Showing posts with label Vampyres. Show all posts
Showing posts with label Vampyres. Show all posts

Tuesday, May 14, 2024

101 Vampyres: #2 The Man-squito


Where blood is sucked up by the earth, slowly it begins to groan and cry out. The spirits of stone reject the blood, which is vital and supercharges magic. Stone is the element of consistency, never changing or doing so at tectonic intervals, so it pushes it away and Grave Flowers grow.  When blood, especially that of the meek and murdered, reaches stagnant water, the water shrieks unheard with vitality. It practically roils and any life found within is changed. The oddest result of this tragedy is when mosquito larvae begin to hatch in such waters.

A change comes over their tiny ganglions and they begin to devour one another, growing in size unnaturally large and fast, until the only one remains in the stump, pond or puddle of their home. It undergoes a horrid metamorphosis, dragging itself from the water with limbs it has no instincts for, powered by the metaphysical need for knowledge of a killer the spirit barely remembers. What results has the need for blood and the instincts of how to get it of a mosquito and the irrational half mind of a man. The spirit of the murdered swirled its grey matter as it formed, leaving behind a neurological obsession with uncovering its death. But like a game of telephone, from ghost to spirit to flesh the message decays. Most Man-squitoes go mad shortly after their final instar, with voices in their minds and obsessions they cannot understand, urging them into cities. 

The mind of a meek, scared victim suits a mosquito's instincts quite well. Though insane, they survive, hiding and darting, driven on furtively. A mosquito has incredible senses, desires pushing it along. 

Physically they have the body of a humanoid, though covered in thick sensitive hairs. Their head is a near 1 to 1 of a mosquito scaled up slightly too large until the creature has the look of a sports mascot or bobble head, muscles barely strong enough to hold up its head. Its proboscis scaled up is the size of a rapier and it is revealed at the macro scale it does not pierce but tears open flesh. 

Like most vampires of Ventus, they prefer to go after sleeping victims, the compounds in their saliva effectively numbing the wound as it forms. However, the messy wound created can bleed out and many victims are dead by morning, alerting folk to its presence. It can bound great distances with the buzzing aid of its enormous wings and insect strength but its mass is too much for it to truly fly. They instead climb gamely up tall buildings and leap onto prey below and entangle is in its six freakish limbs, four claws, one opposable, less like talons and more like those possessed by insects. It will wrestle its prey to the ground and inject its proboscis anywhere it can. But its frailty precludes it from extended fights, running away after a solid hit. They, like their spiritual progenitors are meek and cowardly. 

However, their mania can circumvent their cowardice. The voices in their head drive them to search for their killer. Weakly they know what they smell, look or sound like and seek them out. And when they find them, many things can happen depending on how insane the bug man is. It may try to take the place of the murdered, communicate with the killer to understand why it was killed or take vengeance, which can lead to another, perhaps more degenerate man-fly. 

Communication fails as the creature has no human mouth. After months of searching and failing, typically delusion leads to head bleeds, confusion, stroke and death. It will scratch its killer's visage on the ground in its own blood before it expires. 

