RPG Guidelines



Role Playing Game Guide
written by Ephron


~Part One~

Below, are listed a few things from experiences with various rp, as possibly a ladder to help you understand your own character's limits, which everyone should have....

 

DISCLAIMER: I am NOT trying to tell you how to play, so please do not take it to mean such....Many people have been 'forced' to have certain powers thay don't know how to play sometimes....

MAGICAL SHIELDS Magical shields are useful, but there are many kinds...Psionically created, those that cloud gasses, or corporeal shields...In my opinion, shileds of this type should face only an opponent, and not fully encompass you...It acts as a sphere that repels foreign objects, and normally cuts off your air supply, mistaking the molecules for foreign bodies.....If you shield with magic, it can usually block solid things, but can be broken by magic....Psionic shileds are good against magic and solids, but if shattered, can be very devastating to the mind of the caster....Prismatic shields are sweet, but if your opponent is a strong mage, a taxing, strong blast can punch quickly through the layers, and if it doesn't, it could still knock your ass all the way to SOE....laughing....

SHADOWSMOKE Shadowsmoke is normally tendrils of solid smoke that can strangle, or transport whoever they shroud....The biggest problem with it is that if you solidify it to attack someone, you can bet it's solid enough to be damaged....A damage that normally isn't to healthy to the consciousness of the user....Shadowsmoke also makes it's user intangible, but the moment the smoke OR the caster becomes solid again, watch out Miss Daisy.....

APPARITIOUS CORPUS (or GHOSTBODY): Has many forms, usually a person that can become shadow, mist, or smoke....Be fair with this....How in the hell is it fair if you, as a shadow, can pick someone up and beat the tar out of them, but they can't touch you?....Elements of the ethereal and corporeal planes are NOT that interchangeable....If you are intangible, yet can attack another, you can bet that they can attack you....Also, if your opponent can assume ethereal form, you can bet it would be an interesting fight indeed, since it's in another dimension....

~Part Two~

This is installment two of the common beliefs of the rp components you may wish to use, but more importantly, their drawbacks.....

RUNES, WARDS, and GLYPHS -or- THE AGRESSIVE DEFENSE: Runes: Runes are believed to have invocation powers, and truthfully, many religions will argue into eternity as to what runes do....The most common conception is this....Runes are normally used with the psyche, and are hardly ever defensive in nature...Seers use them to read futures, and they can be crafted into weapons and armor to gift them with magical energies....Problem is, contrary to popular belief,

RUNES ARE NOT PERMANENT....Many can only be utilized in moonlight or sunlight, or under certain elemental conditions, and always have a limited use....They can also be destroyed....Lightning runes, for example, are highly susceptible to earth spells, and the destruction of runes normally means the ruination of the items they're infused in.... Wards: Wards are magical enchantments, but the problem is that they are strictly defensive....Wards can usually be used to shield against magic or solid items, but seldom against both.....Wards protect against PE, or personal effect spells, such as Sleep, Lust, Disease, or Instant Death....Wards can usually only be cast by those who have a dangerously fanatic devotion to specific religious cults or druidisms, and are BEST when applied to areas, or domiciles, since the direct application of intense blasts can punch through wards with no contest, but have a true knack for very effectively preventing theft or destruction by parties that do not follow the same ritualistic beliefs..... Glyphs: Glyphs are like Wards on steroids!....Usually used in combinational chain-reaction spells, invisible glyphs act like tripwires and pressure plates, triggering destructive traps built into homes and caverns to spring, or activating summoning properties, usually creating an elemental, or astral guardian....Glyphs are strong, and can almost never be countered...Nor do they recognize casters....Many a time, a wizened, befuddled old mage has fallen prey to traps he himself has lain, for the summoned do not understand the concept of backing down once a task has been initiated....Glyphs, unlike wards, however, cannot be cast on living things, least of all the caster....The last mage to try so turned astral, was pulled through the wall, then returned to solid state in the middle of the rock, dying instantly....They also, once activated, are useless, unless cast again.....

~Part Three~

COMMON RACES: There are so many....I can only try to be humble, and begin with the most common assortment of typical humanoid classes, and a few extras I have seen once or twice....

