Assington Vampires

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The Beginning

The vampire starts within the medieval age of Assington. Assington is a complete monarchy ruled over by a young, arrogant king. The council of High Mages advised the king on the well being of the nation and are sworn protectors of the people and the land. Besides humans, there is a significant elven population scattered amongst the forests of the nation.

There was an uneasy history between the humans and elves as it was tainted by the blood of a long war. Whilst they lived in peace afterwards, it was an uneasy peace and humans just tended to stay away from elves, save for the wise mages.

It was one of this mages that kick started things. Daveon, a High Mage and one of the most respected in the arcane community was lurking about in the dark arts in a search for more power. Daveon summoned a powerful demon known as the Barklor. This breed of demon had been at constant battle with the elves of Assington for centuries yet the humans assistance had prevented them from entering Assington ever since they were banished by the combined might of the elves and humans. And yet Daveon summoned this demon.

The mage proposed that the demon share his body in exchange for dark powers. Unfortunately Daveon underestimated the power of such a demon and was eventually overwhelmed and swalloed up by the might of the demonic creature. And so Daveon and the demon became one, a hybrid of human arcane power and higher demon. This being was known as Marduk.

During a rampage throughout a human village, Marduk suffered several wounds from the village defenders, spilling his hybrid blood everywhere. Through mere chance, this blood managed to enter the bodies of five human villagers. Over the next few days these humans experience odd changes as a sickness struck them down, essentially killing their bodies yet keeping the brain alive.

Skadi, Idun, Uller, Svartel and Lysar (Zardon) emerged as changed people. These were the first vampires of Assington.


The Concept

These vampires obviously have a demonic background. This background has lent them many attributes of demon kind, yet they are their own creatures. They are not under the dominion of demon lords, nor do they fully exist within the world of humans.

To understand the Assingtonian vampire, one must examine its weaknesses, strengths and abilities.

Abilities, Strengths and Weaknesses

  • Immortal (but not invincible)
  • Fire kills
  • Sun kills
  • Silver hurts
  • All normal attacks may hurt but not kill.
  • Severing of limbs does not kill (can be put back on and healed, save for beheading)
  • Supernatural speed, strength and endurance/resistance
  • Telekinetic and Telepathic powers
  • Flight (only the older vamps, 500yrs +)
  • Can climb walls/ceilings
  • Silver bullets to the head killl

Immortality

As is the case with many Barklor, these vampires will not die of old age. Unless killed, they live forever.

Fire

Fire is more lethal to vampires than ordinary creatures. This is because their blood is highly flammable. If a vampire is set on fire, he/she will go up very quickly unless the flames are extinguished immediately.

The Sun

The mixture of demon and human has produced an unnatural weakness to the rays of the sun. The rays have an odd reaction with vampiric flesh, causing it to heat up and eventually catch alight. Obviously the issue of flammable blood finishes the vampire off. It should be noted that UV ray related weapons don't have the same effect.

Silver

Silver is not a natural weakness of the vampires but is a result of sorcery. Sithaer (Assingtonian high mage) cursed Marduk with a spell that would spread to all of his offspring, making the touch of silver highly painful and potentially lethal to Assingtonian vampires. Silver also prevents healing of vampires until the object is removed and even afterwards the vampire will heal much slower. Silver bullets to the brain are lethal.

Physical Attacks

A vampire is not immune to broken bones, torn muscles, bruises and other such physical injuries. The fact that they have a rapid rate of healing means such injuries are not as significant to a vampire, but they can be injured in many ways as humans can. Note that they can be knocked unconscious, yet don't tend to stay out for long periods of time.

Vampiric Blood

The blood of a vampire is a very interesting substance. Whilst it poses the danger of being highly flammable, it also provides great benefits. It is the vampiric blood that gives the vampire their rapid healing and supernatural powers. The more blood they possess within them, the faster they can heal and stronger they are. It can also be used to heal the injuries of others. Note that vampires can die from loss of blood or starvation.

Severing of limbs

Due to the healing properties of their blood, vampires can lose their limbs yet if the limb is retrievable, they are able to put it back in place and over time their blood will heal the wound. This does not work with the head. Vampire will heal after losing a limb, even if it cannot be salvaged.

