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Terran Vampires REVIVED


Urko

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Just for some market research and publicity, which of these qualities do you look for in a Vampire overhaul and why?

 

- Basic Content (spells, blood system - your basic essentials)

- Extra Content (special systems like thralling, humanity, vampire hunters, etc)

- Immersion/atmosphere (feeling like a real vampire; facing moral dilemmas; being part of a darker world)

- Novelty (something different; a challenge)

- Other (please specify)

 

the things that i like in a vampire overhaul is the immersion and the atmosphere becouse i want a pg that i feel is a vampire and he live in a world where vampire are feared most.

 

however extra content like thrall and a good story are appreciate :)

Edited by davi22pd
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Wow, so quiet one the forum. I hope everything is going alright. :)

 

Just had a flashback to the TesAlliance thread ;D

 

I'll find something to get people talking ;)

 

the things that i like in a vampire overhaul is the immersion and the atmosphere becouse i want a pg that i feel is a vampire and he live in a world where vampire are feared most.

 

however extra content like thrall and a good story are appreciate :)

 

I'll keep that in mind - atmosphere is often underrated :)

Edited by WarRatsG
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Although not much is mentioned about it here, I really want to use the Humanity system to create atmosphere as well. I don't want the player just to see it as a number - I want them to feel truly hated and feared for vicious acts, or respected and trusted amongst vampire society for showing restraint and self-control.

 

Plus, everyone likes some recognition for when they are particularly good or evil. This way, it's not just a fame/infamy statistic - this actually has a strong effect ;)

 

 

There was actually a quest I wanted to make where the outcome would be partly based on the player's humanity. Sadly, that quest has not been made and will not appear in the first release, but the idea was to create a little moral conflict in evil characters. It probably typifies the kind of atmosphere I wanted to build if time was on my side, but I'm sure many of you are impatient for a vampire mod first.

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I've learned not to make any promises with release dates. Like always, I've learned the hard way ;)

 

 

Just out of curiosity, which Clan would all of you pick? Not based on their starting powers, just their personality.

 

Here is a description of each...

 

_______________________________________________________________________________________________

 

Arcanists

 

The Arcanists are the most magically oriented of the vampire clans, and are the self proclaimed masters of Blood Magic. They pioneered (or at least claimed to have pioneered) many of the schools of Blood Magic. Their power and (intentional) insularity generally make other vampires wary if not suspicious of them. The Recluses, the other magically oriented clan, outright hate the Arcanists for reasons the Arcanists claim are based more in jealously than in fact.

The clan’s structure is highly regimented and controlled. For example, turning people without the approval of the Council of Elders is forbidden to all vampires, but the penalties levied by the Arcanists upon their own for this crime (sharing their blood with one who is unapproved) can be especially severe. The place and station of each Arcanist is strictly controlled, and advancement is difficult. Those who seek to break free of the clan’s hierarchy are hunted down and killed, without exception.

On Earth, the lack of human wizards and magic made these vampires particularly powerful and influential within vampire and human society. The omni-presence of magic in Tamriel has changed the equation. The finding that Tamrielites who are turned retain their magical powers has had some openly wondering whether the Arcanists are all that important anymore.

 

 

Barons

 

As their name suggests, the Barons have traditionally recruited members land owners and local rulers. Those that are not rulers or land owners tend to be merchants or otherwise wealthy, powerful individuals.

The Barons are not a tightly regimented clan, but they are well organized. Vampires and those they turn often maintain a mentor-student relationship for centuries, with the student learning the skills required to manoeuvre in vampire society and politics from the mentor, and the mentor extending his or her power and influence through the student. This practice is double-edged, breeding both intra-clan loyalty, and creating intra-clan factions simultaneously.

Although they hold much power, they have never surpassed the power and influence of the Regents. Although they would never admit it, the Barons’ apparent affinity for subterfuge, assassination, and more metaphorical backstabbing may have something to do with this; few vampires would ever admit to trusting one of the Barons.

As on earth, the Barons have spent their years in Tamriel worming their way into the halls of wealth and power. Still they find themselves head off at every turn by the Regents. Maybe in Tamriel, they will find a way to reverse their fortunes.

 

 

Berserkers

 

If you weren’t a warrior before being turned, becoming a vampire in clan Berserker may very well make you one. The Berserkers live (well, un-live) for kicking ass, taking names, and having a good time doing it. Some have speculated that the battle rage of the Berserker clan is caused less by their recruiting like-minded individuals, and more by some inherited trait of the blood. Unfortunately for these speculators, this theory was perceived as an insult by the Berserkers, resulting in the bashing in of the heads of these poor, poor speculators.

Clan berserker is one of the least, if not the least, organized clan in all of vampire society. Disputes among members are often settled through brawls, sometimes resulting in the (final) death of one of the participants. Often members function alone as soldiers or guards of another vampire, or as enforcers for the Council of Elders.

