with other ghouls or turn vampires by feeding them raw flesh instead of blood during transformation.
[Vampire Clan] Kokuren
Appearance -
Kokurens retain much of their original appearance from their previous race, with only mild vampiric traits. They all have distinct yellow eyes, instead of red, and dulled fangs that have not sharpened from drinking blood yet. Their skin is lighter than before their transformation, though not as pale as a fully developed vampire’s.
​
Information -
Kokurens, or 'Newborn Vampires' as they are often called, are people who were bitten and partially transformed into vampires but have yet to complete the process by drinking blood. This incomplete transformation leaves them in an in-between state, neither fully vampire nor fully of their original race. While the process is common among newly-turned vampires, some remain stuck in this state for long periods due to their inability or unwillingness to drink blood and finalize their transformation.
In this incomplete state, Kokurens possess limited vampiric abilities and even struggle with their lack of blood. Their physical enhancements, such as strength and agility, are only half of what a common vampire would have, however, traces of their original abilities from their previous race may linger. Their unstable transformation makes them prone to sudden bursts of strength when exposed to blood, however, this leaves them in a state of frenzy.
Kokurens struggle with an insatiable hunger for blood that no other sustenance can satisfy, this constant thirst leaves them in a fragile mental state, often making them erratic or unstable emotionally. Despite their limitations, they are not commonly looked down upon by other vampires; at worst they are simply treated as lesser or incomplete until they finish the process of turning. Some vampires even treat them with pity.
While Kokurens are often driven by an overwhelming thirst, they are also given a choice to drink blood and complete the transformation, or resist and remain in their incomplete form. Some choose to hold onto what remains of their former race, clinging to the remnants of their original selves. Others see completing the transformation as an inevitable step and eventually succumb to hunger.​
Abilities -
Common:
-
Vampiric Abilities - They have half the physical abilities of a regular vampire.
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Unstable Surge = When exposed to fresh blood, Kokurens can briefly gain the strength and speed of 2x a common vampire for 4 turns, followed by exhaustion for 6 turns. In this state they are left hungry and frenzied.
Residual Memory = Kokurens retain one common ability from their original race, though they fade as time passes.
Uncommon:
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Blood Trance = In rare cases, Kokurens can enter a frenzy when exposed to overwhelming amounts of blood. While in this state, they lose all rational thought but gain 3x of their physical abilities for 3 turns with a 10-turn cooldown.
-
Heightened Smell = Kokurens can detect the scent of blood from over a mile away, making them exceptional trackers, their sense of smell is 4x that of a normal vampire.
Rare:
-
Unstable Frenzy = In dire situations, Kokurens can tap into the chaotic energy within them, temporarily gaining a 5x boost to strength and speed for 4 turns. However, this leaves them in a weakened state afterward, unable to use abilities for 6 turns.
​
Weaknesses -
-
Thirst = Their hunger for blood is constant, leaving them physically and mentally drained.
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Unstable Control = The smell of fresh blood can drive them into a frenzy.
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Incomplete Transformation = They are weaker than a fully formed vampire and suffer from periodic bouts of exhaustion.
​
Lifespan -
750 years if they don’t drink blood.
​
Extra -
Just like common vampires, they aren't able to reproduce.
[Vampire Clan] Ritchi
Appearance -
While they are often humanoid in form, they have nothing limiting them to a fully humanoid form, as they can often alter parts of their body by adding new parts to it. One thing they can't alter, however, is their pale skin, or even missing flesh due to being dead. They often have completely black pupils, or black eyes with red pupils in them, while in rarer cases they have fully white eyes. Due to being dead, they have no visible veins or blood flow, or organs in them.
​
Information -
Ritchi is a humanoid race that doesn't start as a Ritchi but instead becomes one. A Ritchi is made when a humanoid race, mainly humans, elves, dwarves, or beastmen, other races are much harder, find a way to essentially 'cheat' death and stay alive beyond the point of their death.
