SotF: Codex: Bestiary: Vampires

  • Bloodsucking creatures of the night, vampires are quasi-undead for they stand on the fine border of life and undeath and can be divided into two categories: greater and lesser. One of the most dangerous spawns of the Daedric Princes, a Vigilant would be well prepared before facing such a foe.

     

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    Scholars and hunters alike know of the Legend of Lamae Bal, the Blood-Matron and the mother of all vampires. A maiden born of the Nedic people, kidnapped and raped by Molag Bal, the Daedric Prince of Domination and Corruption as an insult to Arkay. Victim of the first rape, Lamae Bal survived not as a woman but her form corrupted into a vampire, bringing forth the curse of undeath into Mundus.

     

    While the first vampire, Lamae Bal was not last for the appetite and depravity of Molag Bal is not so easily satisfied. Throughout history, numerous bloodlines of the curse of vampirism emerged of both the willing and unwilling. Jealous of the Aedra’s powers of creation, the Dark Prince himself created contemptuous parodies of holy forms and so the curse of vampirism can be categorised into two groups: greater and lesser.

     

    Greater Vampires claim ancestry from Molag Bal’s chosen for they bear the corrupted forms of their once life. They come in many forms and no matter how monstrous it may be, Greater Vampires are sentient and the living may be transformed into one of these creatures through bites, curses, and other manner of unholy rituals.

     

    Lesser Vampires are more akin to animals than people for they lack sentience, relying only on hunger and instinct for survival. Surviving a bite from a Lesser Vampire does not turn one into a vampire for with the exception of Bloodfiends, Lesser Vampires are not transformed creatures; they are born vampires.

     

    - Excerpt from A History of Vampirism by Vaveeru Nedvayne, Imperial Scholar

     

     

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    Bann

    There once was an apprentice, talented and arrogant who grew resentful of his masters. He thought himself better, conducting disgusting experiments and blasphemous rituals in secret in his quest to be their betters but when they learned of what he had done, they cast him out. Bitter, the apprentice cried out to the gods – the Nine and the Seventeen but only one answered…

    - Excerpt from Tales, Legends & Myths from of 1st Era compiled by the Bard's College of Solitude

     

    Of the Greater Vampire strains of the north, Banns are rare but not rare enough to disappear into myth. Described as impossibly beautiful pale brunettes when in disguise but should when threatened they unleashed their true form: that of a large humanoid bat. Highly territorial, Banns refuse to live with one another but they are known to charm Lesser Vampires to their whims in addition to Thralls. Psychologically, Banns will never back down from a challenge no matter how futile it may seem.

     

    In combat, Banns display the typical traits of a Greater Vampire – unnatural speed and strength, and when forced to reveal their true form, flight. Expect a barrage of claws and fangs. Unique to Banns, they have voices of magic, they are known to calm their prey before they feed or they can emit a powerful shriek strong enough to send a pack horse flying. Prepare a shielding ward in response. What kind of magic you may ask? Answer is irrelevant. Some say Daedric magicks while others a lost art but you don’t need to know what to protect yourself.

     

    Banns like all Undead are weak to fire and the use of holy water, either as a weapon coating or projectile is also effective. Silver as always. Frost magics are useless and so are poisons.

     

    Under no circumstances should you fight a Bann alone.

     

     - Excerpt from Bestiary: Bann by Senior-Vigilant Isran, Master of Wards

     

     

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    Feral Vampire

    Amongst the spawn of the King of Rape, Molag Bal, few are no more pathetic than the creature that is the Bloodfiend. But pathetic as it may be, ye be wise to underestimate it not for the Bloodfiend stilleth a dangerous foe. More animal than man, the Bloodfiend hath not the cunning or gifts of its greaters, it be blessed and cursed with the mind of a wolf but with the strength of a bear and shalt fight so with tooth and fang. Liketh all vampires, the Bloodfiend is timeless and is immune to the bane of age. Bloodfiends howeverth are created, not born for they are the resulth of the Blood Curse that all children of Molag Bal areth cursed.

     

    Liketh other creatures of the unlife, ye shalt useth tools of silver for the purifying magicks of the metal shall cleanse the filth. Shalt ye not haveth silver, water blessed by the gods shall burneth the flesh of the unlife. Shalt ye not haveth holy water, the fires of Aetherius would also rid Tamriel of the scum. Spare not the Bloodfiend for all traces of reason is lost. For the Bloodfiend, death is the greatest mercy.

     

    Should ye be triumphant in combat against this creature, ye be wise to burneth the corpse and scatter the ashes to the winds.

     

    - Excerpt from Bestiary: Feral Vampires by Senior-Vigilant Laalu

     

     

    Feral Vampires or ‘Bloodfiends’ are a type vampires that are more animal than whatever they were before. While they lack the powers of their greater kin, they still possess supernatural strength, agility, and senses. When faced with a feral vampire, use silver, holy water, fire magic, or a combination of the three to take it down. Don’t get bitten. More information in Vigilant Jo’Shanko’s entry on vampire hunting.