Mirrors are effective deterrents against them. Their reflection does not line up with their notions of themselves. The cognitive dissonance can drive them mad. 

~~~ 

#2 The Man-squito

HD 2 (HD 3 if recently fed)/ AC Leather and Fast/ Damage 1d6+1

In stagnant pool where mosquito larvae dwell, the meek's spilled blood stagnates. Only one survives, eating the rest and the ghost of the dead scars the brain of the creature formed. Crawling on legs it has no instincts for it tracks its quarry with rapier mouth and muddled mind. Its killer's portrait can be found in the scars of its brain. 

WANTS: To feed, to not kill, to understand, to go to familiar places
NEEDS: To drink its killer's blood 
AVOIDS: Holy symbols of the meek, familiar places, mirrors
DESTROYED: By its own brain, its obsession, 






Tuesday, April 2, 2024

The Beating City: Ventus


A Loamy Winding Road


The road winding through the forested bog is quiet, no blood reflecting off its old pavement stones today. Perhaps this is due to fog, perhaps not. Attacks are unheard of on this road, though wagons and carts break down enough, due in equal parts to large cracks in the well-worn road and the bog's generous mire. At all hours of the day wolves can be heard howling and barking though they never stray and are never seen within a bowshot of the road. They know better.

Eventually, smoke will be smelled drifting down the valley, if the wind is right and soon enough seen, dozens of smokestacks above a squat sprawling tumor. The mass seems to cling to the banks of a slow-moving river, more a bog attempting to escape the valley than river, thick with smelling mud and small fish. In the summer it vomits forth midges and mosquitos which are unbearable and bite often and, in the winter, so too does the air. 

The malignant city on the banks is long but neither deep nor tall. The soft loam makes for poor basements and foundations, though thieves and honest men alike try, buildings sunk and built atop again, old bricks cannibalized faster than the muck can steal them. The sewer system, simple, is more akin to geologic strata, layers upon sinking layer. 

Here and there canals crisscross through the roads, more like the veins in an insect's wings than the imagined blueprints of any surveyor. Holy symbols, in the form of bells, books and singing bowls, hang from their bridges in great trellises, some so far down as to disappear into the water, allowing Spanish moss and duckweed to meet. Gutters, pipes and spouts of all sizes and ages drain into them from all directions. There is no separation between bog and city, as by slopes and degrees, the city slides into the wilderness, geography blurring. 

The people here, called Ventoos,  in the city called Ventus, are tan and leathery of skin and move quickly about their business, skittering and then stopping suddenly tense, like tiger beetles. So too like beetles are their bodies, short and barrel chested, though their legs are lean, barring on sticklike and their veins, very obvious even in the very healthy. Nine in ten in Ventus have varicose veins. The average height is six inches short than the next nearest city over the old, shorn down mountains. These are defense mechanisms. 

City of One Thousand Priests


Typical folk dress in modest, muted colors and garb with many layers, even in summer, which can be quickly thrown off if need be. Only women are permitted to wear red. In sharp contrast, are the priests who are often brightly colored, extravagantly so, with veils over their faces and bells on their wrists and ankles. Priests live here like flowers live in florist shops; ubiquitous, brightly colored and transient. Priests are always welcomed in Ventus. 

Strange customs abound here, but so do they abound everywhere. Newcomers and strangers are greeted with worthless coins and baubles, bags of sand or grain and watched ponderously while they gifts are examined. Gift giving, especially of religious tokens, is the norm and a steady economy has been built around the production and aggressive sale of crosses, wooden saints, miniature carvings of temples and impressive woodcuts of religious paintings. These hawkers have even earned a name, which translates more or less to noisy priests. The people pay no mind, as they are aggressively religious themselves, yet hardly assertive in their stances on the divine. Conversion is common, pantheons limber and syncretization second nature. While conservatives exist, especially amongst those of the oldest denominations, Ventoos seem more concerned that you are religious in any capacity, irrespective of what religion you follow. Many a visitor wrongly assumes this is due to tolerance. 

Churches adorn every street corner in the Beating City, delis and cobblers and others serving dual functions as shrines, a god nestled in every doorway. The tallest buildings are always either cathedrals or crematoriums. Traditional burial is contentious; the right to return to the earth is central to many Ventus belief structures. It is outlawed by the Ventus Guard. Many a bloody riot has erupted over the right of a well-respected elder or precious child's secret burial in the loamy forests. As such, the choices are choke the river with corpses, or the air with the smoke of the dead. 

City of One Thousand Coups


