
Vampiric Races
A collection of races that belong to, or are recognized for being commonly associated with 'Vampiric'. For further information related to Vampire, be sure to check out here.
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.
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Abilities -
Common:
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Vampiric Nature – Inherits all standard vampiric traits, including regeneration, heightened senses, and blood dependency, naturally adjusted to their demonic heritage.
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Shapeshifting – Can assume the form of animals they have consumed, though they only retain natural physical traits (such as wings or claws) and not abilities.
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Demonic Endurance – Bajangs have greater stamina than other vampires, able to function at peak performance without rest for extended periods.
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Blood-Linked Reflexes – Their reaction time is enhanced, being 3x as fast when they have recently fed on fresh blood.
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Predator’s Presence – They instinctively suppress their presence, making them harder to detect, unless they actively wish to be noticed.
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Flight – Many retain their demonic wings, allowing for natural flight without expending mana.
Uncommon:
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Demonic Inheritance – Retains one common racial trait from their former demonic species.
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Perfect Mimicry – Can flawlessly imitate the voice, posture, and minor habits of a consumed being, making them nearly impossible to distinguish from the original.
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Crimson Mirage – By using some of their blood, Bajangs can create a false afterimage of themselves for up to 3 turns, confusing attackers.
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Hungering Evolution – By consuming fresh blood from beings, Bajangs can temporarily gain a slight physical boost 2x for 5 turns, with a cooldown of 10 turns.
Rare:
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Demonic Remembrance – Can temporarily access one Rare ability from their former demonic race for 5 turns, with a cooldown of 10 turns.
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Blood-Touched Shadows – Allows the Bajang to meld into darkness, becoming intangible within shadows for 6 turns, with a cooldown of 8 turns.
​
Weaknesses -
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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.
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.​
![deff642fc074f1779c3996e13bfa525b[1].jpg](https://static.wixstatic.com/media/5e7059_607717f74fa94ead8101ea6b11e1de92~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/deff642fc074f1779c3996e13bfa525b%5B1%5D.jpg)
Abilities -
Common:
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Vampiric Predator – Retains 80% of a vampire’s strength but gains superior hunting instincts, making them more effective trackers and killers.
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Ravenous Bite – Their teeth and claws are as hard as 8 MoH.
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Nightborn Stalker – Their night vision is 3x sharper than a normal vampire, allowing them to see through darkness with extreme clarity.
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Iron Stomach – Can consume and digest all kinds of material without much backlash, including rotten or magically-tainted flesh.
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Endless Pursuit – Ghouls never grow fatigued from physical exertion, allowing them to chase prey indefinitely.
Uncommon:
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Voice Theft – Can mimic the voice of any creature they’ve heard, replicating speech and tone perfectly.
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Corpse Echo – By consuming the flesh of a recently deceased being, they gain a brief glimpse into that creature’s last moments.
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Fleshcraft – Some ghouls can alter parts of their body to mimic features from creatures they’ve consumed, such as talons, additional eyes, or tougher skin.
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Hungering Instinct – The smell of blood or fresh meat allows them to track their target with perfect accuracy for up to 25 turns.
Rare:​
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Cannibal Regeneration – By consuming flesh, they can rapidly regenerate injuries, including lost limbs. The fresher the flesh, the faster the regeneration.
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Apex Ghoul – Upon devouring the entirety of a sentient being, they temporarily gain a 5x boost to all physical abilities for 5 turns. Cooldown of 20 turns.
​
Weaknesses -
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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.
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.​
![372780fe79ccdde0f94dd1d9002d7e28[1].jpg](https://static.wixstatic.com/media/5e7059_1874cb658ddc42f8af727e6c4d145970~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/372780fe79ccdde0f94dd1d9002d7e28%5B1%5D.jpg)
Abilities -
Common:
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Vampiric Inheritance – Retains half the physical abilities of a full vampire, with weakened durability and speed.
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Unstable Surge – Exposure to fresh blood grants a temporary 2x boost to strength and speed for 4 turns but induces exhaustion for 6 turns.
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Residual Memory – Retains one common ability from their original race, though it weakens over time.
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Blood Sensitivity – Their senses are attuned to blood, allowing them to detect even the faintest traces from great distances.
Uncommon:
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Blood Trance – When exposed to large amounts of blood, enters a 3-turn frenzy with 3x physical boosts but loses all rational control. With a cooldown of 10 turns.
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Heightened Smell – Can track a target’s blood from over a mile away. Their scent detection is 4x stronger than a normal vampire’s.
