© 2012 - 2019 Hypatia Rose Press, LLC. All content on this website is the protected property of the owner. No portion of this website may be copied or redistributed in any way, digital or print, without the written permission of the intellectual property holder.

Blood, sex, and ghosts... in no particular order. 

Epic & mundane stories set across the face of many hidden worlds. 

Anatomy of the Vampire
From the notes of Marquis Jean-Ignace de Claix

 

IMMORTAL TRAITS

 External Traits

 

-Will die in sunlight or if they get close to a source of great heat, such as a bonfire. The immortal heart responds to heat in a competitive manner, cooking the immortal involuntarily from the inside out.

 

-Possesses an expanded palate, allowing them to taste many things that mortals cannot. All blood thinners have an obnoxiously foul smell/taste (garlic, pineapple, etc.).

 

-Can imbibe wine and spirits as well as blood. Alcohol and pharmacopeia retain their effects upon immortals in a similar manner to mortals, but it cannot nourish. The immortal heart filters such impurities.

 

-Possesses a severe allergic reaction to unworked, cut wood. When handled externally, it creates a flush and mild burning of the anima near exposed regions. When applied to the heart, the effect is paralytic. Sending the immortal into a sustained coma, shutting down the factories of the burning heart until the obstruction has been removed.

 

-Silver feels cool against the skin and gold feels warm. No ill effects have been noticed or reported otherwise.

 

-Can see stars in all forms of still clean water or staring spectral bodies in dirty still water. Purpose unknown.

 

-Possesses a severe skin allergy to religious or superstitious items that have been charged to turn them away or harm them. These objects in the hands of a vampire hunter can become immeasurably deadly. The exact scale of this effect has been challenging to come by though there does not seem to be any correlation to which method of superstition is greater than another at this time.

 

Internal Traits

 

-Possesses a burning liquid heart contained within a hard, bony shell which calcifies at the time of turning. The heart pulls blood from a sac located in the abdomen into itself, whereupon it is heated and refined before finally becoming anima.

 

-Possesses a functional set of lungs powered by and directly connected to the burning immortal heart. The lungs function much like the bellows of a forge, assisting in the conversion of mortal blood to immortal anima. The lungs also pass anima through the body.

 

-Possesses a blood sac located in the abdomen which connects directly to the heart. The sac fills with blood at the time of feeding and remains full until all has been converted to anima. An empty sac causes no discomfort to the immortal.

 

-Possesses an anima-based circulatory system powered by the lungs which takes residence, with few alterations, within the pre-existing channels of the mortal system. The circulatory system both stores anima evenly throughout the immortal body and concentrates it in particular regions when desired.

 

-Possesses a fluid layer of anima just behind the retina, similar to the tapetum lucidum found in nocturnal animals, which amplifies and reflects small amounts of light. Thus, allowing the immortal to enhance their vision in darkness.

 

-Possesses a set of two highly sharpened retractable upper cuspids. Note: The lateral incisors of the Accedo and Luperci families also possess this trait. As yet, the Nosophoroi and their Nosferatu kin do not demonstrate this level of uniformity--perhaps owing to their hybridization with the Death Spawn.

 

-Possesses an anesthetizing anima-based saliva which neutralizes pain and speeds healing within an open wound. Has no noticeable topical effect.

 

Addendum: An immortal may not be killed unless their heart is completely destroyed. The heart may be severed from the body and regrown in large quantities of anima at a later date. Provided the heart-shell is never exposed to sunlight, the heart of an immortal may persist dormant in this state in perpetuity.

The Blood Legacies Glossary
Terms of Amusement

 

Anima: Immortal “blood.” Highly flammable, somewhat intoxicating for mortals, very tasty for immortals.

Animations: Supernatural abilities possessed by immortals. Not used to refer to abilities used by other undead.

Anomalies: Other as yet undefined or unknown forms of undead. There seems to be an unlimited supply of undead types. 

Ara Terra: A black stone laid into the earth that collects blood from a sacrifice and transfers it to an immortal’s body over any distance. Highly illegal in areas ruled by the Parabolani.