This changes them from their former race, into a new race that was deemed to be called Ritchi by the general public, in similarities to the fauna known as a Lich. The way they do this is by tapping into a type of dark magic, whether knowingly or not, that allows the person to remove their soul from their body, and seal it into an item, thus creating a Horcrux.
This very Horcrux acts like a leash that keeps them from dying as long as it exists but also limits their functions, no longer making it so they can use normal magic, or have children. But in exchange their affinity with Dark Magic and summoning undead boost greatly.
Originally, Ritchies were hunted in the past due to their similarity to Liches, but once it came out that they had sentience similar to that of a normal person, they were welcomed into the Vampire Clan for safety, as regular citizens, which most of the Vampire Clan citizens didn't mind, but the Human and Beast Clan did, leading to minor conflicts that were resolved in the distant past.​
Abilities -
Common:
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Basic Necromancy = Due to being attuned to darker magic, and being a type of undead, they have the natural ability to summon undead creatures to fight for them. Most only being able to summon a max of 25 at a time, but more powerful ones can summon up to 50 at a time.
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Dark Magic Affinity = Due to being undead, and having touched upon darker magics, they are much more attuned to darker magic types than normal magic types. Having a 2.5x affinity with it.
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Undead Possession = They can switch the body they are controlling, by possessing an already dead corpse. This however weakens them for a period of 10 turns by halving their magic.
Uncommon:
-
Fear Eyes = They are capable of making people feel a sense of fear by simply looking into their eyes. Irrational fear without a reason.
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Soul Eyes = Some Ritchies have the ability to see the soul of a living being as long as they are within a range of 100 meters. This however doesn't work for things without a soul.
Rare:
-
Call of the Dead = Some very powerful Ritchies can use their ability to summon a total of 100 knight-level skilled undead at once, with the strength of an Ifrit, that last until they are killed, with a cooldown of 60 turns along with great physical and mental drawbacks that pain them.
​
Weaknesses -
-
Soul Item = The item in which they have their soul sealed must be within a range of 30 meters at all times, otherwise, they will feel intense pain.
-
Soul Destruction = By destroying the item that contains their soul, they will die.
​
Lifespan -
Unaging.
​
Extra -
Ritchies are unable to use normal types of magic due to the way their souls were bound, and are more attuned to darker types of magic. They are also unable to reproduce or have any organ functions.
[Vampire Clan] Valairy
Appearance -
Valairies are commonly said to resemble fairies, with a humanoid form that is small and delicate in structure statures. They have crystalline colorful wings like butterflies, glowing red, gem-like eyes, and smooth features. Instead of fangs, they possess a retractable needle-like tongue used for feeding. Their hair often has a magical shimmer due to all the mana that flows through their body..
​
Information -
Valairies are an evolution from vampires that have adapted to sustain themselves by absorbing energy instead of drinking blood from pray. This evolution occurred in ancient times, and has earned them a reputation as 'Vegan Vampires' though most within the Vampire Clan see it as a neutral title, recognizing their magical prowess.
Despite their small size and fragile appearance, Valairies are gifted in magic and very skilled at manipulating energy and mana. Their presence in most situations often provides much aid due to their abilities; as they drain energy and empower themselves and allies.
Valairies are often charismatic and enjoy being the center of attention, frequently taking on roles such as performers, idols, or strategists. They prefer influencing situations and getting attention for it, using their wit and magic. While not the most physically durable race, their agility, and powerful magic make them valuable allies or formidable enemies.
Due to their rare reproduction ability, they have a sustainable population within the Vampire Clan as one of the few vampiric races that can naturally reproduce. Their dependence on energy, rather than blood, makes them a race that thrives in social settings where energy is abundant but struggles in isolation.​
Abilities -
Common:
-
Energy Absorption = Their needle-like tongue allows them to drain energy from living beings, restoring their vitality and magical reserves.
