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		<id>http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=6028</id>
		<title>Sundren Laws</title>
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		<updated>2011-01-14T17:33:54Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Recent Ordinances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren System of Law=&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times. Rumors persist that the Banites have their influence as well, though it has never been proven.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state. The most lawful area is, of course, Sundren City. Additionally, Port Avanthyr is highly protected, being a major route for commerce. Law enforcement and presence of the Legion diminishes the further you travel from these centers of government and business. Sestra has a lower presence of the Legion and relies on the local militia, called the Corsairs, and volunteers from the Arbiters&#039; Alliance for enforcement. To the north, Aquor has an even smaller Legion presence. The Thayan Enclave is charged with protecting its citizens, but they limit their enforcement to within the town walls. Outside those walls, lawlessness is rampant.&lt;br /&gt;
&lt;br /&gt;
The fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is often highly-dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly. One may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
==Governmental Structure==&lt;br /&gt;
The Oligarchy of Arbiters governs Sundren. The position is for life. Members&#039; names are kept secret. When one of the Arbiters passes on, the other Arbiters hold a vote to elect a new council member.&lt;br /&gt;
&lt;br /&gt;
Sundren is headed by a council of seven Arbiters. Five members are chosen from Sundren&#039;s nobility, elected to their roles by other members of the Arbiters. It is not uncommon for former Stewards to inherit the rank of Arbiter when the man they serve passes on. The remaining two posts are reserved for the Left and Right Hands or their due representatives. The names of the Arbiters are otherwise kept secret as a security measure.&lt;br /&gt;
&lt;br /&gt;
The seven Arbiters meet on a weekly basis to discuss policy, direction and the situation within Sundren. For the most part, this is a regimented affair as most of the politics are resolved prior to the meetings. The Stewards resolve most of the minor matters on their own.&lt;br /&gt;
&lt;br /&gt;
At each New Moon a greater assembly is held. This assembly includes the Steward and the Exarches. This meeting is open to (acceptable members of) the public, most notably the Noble families who are not on the council. The stewards report their actions to the Arbiters prior to this meeting, both to brief them on minor decisions made and as a check to ensure the Stewards do not overstep their bounds. The Arbiters hear the meeting from a secret chamber and respond, but keep their identities hidden from the public. This meeting is used to gauge public opinion, and for the public to air grievances, problems and ask for higher justice.&lt;br /&gt;
&lt;br /&gt;
==General Imperatu Verinus==&lt;br /&gt;
The general of the Legion is what holds the men&#039;s respect, he is an inspiring leader: General Imperatu Verinus. However if he were to sway from the will of the Arbiters he would lose much of his influence with his men, as well most of his men are Sundren natives so as long as he holds the ideals of the common people the Legion itself will remain highly disciplined. The general is loyal to the Arbiters.&lt;br /&gt;
&lt;br /&gt;
==Arbiters==&lt;br /&gt;
Leading council of Sundren, currently consists of:&lt;br /&gt;
Left &amp;amp; Right Hands (ongoing positions)&lt;br /&gt;
Five others (unknown to the public)&lt;br /&gt;
&lt;br /&gt;
==Steward==&lt;br /&gt;
Stewards are personal assistants to the Arbiters. Since the Arbiters&#039; names are kept secret, the stewards act as their public faces for day-to-day matters. The exact boundaries of the Stewards&#039; powers are somewhat grey (much like US presidential cabinet members), but they can create laws for things deemed too mundane for the Arbiters. Because there is a lot of hub-bub and fuss to get the Arbiters together in secret for any sort of voting, the Stewards function as &amp;quot;grease&amp;quot; to keep the politics functional in Sundren. Each steward is chosen by the Arbiter. Their oaths are not taken lightly. Most come as former students of Sundren University.&lt;br /&gt;
&lt;br /&gt;
==Exarchs==&lt;br /&gt;
A position between town mayor and sheriff: The Exarches answer to the Arbiters on political and judicial matters. They are responsible for organising the defences of the town and ensuring it prospers.&lt;br /&gt;
&lt;br /&gt;
Currently:&lt;br /&gt;
Sundren City – none&lt;br /&gt;
Port Avanthyr – Exarch is Jarius Malifar. Legion provide defence and police.&lt;br /&gt;
Sestra: Keiji Kemura as Exarch. Corps De Grace operating as security.&lt;br /&gt;
&lt;br /&gt;
==Militia Law Enforcement==&lt;br /&gt;
Groups like Corps de Grace and paladins of the Church of Helm have extended trust by the government, although they have no official standing of office.&lt;br /&gt;
&lt;br /&gt;
=State Laws and Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state, and the fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is more often than highly dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly, where one may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
State Laws apply to all of Sundren, both in Sundren City and the lesser towns. They deal with crimes.&lt;br /&gt;
&lt;br /&gt;
==Regarding Murder==&lt;br /&gt;
&lt;br /&gt;
Murder is defined as the premeditated taking of the life or lives of a member or members of the Good Races, regardless of origin or citizenship. A perpetrator of murder or attempted murder is sometimes subject to trial in a court of law, and conviction typically leads to exile, temporary or permanent, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Treason==&lt;br /&gt;
&lt;br /&gt;
Treason is defined as conspiring or conducting harm to the State of Sundren, including but not limited to, active agitation against the State; collaboration with known enemies of the State; participation or instigation of war against the State; and harming or participation in conspiracy of harming the Arbiters, the Steward, or the Harbingers of the State.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of treason is subject to trial in a court of law, and conviction typically leads to public humiliation in the pillory followed by permanent exile, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Manslaughter==&lt;br /&gt;
&lt;br /&gt;
Manslaughter is defined as the taking of the life or lives of a member or members of the Good Races. A perpetrator of manslaughter is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, temporary or lifelong; exile, temporary or permanent, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Assault and Battery==&lt;br /&gt;
&lt;br /&gt;
Assault and Battery are defined as crimes of violence against another or others of the Good Races, regardless of origin or citizenship, where Assault is the threat of violence and Battery the infliction thereof.&lt;br /&gt;
&lt;br /&gt;
Torture is defined as an act or a series of acts of violence, extended or otherwise, that effects irrevocable bodily or emotional harm. It is considered a form of aggravated assault where unauthorized by law.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of assault and/or battery is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, or exile.&lt;br /&gt;
