Autera: Vampire

by Zakarizero

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Autera: Vampire

Introduction

In the world of Autera, where myths intertwine with reality, where shadows whisper secrets, and the moon's glow holds more than mere light, a timeless tale echoes through the ages—an ancient story of primal power and the duality that resides within us all. This tale speaks of Lycanthropy, the mystical bond between human and beast, the dance between civilization and wilderness, and the untamed forces that shape our destinies.

From the annals of history and the pages of forgotten scrolls, the legends of werewolves have been woven into the fabric of countless cultures and civilizations. These creatures, marked by their connection to the moon, bear witness to the eternal cycle of life, death, and rebirth. Across time, tales of their transformation under lunar light have both terrified and intrigued, painting a vivid canvas of lycanthropic lore.

Yet, within the world of Autera, the story of werewolves is not confined to mere tales. It is a reality that walks among the living, a mystical gift—or curse—bestowed upon chosen individuals. Whether a curse laid upon them by malevolent forces or a blessing granted by benevolent spirits, the essence of the werewolf runs deep, threading through bloodlines and kindling the spark of the untamed.

But this is not a tale of mindless savagery, nor one of darkness alone. It is a story of balance and harmony, of embracing the wild instincts that stir within, while retaining the heart and conscience of humanity. For a werewolf in Autera does not walk alone; they are part of an intricate tapestry, a society of their own kind, and a force to be reckoned with.

In the pages of this book, dear reader, you will find more than a mere chronicle of legends. You will uncover the secrets of Lycanthropy—the hidden knowledge, the strains that course through bloodlines, the unique abilities that awaken with every transformation. You will delve into the intricate societal structures of werewolf packs, their values, rituals, and hierarchies. And, most importantly, you will come to understand that the path of the werewolf is not one of doom, but a journey of discovery, power, and self-mastery.

So, whether you are drawn to the moonlit forest by curiosity, a yearning for adventure, or an unexplainable connection to the wild within, remember that the legacy of the werewolf is as diverse as the moon itself. As you immerse yourself in the lore of Lycanthropy, you may find yourself mesmerized by the power it offers, the challenges it presents, and the unity it fosters among those who bear its mark.

Prepare to be transformed, dear reader, as you tread the path of the moonlit beast in the world of Autera—a place where the howl of the wolf resonates with the beating heart of humanity, creating a symphony of nature and civilization that echoes throughout time.

The First Vamphir

Rising Of The Nightlord

Vladis, The Eternal

Long ago, in a world gripped by the vices of power, greed, and shadow, emerged a figure whose very name would eternally echo through the corridors of history: Vladis, The Eternal. Born into the mists of obscurity, his origins veiled in enigma, Vladis' unquenchable thirst for dominion over realms would sculpt destinies and spawn the darkest of legends.

Charisma as beguiling as the moonlit night and a mind as sharp as a hunter's blade swiftly cultivated his followers into fervent acolytes. His journey led him to the towering peaks of the northernmost mountains, where he erected a castle of magnificence and dread – the infamous Bloodkeeper's Peak. It was from this fortress that his reign, fueled by ambition and an insatiable hunger, would cast its malevolent shadow.

Whispers of Vladis' ascent echoed even in the lofty ears of the divine, stirring unease among the gods. Fearing a mortal's ascent to divine might, they dispatched Akadis, a messenger of demigod stature, bearing a warning. The divine hoped Vladis might heed their plea and forsake his destructive path.

Yet, ensnared by his own arrogance and maddening desires, Vladis regarded the gods' message as a gauntlet thrown. In an audacious affront, he extinguished Akadis' divine spark, tainting the demigod's essence and imbibing deeply from his veins. Unbeknownst to Vladis, this vile act would seal his fate and unleash an everlasting curse.

In retaliation for Vladis' malevolent deeds, the gods invoked their wrath. They cursed him with an insatiable craving, an unending thirst that would incessantly plague him. And to ensure his eternal torment, the gods bestowed upon him immortality – a cruel gift that would forever shackle him to the unending cycle of existence.

Yet, the gods remained unaware of the abyssal power Vladis had amassed through his malevolent conquests. As the curse took hold, it intertwined with the formidable energies within him, reshaping his being into a paradoxical visage – both monstrous and bewitching. Vladis emerged as the progenitor of vampires, a creature of perpetual night, driven by the relentless thirst for blood and power.




As eras unfurled like ancient scrolls, Vladis' curse ignited an unrelenting darkness, its tendrils creeping across the world with ominous intent. His vampiric offspring propagated like an infectious disease, preying upon the unsuspecting and birthing an epoch of terror and desolation. The saga of Vladis, The Eternal, transformed into an epitome of horror, embodying humanity's most dreadful urges.