Belua: An older term for  any animal that has been fed anima and trained to be a supernatural companion.

Bloodline: A subset within a single family, led by the eldest conscious member of a direct line.

Blood Magic: A collection of supernatural “magical” abilities possessed by the Sanguema & Necroma societies, as well as the Dracena & Umbrama families.

Bloodmorphs: Similar traits that pop up frequently, yet somewhat randomly, within a family. May also refer to a common trait, appearance, or ability.

Blood Spawn: A mortal returned to “life” without the aid of a parent. Randomly created undead with unknown abilities or methods of destruction.

Bloodstone: A hardened brick of vampiric currency made from Anima. The Debrii are responsible for their creation and currency value.

Companion: An immortal term for an unrelated mortal who is a friend or lover. Companions must regularly consume anima to prevent aging. Older companions may learn animations.

Cordeus/Cordea: The fiery liquid heart that burns within an immortal’s chest, protected inside a hard bony shell. It is responsible for the creation of anima and the source of animations. To kill an immortal, the cordeus must be destroyed—or else the immortal could still regenerate and return one night.

Corlappe: Also known as “heart thorns” are wooden stakes specifically carved to immobilize an immortal and some blood spawn.

Death Spawn: A group of mortals who suffered a tragic or sudden end who are returned to “life” together. They possess a toxic bite that can transform an immortal into a Nosophoroi.

Dream Cloud: The world of dreams where mortal magi create their own reality and the Eani family take over the minds of unsuspecting sleepers. To everyone else it is not a place, just a state where dreams occur in the resting mind. 

Genti: A mortal who is a blood relation to an immortal. Awakened genti have been acknowledged and anointed in anima to activate their supernatural connection to their immortal family member. Unawakened genti live and die as normal mortals and are not initiated into their family’s mysteries. Also see: Syndex.

Heccus: A horse that has been fed anima for a minimum of 25 years and has become carnivorous. They serve as companions to immortals. Commonly referred to as Night Mares and Hell Stallions. 

Icon: A plaque bearing the likeness of a cult’s immortal founder that transfers anima and energy to the immortal and their bloodline. Highly illegal in areas controlled by the Parabolani.

Immortal: A type of undead who are initiated into immortality by another. Immortals fall into renecrosis, possess animations and fall into known family categories. No other form of undead are referred to by this term.

Legacy: The number of beings dependent upon the blood of an immortal. Includes children, lovers, genti, companions, belua, and other immortal vassals.

Macumhel: The fabled world of pure immortality where no one eats and no one can die. Few immortals have ever accessed it and only then they can only make use of its tunnels--known as the Umphaloi, the umbilical cord of the world.  

Masalum: An ancient and nearly forgotten dead world that can be accessed through the mirror magic of the Umbrama family. It is still filled with untold monsters and powerful relics. No light has shown on Masalum since the planet was murdered thousands of years ago. 

Manes: The spirits of the angry and restless dead. Known to cause problems for immortals who kill too frequently.

Necroma: A collection of immortal necromancers who care very little about matters on Earth--they prefer to meddle in the world of the truly dead.

Necrosis: The death of the mortal body and rebirth as an immortal. 

Nosophoroi: The “insufferable” ones. The poor mutilated immortals who have been bitten by a Death Spawn and now carry its sickness.

Nosopholopos: A unique ability possessed by Nosophori, similar to blood magic. Cannot be learned by outsiders.

Obligation: A collective term for a vampire’s burden of responsibility to live within their means. Can also refer to illnesses caused by carelessness. It is believed that obligation sickness is caused by “disrespecting the natural order.”

Parabolani: An ancient immortal society founded, by the first Nosophoroi, to bring down the corrupt cults of the old gods. They freed the immortal slave families of the former Roman Empire and its allies. Presently a religious institution devoted to spreading the religion of the one true god. 

Parentes: Deceased ancestors, both mortal and immortal, who will protect their descendants if properly honored.