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Hunger’s Instinct – When on the verge of exhaustion, they gain a temporary burst of clarity and precision, allowing them to strike with accuracy for 2 turns.
Rare:
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Unstable Frenzy – In moments of desperation, Kokuren can force themselves into a chaotic state, granting a 5x boost to strength and speed for 4 turns. Leaves them drained, unable to use abilities for 6 turns.
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Bloodbound Will – When severely injured, they can consume a small amount of blood to remain conscious and active, even on the brink of death.
​
Weaknesses -
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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.
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.
![a30c3d9c3e9c0e976de77f2ef7946812[1].jpg](https://static.wixstatic.com/media/5e7059_7a910b6ee4fe4d959d2b7e03b7098a04~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/a30c3d9c3e9c0e976de77f2ef7946812%5B1%5D.jpg)
Abilities -
Common:
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Basic Necromancy – Can summon up to 25 undead at a time at around the strength of an average human; stronger Ritchi can summon up to 50.
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Dark Magic Affinity – Gains 2.5x affinity with dark magic, making it easier to cast and control.
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Undead Possession – Can transfer their consciousness into a fresh corpse for up to 25 turns, but suffer a 10-turn cooldown and mental strain penalty afterward.
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Undead Resilience – Immune to all common poisons, diseases, and fatigue, requiring no sleep or sustenance.
Uncommon:
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Fear Eyes – Anyone who meets their gaze feels an unnatural sense of fear, making them more likely to hesitate or even influencing their mind.
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Soul Eyes – Can see the souls of living beings within 100 meters, but cannot detect soulless entities.
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Gravewalker’s Call – Can briefly reanimate corpses into stronger undead, being 5x stronger than a human, that last for 10 turns before crumbling. With a cooldown of 5 turns.
Rare:
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Call of the Dead – Summons 100 knight-level undead with the strength of an Ifrit. Lasts until slain but inflicts heavy physical and mental strain when killed, with a cooldown of 35 turns.
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Eternal Servitude – If killed, a Ritchi can sacrifice a summoned undead to temporarily anchor themselves, preventing immediate death. Can only be used once.
​
Weaknesses -
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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.
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Soul Destruction – By destroying the item that contains their soul, they will die.
​
Lifespan -
Unaging.
​
Extra -
They are also unable to reproduce or have any organ functions.
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 prey. 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 them, 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.​
![de5a45518689d73aa5f836e231cd8554[1].jpg](https://static.wixstatic.com/media/5e7059_8e2ac0587b1041d6b211359e462a6fc2~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/de5a45518689d73aa5f836e231cd8554%5B1%5D.jpg)
Abilities -
Common:
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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.
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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.
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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:
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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 -
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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
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 can even 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.
![7d7c986da4c5d99926a3c24e1fa8c174[1].jpg](https://static.wixstatic.com/media/5e7059_34582dab79d544c8a378d68d1847b9d6~mv2.jpg/v1/crop/x_0,y_0,w_673,h_891/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/7d7c986da4c5d99926a3c24e1fa8c174%5B1%5D.jpg)
Abilities -
Common:
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Vampiric Abilities – They have all the listed vampiric abilities.
Uncommon:
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Bat Vampire – Can grow retractable bat-like wings for flight and, in some cases, shapeshift into a bat.
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Blood Bank – Stores excess blood for extended survival, allowing them to go 5 days longer without feeding.
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Charm – Some vampires can exert a hypnotic influence over weaker-willed creatures and weak-minded people for persuasion or distraction. Doesn't work if they have a stronger will or are emotionally charged.
Rare:
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Night’s Predator – Gains a 3x boost to all senses for 5 turns in darkness, with a 16-turn cooldown.
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Crimson Vitality – Can temporarily overcharge regeneration by consuming a large amount of blood, instantly healing severe wounds but requiring additional feeding afterward.
​
Weaknesses -
-
Vampiric Weaknesses – Naturally catered to fit their nature.
​
Lifespan -
Unaging.
​
Extra -
N/A
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.
![d871db0af6435d996ae1776624000470[1].jpg](https://static.wixstatic.com/media/5e7059_219e0d3b5c1d440091936e42c09d0984~mv2.jpg/v1/crop/x_17,y_0,w_426,h_564/fill/w_453,h_600,al_c,lg_1,q_80,enc_avif,quality_auto/d871db0af6435d996ae1776624000470%5B1%5D.jpg)
Abilities -
Common:
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Vampiric Nature – They retain basic vampiric traits but only at 50% effectiveness, except for speed and senses, which remain at full capacity.