The chronicle of Vladis serves as an enduring caution, a somber reminder of the perils that shadow unchecked ambition, the toll of defying divine will, and the eternal struggle between the radiance of light and the abyss of darkness. His legacy stands as a tribute to the might of curses, the cost of unquenchable desires, and the ceaseless pursuit of dominion, which, in its consuming maw, can devour even the mightiest of mortals.

And even now, in the shadowy corners of the world, Vladis' sinister legacy endures. His foul curse continues to echo through time, giving rise to new vampires who stalk the night, embodying his insatiable hunger and thirst for power. The malevolent influence of the first vampire remains a haunting specter, a testament to the enduring allure of darkness and the fragility of mortal hearts.

Becoming a Vampire:

In the shadowed corners of Autera, where darkness dances with desire, the secrets of vampirism are both whispered and coveted. Becoming a vampire is a path shrouded in mystery and allure, a choice that brings eternal life intertwined with the price of eternal thirst. To become a vampire in the world of Autera is to embrace the darkness within, to be reborn as a creature of the night, forever caught between the realms of mortality and immortality.

The Ritual:

Becoming a vampire is not an affliction, but a choice made through a ritual of blood and darkness. To undergo this transformation, a character must willingly seek out a vampire lord or lady who possesses the ability to bestow this dark gift. The ritual itself involves the exchange of blood, both from the vampire and the aspiring vampire, creating a link that binds the two in a supernatural union.

Benefits and Detriments:

Upon completing the ritual, the character gains a host of supernatural abilities and traits inherent to vampirism, but at a steep cost. Here are the key benefits and detriments:

Benefits:

  • Immortality: The character stops aging and becomes virtually immune to diseases and natural causes of death.

  • Supernatural Senses: Vampires possess heightened senses, allowing them to see, hear, and smell things that mortals cannot.

  • Regeneration: Wounds heal at an accelerated rate, with minor injuries healing almost instantly.

  • Darkvision: Vampires can see in complete darkness.

  • Mesmerizing Gaze: Vampires can use their gaze to entrance and control weaker minds.

Detriments:

  • Sunlight Sensitivity: Direct sunlight is harmful to vampires, causing them to burn and weakening their abilities.

  • Thirst for Blood: Vampires require regular consumption of blood to sustain their strength and abilities. Failure to do so weakens them significantly.

  • Restless Slumber: Vampires don't sleep in the traditional sense, but enter a state of torpor. They must rest in their native soil to regenerate and remain strong.

  • Vulnerability to Silver and Holy Symbols: Silver and holy symbols have a particularly strong effect on vampires, weakening their abilities and even harming them.

  • Cursed Existence: Vampires are eternally bound to the night, isolated from the world of the living. They face social rejection and must constantly battle their inner thirst for blood.

New Mechanics:

  • Blood Points: Vampires gain a new resource known as Blood Points. These points are used to fuel their supernatural abilities and powers. Blood Points are expended to cast spells, enhance attacks, and activate special vampire abilities.

  • Blood Feeding: Vampires must regularly feed on blood to maintain their strength and vitality. Failure to do so leads to weakness and vulnerability.

  • Blood Bond: When a vampire creates a new vampire, they form a Blood Bond. This bond grants the creator limited control over the new vampire, allowing them to exert their will in dire situations.

  • Eternal Night: Vampires are attuned to the night. They are more powerful during the darkness and gain enhanced abilities under moonlight.

Becoming A Vampire

Listed here are examples of how and why a character may be born or become a vampire. These examples highlight the diverse ways in which characters in the world of Autera might be turned into vampires. Each path offers its own challenges, dilemmas, and opportunities, shaping the character's journey as they grapple with their new identity and the consequences of their transformation.

Cursed Bloodline:

A character might have been born into a family with a cursed bloodline that stretches back generations. As they grow older, they begin to exhibit strange powers and cravings. One fateful night, during a lunar eclipse, the character's dormant vampiric blood awakens fully, transforming them into a creature of the night. This awakening is both a blessing and a curse, as the character gains incredible strength and abilities but must also learn to control their insatiable thirst for blood.

Bitten by a Master Vampire:

While wandering through a haunted forest, the character encounters a charismatic and enigmatic master vampire who offers them eternal power and a place by their side. The character is both entranced and terrified by the vampire's presence. In a moment of weakness, the vampire bites the character, infecting them with the curse of vampirism. The character awakens later, alone and changed, now bound by the blood oath to serve their new master.

Cursed by a Vengeful Spirit:

The character crosses paths with a vengeful spirit who has been wronged by the living. In a ritual of dark magic, the spirit curses the character, linking their life force with the malevolent energy of the spirit realm. The character becomes increasingly obsessed with the idea of revenge and finds that they can no longer tolerate sunlight. As time passes, they develop a thirst for blood and start to exhibit supernatural powers associated with vampirism.