DROW: Drow, or dark elves, are subterrranean counterparts of the Sylvan, Elistri, or Waterland Elves found on the surface.....Unlike the surface elvess, drow tend to be evil, living in a political system where the elimination of a rivalling house means ascention into higher power, and the favor of Lolth, the maiden goddess of the drow, who plays the blackskinners like pawns.....In the subterranean cultures, drow are ruled by the women, though the clans that shun Lolth and live on the surface, have developed their own governmental systems.....Drow are typically born with innate abilities, such as stealth, infravision, to see in the pitch blackness of their world, the power of levitation, and the ability to line their opponents in the image of fire, for better targetting..... Surface drow lack the ability to levitate, but have a remarkable immunity to poisons, due to centuries of living off barren lands and poisonous roots and wildlife, ostracized by the majority of human, elvish, and dwarven societies....

DWARVES: Dwarves, like the true version of the human birth dwarves we've all seen, are normally, short, rotund, and short-tempered.....They enjoy drinking, laughing, living within the earth and mountains, and normally have remarkable strength housed in their small frames....Dwarves are industrialists, shunning magic in order to concentrate on weapon manufacture, and architecture, much like their inventive cousins, the gnomes..... Dwarves are normally very, very proud, and like the religions of the Norse people, commonly have great beards, and long, uncut hair.....

ELVES: Elves are the closest to humans any other species normally found can be....Their almond-shaped eyes, fair skin, pointed ears, and narrow features are the telltale markings of an elf.....Elves are normally very noble, the royalty thereof thinking themselves much cleaner and regal than the highest human....Elves, who normally have very slender bodies, have reigned themselves deep in the arts of magics, and normally make excellent priests and druids.....They have a vast variety, much like the huge tones of flesh in the human race, some birthed in the forests, and some in the ice....Others in the water itself..... With substantial effort, elves can normally increase their frame, and make proud warriors as well, but their keen sight, with a limited version of the infravision the drow have, makes for better archers than swordsmen....

HUMANS: Humans probably require the least explanation....Their zero-tolerance to poisons, and wide array of social castes make them well-suited for almost any class of profession....Humans, however, unlike any other humanoid race, create social poverties on their brothers, and do not have the tight-laced familial recognition elves and dwarves do....Their mistrust of others is only exceeded by their hatred of things different than them....

ORCS: Orcs, it has been consentually believed, have been around far longer than humans.....Living in tribes, orcs are either tan or green in pigment, resembling rather obese pig-men, and commonly having a very distinct....uh....aroma....Orcs, like their swine-resemblances, are omnivorous, and typically are able to digest even wood, and some clothing....They were commonly hunted for the fine leathers their hides could make, so their short fuses are somewhat understandable..... What many don't realize is that orcs, while commonly very dim, do have serious resistances to magic, especially magics that affect the psyche.....Their minds cannot comprehend the magic, and they actually can avoid harm from it by disbelieving in it.....Orcs are very religious, normally following gods of the dead, or the dark prince.....They are very crass, and lack any social structure, other than leadership....They are particularly fond of rape, and many races have discovered this the hard way.... Orcs do not have many offensive magics, but because of their religious devotion, many can ascend to become clerics and healers....Their prime flaw is that solitary orcs normally do not have a purpose other than destruction, and a group that loses a leader normally flees.....

~Part Four~

NOTICE: Due to the inexhaustible list of races and uniquities of character possibilities, I will be saving the undead, such as liches, vamphyri, et al. for their own section at the end of my postings, same as with the different colors and types of dragons.....

DISCLAIMER: These postings are in no way designed to tell you how to play....They are merely a platform, assembled from my experiences in multiple roleplay settings, to help new players in developing characters....

GOBLINS: What goblins precisely are is unknown....It is believed that goblins are a cousinal spin-off of the faerie and imp classes....Goblins enjoy pranks, practical jokes, and commonly violence....Goblins originated underground, often times as slaves and lower in superiority to the ruthless Matron Mothers of the Underdark drow races....Because of their subterranean roots, goblins have an excellent sense of vision and smell....Their flesh is not scaly, as many have thought, but more truly fair, though greenish in tint....Goblins have fled, like the surface drow, to the upper crust of the earth, but unlike the drow, do not really care if humans except them, which they do not....Goblins, despite their barbaric mannerisms, are potentially intelligent, and many of them possess a lofty degree of magic capabilities....They have an intensely enforced monarch society, oftentimes the kings of many kingdoms always acknowledging the absolute rule of a high king above them.....While it may be very hard to see the drawbacks to a culture that seems obviously as advanced as humans in their own rights, a goblin's territorial stubborness is often it's downfall.....Goblins never abandon territory, no matter how barren or overrun it may become.....Tact has never been a defining quality in a goblin.....