Peccus: A hound that has been fed anima and trained for a full year to be a companion to an immortal. Must be fed anima periodically to retain its supernatural abilities and to prevent aging. Sometimes referred to as a blood-dog.

Pleroma: The name for the collective micro-worlds of the Sanguema. Purported to exist somewhere beyond the edge of the dream cloud.

Renecrosis: A period of regenerative sleep that an immortal enters in order to mature. Renecrosis is involuntary and the timing is tricky to predict. It occurs roughly around the anniversary of necrosis at various ages.

Sanguema: An immortal society of blood mages who build micro-worlds and bring magic to the Earth. 

Syndex: A family of genti who are descended from an immortal who is over 1,000 years old. It is a mark of high status among genti families. Syndex families rule the world.

Sopor: A death-like recuperative sleep that immortals fall into naturally when heavily wounded or when their obligation becomes too much to bear. Sopor can also be voluntary if the immortal simply doesn’t want to be awake anymore. 

Typhoeus: The world of storms where the ancestors of the first Dracosangue came from. 

Underworld: The realm of the dead where souls go when the body is done. A very complicated place filled with terrifying sub-levels, mysteries, and no shortage of monsters. 

Immortal Families
With a little "Who's-Who"

 

Accedo: A family of hunters whose animations excel at entrapping prey and feeding efficiently. Considered one of the barbarian families who live on the fringes of civilization. Accedo in Eternity: Hotaru--Count Cipactli of Tijuana.

Adami: A family of mercenaries and entertainers whose animations excel at making a scene. One of the old slave families of the Roman Empire--used as gladiators, actors, and mercenary meat. Adami in Eternity: Hotaru--Lina & Gunner.

Aliquant: A family of shapeshifters and architects whose animations excel at changing the size of objects as well as themselves. Considered one of the civil families who helped shape "civilization."

Aypetion: A family of soldiers whose animations excel at protecting allies. Considered one of the ancient families. Aypetion in Eternity: Hotaru--Kurt, Scott, & Johnny Boy.

Bidene: A family of perfectionists whose animations excel at repairing damage and improving the world around them. One of the old slave families of the Roman Empire--used as "sacrifices" to the old gods. Bidene in Eternity: Hotaru--Candy, Antoine, Hotaru, Katrine, Shannon, & Frederico. 

Consuial: A family of physicians and body artists whose animations excel at surgical procedures and physical modifications. Considered one of the barbarian families who live on the fringes of society. Consuial in Eternity: Hotaru--Jose.  

Debrii: A family of bankers and alchemists whose animations excel at preserving and converting anima and valuables. Considered one of the civil families who helped to shape "civilization." Debrii in Eternity: Hotaru-- Nero the Banker. 

Dracena: A family of dragon-blooded storm wizards whose animations excel at... weird dragon stuff. Considered one of the ancient families. 

Eani: A family of dreamers and kings whose animations excel at mind control. Considered one of the civil families who helped to shape "civilization." Eani in Eternity: Hotaru--Ashton Crane, Baron of La Jolla. 

Elu: A family of water workers whose animations excel at controlling water and various other liquids. Considered both one of the ancient familias and was one of the old slave families of the Roman Empire--used as food by the other families. 

Luperci: A family of animal shapeshifters whose animations excel at communication and transformation. Considered one of the barbarian families. Luperci in Eternity: Hotaru--Count Lucian of San Diego.

Orari: A family of clairvoyants whose animations can see the many paths of the future. Considered one of the spiritual families. Under sanction by the Parabolani. 

Querit: A family of vocalists whose animations excel at communication. One of the old Slave Families of the Roman Empire--used as messengers and heralds. 

Umbrama: A family of mirror mages whose animations excel at interacting with the dead world of Masalum. Considered one of the spiritual families. Umbrama in Eternity: Hotaru--Raul & Eva.

Utsahi: A family of hunters whose animations excel at stalking and capturing other supernatural creatures. Considered one of the spiritual families. Utsahi in Eternity: Hotaru-- Kojiro, bodyguard of Count Lucian.