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Flight = Their wings allow them to fly with ease, granting them 2x agility and evasiveness when flying. They can hover indefinitely without getting tired.
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Energy Empowerment = They can use absorbed energy to boost both their stamina and magical abilities by 2x for 5 turns. The bonus is stackable with more energy with a max of 6x.
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Magic Affinity = They have a 2x higher magic affinity than a normal human and can learn magic much easier.
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Vampiric Capabilities = They have normal vampiric capabilities but only at 25% of the original due to their magical focus.
Uncommon:
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Invisibility = Valairies are capable of becoming invisible for 5 turns with a cooldown of 3 turns.
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Energized Burst = Valairies can release a burst of stored energy, blinding enemies within a 10-meter radius and temporarily slowing them for 3 turns with a cooldown of 5 turns. However, this drains energy when used.
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Energy Control = Valairies can use the energy they absorb, infusing it with mana, to control it as a type of tangible force within a range of 15-meters.
-
Energy Sense = Some Valairies have the ability to sense energy in an area of 50 meters around them, being able to see the energy that flows in things.
-
Energy Link = Valairies can tether themselves to an ally or enemy for 5 turns, sharing energy with an ally to empower them or slowly draining an enemy’s energy over time with a cooldown of 8 turns.
Rare:
-
Elemental Litwick Affinity = In some rare cases, they have a closer connection to the Fauna known as Elemental Litwicks.
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Elemental Empowerment = After absorbing energy, Valairies can temporarily channel it into an elemental affinity (fire, water, wind, or earth). This grants them 2x elemental power for 5 turns with a cooldown of 10 turns.
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Ethereal Form = For 5 turns, Valairies can become intangible, immune to physical attacks, and able to phase through objects with a cooldown of 15 turns.
​
Weaknesses -
-
Fragile Body = Their small stature and delicate form make them physically weak, with below-average endurance.
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Energy Dependency = Without frequent feeding, they quickly become fatigued, losing strength and magical capabilities over time.
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Isolation Weakness = If they cannot access the energy of others, their powers dwindle, leaving them vulnerable.
​
Lifespan -
Unaging.
​
Extra -
N/A
[Vampire Clan] Vampire
Appearance -
They look rather humanoid in form, with the added features that are common among all vampires. They have pale skin, deep red eyes, and sharp fangs. In some uncommon cases, they may even have retractable bat-like wings which they may use, however, this is uncommon.
​
Information -
Vampires are one of the oldest races in the world of Shinseina, and unlike most races that were made by the Gods, Vampires were instead created by a unique type of magic, and are all the descendants of the Original Family of Vampires commonly called Leviathans.
Vampires, while commonly used as a category, are also the name for the most common type of Vampiric beings, that take form after being changed. While they are able to eat regular food, they gain no energy or nutrition from this and are required to drink blood in order to survive.
While it's uncommon, some Vampires even can grow retractable bat-like wings from their back, along with similar bat-like abilities, granting them the term 'Bat Vampires' amongst normal Vampires.
Vampires are one of the most prominent races in the world of Shinseina, not only because they have been around a very long time, but also because they are one of the main leaders of the Vampire Clan.​
Abilities -
Common:
-
Vampiric Abilities = They have all the listed vampiric abilities.
Uncommon:
-
Bat Vampire = They have retractable bat-like wings which grant them the ability to fly around. In some cases, they are able to shapeshift into the form of a bat.
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Blood Bank = Some vampires can store extra blood in their bodies so that they won't need to eat as often as others do, letting them go up to 5 days longer without feeding.
Rare:
-
Night's Predator = They have superior hunting abilities at night, and some even can temporarily boost all their senses by 3 times the original for 5 turns in the dark. With a cooldown of 16 turns.
​
Weaknesses -
-
Vampiric Weaknesses = Naturally catered to fit their nature.
​
Lifespan -
Unaging.