ERUDITES: What Silvestri elves are to elves, Erudites are to humans....Erudites, or high humans, are often birthed in deep forests, have slender, small frames, and are usually almost ALWAYS over seven or eight feet in height....Their boasts of mental superiority over regular humans is no rumor....While not entirely built for battle, the spindly, narrow Erudites are extremely potent in the presence of the mind....Erudian people never really war, unless provoked.....They do not seek to gain territories outside their own, for they proudly believe their democratic culture has no need to defy the peace they have, or their noble genetic code, by interacting with other races....Erudian peopel are quiet, yet articulate....There has never been what humans would call an 'ugly' Erudite....Each is a simple picture of perfection, their slender builds always perfectly sculpted, their faces always comely....The truth, however, is that Erudites can almost always be bested in battles that rely on strength, for they always rely on their unrivalled magical prowess, of which there is no equal, or their Unique sex appeal to fight their battles for them....

FAERIE: There are as many types of faerie, or fey, as there are species of insects in our world....Some are merely playful, others carnivorous, and others raw, sexual creatures....All of the fey races like happiness, and are usually the rivals of goblins in the pursuit to tip water onto the unsuspecting, or levitate bewildered cattle into the air, simply for the giggles it brings....Feyare very unpredictable in their desires, or what abilities they possess, but they most commonly appear as minute flying creatures, with feathery or insectile wings, the glitterfey on the smallest end of the spectrum, no longer than a fingernail, to the pixie cousins, who can be two or three feet in height...They are alarmingly quick, and commonly unflawed in their beauty, whether they choose to admit it or not....Some avoid human contact, while others will, without shame, grasp onto human hands and mate furiously with the fingers of the unsuspecting....Their primary strength, as well as their greatest weakness, is a universal bond with all other fey of all other types....All fey help all other fey....When fey die, all fey within miles feel the pain of the death....But it never kills their cattish curiosity, or their haughty mannerisms....

KENDER: Kender appear much like love children of dwarves and elves.....While having the features most common to elves, do have ruddish, earthen attitudes.....As well as a similar fondness for their hair, much like the dwarf....The hair is usually pulled tight and long upon the top of the head, not braided, as is common with other races, but tied into a huge knot, called a 'topknot'....Kender prefer distance weapons, such as their trademark hoopak staff, a long stick of wood with the band of a slingshot at the very top....While not a devastating weapon, kender almost never miss....Kender have often been termed the most annoying race in existence, a title well earned with their wanderlust, their almost whining curiosity, and their Unique inbred imperviousness to fear...Nothing scares a kender....Only the death of those close, and the fear inspired by dragons, has been known to put cracks in their spirit....And a kender without spirit is a sad creature....Kenders do not practice magic, being far from patient enough to tolerate it, but they pick locks....Oh, do they ever pick locks...No more excellent a source for thieves has existed than the kender gene pool....The pickpockets, however, seem oblivious to the fact that they are stealing, always insisting their victim 'forgot' a belonging, and the kender was watching it for them.....The most annoying trait, however, is the playful kender's ability to taunt...Taunting has a near-psionic effect on the target, causing them to launch into a furious, but never accurately aimed berserk....If you dread loneliness on an adventure, a kender would ensure you never feel that way...Whether you want them to or not....

CAELOIDS: Caeloids are the most Unique creatures I have experienced....Caeloids are thought to be runaways from a distant planet, marooning themselves intentionally to escape the warlike Vruuka enslavers....Caeloids have true harmony, and never war, but learn very quickly....Caeloids have never been beheld in their true shape, though those on this planet often appear as featureless, colorless watery humanoids....They can warp their form, and commonly do, thinking the mimicry of those around them as the most excellent form of learning....Caeloids are, however, very naive, and can be misled to perform murderous acts by charismatic people....If a person is framed, claiming it was not he or she that committed a crime in public, chances are a caeloid,also called 'dopplegangers' or 'lookalikes', was an unsuspecting pawn in the deed....Caeloids are very hard to kill, for they have no bones to break, and no blood to spill....They often carry daggers embedded into their own plasmatic forms....They don't, however, react well to fire or cold, and, if buried, cannot tuly suffocate, but would remain entombed in misery...Caeloids do have fears, and intense emotions, however, and cater to the studies of human behavior often times by renting themselves as sex slaves....Though deriving no true pleasure from the act, what human woman could resist a creature that could create it's own manhood, to any girth or length, and never go soft?.....Exactly....Caeloids themselves, reproduce asexually....

