The Coetus (Vampires)

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Jun 6, 2020
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With the reveal of greater powers amidst Enarion’s mortal races, the Vampires are now beginning to reveal themselves to this ancient land’s people. These Vampires, although different from the mortal races, pose no true threat to those who do not provoke them. Like society, they live under their own laws, and seek only to serve what they believe to be a greater cause. These Vampires serve under their Sanguin’ehr, the blood of which their altered anatomies derive from, and are bound to serve their Pater until the end of their days.

Magna Sanguis
In order to become a Vampire, a mortal must undergo an excruciating and dramatic process in which they gain few abilities, and at great cost. Vampires are categorized in their own castes, each of which are fit for the different mortal anatomies ‒ including strength and intelligence. Though becoming one of these beings is no small task. A mortal must prove themselves in order to receive the Great Blood (Magna Sanguis), and must continue to prove themselves for the remainder of their days.
In the Magna Sanguis ritual, the Sanguin’ehr will perform a blood bond with that of a mortal, upon which the foreign blood mutates a mortal’s. Through this mutation, mortals will obtain only a fragment of the Sanguin’ehr’s power, along with many of the foreign race’s features. A mortal’s skin will turn white as snow, their pupils will expand over the entire exposed surface of the eye, and the pigmentation of their hair will significantly darken. In addition, a mortal-turned-vampire is granted a piece of eternal life, extending their lifespan to that of five hundred years old, at which they physically age at half the rate of their mortal race; but this comes at the price of the ability to reproduce. The process is excruciating, however, and paralyzes the mortal for a span of three days. There are mere rumors of the feeling which a mortal experiences in this short timespan, and it is rumored to harden a mortal to the extent of which they no longer care for the deaths of loved ones. Upon awakening from this slumber, a mortal notices many changes to their anatomy, and this is the caste which a newly-made Vampire has been assigned.

The Castes
The Castes are split into two categories: those who fit under the Coetus, and those who are referred to as Stultum, or foolish in the common tongue. The Coetus is a group of Vampires accepted by/under the Sanguin’ehr. These Vampires abide by their Sanguin’ehr’s code.

Pythonissam - Pythonissam are the Children of the Sanguin’ehr. These Vampires are capable of summoning darkness, summoning cloaks of pure frost, moving quickly through time, and healing themselves. They are limited to a certain number of magic uses (5) per month (irl day) by their blood. As a Vampire, a Pythonissam needs blood to refuel their magic slots and must rest between months (irl days) before using their slots again. Some magics use more magic slots than others. In addition, they also obtain the strength equivalent of two mortals.

Stultum (Foolish) - This is not a natural-born caste. Stultum are Vampires who have become addicted to the feasting of blood and are now a true monster in nature. They are mindless beasts which lurk in tombs, ruins, and swamps. Whilst being primal (having lost their ability to think cognitively) and strong, their deathly fear of bright light forces them to cower from its source. These creatures are banished from the Coetus.

During unusual circumstances, some Vampires which have strayed from the Code of the Coetus can be referred to as "Stultum," regardless of their anatomical caste.

Darkness - Cast a Darkening Blindness in an area (10 blocks). Similar to a dense fog, this darkness drowns out all sources of light, and allows Vampires to attain their full potential, even in the light of day. This spell's duration lasts until its caster leaves the area. [2 Slots]

Drain - Drain the lifesource of a mortal and heal your wounds. Any part of a mortal’s body, as long as it is flesh, can be touched to drain them of their lifesource, upon which any wounds of a Vampire will be healed. If uninterrupted, this spell does not consume extra slots. One turn will heal a Vampire’s wounds halfway, akin to a scab. Two turns will heal a Vampire’s wounds fully - unscarred in appearance. Three turns will kill the caster's victim. [1 Slot]

Blink - A slow-time spell which allows a Vampire to evade attacks and confrontation. To mortals, a blink appears to be a teleport, but it is simply a quick movement in which reality cannot physically be altered. For further clarification, no person or thing can be damaged or interacted with, and to a Vampire they are simply moving through slowed time. This spell allows its caster to "teleport" ten blocks, on top of their ten block movement turn. Additionally, a blink may not be used to cover any distance in order to attack a target. [1 slot]

Cold Cloak - A spell which summons the frost of the highest mountains and grants a Vampire protection against hot weather. Serves as a cloak over their form. [1 slot]

Second Skin - A spell which summons a shell of magic over a Vampire’s form. This shell serves as a shield, or a second-skin, which prevents any element of damage from harming a Vampire. The shield can last three turns passively, but “explodes” once struck, and sends a gust of energy strong enough to stagger any mortal within two blocks; which breaks the spell in the process. [1 Slot]

Code of the Coetus
  • Abide by your Pater and do not stray far from him.
  • Do not slander the name of or raise conflict against your Pater.
  • Do not make the Coetus’ location known to any outsider.
  • Do not assist Stultum.