​
Extra -
N/A
[Vampire Clan] Sapmire
Appearance -
Sapmires retain a humanoid form much like other vampires however they are distinguished by their bright yellow hair, golden eyes, and often darker skin tones, making them visually distinct from common vampires. Their fangs have small holes at the base, from which extend thin, wire-like tubes used to draw sap from plants and fruits.
Information -
Sapmires originated as an offshoot from common vampires, created due to either a unique mutation or environmental adaptation with the exact cause being unknown. The term 'Sapmire' initially began as an insult from other vampires, mocking their dependence on plants rather than blood, however over time it became a name they embraced and is now an accepted term for their kind.
Unlike traditional vampires, Sapmires sustain themselves exclusively on the sap of plants and fruits, using their specialized fangs to extract it. This diet makes them distinct, often referred to as 'Vegan Vampires', and due to this they are occasionally looked down upon by purist vampires. However, the general public has little hostility towards them compared to other vampire variants.
Sapmires are closely connected to the natural world, often finding harmony among plants and animals. This unique bond makes them more attuned to their environment, allowing them to thrive in forested or lush areas rather than places without plants, due to this encountering one in cities isn't likely but they aren't difficult to encounter in areas close to nature.
Their special abilities reflect their affinity with nature, calling them roles such as caretakers, scouts, or protectors of nature isn't uncommon. While they possess some of the physical strengths typical of vampires, they rely more on their manipulation of plants and their calming presence than brute force.
Abilities -
Common:
-
Vampiric Abilities = They retain basic vampiric capabilities but only at 50% normal. Except for speed and senses.
-
Nature Affinity = Animals and plants feel naturally at ease around Sapmires, making it easier for them to coexist with and influence the natural world. Granting them a 2x boost to nature-related magic.
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Enticing Aroma = Sapmires releases a soothing scent that calms those within a 10-meter radius, reducing hostility and making enemies less likely to engage in combat.
Uncommon:
-
Plant Manipulation = They are able to control nearby plants within a range of 15 meters, using them as extensions of themselves for minor tasks.
-
Honey Creation = By consuming enough sap, Sapmires can secrete a sweet, viscous liquid from their fingertips, which can heal minor wounds or soothe pain when consumed.
-
Bloom Bond = Some Sapmires can link with flowers or trees to monitor their health. Through this connection, they can sense disturbances in their environment no matter how far the plant is.
Rare:
-
One with Nature = Sapmires can fuse into a tree for 10 turns, sensing everything connected to the tree's roots and extending their ability to control plants by 50 meters. While fused, they become intangible but unable to act. Cooldown: 10 turns.
-
Overgrowth Command = In rare instances, they can accelerate plant growth within a 20-meter radius, creating thick vines or dense foliage instantly. This ability lasts 4 turns and has a 20-turn cooldown.
Weaknesses -
-
Vampiric Weaknesses = They retain the same weaknesses as common vampires but halved.
-
Limited Diet – They must regularly consume sap to stay healthy, and without it, they grow weak much faster than other vampires.
-
Fragile Strength – While they are agile, Sapmires are not physically strong and struggle in direct combat.
Lifespan -
Unaging.
Extra -
The chance of becoming a Sapmire after being turned into a vampire is rare, contributing to their low numbers.
[Vampire Clan] Sunmavapie
Appearance -
They are humanoid in form with a build that is not often taller than 6 feet, but are built with firm muscles. While some have light skin colors, most tend to have darker skin tones, with some even being orange-ish in color; this is known to play along with them having, bright orange, red, or sometimes yellowish, colored hair and eyes. Something that makes them stand out, is the shape of their tongue much like a tube that can extend out, or flatten to look normal.
Information -
Sunmavapies are a race of beings that have derived from the vampire evolution bloodline and have gained the ability to give birth to their own young rather than only being limited to being turned.
