Vampire Kingdom

There was an article on the WotC site that went along with the Open Grave (I think) release that was the description of a campaign arc where the PCs are essentially pitted against a vampire kingdom.

I started thinking about what a vampire kingdom would actually be like, played around with the idea a bit, incorporated some great ideas I got from Rel, barsoomcore, RedWick, WayneLigon, and several others over on the Circvs Maximvs discussion board, but I'm thinking that that font of CM discourse may have become tapped out. Either that or I'm just impatient. Anyway, I want to kick it around here with the larger audience and see if I get any more cool ideas.

Here's a capsule profile of the kindgom so far:
  • Vampires are a ruling elite; but the majority of the populace is human.
  • The vampires are organized into houses and clans, each running their own demesne's more or less independently as underkings. The High King has limited political power.
  • The capital of the kingdom is built over the body of the God of Undead, who slumbers deep under the ground. His body exudes a permanent curse-like effect. The city is in constant darkness, as if it were night, as well as the land 'round about for a few miles.
  • The vampires were original noble heroes, who pledged to keep the god of undead trapped forever. Of course, his power, seeping out of the very ground, corrupted them, and turned them into what they are. They are now truly monsters.
  • The vampire kingdom has a caste called the Untouched; favored warriors who serve the vampires, and in exchange are immune (as well as their families) from vampire predation. They keep the peace in the more far-flung areas, and during the day.
  • The populace is cowed partly by fear of the vampires and the Untouched, partly by the orderly safety that the vampires provide (with the exception of their own attacks, of course) and by the chance that they could enter the ranks of the Untouched. It's surprising how much even a tiny hope can keep you going.
  • The clans and houses are constantly in a state of cold war with each other. Spying, assassinations, and machiavellian political manuvering is the order of the day.
  • As the bloodline thins (i.e., more vampire spawn are created) the potency of all goes down. This was an attempt at handwaving away the problem of "why don't the vampires just keep making more vampires until they reach maximum capacity, and then spill into the neighboring kingdoms, etc.?" I don't want to bother with reflecting this mechanically through a house-rule or anything, so I'm just going to make it a vague flavor element and say that "just because."
  • The populace aspire to vampirism. It's sexy, it's immortality (of a sort) and it's priviledge. The most favored minions amongst the Untouched are occasionally turned, especially as killed vampires need to be replaced.
  • The diluted essence of vampirism can be replenished, to a certain extent, by killing and feeding on other vampires, hence the machiavellian politics. Vampires are always trying to lure their rivals into traps where they can kill and devour them, and thereby increase the vampiric essence available to their own clan.
So, here's what I'd like to develop further. Some geography for the kingdom, what the different houses are like (I'd like to do something other than merely steal World of Darkness clans or Warhammer vampire bloodlines, but that's kinda the idea anyway), and especially, what's the nature of this terrible undead god thing buried under the capital city?
 
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My questions:

Are the Untouched immune, or are they immune? In other words, is it tradition and precedent to not feed on them, or are they actually immune from Vampiric blood draining? My preference would be for the first, and I suspect that's what you intend.

Aspirations of Undeadhood: I have this image of the vampires promoting undeath just like the ads about the offworld in Blade Runner.

Diluted Essence: This has echoes of Highlander and the Quickening. Each vampire you kill allows you to gain further vampiric powers - perhaps you could rank powers in the template so that its clear that when you run into a vampire who can actually assume gaseous form, you know you're dealing with a bad, bad, man. Meanwhile the lesser vamps can be like the vamps in Buffy; essentially minions.
 

1) The first. In fact, there are cautionary tales about a clan who allowed their flocks to get poisoned or something, and had to feed on their Untouched. Who promptly rebelled, and the whole clan went down in flames.