~Part Five~

NOTE: As previously pointed out to me, some races do, in fact, interbreed into halflings of all indeterminable types....However, in the interest of addressing as many 'true' races as possible, I think it best that ones use the 'template' of what they see races as, and develop idea of what a hybrid would be like....It is very uncommon that new breeds arise with powers unique from both of their genetic contributors....

DISCLAIMER: This is meant in no way to direct others how to play or portray their characters...It is a compilation of tidbits of information gathered from various roleplay campaigns to use as a platform for roleplay, but not a strict guideline....

BASTET: Bastet, like any other race are commonly diverse....Though often called were-cats, the title is quite inadequate, since the Bastet are truly not shapeshifters of any kind....They are humanoids with features of the cat....In many instances, most actually, the catfolk more reflect the feline part of their personality, more than the human....The Bastet, it is believed, originated in ancient Egyptian plains, and were commonly worshipped in the name of Bath and Sheba....Though very much human in appearance, the individual tribes are encased in fur, and normally abhorr clothing of any kind....By 'tribe', I mean that Bastet are key to herds or prides of their own kind....The Khan, or tiger people....The Bhagheeri, or panther class....The Leoris, or lion caste....Bastet can seem more human in the face and feet, or more catlike altogether, even within the same tribes....The Bastet are predators of nature, and revel in the instincts the earth brings....Killing without eating shocks and apalls the Bastet, as does the use of magic....Both of which are crimes against nature in their eyes....They are territorial, curious, and ruthless hunters, though their grotesque killing and public mating serves usually more the ficats of survival, other than perversity....Many, however, after prolonged exposure to human ways, develop emotions of love, fidelity, and anger, though one thing never changes.....Their inability to use magic, and their hatred for the criminals that use it.....

GNOLLS: Gnolls are much like the Bastet, and are enemies to any unfurried humanoid....Not truly werewolves by any means, the gnoll people are humanoids with inverted knees, wicked jaws, and the heads of jackals....Also believed to have Egyptian history, the gnolls normally lived in pits, until dwarves and humans began mining ores, ruining the homes of the gnoll pups, which brought them in full-force to the surface....One of the most notorious clans, the Darkpaws, live by the motto "You ruined your lands, I will not let you ruin mine!"....They are carnivorous, and travel in packs large enough to rival royal armies.....Gnolls, unlike Bastet, have keen senses of battle, as opposed to simple strategies of hunting, and use weapons and armors, the most favored weapon being spears....The gnolls also have many chieftains skilled in the uses of pestilent, or destructive magics....They are a vengeful lot, but also quite cowardly if the numbers of the warring forces don't particularly favor them....

OGRES: Ogres are some of the most hated and reviled creatures originally born on the surface of the world....Huge hulking beasts, neither the women nor the men of the culture are particularly pleasing to the eyes of a passing human....Ogres are the creatures mothers tell stories of to frighten their children into eating vegetables, or going to bed at night....Ogres are commonly tusked, nearly as wide as they are tall, and usually very, very dim.....They have thick, dirty flesh which repels all but the thicker or more heavy of blades, so blunt weapons normally have more effect on an ogre....Ogres are naturalists, and particularly fond of the dark, possessing keen nightvision, and a culture based on tribes and pelts for currency....Thier strength is enormous, and shamans of the camps practice crude, religious necromantic magics....Many ogres have earned a poor reputation from their ancestors, and most of them are actually very attracted to human beauty....The voices and the manners of the smaller cultures fascinate them....Ogres are frequently gentle beasts that simply have no welcome lain for them in normal human cultures....They are clumsy and lonely, and often easily affected and enraged by mind controlling magics.....

SHIVANS: Shivans are most commonly seers, originating typically in the region of what would now be called India and Turkey.....Shivans usually have six to eight arms that jut from their torsos, each one usually armed with a different weapon....Thier bodies are hypnotically perfect, usually unclothed from the waist up....Shivans possess quiet, non-offensive magics, usually skills of the mind such as future-telling and fortune-reading, but eight arms all displaying a wepon make the Shivan very formidable indeed...The ones with fully humanoid forms make excellent assassins and escape artists, while another strain of Shivans, these with the lower bodies of snakes, have a harder time fitting in with any external culture....The Shivan pride themselves on their sexual prowess, and their willingness to participate in Master or slave relationship roles, all qualities that have made the Shivan people a high profit for slave traders.....Some Shivan have a third eye in the center of their forehead, denoting a royal birth, or a powerful magical essense, and it's usually wise to steer clear of these brand, for they are not as quiet and reserved, and well-tempered as their brethren....