Resurrection with a Price:

After a brutal encounter with a vampire, the character dies but is miraculously resurrected by a powerful necromancer. However, this resurrection comes at a price, as the character's body becomes imbued with vampiric essence. They awaken with newfound strength, heightened senses, and an aversion to sunlight. Over time, they learn to embrace their dual nature, using their abilities to fight against the darkness that took their life.

Dark Pact with a Shadowy Entity:

The character seeks forbidden knowledge in an ancient tome hidden deep within a crypt. In their desperation, they make a pact with a shadowy entity that promises them power and immortality. The entity marks them with a curse that slowly transforms them into a vampire. As the character's transformation progresses, they must make difficult choices to maintain control over their darker impulses and uphold their part of the sinister bargain.

Blessing of the Moon Goddess:

In a sacred glade under a full moon, the character encounters a mysterious figure who reveals themselves to be a servant of the moon goddess, Selune. Impressed by the character's bravery and determination, the servant bestows upon them a divine gift, transforming them into a champion of the moon. The character gains the abilities of a vampire while also being blessed with the moon goddess's protection against the usual vulnerabilities of vampirism.

Dreaded Curse of a Necromancer:

Seeking forbidden magic, the character crosses paths with a powerful necromancer who has been experimenting with dark rituals. The necromancer, seeking to create the perfect undead servant, casts a curse upon the character. The curse rapidly transforms the character into a vampire, but the process is incomplete, leaving them with a mix of vampiric powers and lingering humanity. The character now walks a fine line between their former self and the insatiable hunger within.

Vampire Levels

For vampires, where born or turned, there are three different tiers, or power levels. Each tier of vampirism in Autera presents a unique set of challenges and opportunities for characters, with newly turned individuals grappling with their newfound nature, Alpha vampires commanding influence and power, and Master vampires representing a terrifying force of darkness that has endured for ages.

Tier 1: Newly Turned

At the first tier of vampirism, individuals who have recently been turned possess limited control over their newfound abilities. They often struggle to blend in with mortal society due to their increased thirst for blood and sensitivity to sunlight. Newly turned vampires may still retain some of their human emotions and connections, although these traits can be overshadowed by their bloodlust.

Examples of Tier 1 vampires include individuals who were recently attacked and bitten by a vampire or those who made a hasty pact with dark forces. While their power is still developing, victims turned by Tier 1 vampires have a better chance of being cured or having their vampirism reversed if swift action is taken.

Tier 2: Alpha Vampires

The second tier, known as Alpha vampires, represents a significant increase in power and control over vampiric abilities. Alpha vampires are often charismatic and influential figures, known for creating vampire packs, forming covens, or even ruling over small domains. Their strength, speed, and supernatural abilities set them apart as formidable adversaries.

Alpha vampires can turn victims into vampires with greater ease, and the transformation is more potent and difficult to reverse. They often have a network of loyal followers and establish their own rules within their vampire communities. Examples of Alpha vampires might include leaders of vampire clans or those who have achieved mastery over their curse after centuries of existence.

Tier 3: Master Vampires

At the pinnacle of vampiric power lies the third tier: Master vampires. These ancient and formidable creatures have survived for centuries, accumulating immense knowledge and dark power. Master vampires are shrouded in mystery and often possess abilities that make them nearly immune to common vampire weaknesses, such as an extreme vulnerability to sunlight.

Master vampires can manipulate the minds of mortals, control their own transformations, and wield dark magic with ease. Their mastery over the curse of vampirism is nearly absolute, making the victims of their bites nearly impossible to cure or reverse. Examples of Master vampires might include legendary figures from history or myth, individuals who have embraced their dark nature and transcended the limitations of lesser vampires.

Part I

In the shadowed realm of Autera, the vampiric curse is both a gift and a perilous burden, a symphony of power and vulnerability that courses through those ensnared by its ancient embrace. A newly turned vampire finds themselves awakened to a world of supernatural might, but also ensnared in a nocturnal dance of need and danger.

Feeding and Sustenance:

A vampire's very existence is fueled by the consumption of blood. By sinking their fangs into the flesh of the living, they can siphon the vital essence and regain hit points equal to the damage dealt. Each round of feeding requires a successful melee attack. The act of feeding is both a sensual pleasure and an intimate connection to the lifeblood of mortals. However, this macabre sustenance comes at a cost – should a vampire abstain from feeding for too long, their health and vitality begin to deteriorate.