Severing a Blood Bond
A blood bond can be severed by the Sanguin’ehr at any time. The severing of a blood bond is no small matter, however, and ultimately means the death of a Vampire. When the Code of the Coetus has been broken, a Vampire is labeled Stultum ‒ regardless of their caste. The breaking of such code is considered a great dishonor to the Coetus and its Sanguin’ehr, and denotes the end of a Vampire’s service to their Sanguin’ehr. Precisely how a Vampire is severed is not common knowledge, even to the Coetus, and remains purely an affair of the Sanguin’ehr.


“Let food be thy medicine and medicine be thy food.” - Hippocrates

A meal is of great importance to any living creature, and for Vampires that remains true. When a mortal is first turned Vampire, they will be starved of blood, and so they are reborn into a test of sorts. It is a common misconception that a starved Vampire is a crazed one ‒ instead, a starved Vampire is an ill one. It is the Vampires who have overfed that become insane. As such, feeding is a necessity to any Vampire, especially those who use their blood to cast their magics.
Feeding on a mortal will fill your blood slots. This feeding does not mean the death of a mortal, as it is a transaction akin to donating blood; though feeding too much from a source at one time will lead to death. When a feeding is complete, a Vampire will take on the form of their mortal selves, and will not have any physical features which reveal their true form. Over time, or as blood slots are used (for Pythonissam), a Vampire will take on an appearance akin to the Sanguin’ehr. The features affected by both states include teeth, eyes, hair, ears, and complexion. As previously mentioned, blood slots will be used passively over time, and will completely empty over the course of a year (irl week). As a result, Vampires must feed every year to avoid starvation, and their hunger keeps them busy in their hunt for a reliable blood source. Additionally, livestock can be feasted from to fill your blood slots; though their blood is futile, and does not count towards a magic-based blood slot.
On the other hand, overfeeding can be a true hazard to a Vampire’s mental state. Although a requirement for their survival, blood also serves as a stimulant, and can drive a Vampire into a state of insanity. This state of insanity warps the anatomy of a Vampire to which the Coetus refer to as, “Stultum;” a terrifying caste which drives Vampires to a mindless and feral addiction. Stultum are seen as inferior in the eyes of the Coetus, and are preyed upon like runts of a pack.

Further Clarification
  • Feed once per week at the least, lest you become ill.
  • Do not feed more than three times per week, lest you become Stultum.
  • Livestock blood fills your blood slots with futile blood (incapable of being used for magic).
  • One source can fill a single vampire's blood slots without change. Filling two vampires' blood slots is possible, though will temporarily weaken an individual (for three in-game days). Filling three vampires' blood slots means certain death.
  • As Pythonissam use their magic, their blood slots are used, and their appearance is altered. A Pythonissam's appearance begins to change once their blood slot count falls below two, but will change any time magic is cast.
  • Normal food can be eaten, but it does not fill your blood slots.

In the time of the Sanguin’ehr, their predatory world was one graced by two silver suns. However, like all predatory ecosystems, there is always a bigger fish. The Sanguin’ehr were damned by the Blood Sun ‒ one of the silver suns which became a red giant over time. This Blood Sun slowly consumed the world of the Sanguin’ehr, which forced the race further from its light. The race suffered for ages under its intense heat, until they were forced to leave their homeworld at the time of the Blood Sun’s full expansion. These ages left their mark on the Sanguin’ehr, and time physically altered their anatomy to better suit dark environments and cool climates. As a result, they despise light of any source, and are significantly less resistant to heat. Having been mutated by Sanguin’ehr blood, their phobia of light and weakness to heat applies to Vampires, as well.
In the presence of light and sunlight, while in their mortal form, Vampires’ eyes are unaffected by the lightsource; however, if they are in their true form, light sources are blinding and painful to the Vampire eye. While this is a price to pay, Vampires can see much more through darkness than the mortal eye can. Similar to light sources, the same applies to heat and cold - however, a Vampire’s resistance to certain temperatures is invariable no matter the form they manipulate. A Vampire will always be resistant to cold and weak to heat. Fire to a Vampire is extremely lethal, and burns through their flesh at twice the rate it would a mortal’s flesh. Although quicker, the experience is much more painful to a Vampire, as well.

Further Clarification
  • Blinded by Light (while in Vampire form)
  • Improved vision in the dark (while in Vampire form)
  • Extremely weak to fire and intense heat
  • Immune to cold

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Jun 6, 2020
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- Blood slot and feeding clarification
- Removal of Eques caste
- Changes to the "Blink" spell
- Integration of strength perks to the Pythonissam
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