GECKAN (LIZARD MEN): Lizard men are another race of humanoids that live off the land...They are nomadic, oftentimes being a well-anticipated and welcome force to gypsies and village children, for the lizard men are notorious for their location, and sale of rare and exquisite items....Though carniverous, lizard men are not commonly known to attack and eat humans....They are, however, very greedy, and will kill and rob caravans without a second thought, often charging extravagant prices for services or rare goods....They do, however, have a keen taste for mating with the fairskinned humanoid races, and though the thought is repulsive to many human women, those that have been placed in such a situation, remember the Geckan as surprisingly gentle, treating those not of the scaled flesh as if they are fragile.....True lizard men have sinuous tongues, and saurian, crocodilic jaws....They have poor night vision, and while extremely impervious to fire, cannot stand even the slightest degree of cold, which defines the Geckan migration periods....Lizard men are business-oriented, but not a wise opponent to rile, surprisingly agile and able to kill with weapon and bludgeoning of the tail as easily as with powerful jaws....However, if pursuaded with the right price, there has never been a more useful tracker, or more loyal battle companion than the Geckan....

~Part Six~

SKAVEN: Skaven, often one of the most feared opponents, are also one of the most hated....Skaven, which have crawled long ago from the cavernous pits of the underbelly of the world, are normally short, but usually burly ratmen, not to be confused with the lycanthropes or were....The natural enemy of the Skaven are the Lizardmen, or Geckan....Unlike gnolls, Skaven did not emerge from their underworld with the sole intent of revenge, but for an overrunning domination of the upper species....Skaven are countless, seeming to spawn from some infernal fiery source none can seem to find....Skaven themselves live among their own social castes, having slave warriors, which are pathetic fighters, but very, very cheap....Clanrats are significantly tougher, but still muster their greatest strength in overwhelming armies....The strongest and most feared of Skaven are the Plague Bearers and the Monks of the Skaven, which, like all other Skaven, love war, particularly picking out weak sections of the armies and dismantling them....Solo Skaven are not common....There is normally a force of glory behind them, and you will almost never find a more dextrous assassin than a fanatic Skaven slave.....Skaven women are simple breeding tools for the Skaven, and are seen to have no other purpose...This may explain why the females comprise only a quarter of the Skaven forces....Skaven have no individualism....All that matters is the Clan....

MERFOLK: Many rumors surround mermaids and mermen, the most popular being that they are amphibuous....This is untrue...Only royals of the deep, and extremely potent mages can grow legs....Even then, the time they may spend on land is minimal....Merfolk live in monarch societies, unused to violence outside of survival, for assassins normally do not roam the depths.....Merfolk communicate through telepathy, and when on land, have no developed speech of their own other than the remarkable power of the psyche....Merfolk are typically docile and playful....In some instances, they have been too playful, many mermaids having unwittingly drowned men in their play whom they thought could inhale oxygen through water, such as themselves....The Kzeri merfolk are the prime reason for mistrust of the merfolk, for they are the drow of merpeople....Evil merfolk who lead sailors astray, and sink their ships with monstrous holes in the hull....It has been discovered that even the merfolk that adventure on land are often killed by our foods, which they mostly find toxic....

LYCANTHROPES: Lycanthropes, or weres, have many common forms, the most popular being the werewolf....Though many have been caught by the affliction as a curse, or a punishment under planetary alignment, most lycanthropes house the gene in familial reproduction, such as any noble birthright....These particular weres are not as feral and violent, and their shiftings are not determined by lunar placement, but by a whim....Many of these such weres have what is also called a Krinos or Crinos form....Which would be the battleform of their were...It is not uncommon for such forms to be remarkably huge, and to have strange additions to their bodies, even metal ore coating in the teeth or talons....The thought that silver is deadly to these creatures is a half-truth, for while the supernatural creatures have a high degree of regeneration and strength, they can be felled in battle with any considerable effort....Silver, however, as well as Mithril, does cause extreme pain to the irregualar hemos of their blood, stunting regeneration, and the carriage of oxygen through their veins....It is not common that those bitten by a were transform themselves, for if a bite occurs, nothing is normally left behind to live with the curse....