&lt;br /&gt;
A criminal convicted of torture is in addition subject to public humiliation in the pillory, public lashings, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Mayhem==&lt;br /&gt;
&lt;br /&gt;
Mayhem is defined as an unjustified permanent crippling, with or without malicious intent, of a member or members of the Good Races. A perpetrator of mayhem is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with community service and/or fines or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Arson==&lt;br /&gt;
&lt;br /&gt;
Arson is defined as setting a fire or fires unlawfully that results in damage to private or public property and/or life. For all intents and purposes, damage to property, regardless of manner, is defined as arson under State Law. A perpetrator of arson is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Rape==&lt;br /&gt;
&lt;br /&gt;
Rape is defined as violence of grand proportions against a member or members of the Good Races, and includes acts of sexual violation and unsolicited intrusion to or manipulation of the mind by means of magic. A perpetrator of rape is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, public humiliation in the pillory, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Banditry==&lt;br /&gt;
&lt;br /&gt;
Banditry is defined as seizing properties or possessions from a member or members of the Good Races through violence or threat of violence. A perpetrator of banditry is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Larceny==&lt;br /&gt;
&lt;br /&gt;
Larceny is defined as trespassing property and/or the taking of properties without consent and with the intent to deprive. It includes but is not limited to breaking-and-entering, theft or embezzlement of possessions, and poaching.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of larceny is sometimes subject to trial in a court of law, and conviction typically leads to fines, imprisonment, or community service.&lt;br /&gt;
&lt;br /&gt;
==Regarding Obstruction of Justice and Perjury==&lt;br /&gt;
&lt;br /&gt;
Obstruction of Justice is defined as deliberate interference in the legislating, interpreting, or enforcing of State Laws or Town Ordinances. A person found guilty of Obstruction of Justice, if guilty of other crimes, may face a doubling of his or her penalties; otherwise, he or she may be subject to fines, imprisonment, community service, or public humiliation in the pillory.&lt;br /&gt;
&lt;br /&gt;
Perjury is defined as making false statements knowingly under oath to Tyr. It is an aggravated form of obstruction of justice and carries greater penalties of the same sorts.&lt;br /&gt;
&lt;br /&gt;
==Regarding False Pretences and Deception==&lt;br /&gt;
&lt;br /&gt;
False Pretences and Deception are defined as intentional and/or malicious dishonesty in dealings with a member or members of the Good Races that results in damage to property, life, or reputation of abovementioned member or members. Deception offences include, but are not limited to, impersonation of officials or individuals of import, slander and libel in public statements, use of false credentials, styles, or titles, conscious false claims over property, fraud, and forgery. An intent to deceive or harm is always involved in an offence of false pretences and deception.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of false pretences and deception is often subject to a trial in court of law, and conviction typically leads to fines, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Extortion==&lt;br /&gt;
&lt;br /&gt;
Extortion is defined as the seizing of properties or possessions from a member or members of the Good Races through coercion and intimidation. It differs from robbery in that the intent of bodily harm is often less pronounced or nonexistent, and extortion involves threats that may be legal under State Laws but nevertheless pose sufficient distress to result in loss of properties or possessions. A perpetrator of extortion is often subject to trial in a court of law, and conviction typically leads to fines, partial or complete confiscation of properties and possessions, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Proxies and Responsibilities==&lt;br /&gt;
&lt;br /&gt;
All crimes carried out through a proxy or dependant are considered as though the guardian or master were in full guilt. A proxy or dependant may include, but would not be limited to, a familiar of a mage, a pet-animal, a magical presence bound to a master, or a young child. For instance, a mage who commits crimes through a familiar is held fully accountable for the familiar&#039;s actions, and a spellcaster who bewitches the mind of another to carry out a crime is culpable of all guilt thereof. In cases where a proxy or dependant commits wrongdoing without equal intent on the part of the guardian or master, the aforementioned guardian or master is guilty criminal negligence. Criminal negligence is punishable by fines and prison sentences equal to or less than the crime allowed to happen through negligence.&lt;br /&gt;
&lt;br /&gt;
==Regarding Census and Taxes==&lt;br /&gt;
&lt;br /&gt;
All households resident to Sundren are expected to report biennially to their local government for the purpose of census after Highharvestide in the month of Eleint (the ninth month of the year) every two years. Taxes in Sundren are collected bianually, once during the season of Greengrass in mid-Tarsakh (the fourth month of the year) and once after the Highharvestide in mid-Eleint. Taxes are determined according to the year&#039;s harvest, income, profession, and standard of living of the taxed. The local government is empowered with the duty of adjusting taxes and keeps them up-to-date.&lt;br /&gt;
&lt;br /&gt;
Residents with no set address and travellers are still subject to taxation, even if they are to report to different local governments. In exchange, they enjoy the protection of the law.&lt;br /&gt;
      &lt;br /&gt;
=Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Town Ordinances are local laws.&lt;br /&gt;
&lt;br /&gt;
==Regarding Necromantic Animation and Extraplanar Summoning==&lt;br /&gt;
&lt;br /&gt;
Necromantic Animation is defined as the raising of spirits, bodies, or outsider presences through necromantic magics. Unless authorized in writing from the Hands of Mundus for the purpose of research or criminal investigation, necromantic animation is unlawful in all of Sundren. Likewise, the summoning of creatures from evil planes is unlawful in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Blasphemy==&lt;br /&gt;
&lt;br /&gt;
To belittle the gods brings down their wrath on mortals. It is therefore unlawful to blaspheme against the gods where they wield power. Blasphemy is defined as the defamation of a god or gods. It is unlawful to blaspheme publicly against Helm, the Triumvirate, Waukeen, Tempus, Chauntea, Tymora, Red Knight, Selune, Oghma, and Mystra in all of Sundren. In addition, it is unlawful to blaspheme publicly against Umberlee in Port Avanthyr.&lt;br /&gt;
&lt;br /&gt;
Crimes committed against the churches or clergies of the abovementioned deities are also considered blasphemy.&lt;br /&gt;
&lt;br /&gt;
==Regarding Magical Presences and Domesticated Wild Animals==&lt;br /&gt;
&lt;br /&gt;