The people of Ventus also are known to walk barefoot during the day and wear thick slippers, heavy wool socks or even ordinary boots to bed at night. The poorest are known to simply wear boots at all times and the richest own several pairs of thick woolen socks, often adorned with bells. Celebrations in Ventus are almost never private but held in special public places, typically under large gazebos or temple spaces dedicated to such events. Close friends may not even know where the other lives.

Stranger still is the physiology of Ventoos. Diseases of the blood, almost exclusively inherited, are incredibly common. One in three with a lineage back further than three generations, or about one in ten otherwise have sickle cell anemia, the curving of red blood cells. Also common are variants of anemia, especially iron- and B12-anemias. Thrombocytosis, an excessive number of platelets in the blood, is also common, blood quick to clot. Interestingly, cancers of the blood (lymphoma, leukemia etc.) are no more common than anywhere else in the world. Families often track these diseases, which they attribute to the blessings of various saints, and count as familial things. The sight of an old man stopping to massage his arms or legs is a common sight in Ventus.
 
<Tangent. Here the four humors is the correct paradigm of human health. When you are born and under what stars and in what season affect the balance of blood, phlegm and black and yellow bile in your body and in turn affect your personality.>

Ventoos are stereotyped to being quick about their business to point of rudeness, early to bed and late to rise, and very slow to friendship. These are not necessarily untrue, but foreigners are often surprised that someone from Ventus has considered them a friend for sometime without them knowing.  They are busy, private people, nearly always in motion. Only at noon, during the hottest part of the day, due they seem to relax. 

Perhaps the only ones unwelcome in Ventus make up its oldest faction, the Ventus Guard. Originally tasked with protecting the city's king, they are mistrusted, often hated, blamed for most of the city's problems and accused of taking bribes and seizing power of those they swear to protect. Many of these accusations are not untrue: One of the cities nicknames is "The City of One-Thousand Coups". The city's current king is far from the first to have been member of the notorious guard and far from the first to have public revolts put down with lethal force. 

The pulse of the city is stop and start. Lethargic yet strained. It beats, like a living thing.
 
All of this is of course, due to the vampire epidemic. 

A Group of Vampire is Called a Plague


The city of Ventus is infested with them, dozens of varieties from giant intelligent vampire bats to twisted spinal fluid drinking cuttlefish-men. Most every color and stripe of vampire can be found in Ventus, crawling through its sewers, jumping from roof to roof and flying above its citizens heads at night. Its boggy woods are a den of bloodsuckers fighting each other for territory, prey and blood. Intelligent vampires plot within (and without) the city scheming for power and food. This is all as intended. 

Ventus has always had a relationship with blood. It does a great deal of butchering more so than its neighbors. Its bog and loam make growing crops nearly impossible aside from its rice. However, its goats, ducks and other sturdy livestock do wonderfully, and great beasts dredged up from its river can take days to be drained of blood. Each district processes its own animals, so almost nowhere in the city does blood does not flow into its water. This is one reason why vampires may be drawn to it. They're densest in the forests and this is due to the city's namesake.

Ventricalus was a conqueror. His Acerulean armies carved deeper into the heart of new Vakehana faster and with more bloodshed than any of the legions of the Empire. And when he conquered the city of Ventus after a month long siege, he renamed it in his own honor. He stopped in the city because he found Pulmus. The local god of the valley, he was a feared one, ruthless but necessary one, his sacrifices thrown into the forest and prayers were for him and his children to stay away. He was a hungry god, a stalking one, one of awful virility and fertility and one after Ventricalus' own heart. He became obsessed with Pulmus and worshipped him with a frightening intensity. Pulmus rewarded his human sacrifices of defeated foes. He brought an empire's worth of bloodshed to a god who had spent their limited divinity feasting on only sickly, lamed goats. And like an invasive species, his children bred out of control. 

Eventually to protect his city, the conqueror made a deal with the children of Pulmus. Protect it from attack and have your pick of the litter. Each year Ventricalus sends four people to the town square where they were anointed, ritually scarred and their throats slit. 

Pulmus' requirements were simple, one of each: one lively, one innocent, one sickly and one willing.

The Ventus Guard was formed after the second revolt over the pact. 

And yet, as they do, the city moved on. The pact kept roads safe, and cattle spared. Sieges and war never touched the city again and vampires stayed away, for a time. Though Ventricalus would be killed in a final bloody revolt, his pact lives on. The Pact is the Pact, enforced ruthlessly within and without the city. And it is the Ventus Guard who now patrol the streets at night, rounding up the four victims each year and putting down any vampires who enter the city. It is a thankless job, one they're very good at. 

