Vampires
Vampirism may well be the curse that Alphaks placed on the Glantrians. It's
likely that Prince Morphail is one of the original Glantrians, and now very
powerful. This would be in line with Alphaks' destructive inclinations, and
probably means one should avoid becoming a vampire.
Aegon's comments:
- Older vampires have many powers, including immunities.
- Killed by stake, then stuffing mouth with holy objects, beheading.
- Strong, energy draining
- control over bats, wolves.
- Not in wilderness areas as much.
- Vulnerable to stake through heart, holy water, and religous things.
- If destroyed, reform next night unless properly destroyed with holy
items.
- Immune to non-magical attacks.
- Vampires probably not killed by metal stake.
- Wooden dagger should work. Wooden stake through heart from back works.
If stake removed, retreat.
- If the heart is cut out, it will regenerate.
Talib's comments:
- Vampires vary. Generally, vulnerable to sunlight, running water,
certain religious symbols, garlic.
- Cannot enter personal dwellings without permission.
- Morphael is very powerful, Talib would not even try to deal with him.
Tess' comments:
- Vampires appear to get more powerful with time and as they drain people
to the death.
- A vampire who creates another vampire, may have control over that vampire,
"bound in blood."
- Vampires can make a charmed person forget what they did while charmed.
- It should be possible to enrage a vampire, make them go out of control
(like Safranna did on occasion). This is probably the only way to avoid Vasilev
casting spells which will absolutely romp over Tessarael.
- Pseudo-immortality, main limitation is inability to operate during the
day. Should research types of vampirism, or other similar "curses" which give
immortality ... at what cost to personality?
- Seems like someone set rules on vampires, just as there are rules on
mortals casting magic ... were these rules created when the vampires were
created, or enforced afterwards by other deities?
Presumably vampires in wilderness areas are more like Safranna:
- Ability to summon animals: insects, birds.
- Talk to animals.
- Send the animals to go and do things.
- Withstand sunlight.
- Talib's comments suggest vampires vary, with different immunities.
- What about if heart is cut out and remains staked? Easier to carry ...