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  1. The Elder Scrolls: Tamriel
  2. Lore

Vampirism

The Curse of Undeath

Vampirism is a Daedric corruption of life and death, not a simple affliction. Those who bear the curse exist in deliberate defiance of the natural order ordained by the Divines, sustained by stolen vitality rather than breath or blood of their own. The curse is most commonly tied to Molag Bal, the Prince of Domination, whose will reshaped mortal flesh into an eternal predator—undeath as ownership.

Unlike lycanthropy, vampirism is not about instinct or balance. It is about control: over hunger, over others, and ultimately over mortality itself. Every vampire carries an echo of its origin—subjugation given form.


Origins and Daedric Bond

The first vampires were created through Molag Bal’s direct violation of mortal bodies and souls, producing beings that neither live nor rest. Later strains arose through blood transmission, ritual initiation, or corrupted necromancy, but all variants share the same metaphysical truth: the soul is anchored imperfectly to the corpse, animated through Daedric resonance rather than divine breath.

Where lycanthropes are tethered to Oblivion in death, vampires are partially displaced during life, existing halfway outside Arkay’s cycle. This is why resurrection magic struggles to reclaim them, and why sunlight—symbol of Aetherius—burns them so deeply.


Vampire Bloodlines

Vampirism does not manifest uniformly. Its expression varies by lineage and region, shaped by culture, ritual, and patronage. Common expressions include:

  • Pure-blood vampires: Direct descendants of Molag Bal’s original rites; exceptionally powerful and spiritually anchored.

  • Clans and Bloodlines: Structured strains with unique disciplines, often forming hidden dynasties.

  • Feral or Lesser Vampires: Newly turned or weakened undead, ruled almost entirely by hunger.

All bloodlines share the same foundational curse, differing only in how refined or restrained their undeath becomes.


The Nature of Hunger

Blood is not sustenance; it is stolen life force. Feeding temporarily reinforces the soul’s tether to the corpse, sharpening physical form and willpower. Starvation weakens that tether, causing decay, madness, and eventual loss of control.

Importantly, vampires do not age. Their bodies are frozen reflections of the moment they died—perfect, scarred, or ruined forever. Identity persists, but growth slows to glacial pace, encouraging isolation, obsession, and manipulation.


Vampirism: Mechanical Framework (5e)

These rules mirror the philosophy of vampirism: controlled power in exchange for escalating vulnerability and moral erosion.


Undead Physiology (Passive Traits)

Undead Nature

  • Creature type becomes Undead in addition to humanoid.

  • Does not need to breathe.

  • Immune to disease and poison; resistance to necrotic damage.

Dark Empowerment

  • Strength or Dexterity (player choice) increases to 18 while not starving (unless already higher).

  • Advantage on Charisma (Persuasion or Intimidation) checks against creatures that can see the vampire’s eyes.

Supernatural Regeneration

  • Regain 5 hit points at the start of each turn if not in direct sunlight or running water and if the vampire has at least 1 hit point.

  • This regeneration ceases until the end of the next turn if the vampire takes radiant damage.


Blood Hunger (Core System)

Hunger Levels (0–4)
A vampire tracks Hunger, increasing by 1 level every 24 hours without feeding.

HungerEffects0 (Sated)Full control. Advantage on Charisma checks.1 (Thirsting)No penalties. Hunger noticeable.2 (Starving)Disadvantage on Wisdom checks.3 (Ravenous)Disadvantage on attack rolls not made against living creatures.4 (Feral)DM may assume control during stress; must feed if possible.

Feeding reduces Hunger by 1 level per humanoid creature fed upon (DM discretion for lesser creatures).


Vampiric Bite (Action)

Bite

  • Melee Weapon Attack: Strength or Dexterity + proficiency.

  • Hit: 1d6 + modifier piercing damage, plus 2d6 necrotic damage.

  • The vampire regains hit points equal to necrotic damage dealt.

  • Feeding in this way reduces Hunger normally.

A willing or restrained creature automatically fails the save.


Compulsions of the Curse

Invitation Rule

  • A vampire cannot enter a private residence without invitation from an occupant.

Running Water

  • A vampire that starts its turn in running water takes 10 radiant damage and cannot regenerate that round.

Sunlight Hypersensitivity

  • In direct sunlight, the vampire:

    • Has disadvantage on attack rolls and ability checks.

    • Takes 10 radiant damage at the start of each turn.

    • Regeneration is suppressed.


Death and Undeath

Destroyed Body

  • When reduced to 0 hit points, a vampire becomes misty and unconscious, retreating to a resting place (coffin, grave, or lair).

  • If prevented from reaching rest within 2 hours, the vampire is destroyed.

True Death

  • A vampire is permanently destroyed if slain in sunlight, running water, or staked and beheaded according to ritual method.


Resurrection and the Soul

  • A vampire’s soul is anchored imperfectly; resurrection spells require a DC 16 spellcasting ability check.

  • On failure, the soul refuses or is bound elsewhere, often claimed by Molag Bal.


Social and Religious Consequences

Most cultures view vampirism as ultimate heresy: a refusal of death and of divine judgment. Temples of Arkay, Stendarr, and Meridia actively hunt vampires. Some societies, however, tolerate them as secret tyrants, scholars, or shadowed nobility—proving that vampirism thrives best where fear and ignorance coexist.


Cure and Redemption

Curing vampirism is rarer than curing lycanthropy. It requires:

  • Severing the Daedric corruption through divine ritual, or

  • Voluntary submission of the soul to Arkay’s judgment, often at the cost of life.

Those cured frequently age rapidly or die shortly thereafter, as time reasserts its claim.


Philosophy of the Undead

Vampirism embodies the sin and seduction of refusing the end. Where mortals accept death, vampires deny it. Where life must be earned, vampires take. Their curse grants intelligence without growth, eternity without peace, power without meaning.

Some believe vampirism is freedom. Others know it is only fear made immortal.