INCUBI/SUCCUBI: Incubi and Succubi are damned children, most commonly lower demons, or halfspawns of an unholy union....Incubi, the males, are comely, and quite frankly, irresistible to members of the opposite sex, as are the hypnotic female succubi....These fang-bearers, unlike true vamphyri, do have considerable troubles coping with daylight, and often take stone form until night falls....Yes, ladies and gentlemen, gargoyles are incubi and succubi....Often laden with battish, leathern wings, the Ankubis children have an insatiable appetite for sex....They roam in the evening, usually posing as whores and prostitutes, and take their victims into seclusion, where they mate, then feed....Their feeding, unlike the vamphyri, is not one of blood or of meat, but life essence....Mana and auric....The actual bloodflow of the spirit and soul....To be sucked dry by a vamphyre means death....To be sucked dry by an Ankubus means Ash...Nothing to remain after the body's passing.....

GOLEMS: Golems are elemental giants, simply put...They are sentient conjurings that are comprised mostly of the elements of wind, fire, water, and earth, though many cases report iron and flesh golems as well....They are destructive, normally capable of levelling castles unhindered, and are usually only defeated by intense magics of banishment.....Golems do not eat, and they do not breathe....Their weaknesses are extremely limited....Golems are incapable of remorse, though many of their purposes require none....They are as often defenders, as they are fierce offensive weapons....

~Part Seven~

OOC NOTE: This and all previously posted sections is not meant to determine your play, but is geared towards the helping of others understand certain facets of the game, collected from multiple sources in my RPG experiences....Again, this is only informational, and not meant to affect precision to your play.....

UNDEAD Undead is a topical name given to the risings of deceased organic humanoids that have been enchanted through metaphysical means to become weapons after their demise.....It is a general classification, so I enter hereunto some of those classifications.....

SKELETONS: Skeletons, or bone warriors, are the enchanted remains of the endoskeletal remains of the dead.....They are pure servants, holding no emotion, not even anger, in their killing pursuits.....The enchantment of animated skeletons is so rich, that the caster normally has to be present to command the movements, skeletons, of course, having no ability to see directed enemies themselves.....Their bones are connected through magical enchantment, and because of their aptitudinal lack of body, the enchantment serves as their supernatural strength as well.....These killing slaves are hard to destroy, for their enchanter can control them even when severed in half at the spine, or beheaded of their skulls.....Complete obliteration of the skeletal body is the only true way to defeat these monsters, for fires and cold do not permeate the efficiency of these creatures whatsoever.....

ZOMBIES: While there are two types of these creatures, this section covers the undead type.....Zombies, also normally raised to behave as slaves, are the rotting carcasses of the more recently deceased.....There is brain activity present in these forms, and an unnatural hunger for the flesh of the living.....Zombies, like skeletons, are extremely strong, but significantly defiant, and hard to control....They are slow moving, as f the cells of the bodies fight the enchantment that prods them into walking, but are easily defeated by any interruption of the brain's response to the body, such as decapitation, or impalement of the head.....

LICHES: Liches are the dead remains of wizards and warlocks who made a pact with their dark deities to return to the corporeal world after their demise.....Their magical power is nearly infinite, and the emotions that drive these nearly-living creatures are the forces of greed, anger, and hatred.....Accomplished mages in life, liches are considered demigods by mages everywhere, and the creatures are very, very hard to destroy, without any major damage to the corporeal form.....They are, however, more likely harmed by holy magics or weapons, for their forms have unnatural dampeners to other forms of casting, making the damage caused by such magics minimal.....

VAMPHYRI: The types of vampire are so infinite in their classifications cannot be determined without dispute.....True vamphri are nobles, kin to a race that has existed as long as mortal humans.....Vampiel are those not born into the caste, nor fully turned, but posessed of the strain in a fashion so that they retain their life and heartbeat.....Normally classified as drinkers of blood, the vamphyri normally see themselves not as monsters, but more like the animals of the world, needing the drink of lifefluid to sustain their cold-fleshed existence.....Undead vamp[ires cannot be killed with a stake through the heart, however, it will keep them paralyzed, until the stake is removed.....Often holding themselves in their own cultures of noble, vamphyri possess tremendous strength and regeneration, however amputation and decapitation seems to be an effective means of elimination....Many have magical references and abilities, but all commonly have a dangerously fatal reaction to sunlight, consecrated ground, holy water, and signs of the church in the fingers of believers.....Holy vampires, known as 'Vampadores', are vampiel who have dedicated their life to the hunt of the vampires that have doomed them to their undead unnaturalism, in hopes of slaying the one responsible for their turning, and therefore bringing them peace, as vamphyri have an unnatural forbidden abstinance from suicide.....Greater, noble vampires also have the ability to mesmerize humans, and equally control the subservient, common vampires as well.....

 

Thank You, Ephron
for Your time and patience in compiling this wonderful resource!
Governor of Beware