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Nature Affinity – Animals and plants naturally favor Sapmires, granting them a 2x boost to nature-based magic and easier coexistence with wildlife.
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Enticing Aroma – Releases a subtle scent that calms beings in a 10-meter radius, reducing aggression and making enemies less likely to engage in combat. Does not affect beings immune to charm or mind effects.
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Sap Nourishment – Instead of blood, they absorb plant sap through their fangs, rapidly restoring their energy and minor wounds when fed.
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Enhanced Senses – Their heightened connection to nature allows them to track scents and detect mana within 100 meters, even sensing disturbances in plant life.
Uncommon:
-
Plant Manipulation – Allows them to control plants within a 15-meter radius.
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Golden Nectar – After consuming enough sap, they can secrete a golden liquid from their fingers that can be used to heal small wounds, soothe pain, or grant minor stamina recovery to others.
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Bloom Bond – Can form a link with trees and flowers, sensing their health and detecting disturbances over a large area. Bonded plants act as their eyes and ears.
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Adaptive Growth – When in lush environments, their regeneration doubles, and their agility increases temporarily by 2x.
Rare:
-
One with Nature – They can merge into a tree for 10 turns, extending their ability to control plants by 50 meters and becoming intangible. However, they cannot move while fused and this has a cooldown of 10 turns.
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Overgrowth Command – Can instantly accelerate plant growth in a 20-meter radius, summoning thick vines, roots, or flowers for offense or defense. Lasts 7 turns and has a 20-turn cooldown.
Weaknesses -
-
Vampiric Weaknesses – Retains vampire vulnerabilities but at half effectiveness.
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Strict Diet – Cannot digest blood; must consume sap regularly or weaken twice as fast as other vampires.
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Fragile Physique – While fast and agile, they have only 50% of a normal vampire’s durability and strength.
-
Dry Rot – Prolonged exposure to barren, lifeless environments weakens them significantly.
Lifespan -
Unaging.
Extra -
The chance of becoming a Sapmire after being turned into a vampire is rare, contributing to their low numbers.
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.
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Abilities -
Common:
-
Vampiric Nature – Retains common vampire abilities but at 50% effectiveness, except speed, which remains at full capacity.
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Fire Immunity – Completely immune to flames up to 1,600°C; anything hotter can still harm them but they are resistant to flames by 25%.
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Fire Absorption – Can consume flames using their specialized tongue, replenishing energy and minor wounds.
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Heat Resilience – Sunmavapies remain comfortable in extreme temperatures, unaffected by desert climates or volcanic heat.
Uncommon:
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Flame Manipulation – Can control existing fire within a 30-meter radius, as long as it is non-magical and can create their own.
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Self-Ignition – Can create flames from their body by superheating their skin, igniting their hands, feet, or mouth for offense.
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Blazing Sprint – When absorbing fire, they gain a temporary 2x speed boost for 4 turns with a cooldown of 6 turns.
Rare:
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Flame Incarnation – Can transform into a being of pure fire for 5 turns, making them immune to physical attacks while in this form and boosting their flame control to 60 meters, with a cooldown of 10 turns.
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Burning Presence – Their body radiates intense heat, causing enemies within 5 meters to suffer minor burns just by standing close passively.
Weaknesses -
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Water Vulnerability – Contact with large amounts of water extinguishes their fire-based abilities temporarily.
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Cold Sensitivity – Ice-based attacks deal double damage to them.
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Sluggish at Night – They feel drained when the sun is down, halving their mental reaction time.
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Vampiric Weaknesses – Retains standard vampire weaknesses but altered to fit their nature.
Lifespan -
Unaging.
Extra -
One of the few vampiric beings that can reproduce through mating and be created through normal means.
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.
Bloodlings 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, which is quite difficult to spot within them but glows slightly red.
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Abilities -
Common:
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Shapeshifting – Can freely alter their form and structure, morphing their limbs or body into different shapes at will.
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Blood Absorption – Absorbs spilled blood to regain strength and replenish lost energy.
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Blood Manipulation – Controls free-flowing blood within a 30-meter range.
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Viscous Body – Their body is semi-fluid, allowing them to squeeze through tight spaces and resist physical attacks by dispersing impact.
Uncommon:
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Mimicry – After consuming enough blood from a creature, they can imitate its voice and mannerisms for 10 turns.