Not many are sure of why this is the case, but, it is believed to have to do with the fact that, unlike most vampires, they are capable of interacting with, and even feeding on flame. As the name would suggest, they are vampires that can eat fire, and heat sources to live and in turn, gain attributes similar to such.
Sunmavapies are able to use the flames they eat or around them as if it was their own, granting them some level of resistance towards the fire, while also having traits of a normal vampire.
Due to the way they are, Sunmavapies are often disliked by other vampiric races, because of the simple fact that their bodies and abilities are highly dangerous to others. But, while this is the case, they aren't outright hated, just avoided.
Abilities -
Common:
-
Vampiric Abilities = They can use most of the common vampire abilities, but only halved.
-
Fire Immunity = They are immune to most levels of heat, as long as it's not over 1,600 C.
-
Fire Absorption = Using their tongue, which is immune to most heat, they can suck up fire and eat it, as long as it’s not past their resistance.
-
Fire Energy = From eating fire they can gain energy much like normal vampires do for blood.
Uncommon:
-
Fire Manipulation = They can manipulate already existing flame sources as long as it is within a 30-meter range around them. And isn’t a magical-sourced flame.
-
Fire Creation = They can create flames from their body by heating themselves up.
Rare:
-
Flame Incarnation = They can temporarily turn their body into complete fire for 5 turns, with a cooldown of 15 turns.
Weaknesses -
-
Water = Naturally they are weak to water.
-
Ice = Naturally they are weak to ice.
-
Night = They feel sluggish at night, halving their mental capabilities.
-
Vampiric Weaknesses = Naturally altered to fit them.
Lifespan -
Unaging.
Extra -
One of the few vampiric beings that can reproduce through mating and be created through normal means.
[Vampire Clan] Bloodling
Appearance -
They are often humanoid in form, but can also take the shape of other creatures due to the way they are made up. They are easily recognizable for their crimson-red hair and completely red eyeballs. Some tend to have other red features such as markings, veins, nails, or even teeth, all of which tend to glow brightly. Often tall in height, but small in frame, they have long limbs and quite often sharp nails.
Information -
Bloodlings are a race of beings that are born from the concentration of blood and mana in a single spot for a period of time, granting it sentience and new life.
Due to being born of blood and mana, they are quite rare to encounter, because of the large amount of both which is needed to make them, whether it be naturally or artificially. Due to their nature, they are often seen as a sign of bad omens, beings born from mass death, they are frowned upon by a lot of the other Clans, but the Vampire Clan simply doesn't care.
While they are completely made out of blood, they are capable of shifting forms to look more humanoid, however, one thing they can not change is the core located in their body that gives them life. They do not need to eat, drink, or do other basic body functions like a human, they are required to feed on blood regularly to stay alive; they do this by absorbing it into their body.
Bloodlines are very similar to slimes, however, they do not have a solid core but instead a semi-translucent core that moves within them. This core often takes the form of a coagulation of blood, that is quite difficult to spot within them, but glows slightly red.
Abilities -
Common:
-
Shapeshifting = They can change their forms at will by shifting the way their blood is formed.
-
Blood Absorption = They can absorb blood to regain their lost energy and strength so that they could keep going.
-
Blood Manipulation = They are capable of manipulating blood that is no longer inside a living being at will as long as it's within a range of 30 meters around them.
Uncommon:
-
Language Translation = Sometimes they are capable of mimicking the language of a being that they have drunk enough blood from for a period of 10 turns after drinking the blood.
-
Harden = They are capable of hardening their blood to a point in which it is as hard as solid steel for 5 turns with a cooldown of 15 turns.
-
Tracking = As long as they have drunk the blood of a creature, they will be able to track that creature for a period of 15 turns with a cooldown of 40 turns.
Rare:
-
Blood Domain = They are capable of creating a field of blood around them, and in this field, they can manipulate all blood at free will as long as it's not inside a body. With a range of 50 meters around them, with a last time of 5 turns and a cooldown of 30 turns.
