
The Gorge
(What can be changed to Vampyr: Humans, Hunters, Magi, Mimic’s & Werewolves)
There are two ways to change someone into a Vampyr. The first is to purposely drain their prey of all blood. And the second, is if they were to die within 24 hours of being fed on. Once dead, decapitation or cremation is the only way to stop the transformation process. The new vamp will be completely unconscious for roughly a day following their mortal death. In this state their body absorbs all traces of their previous life, feeding off of whatever it can get in search of nutrients. (Ex: leftover blood & fluids)
Upon waking, the freshly turned Vampyr will soon realize they are still incapacitated. While their mind is fully conscious, they do not have the strength to move. Hard as they might try, their body and mind can’t seem to connect. The disconnect can last for up to two full days, though some may recover during the first. The starving bloodsucker will be incredibly vulnerable during this period, and when movement returns they’ll wish it hadn’t. Any motion feels like they’re on fire, burning from the inside out. This symptom lasts until they have their first feeding.
After their first taste of blood, the inhuman senses take effect. In stories these fanged creatures are often called agile and poised, but this is not how they begin. There's a learning curve while adjusting to their new normal. Especially in the instances of speed and strength. The first week the changed beings are clumsier than ever. What might’ve been meant as a few steps, could take them across the room, and a simple touch could be enough to break items.
Then comes the frenzy, which lasts roughly 48 hours. A frenzying Vampyr is reduced to their animalistic nature. With their new abilities, and a taste for blood, they run on straight impulse. At this step in their transformation, Vamps are insatiable and unpredictable. It can be quite messy, with little thought process and willpower as the burning hunger takes full rein. It’s important for vampyrs to be monitored during a frenzy, because they lack the impulse control to stop their own feed.
Learning restraint in the presence of blood varies person to person. Most however, can attest to it being no less than a full week, under the best circumstances. The older the vamp, the stronger their will. Complete control of their hunger is something vampyrs will always battle with, but staying well fed makes it manageable.
Blood taste & effects
Fae blood is incredibly addicting. Consuming Fae blood is a euphoric choice in a meal, and not one that can be consumed daily without risking frenzy. Over-indulging in this blood will cause the Vampyr to experience an extreme high and possibly hallucinate.
Vampyr blood is not drunk for sustenance, but rather for a Vampyrs own pleasure. This is seen as a sensual act. The blood will taste like whatever they drank last.
Human blood is just as you would assume, delicious but metallic in taste.Has no additional properties other than keeping you from being hungry. It's the easiest source of food.
Voidsent blood taste depends on their vessel. The only distinction is the slight aftertaste of ectoplasm. Which can most comparably be described as soapy.
Werewolf blood is just as unbearable as their scent, it’s putrid and immediately causes discomfort. It will cause the Vampyr to wretch, ultimately resulting in another feeding.
Mimic blood tastes spicy and in large quantities is toxic. A Vampyr who has drank from a Mimic will find it’s one of the only times they are able to feel anything, as it corrodes the throat on its way down.
Magi blood is the most sought after and beneficial choice when looking for a meal. Their blood tastes sweet and delicious. The aroma alone, in close proximity entices Vampyrs.
Hunter Blood is bitter in taste when on venatorid, in comparison to normal blood making it slightly less desirable, but gets the job done if the only vein nearby.
Sire bonds
When a Vampyr is created, it creates a bond between the Sire and Progeny. Sires are 100% responsible for their progenies, accidental or not, until they reach a certain level of control. Upon awakening, the new Vampyr will find their nearly perfect skin still adorned with the bite that changed them. This is their sire mark, and only fades once the bond has run its course.
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There's two ways to break a Sire Bond. The first and easiest way to break this bond is having both parties come to an agreement. This is usually done once the Progeny has shown they are ready to be relinquished, or if a higher ranking Vampyr deems it necessary. It is seemingly painless, but comes with a sense of emptiness. The second, is far from easy and excruciatingly painful. In order to successfully remove all traces of the bond, it is required to find a high ranking member of The Ethereal. The Voidsent will reach within the Vampyr and tear the cord that connects the two, completely ridding them of the tethered burden. All that is left of the bond is an overwhelming feeling of melancholy that can’t be shaken. (This will put the roleplayer out of commission for 24hrs)
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While sired, the fresh Vampyr is essentially under the maker's control. If the sired chooses to directly disobey, It will begin to feel like a stinging sensation licking at their mark that only grows in severity. Along with the previous consequence, the sire is able to absorb energy through their bond if orders are repeatedly violated, or when necessary. Siphoned energy can then be used as the creator's own. (No more than 4 stars of energy may be taken.)