~~~

A Vampyre

#1 Feral Man-Bat 

HD 2/ AC Leather/ Damage 1d6 

Curse a bat with the blood of human, whose body rejected the vampire's kiss. Or curse a human with the blood of a bat summoned by a vampire. The end result is the same, something horrid lacking the grace of the bat and the humanity of a man. It skitters around on all fours though it longs to stand, while it cranes its head bite a heel hanging from a bed. Its creator inevitably rebukes it and it searches to fill the void with a brood of its own, more maligned than it. The touch of its progenitor is more than it can handle. 

WANTS: To sneak into your home and lick the blood from your feet, to breed 
NEEDS: To return food to its brood, to remember humanity it never had
AVOIDS: Fire (its skin like pitch), those that created it
DESTROYED: By the touch of the holy symbol of Pulmus


This will be the setting for my 101 Vampyres posting I'll be doing. I intend eventually to run it as a city crawl campaign. I want to run it as a vampire of the week game with the players as members of the Ventus Guard, the elite vampire killing faction of the city. Each session they'll have to investigate crime scenes, do legwork and battle vampires and bureaucrats alike to determine what kind of vamp did the murder. One of my friends more cleverly referred to it as Vampire CSI. I figured a campaign solely within a city should have enough personality to enjoy being in for at least a dozen sessions.
 
 
 
 
 
 

Thursday, March 14, 2024

101 Vampyres: Poetry, Stat Blocks and Life Draining Monsters

 Introduction 

I have a goal, a dream if you will, a vision of a future where a man can run a campaign with only vampires and never tire of them. Where players never grow bored staking their hearts, chasing them along dark alleys and never cease fearing their turning bite and hypnotic eyes. Well, be the change you want to see in the world. This is the introductory post for what will hopefully be a long series on vampires and stretching my creative limits to create 101 interesting and useful vampires, or vampire-adjacent monsters. But first we must discuss how vampires translate from folklore to RPGs. 

Vampires are endlessly fascinating. If you stretch your definition a bit, as you must with most anthropological concepts which defy categorization (nerds, especially ones with degrees love categorization), nearly every culture in the world has some version of vampires, demons that suck life, devils that drain blood or spirits which rise from the grave to feast on the living. 

They are doubly fascinating when used in RPGs and I think this is due to their conceptual density and how they often force the rules to bend (or break) around them. When you discuss vampires, you're often discussing the myriad other tropes which surround them; aversion to sunlight, garlic and holy symbols, their inability so cross running water, their speed or strength or perhaps their allusions to nobility, classism and their predatory habits. You could also discuss less well-known tropes like their hypnotism, obsession with counting and control over or aversion to animals. Much less well-known, a virgin horse and boy would be used to identify a would-be vampire's grave by balking at it and refusing to cross, though in Serbia it was a black horse, associated with the underworld, which would stop at the grave. The density of these tropes slowly declines as you move outwards from popular culture and into the realm of the anthropological but remain evocative and useful. 

Everyone expects at least some of these tropes in their game when dealing with vampires and this makes them fantastic monsters to use. Everyone knows trolls must be killed with fire and any subversions of this trope often feel cheap, but vampires have enough interesting components to subvert, invert or lampshade so as to be switched up on a setting by setting or even campaign by campaign basis.  They lend themselves well to all levels and styles of play, especially in the OSR where you must employ creative measures to kill them efficiently. They fill out almost any part of the Dungeon Checklist , especially Arnold's #3, Something to Kill You, where they can be telegraphed easily (a mysteriously clean empty coffin) and avoided easily (cross a convenient stream or patch of sunlight) for low level adventurers. They reward planning ahead and choosing proper equipment, harkening all the way back to Classic 1974 D&D with a clove of garlic right alongside wolf's bane and a mallet and stakes.  

As for bending the rules around them, a bestiary would be remiss to not include their weaknesses but they rarely fit into existing game mechanics. Both 5e and 3.5 "fudged" these weaknesses into their Monster Manual entries, with it being long-winded Trait in 5e and a special subsection in 3.5. Curiously, in 5e they may cross running water at the expense of 20 acid damage a turn, a ludicrous decision in my opinion. Like hammering a pair of pliers into a wrench. I think this is not an issue of vampires being outliers, but the whole structuring of monster stat block/lines to begin with.