Like the other clans, the Berserkers do have a representative in the Council of Elders, although this is usually just the oldest, strongest, un-living Berserker. Their representative does not often carry much weight, but the other Councillors still pay attention to the representative’s concerns to avoid offending the clan at large; the only thing worse than a mad Berserker is a horde of mad Berserkers.

Despite their chaotic nature, there have been times when an intelligent, charismatic leader arose and unified the clan. During those times, the clan has become quite powerful. With the separation of vampire society from its roots on Earth, the time may be ripe for another such leader to arise.

 

 

Connoisseurs

 

Lazy, decadent, promiscuous, shallow; these are the words often used to describe the Connoisseurs. Although some rightly deserve these titles, the truth is that the Connoisseurs tend to be the vampires most closely connected to their past mortal lives. Connoisseurs are most like the romantic vampires portrayed in fiction, and while they tend to shun combat, they are more skilled in social navigation and manipulation than any other clan.

Connoisseurs tend to recruit from among artists or patrons of the arts. They love beautiful things and conversely scorn the base and the ugly: an Orc, Argonian, or Kajit stand no chance of being recruited by the Connoisseurs. The bond between vampire and the one he/she turned is close, but in the world of vampire social politics, no bond is sacred to the Connoisseurs. The clan as a whole is not terribly centralized: vampires tend to be more loyal to a society than the clan as a whole.

While other vampire clans (especially the Berserkers, Protiva, and Recluses) may openly mock the Connoisseurs for their seeming lack of influence in the Council, their actual power to shape events behind the scenes as manipulators and puppet masters is often unmatched. Wise vampires will pay attention to who the Connoisseur elder is speaking to at all times.

The Connoisseurs in Tamriel have tended to concentrate in the Imperial city, and the more upscale surrounding cities like Skingrad and Cheydinhal. To the casual observer, it would seem that they are simply enjoying themselves, and taking in the fascinating, new (to them at least) culture and lore of Cyrodil. The truth, of course, is that each and every one of them, especially the elders, is scheming something. The question is, “what?”

 

 

Protiva

 

Protiva tend to be loners and outdoorsmen. They recruit people from various walks of life and value self-reliance, and survival. Those who don’t possess or learn these abilities do not survive long.

As expected from these almost stereotypical “lone wolves,” the Protiva do not have a highly organized clan structure. Meetings of the clan have been called in the past, although the mechanism and timing for calling these meetings is not well understood. The closest relationships within the clan are those between a vampire, and the vampires he/she has turned, although even these relationships are often punctuated by long periods of separation.

Despite their nature, the Protiva fit in well with vampire society as a whole. Like the Berserkers, they often function as guards or enforcers, although their skills make them even better suited as scouts, guerrillas, or even spies. The Protiva representative in the Council of Elders is usually a broadly respected elder of the clan that can speak for the interests of his/her clan despite the clan’s dispersed nature. Usually, these interests do not involve the (in their eyes) petty politics of the other clans within the Council of Elders.

The Protiva have adapted to this new land just as easily as they did to Earth. Currently they are the eyes and ears of vampire society beyond the walls of the cities. They have also spent their time in Tamriel scouting out this unfamiliar land for the Council. Recently, rumors have spread within the clan of the Council’s interest in exploring the planes of Oblivion. The Protiva will, of course, heed the call, but this land of fire and hellish beasts understandably worries some.

 

 

Recluses

 

The Recluses exemplify the cold, insular vampire rulers depicted in Bram Stoker’s “Dracula.” They are not social creatures and don’t particularly like (although they respect) the other vampire clans. However, they absolutely loath the Arcanists, who they claim stole the secrets of Blood Magic from them. In addition to intellectuals, Recluses have been known to be fierce warriors and strong leaders. Recluses in general are also all known to be, to one degree or another, a bit “bizarre.”

Recluses tend to recruit from among intellectuals, or otherwise competent individuals, while criminals, beggars, and hedonists are despised. The manner of Recluses ranges greatly from vampire to vampire; there have been benevolent, ruthless, cerebral and insane members of the clan. All of them are extremely territorial, and for this reason their intra-clan relationships are guided by a strict set of customs governing “courtesy” as guests and hosts. These rules have made the intra-clan meetings of the clan far more productive that those of most other clans.

The Recluses have long been a powerful force in the Council, limited only by their own aversion toward immersion in vampire social life. Their knowledge of Blood Magic contributes to this power and has made them bitter rivals of the Arcanists. Unfortunately, this power combined with the clan’s tendency toward insularity has made them more enemies than friends.