Beheading

Beheading is an instant death for a vampire. Without the brain, the body quickly loses all life and the brain fails without a source of blood to keep it living. A beheading can be performed with any material, silver is not necessary.

Supernatural Strength/Speed/Endurance/Reflexes

The main advantage over humans that vampires possess is their supernatural abilities. Even the strength of a fledgling outweighs that of most humans, as does their speed, physical endurance and their senses. They can see further and clearer, hear further, smell better and generally out do humans. They are not perfect of course, but they are superior. These abilities can be given momentarily to humans by giving blood.

Jumping

Due to their superior strength/speed and reflexes, vampires are able to jump great heights/distances or drop from great heights. They are able to use their mental powers to land safely and direct their movements. The older the vampire is, the higher they can jump.

Psychic Abilities

Another ability passed on from the demons was powers of the mind. Vampires possess the ability to speak to others with thoughts and even listen to the thoughts of those that do not shield their minds. Those particularly weak minded may even find that a vampire can influence their actions. Besides this telepathy, vampires also have very strong telekinetic abilities. They are able to move objects quite easily with their minds and as they grow in strength, heavier objects become easier to move. Note that they do not possess an unlimited ability as excess use causes mental weariness.

Flight

Flight is basically an extension of telekinetic powers. Once the vampire reaches around the age of 500, they are able to focus their mental powers enough to lift and direct themselves through the air for prolonged periods and at speed. Those of younger age are not privy to such powers.

Siring

Every vampire possesses the ability to sire another vampire. This is done via the transfer of blood. The vampire drains the soon-to-be fledgling of the majority of their blood, then allows their own blood to pass into the victim. After ingesting enough blood, the victim will begin to change over the next few hours as their body dies and they fully become a vampire. The older the vampire that sires, the stronger the fledgling will be. It should be noted that vampires can give their blood to humans without draining them, a sort of 'temporary vampire'. This gives the human some vampiric abilities for a short amount of time.

The Brain

The brain is a vampire's most important asset. Since the rest of their body is essentially dead, it is the brain and blood that sustains a vampire. The brain is kept alive thanks to the vampiric blood and so the need to feed is created in order to sustain the brain. Without fresh blood, the brain begins to slow down and the vampire loses strength. Due to the massive amount of blood in the brain, silver bullets are necessary to kill the brain, otherwise it can heal.

Age

Age is simple with vampires. The longer they live, the stronger they become. Ancient vampires are freakishly powerful due to their longer existence. Blood intake can also influence strength, but not as significantly as age does.

Religion

Religious words, symbols and other such associated things have no effect on vampires at all. Same goes for garlic, wooden stakes and many other myths.

Defying Gravity

Whilst younger vampires cannot fly, they can use their telekinetic powers to climb flat walls or cling to ceilings. This is done with relative ease and can be sustained for some time.

Age Classifications

Fledgling: Birth → 200yrs
Neonate: 200yrs → 500yrs
Elder: 500yrs → 1000yrs
Ancient: 1000yrs +


Facts About the AV World

The Nation

The AV series is set within The Democratic Dicatorship of Assington, more specifically Emerald City upon the north-eastern coast (MAP). Whilst there are vampires all over Assington, Emerald City is home to the largest population and even provides residence to several ancients such as Skadi and Hondur. The largest coven in Assington is based in this city, under Hondur's rule.

There is an overall acceptance that vampires exist within the nation and many of them are legal citizens, unfortunately many more are not and this is where the Vampire Police (VP) come into play. They govern all issues regarding vampires and whilst are meant to operate within standard police regulations, often resort to more brutal and direct methods.

The Vampire Police (VP)

Even since the laws passed to allow vampires were passed, a government funded organisation was created to uphold these laws. The VP are permitted to govern all affairs regarding vampires and so have the power to arrest vmapires and humans alike. Vampire hunting without VP authorisation is illegal and anti-vampire organisations like those first founded back when vampires were introduced and vampiric covens are also highly illegal. The VP have full rights to break up such organisations however they see fit.