I think this is indicative of issues with modern bestiaries. They are bloated with so much raw information its can be difficult to even determine what the monster is even supposed to do, at least tactically, let alone within the fiction (A whole blog has been dedicated to parsing the behavior's of 5e's monstrous compendiums). I doubt very much I need to know a vampire's "Skill Focus (selected Craft or Profession skill)" nor their "Perception +7" bonus in play but there you have it. Tactics and fiction should really be seamless and identical. The fact that I'm even making the distinction seems indicative of the problem.

Interestingly, 4e gets the closest to what I'm looking for, at least partially (its certainly the smallest block in new school D&D). Its vampire spawn have a trait called "Destroyed by Sunlight". If they can't get out of direct sunlight in one turn, they are turned to ash and destroyed. Mechanically light. Short, sweet and poetic.

Monsters need poetry. They require evocative language to inspire DMs to use them. I think one of the best monster manuals I've seen, if not the most efficient, Luke Gearing's Volume 2 Monsters &, a reinterpretation of the monster half of the 1974's Original D&D Monsters and Treasure booklet. While certainly not a tactical book, I think it gets closer to the heart, mystery and magic of monsters. Vampires especially need this. 

Coding and Poetic Stat Lines

I read a blog post somewhere recently (and shame on me for not saving it on one of my rabbit holes) where monsters were described (in all caps!) by their WANTS, NEED and DESIRES and probably some other right-to-the-point words. I think it helps "code" monsters e.g. make them versatile by giving them parameters they act under or stimuli to respond to. It takes precious CPU usage off a DMs already fried brain. 

<Tangent. You could additionally write more specific stuff. I had a green dragon who always ran away as soon as he lost 25% of his HP. I had a mad yeti, burned in the face from a prior encounter, who wouldn't fight near flame and would flee if he took more than 10 fire damage. At some point you move away from "code" to just preparing unique, specific reactions to events.>

This may seem paradoxical, poetic interpretations of monsters coupled with "code" to "program" monsters, but I think it works well in action.  For example, here's one for one of my favorite monsters, the phase spider: 

Phase Spider

HD 2/AC Leather/Damage 1d6+1

When spiders nest in wizards' towers, her strange brood will outgrow her and parasitize a wizard's magic like a leech. It grows, eating its siblings like sharks in the womb until one remains. This is the phase spider. 
It jumps between worlds, taking nightmares to lands Here, Imaginary and Ethereal.
It weaves webs that real dreamcatchers are made of and hunts you from dimensions you cannot see. 
What will be left of you when your spirit is caught in its web, but your body moves on? 

WANTS: To eat things that dream, to drain life from magicians 
NEEDS: To eat, to survive
AVOIDS: Bright light, large flames (small ones it puts out with spittle) 
DESIRES: To spin webs anchored between worlds

 

Perhaps WANTS and DESIRES is superfluous, but I feel like DESIRES implies a sort of advanced, premeditated motive. A wolf wants to eat you but a werewolf desires to taste the fear in your blood. You could string quite a few more of these along but I think more than 4 begins to increase the signal: noise ratio. For more powerful or unique monsters, you could give them unique codes perhaps the evil priest SUPPLICATES demons but then again you could put "supplicate demons" under DESIRES. Perhaps DREAMS (of) or PERISHES (if) could be used for specific flavor or to signal weaknesses. Let's see if we can conjure up a classic Dracula-type with this format.


Vampire (Classic) 

HD 7/AC Maille/Damage 1d6+1

Take a man of nobility, in life who lusts for life, for the finer things, for flesh. Make sure he would do anything to get it. Make sure he can lie, as all good nobles can. Curse him and cut out his tongue so he cannot taste and drain him of all his blood. Bury him in the soil of his homeland. This is one of the paths a man may take to immortality. 

DESIRES: To seduce you, to control you, to live in luxury
NEEDS: To feast on the blood of the living
AVOIDS: Sunlight, holy men, mirrors, others like itself
DESTROYED: By sunlight, stakes of local wood to its heart, decapitation and fire. Nothing else will work for long. 


I like it. Next post I'll discuss how I plan to define a vampire, some fun ideas I have for them and some biological sources of inspiration. 

Life, Pain and Suffering in the Heartbreaker

[A Test - when there are sufficient (2 or more) stakes for a discrete action, assign a relevant die to each stake and roll under the relevan...