Domesticated wild animals sometimes accompany visitors and adventurers. They, however, still remain a threat or source of fright to townsfolk. In all of Sundren, domesticated wild animals, unless properly caged or leashed, are allowed only by town gates or entrances. Magical presences are defined as creatures, beings, familiars, or presences bound to an individual by means of magic or of otherwise unnatural origins. Many magical presences are outlandish and bizarre in appearance or behaviour, and it is therefore unlawful to have deviant magical presences in town in all of Sundren unless approved by the local or State government for the purpose of research, exhibit, or emergencies.&lt;br /&gt;
&lt;br /&gt;
==Regarding Bearing of Arms==&lt;br /&gt;
&lt;br /&gt;
The bearing of arms and weaponry is allowed on public or State properties, unless otherwise prohibited, in all towns in Sundren, so long as they remain peace-bound, sheathed, unloaded, or otherwise concealed. It is unlawful for all but authorized personnel who have been properly trained and accordingly certificated to wield arms in all towns in Sundren except in cases of emergency such as for self-defence or defence of the public and State. Weapons are defined as dangerous objects that have a high likelihood of inflicting grave injury, and include but are not limited to bladed items such as cleavers, sickles, and knives; arms of war such as polearms, swords, and axes; ranged projectile shooters such as strung bows and crossbows; objects capable of causing harm through alchemical means such as alchemist&#039;s fire; and magically charged objects such as mage-staves and wands.&lt;br /&gt;
&lt;br /&gt;
==Regarding Contraband==&lt;br /&gt;
&lt;br /&gt;
Contraband is defined as outlawed possessions. Refer to the local merchant&#039;s guild for a list. Possession or trade of contraband is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited such crimes.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered contraband vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Display of Magic==&lt;br /&gt;
&lt;br /&gt;
Public display of magic is not unlawful; however, excessive use of magic without justifiable cause is punishable by fining, and persistent offenders may face imprisonment or temporary banishing from the town in which they have committed excessive display of magic.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered excessive display of magic vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Indecency==&lt;br /&gt;
&lt;br /&gt;
Indecency is defined as behaviour that is offensive to the general public of Sundren. Specifically, indecency in public space includes but is not limited to lurid behaviour such as deliberate revealing of genitalia; offering, seeking, or practising of sexual activities; and deliberate and controlled public displays of private bodily functions such as urination or excretion. Indecency is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited indecency.&lt;br /&gt;
This ordinance is effective in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Drow==&lt;br /&gt;
&lt;br /&gt;
Drow are wicked distant cousins of the fair elven folk, dark-skinned being from underground. Because of their evil nature and the persistent crimes they have been committing, all drow are disallowed from entering incorporated towns and military camps in Sundren. Drow who enter a town or military camp unlawfully will be apprehended, and may be imprisoned, beaten, banished, or executed. They receive no trial unless such is recommended by a court of law.&lt;br /&gt;
      &lt;br /&gt;
=Exceptional Clauses=&lt;br /&gt;
&lt;br /&gt;
==Trial by Combat==&lt;br /&gt;
&lt;br /&gt;
An alleged perpetrator subject to a court trial may appeal to trial by combat, if the individual in question is able to have three other individuals of sound standing and veritably good reputation vouch for his or her integrity of character, or if the individual is able to make a deposit of one hundred thousand gold stags to the State to cover court costs. The individiual then must swear an oath under penalty of perjury to Tyr, and a deity of the individual&#039;s own choosing if he or she so wishes.&lt;br /&gt;
&lt;br /&gt;
In trial by combat, the defendant may appoint a champion to sponsor him or her. In criminal cases, the State will appoint a champion of its own choosing. For serious cases, such as treason, a Harbinger may be expected to act as champion of the State in trial by combat.&lt;br /&gt;
&lt;br /&gt;
Trial by combat may take place at dawn, midday, in the evening, or at night. A cleric of Lathander will initiate a dawn or midday trial, and a cleric of Sel?ne typically initiates a trial after dark (though it is not unheard of to have a cleric of Shar conduct the rite at the special request of the participants).&lt;br /&gt;
When the defendant or the defendant&#039;s champion loses in trial by combat and perishes, his or her guilt is ascertained without question. Should the defendant or the defendant&#039;s champion yield and survive, his or her guilt is considered proven beyond doubt before Tyr. The champion in either case is considered blameless before the law. Winning in trial by combat automatically disproves the defendant&#039;s guilt and upholds his or her honour. If a deposit of one hundred thousand gold stags is made, the deposit, after deducting the court costs, is returned fully to the defendant, now vindicated under the eyes of the gods; however, if he or she should prove guilty, the remainder of the deposit will not be returned.&lt;br /&gt;
&lt;br /&gt;
=Recent Ordinances=&lt;br /&gt;
&lt;br /&gt;
The following laws have been made in addition to the above during play.&lt;br /&gt;
&lt;br /&gt;
==Anderson Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice]&lt;br /&gt;
&lt;br /&gt;
All humanoids of monstrous bloodlines within Sundren territory are required to carry registration certificates.&lt;br /&gt;
&lt;br /&gt;
Many races can be predisposed toward unlawful tendencies. In accordance with the Anderson Act, these races must obtain registration certificates and carry them on their persons at all times. These certificates will alleviate any action from the governance of Sundren based solely upon racial heritage. These races include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
Half-Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Aasimar&amp;lt;br&amp;gt;&lt;br /&gt;
Tieflings&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Drow&amp;lt;br&amp;gt;&lt;br /&gt;
Gensai&amp;lt;br&amp;gt;&lt;br /&gt;
Gray orc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Svirfneblin have been removed from the list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Registration certificates may be obtained at the following offices:&lt;br /&gt;
&lt;br /&gt;
Port Avanthyr, city hall&lt;br /&gt;
Sundren, city watch&lt;br /&gt;
&lt;br /&gt;
==Vellik Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice]&lt;br /&gt;
&lt;br /&gt;
In rememberance of the heroic Vellik family, slain by Banite zealots and madmen, Article 567, also known as the Vellik Act, has been passed.&lt;br /&gt;
&lt;br /&gt;
All followers of the following gods must register with the city of Sundren:&lt;br /&gt;
&lt;br /&gt;
--Bane&amp;lt;br&amp;gt;&lt;br /&gt;
--Shar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not illegal to worship these gods. However, too many of their followers have shown themselves not to be fearful of the gods, but madmen who would cause tremendous harm to the citizens of our land. The Black Hand, Moth Oira, and the Talonites are all enemies of the state, and by extension, all followers of gods related to these religions  must give their names over to the government proper. Failure to do so will enable authorities to seek justice under the laws of Unlawful Worship.&lt;br /&gt;