Weaknesses -
-
Lack of Blood = If they go without blood for a few days, or if they use too much blood they will die.
-
Ice = Can be frozen temporarily.
-
Fire = Can boil the blood if hot enough.
-
Core = Destroying it kills them.
Lifespan -
Unaging.
Extra -
They do not reproduce and can only be formed naturally.
[Vampire Clan] Skeleton
Appearance -
Skeletons retain the skeletal frame of the being they once were, with added floating skeletal features such as tails, horns, or wings if their former body had them. Their bones glow faintly with lingering mana, illuminating their eye sockets and joints, this glow is uncontrollable and is a telltale sign of a Skeleton's presence.
​
Information -
Skeletons are undead beings, believed to have been revived after death by absorbing strong ambient mana. Their revival wipes away all memories of their previous life, leaving them as empty shells without the abilities or knowledge they once had. But this gives them the chance to start anew.
While Skeletons lose their memories, they retain fragments of their personality, often behaving, speaking, and feeling emotions much like they did before death but this can change as they live for a longer time; branching off to become a person of their own. This makes them surprisingly relatable despite their unsettling appearance.
Skeletons are sustained by mana alone, eliminating the need for food, sleep, or bodily functions, as long as they can absorb mana from the area around them or from a mana source, they will be fine. Their undead nature grants them some unusual abilities and freedom from physical limitations, though it also makes them physically fragile.
Due to their eerie nature and association with death, most people view Skeletons with suspicion, even though they’ve recently gained more acceptance. Many Skeletons struggle with loneliness and social rejection, often seeking companionship in outcasts or among other undead.​
Abilities -
Common:
-
Minor Psychokinesis = They use minor psychokinesis to keep their limbs attached and functioning since no muscles or tendons remain. This also allows them to reattach parts that are removed from them.
-
Flame Creation = They can generate flames, while not very hot, the flame is able to burn with a necrotic effect that causes withering on things. Being able to control this flame within a range of 15 meters.
-
Telepathy = Lacking vocal cords, Skeletons rely entirely on telepathic communication and they can talk to anyone they can see.
-
Tele Affinity = Skeletons have a natural 2x affinity for telekinetic and telepathic magic, making them particularly skilled in these arts.
Uncommon:
-
Flame takeover = By igniting what remains of their soul, they engulf their body in flames for 5 turns. These flames are intensely hot and necrotic but leave their bones damaged and brittle afterward with a cooldown of 10 turns.
-
Independent Limbs = They can psychokinetically detach and control their bones independently within a range of 50 meters with great precision.
Rare:
-
Hunger pains = They can project their eternal hunger into the minds of up to six individuals, overwhelming them with excruciating hunger for 8 turns. This can cause dizziness or unconsciousness in weaker-willed targets. With a cooldown of 14 turns.
-
Spectral March = Skeletons can temporarily animate nearby bones or corpses for 15 turns, creating allies from the dead. These undead constructs crumble when the effect ends with a cooldown of 30 turns.
​
Weaknesses -
-
Brittle Frame = Skeletons are fragile, with their lack of flesh and muscle making them vulnerable to physical attacks.
-
Fragile Soul = Their undead existence is dependent on the small soul flame within them; if extinguished, they die permanently.
​
Lifespan -
Varies from 700-1000 years.
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Extra -
Skeletons cannot reproduce and rely solely on the rare reanimation process to increase their numbers.
[Vampire Clan] Dracmare
Appearance -
They are humanoid in form, with an appearance much like humans, aside from their crimson red eyes, fangs, and in some cases claws or lizard-like tails. Very few even have reptilian-like wings on their backs, but this is rather rare.
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Information -
When a Demi-Dragon is turned into a Vampire, rather than changing into a normal Vampire, there is a rare chance that the draconic blood, and mana, in their body will be triggered by the change, and transform them into what is known as a Dracmare.