Like the Arcanists, the Recluses recognized the potential of Nirnian magical capabilities combined with the powers of terran vampirism. While both seek to master the new magic of Tamriel, whispers have been uttered, suggesting that the Recluses may seek to use this power to finish their old rivals off once and for all. However, these whispers pale in comparison to other dark rumours about the Recluses intentions; rumours that simply can not be spoken of safely.

 

 

 

Regents

As their name suggests, the Regents have been the traditional “ruling clan” among civilized vampires. An elder from the clan often serves as the Prince in the Council of Elders for a city, state, or other principality. Other clans have claimed Princes, but the overwhelming majority of Princes have hailed from the Regents.

The Regents are not particular in terms of who they recruit, but they do look for one quality in all potential candidates: leadership. Regents take great care in training new vampires as commanders and princes (a practice that has been essential for maintaining their pre-eminence among the clans). Intra-clan relationships between Regents are uncharacteristically civil; a Regent in trouble can expect aid from another Regent, and can also expect to reciprocate that aid in time. Conflicts ultimately are unavoidable, but they are almost always dealt with civilly.

As princes, the Regents are primarily concerned with maintaining the stability and secrecy of the vampire society. Over the centuries, the clan has virtually mastered the art of managing the conflicts and concerns of the other clans and maintaining order. There have been bad Regent princes, but these vampires are exceptions, and often do not last long.

The current prince of Tamriel was successful in pulling the vampires together during their first nights in Tamriel, and has maintained order and stability since then. However, the oblivion crisis and the fall of the Septim line have created a whole new set of crises from inside and outside of vampire society. He would never admit it, but the other elders know: the Prince can feel his grasp slipping. You, the hero of Kvatch may hold the key to preserving or perhaps destroying him.

 

 

 

Savants

 

No one listens to mad prophets as often as they should. The Savants know this from personal experience. Despite their backgrounds in mortal life, all Savants are granted by their blood two unique characteristics: second sight, and madness. Their second sight may range from slight wariness when in danger to full blown visions of the future. Likewise, their madness may range from slight eccentricities to raving, drooling insanity.

The Savant clan seems on the surface highly disorganized, yet clan members often meet without as much as a word of notification. Members of the clan also seem to have a certain degree of awareness of other clan members, although an actual network of psychic linkage has yet to be proven. Savants are highly conscious of the great power and great disabilities that come with their bloodline, and for this reason recruit from the down and out, the poor, and the hopeless. The clan has also been known to recruit from the proud and powerful, presumably to teach them a lesson.

The Savant who represents the clan is whatever vampire happens to wander into the Council chambers. Efforts to force the clan to formally choose a representative have been utterly futile, yet the vampire that happens to wander in to represent the clan is often the same vampire for years on end. Many vampires in the Council ignore the Savants out of contempt, yet the wise vampires, and most certainly the Prince, pay close attention to their babblings, trying to sort the wisdom from ravings.

The Savant elder (not the current representative) predicted the coming of the oblivion crisis before Kvatch was burned to the ground, saving the un-lives of several vampires living within its walls. This prediction quickly grabbed the attention of the entire council. His next prediction pointed to a hero who would avenge Kvatch and rise to great power in the empire. He further stated that if this hero were allowed to choose a clan to recruit him or her, the hero would “save us all from certain doom.” When pressed on what this “certain doom” meant, he went into an hour long diatribe on the virtues of kittens over puppies. Regardless, the Hero of Kvatch was quickly identified.

 

 

Wraiths

 

If you’re a vampire, everything you’ve ever done, every crime you’ve committed, every plan you’ve made is probably known by the Wraiths. Although any vampire can develop the power of invisibility, the Wraiths have mastered the arts of subterfuge and stealth. For these reasons the clan is hated or resented by almost all vampires, but almost universally respected and feared.

Like the Arcanists, the clan is highly organized. Unlike the Arcanists, the clan treats their members like family. Wraiths take care of their own. Renegades aren’t hunted down, but they are cut off from clan’s network of contacts and information. The Wraiths are one of the few clans that will recruit from among thieves although they have a certain loathing for assassins (“If you ‘wanna stick a knife in someone’s back, maybe you should be a Baron.”).

Unlike many of the other clans, the Wraiths remain largely neutral in the Council, although they can be assumed to be loyal primarily to the Prince. Their representative is often trusted (at least to be honest) by the representatives of the other clans. This is important to their survival and to the survival of vampire society. If the Wraiths were to become partisans, their network would collapse, and they would be hunted down. If the intelligence provided by the Wraiths dried up, vampires would cease to be one step ahead of the humans.

In the days of the Oblivion crisis, the Wraiths have seen things. Disturbing things, plotted by members of other clans. There have been times in the past when the Wraiths have felt it necessary to stop observing and start acting to save vampire society from itself. Now may be another one of those times.

Edited by WarRatsG
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