&lt;br /&gt;
A reward of five hundred gold will be given for truthful information and names regarding unregistered worshipers. Those who submit false names or information will be prosecuted to the full extent of the law.&lt;br /&gt;
&lt;br /&gt;
==Unlawful Worship==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?p=92907 Unlawful Worship Notice]&lt;br /&gt;
&lt;br /&gt;
By Order of the Sundren Council&lt;br /&gt;
&lt;br /&gt;
Due to increasing violence and destruction within the holdings of Sundren state, all servants and clergy of the listed gods are hereby subject to permanent exile. Any person, foreign or native, who is found eliciting blessings, carrying holy symbols, or professing worship to these gods will be arrested on sight. Those who refuse public denunciation of faith will face permanent expulsion. Any who resist arrest or are found within Sundren after expulsion will be subject to execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The clergy, by names and aliases, are as follows:&lt;br /&gt;
&lt;br /&gt;
Talos - The Destroyer, Storm Lord&amp;lt;br&amp;gt;&lt;br /&gt;
Cyric - The Prince of Lies, Dark Sun, Black Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Talona - The Lady of Poison, Mistress of Disease, Mother of All Plagues&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citizens are encouraged to report any activity to local law enforcement. Do not approach any patrons of these gods or attempt to take action against them. They are considered dangerous.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6025</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6025"/>
		<updated>2011-01-12T21:45:28Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Emotions */&lt;/p&gt;
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&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
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=Reasoning=&lt;br /&gt;
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Many may ask why change anything about vampires when D&amp;amp;D has information on them?&lt;br /&gt;
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Much like any other creature in D&amp;amp;D certain templates and incarnations of a monster were meant solely for the standpoint of an NPC or Enemy of the party. Thus some information will be laxed or not setup for extended play as a PC who doesn&#039;t have the ability to invent lore or reasoning on many subjects.&lt;br /&gt;
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An example of this is the Drow race which has become wide open to PCs in 3RD edition but had a great deal less lore in earlier additions.&lt;br /&gt;
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As such we wanted to add in information we felt would better define the experience of the vampire, borrowing tried and true information from literature and other settings.&lt;br /&gt;
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Our goal in Sundren is to offer a richer RP environment for everyone, and a snarling monster that simply draws swords seems shallow at best.&lt;br /&gt;
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=Template=&lt;br /&gt;
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Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
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&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
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&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
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&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
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&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
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&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
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&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
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&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
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&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
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&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
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&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
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&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
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&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
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&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
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&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
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=Weaknesses=&lt;br /&gt;
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Vampires have a number of supernatural weaknesses.&lt;br /&gt;
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==Repelling a Vampire==&lt;br /&gt;
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Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
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This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
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==Running Water==&lt;br /&gt;
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Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
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This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
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==Private Dwellings==&lt;br /&gt;
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Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
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Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
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(Knowledge religion score of 15 or better.)&lt;br /&gt;
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==Slaying a Vampire==&lt;br /&gt;
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Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
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Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
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Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
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Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
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=Vampire nature=&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
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==Becomming a Vampire==&lt;br /&gt;
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A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
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Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
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Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
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To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
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It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
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The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
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==Bloodlines==&lt;br /&gt;