2) Yeah, they think their kingdom is neat stuff. Orderly, peaceful... people don't lock their doors at night, people don't fear monster or bandit attacks. Lawbreakers are harshy punished. Ideal society. From a certain point of view. They occasionally throw the dog and pony show for visiting dignitaries, offering to show them the way with a few strategic turnings amongst the nobility, etc. So far, nobody's taken them up on that, but that's OK. They'll just ask their children instead. Or their grandchildren. Or their great-grandchildren, etc.

3) I'm not very familiar with Highlander, but if I remember correctly (and I'm not sure I do) then World of Darkness used to operate like that. Each successive generation was weaker. In this case, the originals are also weaker; they give up some of their power to make spawn. So, taking essence from another vampire clan doesn't make you personally more powerful, but it allows your bloodline to have more power available to create more vampires.
 

Well, in Highlander the idea was of course "there can be only one." Basically its the reverse of what you're suggesting; immortals come into being, but are constantly offing each other, and each one you off gives you more personal power. The immortals had no way to give away power like a vampire. So in your case it could be a give and take; you can use that captured power to gain more personal power (and powers) or you can use it to increase the number of servitors you have.
 

Well, like I said, that's really just a handwavey attempt to put some flavor out there as to why the vampire population isn't out of control. As well as providing an easy justification for their political manuevering. Otherwise, I don't intend on focusing on it at all.
 

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EDIT: Well, that cricket smiley just looks like a little green blob on a black background, doesn't it?

Still... chirp... chirp...
 

I like the concept, but that whole "God of Undeath" seems a little overly-high-falutin' for what is otherwise a fun setting.

Some ideas:

-the city is built on top of the Gates of Hell. Literally. When the heroes stopped whatever entity sought release, it cursed them with vampirism when they prevented it from leaving.

-A vast underground lake exists beneath the city, home to some foul inscrutable Thing that the heroes wakened. If it ever sees the light of day, the world will end.

-the roots of the long-destroyed Tree of Life here stretch beneath the city, and even in death, what remains of the Tree has the power to grant eternal life.....but at what cost?

That's all I got brain-storming-wise for today.
 

Beneath the city (or perhaps at the center) lies the sprawling manse of Kanchelesis, god of blood and vampires.

Deceived by a trickster godling in ages long ago, Kanchelesis is now confined to his crumbling mansion and the warrens below by a terrible curse. Although the exact details are lost to time, the typical vampire limitation of only being able to enter a private dwelling if invited in was somehow reversed. Now, Kanchelesis can only leave his manse if a good hearted soul, of their own free will, invites him out. To this day this has not occurred and Kanchelesis remains brooding in the decaying ruins of his own house.

However, this confinement does not stop him from inviting others to lavish, debauchery filled, days-long revels when the aspect of The Rake takes hold. To be invited and not show is social suicide among the vampire houses. However, there is danger here for sometimes, in the middle of a party, Kanchelesis' fickle nature will take the form of The Beast. The halls then ring with the screams of the hunted as the vampire god preys on his guests.
 

Yeah, I don't like the whole undead god thing either. Here is my suggestion, keep everything except the undead god thing. Do not give any explanation for the eternal night in this one area. No-one knows why.

Its obviously the key to their power. I am sure by the time the PCs get to mid/high level they will have realized this. If not point them towards it.

You players will now deliberate about where this eternal night comes from. Listen to their deliberations and start sprinkling clues that eventually lead to the truth that just happens to be one of their ideas or several mixed together.

Also, on the Untouchables (that will be what your players call them in jest)...
These guys should have some special abilities that allow them to fight vampires. Depending on how long this has been going on it could be a prestige class, a template, or a new race.

The Gith used to be human but they evolved and were able to throw off the shackles of the Mindflayers. The populace should be in some state of evolution that will give them additional powers to take on Vampires.
 

I like the 'no explanation" idea a lot.

I don't like the idea that Untouchables are anything other than human, though I can definitely see a few well-guarded items/rituals that vampires will give their Untouchables when they go on assassination missions versus other vamps.
 

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