     

    - Translation by Senior-Vigilant Isran, Master of Wards

     

     

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     Kaj-Wakota

    The mosquitoes are the least of your troubles in the Marsh.

    - Decurion Harum Cassareth

     

    Endemic to the Black Marsh and southern Morrowind, categorising the Kaj-Wakota has historically been difficult. At the first stage of transformation, the victim resembles their normal self-albeit with key differences which will further be elaborated upon. At the later stages, the victims resemble giant bloodsucking insects with vague remnants of their former selves. However, what classifies them as vampires is their retainment of their sentience as decayed as they are.

     

    Transmission of the Kaj-Wakota strain is not through being bitten as is the norm for vampirism but by drinking the blood of a fully transformed Kaj-Wakota. In the first stage, the victim resembles the uninfected except they suffer a greenish tint on their skin and have a preference for bloody meat. On their skin, the skin or scales will begin to flake and slowly peel off in bloody flecks. Victims in this period also suffer from fevers, nightmares, and vomit ichor.

     

    In the second stage, the victim’s skin will gradually peel off and so will their teeth and nails, growing exoskeleton erupt through their flesh and when the process is complete, they will resemble grotesque insect-like beings. A popular way to describe it is that they resemble ticks and mosquitos: misshapen wings and thoraxes, bulbous eyes, prominent proboscises as well as fangs.

     

    The third and final stage leaves little reminder of their original self, becoming more like giant insectoids but make no mistake: they are still sentient and cunning creatures and are no simple beasts. Also known as Xan-Kaj-Wakota, these creatures are ancient and it takes centuries for a Kaj-Wakota to reach this form.

     

    The Kaj-Wakota are at their weakest in the first stage. True, they have the enhanced speed and strength but even that pales in comparison of the common strain of vampirism. The only other advantage the creature has is that it has the powers of regeneration: a removed limb would be regrown in the metamorphosis. Thus, their threat is tied to their personal fighting skills.

     

    In the second stage, these creatures actually move slower but don’t let that fool you: what they lack in speed they make up in durability and strength. Their exoskeleton gives them a natural armour against bladed weapons and magic to an extent. Fire works best as usual but it should be interesting to note that frost works well against the creatures too. Lightning is most inefficient against them – their shells deflect such spells. Should you encounter a Kaj-Wakota at the earlier periods of this stage, they more or less fight as they did in the previous but at the later stage their may use their new forms to press their advantage.

     

    Kaj-Wakota are at their strongest at their final stage with their carapace as thick as plated steel and a furious hunger that inspires savagery. The Xan-Kaj-Wakota need no weaponry of mortal make: their natural claws and fangs and brutal strength more than enough compensates. Beware their size for it belies their incredible speed.

     

    Interestingly while the bite of a Kaj-Wakota does not transmit the strain, it does carry the risk of infection of a pseudo-vampirism. While physically remaining as they are, the victim will slowly but surely crave blood. Eventually the blood hunger will become too much for their minds to handle and victims are known to cannibalise themselves to sate this unholy hunger.

     

    - Excerpt from Bestiary: Kaj-Wakota by Vigilant Yashrol

     

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    Malach

     

    And he fell to his knees and wept,

    The last vestiges of his sanity swept,

    A fate of a pariah awaited,

    Until He answered…

    - Excerpt from Dance of the Pariahs by the Scenarist Guild of Moorus

     

    Malachs diverge from the conventional strains of vampirism by their association with Malacath and not their progenitor, Molag Bal. Pale, hairless, long fingered and clawed – their hideous appearance is so easy to distinguish that no Malach would willingly stalk the surface without a glamour lest they risk a lynch. Finding refuge underground, many Malachs have called the sewers beneath living cities home.

     

    Well adapted to their fate, Malachs can see in full darkness. So prodigious is their vision that only the strongest of Illusion spells may fool their gaze. Malachs are rather frail for a Great Vampire but this frailty is only relative; the common Malach is still faster and stronger than the average mortal and they may suffer far more loss of blood before it will even begin to affect their fighting ability. A true pariah of Malacath, what Malachs compensate for strength is their natural affinity to magic. Malachs have often been recorded wielding spells far too dangerous for mortals to great effect.

     

    Life adapted to the underworld have left Malachs with the crippling weakness to light. While they may adapt to a constant source, a quick flash will dazzle a Malach leaving it open to attack. The standard silver and holy water are effective.

     

    Note when hunting Malachs in the sewers, always assume you’re walking into an ambush. After all, you are walking into their home.

     

     - Excerpt from Bestiary: Malach by Senior-Vigilant Isran, Master of Wards

     

     

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  • Delta
    Delta   ·  May 18
    - Added entry for Malach