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Although many vampires can derive their roots to [[Colibrus]] himself or some vampire who has existed outside this hierarchy, childer often display a group of changes that are exhibited in any vampire they embrace. As such bloodlines are often formed, clans, or houses.&lt;br /&gt;
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Each of the four Children of [[Colibrus]] have unique gifts associated with those of their blood and is often seen in their bloodline. Vampires that exist outside of Colibrus have similar properties that their kind may exhibit but often are very generic in nature to the point they are often viewed as simply being clanless.&lt;br /&gt;
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==Generations==&lt;br /&gt;
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Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
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For vampires, [[Colibrus]] is more than just a God. With the exception of vampire priests, most vampires not only view [[Colibrus]] as a divine power, but also as a noble family patriarch. [[Colibrus]] is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
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These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
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Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
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As vampires have existed long before [[Colibrus]] there are a large number who cannot trace their roots back to the four or to the god himself. However, these are still subject to the concept of generation having their own bloodlines. Even the most ancient vampires, however, cannot claim to have the power of the four and their god, so are seen as being 3rd generation or higher at best.&lt;br /&gt;
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==Blood &amp;amp; Feeding==&lt;br /&gt;
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Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
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As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
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If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
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When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
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This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
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A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
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Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
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Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
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Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
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===Blood Points===&lt;br /&gt;
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For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
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Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
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{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
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Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
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Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
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Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
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==The Monster Within==&lt;br /&gt;
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In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
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This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
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The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
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When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
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The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
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When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
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The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
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A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
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Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
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==Emotions==&lt;br /&gt;
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Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear in the face of paranoia or intimidate, they neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
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Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and or other artistic endeavors in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
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Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through their victims the emotions they have lost as they play with their meals.&lt;br /&gt;
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Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have. Other than their inner voice of conflict they tend to have little to draw from for inspiration.&lt;br /&gt;
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==Souls==&lt;br /&gt;
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It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
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Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
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Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
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To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
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==Ghouls==&lt;br /&gt;
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The taste of vampire&#039;s blood, or Vitae, is nearly indescribable. It is the most addictive of nectars, the sweestest of sins, the most forbidden of fruits. At once both coppery and repulsive; both darkly intoxicating and titillating. Vitae can be associated with the most powerfully addictive drugs. The effects of the Vitae help to create a kind of bond between a vampire and the mortal who is allowed to drink from them. The mortal slowly, over time, becomes enamored with the vampire, creating a kind of artificial love in them. While this infatuation can be overcome, it generally becomes harder and harder to do as the mortal continues to meet with the vampire and tastes of them.&lt;br /&gt;
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When a mortal has drank enough times of a single vampire (this may be as few as three times, but may be RP&#039;d differently based on each individual vampire and the Rp preferences of the two involved) the mortal literally undergoes a small physical transformation. A fraction of the power that vampire possesses becomes infused into their favored mortal and the mortal becomes known as a Ghoul (not to be mistaken with the actual undead monster ghoul).&lt;br /&gt;