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Hardened Blood – Temporarily solidifies their body to MoH 8 durability for 5 turns, with a cooldown of 10 turns.
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Blood Scent – Can track a target for 15 turns if they have consumed its blood within the last 24 hours.
Rare:
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Blood Domain – Creates a 60-meter radius field where all free-flowing blood is under their absolute control. Lasts 5 turns, with a cooldown of 30 turns.
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Blood Surge – When consuming a large amount of blood, they gain a temporary 3x boost to strength and speed for 5 turns. Afterward, they are weakened for 5 turns and cooldown for 10 turns.
Weaknesses -
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Blood Dependency – Requires regular blood consumption to survive.
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Extreme Cold – Freezing temperatures slow their movement and can temporarily solidify their form.
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Boiling Heat – Extreme heat causes their body to boil, weakening them significantly.
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Core Vulnerability – Their core is the heart of their existence, destruction results in instant death.
Lifespan -
Unaging.
Extra -
They do not reproduce and can only be formed naturally.
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.
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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.​
![e356db8a888a255401e452ddc387bf5e[1].jpg](https://static.wixstatic.com/media/5e7059_f77f9432eea34f1a846e746932083b61~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/e356db8a888a255401e452ddc387bf5e%5B1%5D.jpg)
Abilities -
Common:
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Necrotic Reconstruction – They can control and even reattach detached limbs with minor psychokinesis and even reform shattered bones over time.
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Soul-Flame Manipulation – Generates ghostly necrotic flames within 15 meters, which are cold to the touch and weaken enemies upon contact.
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Telepathic Speech – Communicates entirely through telepathy, allowing silent conversations with anyone in direct sight.
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Undead Affinity – Has a 2x boost to telekinetic and dark magic.
Uncommon:
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Burning Core – By igniting their soul-flame, they cover themselves in intense necrotic fire for 5 turns, boosting damage at the cost of brittle bones with a cooldown of 10 turns.
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Disjointed Control – Can detach and manipulate their bones independently within 50 meters.
Rare:
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Hunger Curse – Forces up to six targets to feel overwhelming starvation for 8 turns, causing weakness or unconsciousness in weaker foes. With a cooldown of 10 turns.
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March of the Dead – Temporarily raises nearby bones and corpses as undead minions for 15 turns before they crumble with a cooldown of 10 turns. They can summon up to 50 at a time and they are as strong as a demon.
​
Weaknesses -
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Brittle Bones – Skeletons are far more fragile than other undead, breaking easily from strong physical force.
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Soul Vulnerability – Their existence relies on a small internal soul-flame; if extinguished, they die permanently.
​
Lifespan -
Varies from 700-1000 years.
​
Extra -
Skeletons cannot reproduce and rely solely on the rare reanimation process to increase their numbers.
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.
![b92471df9f03058433e434c4d15b0469[1].jpg](https://static.wixstatic.com/media/5e7059_3017038d838a40aea5ab6875d7804eee~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/b92471df9f03058433e434c4d15b0469%5B1%5D.jpg)
Abilities -
Common:
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Vampiric Heritage – Retains all basic vampiric traits, adapted to their draconic nature.
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Blood Dragons – Can manifest their blood into small dragon-like creatures, which follow simple commands. In rare cases, these dragons develop semi-sentience, displaying basic personalities.
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Draconic Physique – Despite their vampiric nature, Dracmare retain the physical durability of their draconic bloodline, making them twice as tough as normal vampires.
Uncommon:
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Draconic Breath – Some Blood Dragons can breathe elements, such as fire or acidic mist, depending on the user's mana affinity within 4 meters with a cooldown of 2 turns.
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Winged Legacy – Some retain Demi-Dragon wings, allowing flight at speeds equal to their normal movement.
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Crimson Dominion – Can briefly amplify all their blood-related abilities by 2x for 4 turns, making their Blood Dragons stronger, tougher, and faster. With a cooldown of 9 turns.
Rare:
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Embody Blood Dragon – For 5 turns, the Dracmare transforms into a dragon made of their own blood, enhancing their physical abilities and regeneration by 4x. While in this state, they gain flight and claw-based attacks but also burn through their blood supply rapidly. Has a cooldown of 20 turns and leaves them drained.
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Elder Blood Bond – The strongest Blood Dragons never disappear, instead remaining permanently bound to their creator as companions. These dragons act as loyal sentient familiars, assisting in battle and growing stronger alongside their creator.
Weaknesses -
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Vampiric Weaknesses – Retains all standard vampire weaknesses.