Due to being a Vampiric being they are thought to be disgusting versions of Demi-Dragons by normal Demi-Dragons, even some purest Dragons tend to find disgust in them. However, they are accepted as a normal vampire by members of the Vampire Clan.
Dracemares are capable of turning their blood, mixed with mana, into dragon-like creatures that lurk around them, and can be controlled at will. These creatures can sometimes even be semi-sentient and have personalities based on their user. Dracmare is hated by most Demi-Dragons and especially Dragons due to the fact that their draconic mana has been tainted by Vampiric essence.
Dracmares, while rare, aren't completely uncommon to see, with more being seen in recent years due to the increase in demi-dragons.
Abilities -
Common:
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Vampiric Abilities = Naturally catered to fit their nature.
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Blood Dragons = They can turn their blood, infused with mana, into small dragon-like forms that lurk around them and listen to their orders. In some rare cases, these blood dragons can have semi-sentient personalities.
Uncommon:
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Draconic Flames = Sometimes the dragons that they control can breathe fire out from their mouths.
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Flight = Sometimes they can retain the features they had as a Demi-Dragon, such as their wings, allowing them to fly.
Rare:
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Embody Blood Dragon = For a period of 5 turns they can temporarily turn themselves into a dragon made out of blood that is capable of flight, and other such dragon capabilities. With a cooldown of 40 turns, and massive mental and physical drawbacks.
Weaknesses -
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Vampiric Weaknesses = Naturally catered to fit their nature.
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Blood of a Dog = Poisonous to them for whatever reason.
Lifespan -
Unaging.
Extra -
N/A
[Vampire Clan] Spectre
Appearance -
Spectres retain the shape they had in life, including distinctive features such as horns, fangs, tails, wings, or other traits tied to their previous race. However, their new form is incorporeal and semi-transparent, coated in glowing hues of white, blue, red, yellow, or even black; these glowing shades pulse faintly, reflecting the state of their soul.
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Information -
Spectres are not born but are remnants of beings whose souls clung to life after death, refusing to move on. If a strong enough soul lingers in an area saturated with mana, it fuses with the mana and forms a new spectral entity without a body.
While spectres retain fragments of their memories, much of their personal past remains clouded or lost, especially if their death was traumatic. Some spectres forget the names and faces of loved ones, leading to struggles with identity and purpose, which leave them emotionally unstable. However others move on and tend to start a new life without their connections to the past.
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Though spectres are not openly hated, many remain wary of them, seeing them as unnatural beings defying the natural order. Some more religious people claim spectres exist in defiance of Kami’s will, leading to persecution in some regions or even hatred by such people. Despite this, spectres find a strange acceptance among certain groups fascinated by the soul, magic, or the undead.
Spectres exist as mana-bound souls, unable to interact with physical objects. Their incorporeal form grants them unique advantages in magic and mobility, though it limits their physical interaction with the world and leaves them longing for it.​
Abilities -
Common:
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Spectral Form = They are composed of fused mana and soul, making them immune to physical harm. They cannot be touched, nor can they touch physical objects.
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Mana Affinity = Their nature gives them an enhanced connection to mana, increasing their magical abilities by 2x. This also allows them to sense mana much better than other races.
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Floating = Spectres can hover up to 10 meters above the ground, granting them excellent mobility and enhancing their speed by 3x a human.
Uncommon:
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Possession = Some spectres can temporarily possess the corpse of a small animal or creature for a few turns, using it for movement or utility and gaining all physical capabilities it had when alive but halved.
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Screech = With heightened emotions, a spectre can release a loud, disorienting screech, stunning nearby creatures for 2 turns and dealing damage to someone's soul.
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Soul Sight = They are able to perceive lingering souls or spirits in their vicinity, giving them insight into hidden aspects of it.
Rare:
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Ethereal Coalescence = In desperate moments, some spectres can fuse with a dead body, gaining their physical capabilities for 6 turns. The body deteriorates upon release, and the spectre suffers mental exhaustion with a cooldown of 15 turns.