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A ghouled mortal gains small physical benefits that are wholly dependant on the vampire and how powerful that vampire is according to generation. Higher generation vampires make more powerful Ghouls. The largest benefit, however, is that the aging process of the Ghoul ceases almost completely, making the mortal almost immortal so long as they continue to receive vitae from their vampire masters at least once every month. During this time, they retain their physical benefits and do not age for that month. They are also pyschologically dependant on their vampiric master, living in a state of perpetual infatuation. A Ghoul cannot resist the Dominating effects of their master.&lt;br /&gt;
&lt;br /&gt;
If a Ghoul goes longer than a month without recieving vitae from a vampire, they rapidly begin to lose their physical benefits and begin to age rapidly back to where they would normally be if they had not been ghouled. A human who has been a Ghoul for over a hundred years must keep getting his vitae fix or he will rapidly age away into death and dust from the the years suddenly catching up to them.&lt;br /&gt;
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===Sundren Rules===&lt;br /&gt;
&lt;br /&gt;
On Sundren, there are two points of interest that must be made about the ghoul process.&lt;br /&gt;
&lt;br /&gt;
First: a vampire may have only ONE Ghoul on Sundren. This ghoul can be ANYONE. Any player can be made a Ghoul, regardless of race, creed, or faction. An evil vampire could potentially have a goodly Ghoul, so long as that Ghoul is sufficiently bound by the addiction of the vitae, or other pyschological methods (such as love). We encourage PC parties to both agree to this status as it can be difficult to role play at times. No vampire should ever force someone to be a ghoul without their permission.&lt;br /&gt;
&lt;br /&gt;
Second: a player accepting to be Ghouled MUST Roleplay within the boundries of what is presented above. They must be willing to roleplay being addicted and bound to their master, even to the point of causing many In Character problems for themselves or others. Because of this, a DM is always required to provide the Ghoul benefits and to ensure the consenting player is willing to RP out the conseqeunces of being Ghouled.&lt;br /&gt;
&lt;br /&gt;
A player who does not roleplay these consequences will lose their Ghoul benefits. Becoming a Ghoul is not a free pass at gaining some nifty benefits. A Ghoul is mystically bound to their master and must roleplay that. It is a good idea that both the vampire and the potential Ghoul discuss OOCly what it will mean to take on these benefits, and what they will RP it like. Some vampires might be utterly controlling, while others might be more lax in what their ghouls do, letting them run about as they will, but forcing them to visit once in a while for plans or easy feeding.&lt;br /&gt;
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=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
(THIS SECTION IS INCOMPLETE)&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
Often vampires are seen from the point of view of [[Colibrus]], but other gods take interest for or against vampires specifically as outlined in this section.&lt;br /&gt;
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===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6024</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6024"/>
		<updated>2011-01-12T21:44:39Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
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=Reasoning=&lt;br /&gt;
&lt;br /&gt;
Many may ask why change anything about vampires when D&amp;amp;D has information on them?&lt;br /&gt;
&lt;br /&gt;
Much like any other creature in D&amp;amp;D certain templates and incarnations of a monster were meant solely for the standpoint of an NPC or Enemy of the party. Thus some information will be laxed or not setup for extended play as a PC who doesn&#039;t have the ability to invent lore or reasoning on many subjects.&lt;br /&gt;
&lt;br /&gt;
An example of this is the Drow race which has become wide open to PCs in 3RD edition but had a great deal less lore in earlier additions.&lt;br /&gt;
&lt;br /&gt;
As such we wanted to add in information we felt would better define the experience of the vampire, borrowing tried and true information from literature and other settings.&lt;br /&gt;
&lt;br /&gt;
Our goal in Sundren is to offer a richer RP environment for everyone, and a snarling monster that simply draws swords seems shallow at best.&lt;br /&gt;
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=Template=&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
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&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
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&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
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&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
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&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
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&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
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&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
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&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
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&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
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&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
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=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
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==Repelling a Vampire==&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
==Running Water==&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
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This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
==Private Dwellings==&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
==Slaying a Vampire==&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
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=Vampire nature=&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
==Becomming a Vampire==&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
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The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
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==Bloodlines==&lt;br /&gt;
&lt;br /&gt;
Although many vampires can derive their roots to [[Colibrus]] himself or some vampire who has existed outside this hierarchy, childer often display a group of changes that are exhibited in any vampire they embrace. As such bloodlines are often formed, clans, or houses.&lt;br /&gt;
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Each of the four Children of [[Colibrus]] have unique gifts associated with those of their blood and is often seen in their bloodline. Vampires that exist outside of Colibrus have similar properties that their kind may exhibit but often are very generic in nature to the point they are often viewed as simply being clanless.&lt;br /&gt;
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==Generations==&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, [[Colibrus]] is more than just a God. With the exception of vampire priests, most vampires not only view [[Colibrus]] as a divine power, but also as a noble family patriarch. [[Colibrus]] is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