Predatory Strikes:

Vampires possess predatory instincts and supernatural prowess. They can choose to make special attacks, such as the Vampiric Bite, aiming to incapacitate and satiate their hunger simultaneously. This attack allows the vampire to grapple and deliver a bite attack that deals piercing damage. When the bite successfully hits, the vampire regains hit points equal to the damage dealt.

Climbing the Veil of Shadows:

Vampires, inheritors of the night's realm, gain the ability to scale walls and surfaces with uncanny agility. This allows them to traverse vertical surfaces as if under the effects of a Spider Climb spell. Their connection to shadows empowers them with this ability, making them formidable foes in darkened alleyways and shadow-cloaked castles.

Shapeshifting Under the Moon's Gaze:

The dark gifts of vampirism grant the vampire the ability to shapeshift into two of their iconic forms – a bat and a wolf. This transformation can be invoked once per day, allowing them to traverse distances with swiftness and stealth as a bat, or channel the ferocity of a wolf. These transformations offer advantages in mobility and tactical options, providing a reflection of the vampire's innate nature.

However, like a moth to the sun's flame, vampires bear their own vulnerabilities:

Sunlight Sensitivity:

When exposed to direct sunlight, a vampire's senses become dulled, imposing disadvantage on Perception checks and attack rolls made while in sunlight.

Nocturnal Nature:

The life of a vampire is inexorably tied to the night. They find their powers greatly diminished during the daylight hours. In addition to the disadvantage imposed on Perception checks, a vampire's regeneration ability is suppressed while in sunlight.

Damage in the Daylight:

Continued exposure to sunlight inflicts harm upon the vampire. At the start of their turn in direct sunlight, the vampire takes radiant damage.

The vampiric condition is a dual-edged sword, offering unparalleled might and mastery over the supernatural, yet shackling the cursed to the eternal struggle between the light of their former lives and the seductive embrace of the night. Those who tread this path must tread carefully, balancing their newfound powers with the ever-present dangers that lurk within the shadows.

Part II

In the enigmatic realm of Autera, the mantle of vampirism is both a boon and a daunting mantle, an orchestra of strength and fragility coursing through those ensnared by its ancient clasp. As a freshly anointed vampire, one awakens to a world replete with supernatural potential, but one that also teems with nightly cravings and peril.

Feeding and Vital Sustenance:

The life force of a vampire hinges upon the consumption of blood. By employing their fangs in a visceral attack, they can extract the essence of the living and regain hit points equal to their character level plus their Constitution modifier. This act of feeding necessitates a successful melee attack roll. The act of sustenance is both an alluring indulgence and an intimate conduit to the life essence of mortals. However, the refusal to partake in this dark nourishment for extended periods leads to the degradation of their well-being.

Predatory Strikes:

Endowed with predatory instincts and supernatural finesse, vampires can elect to enact specialized attacks, such as the Vampiric Bite. This maneuver entails grappling and delivering a bite attack that inflicts piercing damage. Upon a successful hit, the vampire regains hit points equal to the damage dealt.

Climbing the Shrouded Tapestry:

Lords and ladies of the night, vampires acquire the capability to ascend walls and surfaces with uncanny dexterity. This trait enables them to traverse vertical terrains akin to the effects of a Spider Climb spell. By drawing on their affinity for shadows, vampires become formidable adversaries in the obscurities of alleys and shadow-veiled fortifications.

Shapeshifting Beneath the Moon's Aegis:

Bestowed with the dark bestowments of vampirism, the vampire wields the power to assume two iconic forms: the bat and the wolf. This transformation can be invoked once per day, granting the capacity to soar with the swiftness and stealth of a bat or channel the untamed savagery of a wolf. Such metamorphoses offer tactical advantages and swifter mobility, offering an echo of the vampire's inherent essence.

However, akin to a moth drawn to an incandescent flame, vampires bear vulnerabilities:

Sunlight Sensitivity:

When bathed in direct sunlight, the vampire's perceptions falter, conferring disadvantage on both Perception checks and attack rolls conducted while within the sun's radiance.

Nocturnal Nature:

The life of a vampire is inexorably tethered to the night's embrace. Their potency wanes during the day, with daylight hours suppressing many of their abilities. Alongside the disadvantage on Perception checks, the vampire's regenerative abilities are stifled under the sun's scrutiny.

Daylight Affliction:

Prolonged exposure to sunlight inflicts harm on the vampire. At the commencement of each of their turns in direct sunlight, the vampire endures radiant damage.

The vampiric mantle is a double-edged sword, bestowing unparalleled might and dominion over the ethereal while also chaining its bearer to the eternal conflict between the light of their past lives and the seductive allure of the nocturnal domain. Those who traverse this path must tread carefully, balancing newfound strengths with the looming perils concealed within the shroud of darkness.

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