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Mana Conduit = A rare few can channel their mana directly into another being, providing either magical energy or draining life essence to replenish their own mana. This ability has a cooldown of 15 turns.
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Soul Coat = Some very rare spectres can coat their magic in their soul dealing damage to one's soul in the process; however, this drains their own soul in turn. If it is overused they die.
Weaknesses -
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Spectral Form = Their incorporeal nature makes them unable to interact with or manipulate physical objects unless possessing a body.
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Magic = While immune to physical attacks, spectres are vulnerable to magical damage.
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Pain Sensitivity = Any damage inflicted on their soul causes unbearable agony as if they are experiencing death all over again.
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Mana Shortage = Spectres require mana to sustain their existence. Overexertion or depletion of mana can result in them ceasing to exist.
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Lifespan -
Unaging.
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Extra -
N/A
[Vampire Clan] Frost Walker
Appearance -
Frost Walkers are humanoid in form with slender, tall frames, typically standing over 6 feet. Their pale blueish skin shimmers with embedded ice crystals, giving them a glittering, frosty appearance. Hair shades range from white to light blue, and unlike typical vampires, their bright blue eyes glow with coldness. Instead of sharp fangs, they possess flat teeth designed for a different form of consumption.
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Information -
Frost Walkers evolved from common vampires, taking on a new form after being exposed to the frozen tundra’s mana and environment. This transformation allowed them to survive in extreme cold, creating a specialized vampiric offshoot, not only changing their form but also their capabilities.
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These beings have great control over ice and snow, with their icy essence coursing through their veins. While they cannot normally create ice from nothing, they manipulate existing ice as if it were an extension of their body. Their mastery over temperature makes them best in cold climates, and they create a special, enchanted ice that can transform another being into a Frost Walker.
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Though rare, their numbers are slowly increasing as they pass on their icy infection. They prefer to dwell in isolated, frozen areas, far from civilization, making encounters with them uncommon. However, their growing presence on the edges of the tundra suggests that Frost Walkers are becoming bolder and more willing to explore new territories.
Despite their unique abilities, Frost Walkers are not exempt from the weaknesses of vampires. Their reliance on cold climates makes them vulnerable outside of freezing environments, forcing them to retreat to the tundra for survival.
Abilities -
Common:
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Ice Affinity - Frost Walkers have a natural 2x affinity for ice and snow-based magic.
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Temperature Manipulation - They can lower the temperature within a 20-meter radius, gradually dropping it to 0°C.
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Ice Manipulation - Frost Walkers can control existing ice and snow within a 40-meter radius, though they cannot create ice.
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Vampire Capabilities - They retain all the common abilities of a vampire, such as enhanced strength, speed, and regeneration.
Uncommon:
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Ice Creation - They can generate ice within a 15-meter radius, even without the existence of water.
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Embodiment of Snow - They can transform into snow for 5 turns, making them immune to physical attacks during this time. With a cooldown of 10 turns.
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Frostbite Touch = Their touch can inflict frostbite, slowing down opponents and reducing their physical capabilities for 3 turns with a cooldown of 13.
Rare:
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Blessing of the Ice Goddess = Some Frost Walkers can summon an ice domain within a 30-meter radius. During this time, they gain absolute control over all ice and snow within the area for 6 turns and boost all their ice-related capabilities in this area. Afterward, there is a cooldown of 20 turns, with significant physical and magical exhaustion.
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Weaknesses -
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Coldness = Frost Walkers need to remain in cold environments. After 3 days without exposure to cold, they will begin to deteriorate, much like vampires without blood.
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Fire = Fire and heat are their natural enemies, dealing extra damage and rapidly melting their icy bodies.
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Vampire Weaknesses = They share the standard weaknesses of all vampires.
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Lifespan -
Unaging.
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Extra -
N/A