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Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
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As vampires have existed long before [[Colibrus]] there are a large number who cannot trace their roots back to the four or to the god himself. However, these are still subject to the concept of generation having their own bloodlines. Even the most ancient vampires, however, cannot claim to have the power of the four and their god, so are seen as being 3rd generation or higher at best.&lt;br /&gt;
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==Blood &amp;amp; Feeding==&lt;br /&gt;
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Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
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As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
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If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
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When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
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This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
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A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
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Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
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Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
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Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
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===Blood Points===&lt;br /&gt;
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For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
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Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
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&lt;br /&gt;
==The Monster Within==&lt;br /&gt;
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In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
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This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
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The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
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When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
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The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
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When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
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Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
==Emotions==&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear in the face of paranoia or intimidate, they neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and or other artistic endeavors in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through their victims the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
==Ghouls==&lt;br /&gt;
&lt;br /&gt;
The taste of vampire&#039;s blood, or Vitae, is nearly indescribable. It is the most addictive of nectars, the sweestest of sins, the most forbidden of fruits. At once both coppery and repulsive; both darkly intoxicating and titillating. Vitae can be associated with the most powerfully addictive drugs. The effects of the Vitae help to create a kind of bond between a vampire and the mortal who is allowed to drink from them. The mortal slowly, over time, becomes enamored with the vampire, creating a kind of artificial love in them. While this infatuation can be overcome, it generally becomes harder and harder to do as the mortal continues to meet with the vampire and tastes of them.&lt;br /&gt;
&lt;br /&gt;
When a mortal has drank enough times of a single vampire (this may be as few as three times, but may be RP&#039;d differently based on each individual vampire and the Rp preferences of the two involved) the mortal literally undergoes a small physical transformation. A fraction of the power that vampire possesses becomes infused into their favored mortal and the mortal becomes known as a Ghoul (not to be mistaken with the actual undead monster ghoul).&lt;br /&gt;
&lt;br /&gt;
A ghouled mortal gains small physical benefits that are wholly dependant on the vampire and how powerful that vampire is according to generation. Higher generation vampires make more powerful Ghouls. The largest benefit, however, is that the aging process of the Ghoul ceases almost completely, making the mortal almost immortal so long as they continue to receive vitae from their vampire masters at least once every month. During this time, they retain their physical benefits and do not age for that month. They are also pyschologically dependant on their vampiric master, living in a state of perpetual infatuation. A Ghoul cannot resist the Dominating effects of their master.&lt;br /&gt;
&lt;br /&gt;
If a Ghoul goes longer than a month without recieving vitae from a vampire, they rapidly begin to lose their physical benefits and begin to age rapidly back to where they would normally be if they had not been ghouled. A human who has been a Ghoul for over a hundred years must keep getting his vitae fix or he will rapidly age away into death and dust from the the years suddenly catching up to them.&lt;br /&gt;
&lt;br /&gt;
===Sundren Rules===&lt;br /&gt;
&lt;br /&gt;
On Sundren, there are two points of interest that must be made about the ghoul process.&lt;br /&gt;
&lt;br /&gt;
First: a vampire may have only ONE Ghoul on Sundren. This ghoul can be ANYONE. Any player can be made a Ghoul, regardless of race, creed, or faction. An evil vampire could potentially have a goodly Ghoul, so long as that Ghoul is sufficiently bound by the addiction of the vitae, or other pyschological methods (such as love). We encourage PC parties to both agree to this status as it can be difficult to role play at times. No vampire should ever force someone to be a ghoul without their permission.&lt;br /&gt;
&lt;br /&gt;
Second: a player accepting to be Ghouled MUST Roleplay within the boundries of what is presented above. They must be willing to roleplay being addicted and bound to their master, even to the point of causing many In Character problems for themselves or others. Because of this, a DM is always required to provide the Ghoul benefits and to ensure the consenting player is willing to RP out the conseqeunces of being Ghouled.&lt;br /&gt;
&lt;br /&gt;
A player who does not roleplay these consequences will lose their Ghoul benefits. Becoming a Ghoul is not a free pass at gaining some nifty benefits. A Ghoul is mystically bound to their master and must roleplay that. It is a good idea that both the vampire and the potential Ghoul discuss OOCly what it will mean to take on these benefits, and what they will RP it like. Some vampires might be utterly controlling, while others might be more lax in what their ghouls do, letting them run about as they will, but forcing them to visit once in a while for plans or easy feeding.&lt;br /&gt;
&lt;br /&gt;
=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
(THIS SECTION IS INCOMPLETE)&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
Often vampires are seen from the point of view of [[Colibrus]], but other gods take interest for or against vampires specifically as outlined in this section.&lt;br /&gt;
&lt;br /&gt;
===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6023</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6023"/>