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Tainted Blood – Despised by Demi-Dragons and full-blooded Dragons, making alliances with them difficult.
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Blood of a Dog – Poisonous for reasons unknown.
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Overuse of Blood Magic – Excessive use of Blood Dragon abilities weakens the Dracmare, as they burn through their own blood reserves faster than other vampires.
Lifespan -
Unaging.
Extra -
N/A
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.
​
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.
​
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.​
![e918a105747e61738b44343200b2224a[1].jpg](https://static.wixstatic.com/media/5e7059_5bb82810b2094197933bb403231badb0~mv2.jpg/v1/fill/w_453,h_600,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/e918a105747e61738b44343200b2224a%5B1%5D.jpg)
Abilities -
Common:
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Spectral Form – Incorporeal and untouchable by physical attacks. They pass through objects but cannot interact with the physical world.
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Mana Affinity – Their existence is bound to mana, giving them 2x increased magical capabilities and an instinctive understanding of mana flows.
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Ethereal Drift – They can hover freely up to 10 meters above the ground, moving 4x faster than a human.
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Wraith’s Embrace – Can phase into a target, slowing their movement and disrupting their focus for 4 turns with a cooldown of 10.
Uncommon:
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Possession – Can temporarily take control of a small corpse for movement and basic interaction, this last for 8 turns with a 10 turn cooldown. And the corpse withers afterward.
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Screech of the Lost – Releases a disorienting wail, stunning nearby targets for 2 turns and dealing minor soul damage. With a cooldown of 6 turns.
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Soul Sight – Can perceive souls, even detecting hidden traces of their past.
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Eclipsed Presence – Can suppress their mana signature, making them nearly undetectable by magical means.
Rare:
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Ethereal Coalescence – Temporarily merges with a corpse, gaining its physical capabilities for 6 turns before it deteriorates. Causes exhaustion and a 15-turn cooldown.
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Mana Conduit – Directly transfer or steal mana from another being to restore their own reserves by 50%, with a cooldown of 10 turns.
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Soul Coat – Coats their magic with their own soul, allowing their attacks to directly damage another’s soul, bypassing physical defenses. Overuse causes permanent self-damage.
Weaknesses -
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Spectral Limitations – Cannot interact with the physical world unless possessing a body.
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Magic Vulnerability – Magical attacks fully affect them regardless of type.
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Soul Sensitivity – Any damage inflicted on their soul is agonizing and lingers for several turns.
-
Mana Dependency – Without constant mana intake, they weaken and eventually cease to exist.
​
Lifespan -
Unaging.
​
Extra -
N/A
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.
​
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.
​
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 – Natural 2x boost to ice and snow-based magic.
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Temperature Manipulation – Can lower temperatures within 20 meters down to 0°C over time.
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Ice Manipulation – Can freely control and shape existing ice and snow within 40 meters.
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Vampiric Capabilities – Retains all common vampire abilities, including enhanced speed, strength, and regeneration.
Uncommon:
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Ice Creation – Can generate ice from their body within a 25-meter radius, even in dry environments.
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Embodiment of Snow – Temporarily becomes snow for 5 turns, rendering them immune to physical attacks with a cooldown of 10 turns.
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Frostbite Touch – A touch inflicts frostbite, slowing an enemy’s movement and reducing their physical abilities by 10% for 3 turns. with a cooldown of 5 turns.
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Icy Stride – They can walk on water by freezing it beneath their feet, leaving a trail of ice that lingers for 10 turns.
Rare:
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Blessing of the Ice Goddess – Creates a 50-meter ice domain, granting absolute control over all ice and snow in the area. Boosts all ice-based abilities for 6 turns with a cooldown of 15 turns.
-
Frozen Veins – Extreme cold and ice attacks heal instead of harm them.
-
Glacial Howl – Lets out a chilling scream that freezes enemies in place for 2 turns and lowers all resistances to cold-based attacks by 25% with a cooldown of 15 turns.
​
Weaknesses -
-
Cold Reliance – If they go 3 days without exposure to cold, their bodies begin to deteriorate, much like a vampire without blood.
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Fire Vulnerability – Fire and heat deal increased damage, rapidly melting their icy forms.
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Vampiric Weaknesses – Retains all standard vampire weaknesses, including the need for sustenance and aversion to sunlight.
​
Lifespan -
Unaging.
​
Extra -
N/A
Pureblood Vampire
This is a permission only race
Pureblood is a race with a lot of information and as such has a document of its own, please click here to read more.