Originally the VP of Assington were bound by strict regulations but over recent times the government have come to realise that these men need more freedom to do their jobs effectively, and so some of their more questionable actions are usually ignored by the government. Without the hard work of VP officers, Assington would be overrun by vampiric gangs and thugs, preying upon the innocent population.

The VP are fully equipped with a range of items to make their jobs easier. These include assorted firearms, electronic computer devices, explosive devices, vehicles, blades, constant silver supply and also enjoy new gadgets being created by government employed scientists.

The Laws

After much heated political debate it was finally accepted that vampires would become legal citizens of Assington. In order to prevent undesirable events, laws were created to govern these new citizens.

  1. All vampires must register their images, name, birth year, second birth year, sex, residence, fingerprints, DNA and any other necessary information to become a 'legal vampire'.
  2. It is illegal for a vampire to feed off a human that does not give their full consent to the conditions of the feeding. Illegal feeding resulting in death is punishable by death. Other illegal feeding can incur varied punishments.
  3. Vampires are permitted to feed through government operated 'Blood Banks' and programs such as 'Eat a Criminal'. These programs are highly regulated and fraudulent actions may result in detainment.
  4. Unauthorised vampire hunting by citizens is illegal. As are organisations for said purpose. Those guilty of such may face legal actions according to judgement of the VP.
  5. Vampiric covens are illegal and are to be broken up under VP jurisdiction. Coven members are exposed to legal and VP action. VP have full power to seize and destroy coven residence.
  6. The Vampire Police (VP) have full power to deal with vampiric issues of the cities and nation. All activities shall be subsidised by the government.
  7. All vampires must carry their Vampiric Indetification Cards with them at all times or face detainment.
  8. A human is within their rights to end the life of a vampire if they attempt to feed upon them without consent.
  9. Permission to sire another vampire must be applied for with the government before any such activity can occur. Both parties must approve the government shall deem whether it is acceptable.
  10. Vampires are not allowed to carry weapons of any sort.

Miscellaneous Facts/Stats

Players Involved

(#) = amount of AV RPs that player has participated in

Assington (4)
Tarlachia (4)
Valient (3)
Gorgamin (1)
The Golden Simatar (3)
The Gothic Underworld (2)
Wandering Argonians (3)
Mikatopia (1)
A Few Rich People (1)
Redeemed Heroes/Reformed Velmora (3)
Mercenary Soldiers (1)
Five Civilized Nations (2)
Callisdrun (1)
Starblaydia (1)
Gawdly (1)
Der Fuhrer Dyszel (1)
Quin a (1)
Menoth (1)

Timeline

This is not a universal timeline but that based upon the first official records of an Assingtonian mage to record time.

1585: Marduk comes into existence, leads to the birth of Skadi, Svartel, Idun, Uller and Zardon (Lysar).
1587: Uller and Zardon are killed.
1592: Marduk is banished, Idun and remaining elves leave Assington. Svartel leaves Assington.
2183: Skadi sires Hondur
2208: [AVI] - Skadi sires Maximus. Hondur is captured by AVO forces. Massive war between AVO, VP, AGO and the Hyraphore floods through the streets. ------> Destruction of AVO and AGO. Hondur is banished from the presence of Skadi and Maximus.
2358: [AVII] - Hondur forms his own coven which quickly grows to incorporate a large majority of vampires. Alexander Kelsing attempts to take over Hondur's coven ------> Another war between human vigilantes, Hondur's coven, VP and the Hyraphore. Hondur is captured by the government and becomes leader of new organisation (ASHVO)
2443: Skadi and Maximus aid a vampiric coup in Tarlachia. Stephen Malone is bitten, leading to his eventual vampirism.
3613: Sigrun is born.
3617: [AVIII] - Hondur abandons ASHVO and returns to his coven. Skadi and Sigrun return to Assington. The hyraphore use lychans to start a war. Emerald streets are filled with vampire Vs lychan battles. Hondur's coven attacks the Hyraphore. The Noble vampires of The Gothic Underworld come to the aid of Skadi. Another coven, lychan, VP war occurs through the streets and ends at a newly constructed mall. The mall is destroyed, as is ASHVO. Alexander Kelsing dies and Skadi is badly injured. ------> Recovery slumber.
3873: [AVIV]

Note: 1585 Assingtonian years is 138BC

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