		<updated>2011-01-12T21:43:02Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
=Reasoning=&lt;br /&gt;
&lt;br /&gt;
Many may ask why change anything about vampires when D&amp;amp;D has information on them?&lt;br /&gt;
&lt;br /&gt;
Much like any other creature in D&amp;amp;D certain templates and incarnations of a monster were meant solely for the standpoint of an NPC or Enemy of the party. Thus some information will be laxed or not setup for extended play as a PC who doesn&#039;t have the ability to invent lore or reasoning on many subjects.&lt;br /&gt;
&lt;br /&gt;
An example of this is the Drow race which has become wide open to PCs in 3RD edition but had a great deal less lore in earlier additions.&lt;br /&gt;
&lt;br /&gt;
As such we wanted to add in information we felt would better define the experience of the vampire, borrowing tried and true information from literature and other settings.&lt;br /&gt;
&lt;br /&gt;
Our goal in Sundren is to offer a richer RP environment for everyone, and a snarling monster that simply draws swords seems shallow at best.&lt;br /&gt;
&lt;br /&gt;
=Template=&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
==Repelling a Vampire==&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
==Running Water==&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
==Private Dwellings==&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
==Slaying a Vampire==&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
=Vampire nature=&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
==Becomming a Vampire==&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Bloodlines==&lt;br /&gt;
&lt;br /&gt;
Although many vampires can derive their roots to [[Colibrus]] himself or some vampire who has existed outside this hierarchy, childer often display a group of changes that are exhibited in any vampire they embrace. As such bloodlines are often formed, clans, or houses.&lt;br /&gt;
&lt;br /&gt;
Each of the four Children of [[Colibrus]] have unique gifts associated with those of their blood and is often seen in their bloodline. Vampires that exist outside of Colibrus have similar properties that their kind may exhibit but often are very generic in nature to the point they are often viewed as simply being clanless.&lt;br /&gt;
&lt;br /&gt;
==Generations==&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, [[Colibrus]] is more than just a God. With the exception of vampire priests, most vampires not only view [[Colibrus]] as a divine power, but also as a noble family patriarch. [[Colibrus]] is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
As vampires have existed long before [[Colibrus]] there are a large number who cannot trace their roots back to the four or to the god himself. However, these are still subject to the concept of generation having their own bloodlines. Even the most ancient vampires, however, cannot claim to have the power of the four and their god, so are seen as being 3rd generation or higher at best.&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Feeding==&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
==Blood Points==&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Monster Within==&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
&lt;br /&gt;
This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
&lt;br /&gt;
The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
&lt;br /&gt;
When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
&lt;br /&gt;
When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
==Emotions==&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear in the face of paranoia or intimidate, they neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and or other artistic endeavors in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through their victims the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
==Ghouls==&lt;br /&gt;
&lt;br /&gt;
The taste of vampire&#039;s blood, or Vitae, is nearly indescribable. It is the most addictive of nectars, the sweestest of sins, the most forbidden of fruits. At once both coppery and repulsive; both darkly intoxicating and titillating. Vitae can be associated with the most powerfully addictive drugs. The effects of the Vitae help to create a kind of bond between a vampire and the mortal who is allowed to drink from them. The mortal slowly, over time, becomes enamored with the vampire, creating a kind of artificial love in them. While this infatuation can be overcome, it generally becomes harder and harder to do as the mortal continues to meet with the vampire and tastes of them.&lt;br /&gt;
&lt;br /&gt;
When a mortal has drank enough times of a single vampire (this may be as few as three times, but may be RP&#039;d differently based on each individual vampire and the Rp preferences of the two involved) the mortal literally undergoes a small physical transformation. A fraction of the power that vampire possesses becomes infused into their favored mortal and the mortal becomes known as a Ghoul (not to be mistaken with the actual undead monster ghoul).&lt;br /&gt;
&lt;br /&gt;
A ghouled mortal gains small physical benefits that are wholly dependant on the vampire and how powerful that vampire is according to generation. Higher generation vampires make more powerful Ghouls. The largest benefit, however, is that the aging process of the Ghoul ceases almost completely, making the mortal almost immortal so long as they continue to receive vitae from their vampire masters at least once every month. During this time, they retain their physical benefits and do not age for that month. They are also pyschologically dependant on their vampiric master, living in a state of perpetual infatuation. A Ghoul cannot resist the Dominating effects of their master.&lt;br /&gt;
&lt;br /&gt;
If a Ghoul goes longer than a month without recieving vitae from a vampire, they rapidly begin to lose their physical benefits and begin to age rapidly back to where they would normally be if they had not been ghouled. A human who has been a Ghoul for over a hundred years must keep getting his vitae fix or he will rapidly age away into death and dust from the the years suddenly catching up to them.&lt;br /&gt;
&lt;br /&gt;
===Sundren Rules===&lt;br /&gt;
&lt;br /&gt;
On Sundren, there are two points of interest that must be made about the ghoul process.&lt;br /&gt;
&lt;br /&gt;
First: a vampire may have only ONE Ghoul on Sundren. This ghoul can be ANYONE. Any player can be made a Ghoul, regardless of race, creed, or faction. An evil vampire could potentially have a goodly Ghoul, so long as that Ghoul is sufficiently bound by the addiction of the vitae, or other pyschological methods (such as love). We encourage PC parties to both agree to this status as it can be difficult to role play at times. No vampire should ever force someone to be a ghoul without their permission.&lt;br /&gt;
&lt;br /&gt;
Second: a player accepting to be Ghouled MUST Roleplay within the boundries of what is presented above. They must be willing to roleplay being addicted and bound to their master, even to the point of causing many In Character problems for themselves or others. Because of this, a DM is always required to provide the Ghoul benefits and to ensure the consenting player is willing to RP out the conseqeunces of being Ghouled.&lt;br /&gt;
&lt;br /&gt;
A player who does not roleplay these consequences will lose their Ghoul benefits. Becoming a Ghoul is not a free pass at gaining some nifty benefits. A Ghoul is mystically bound to their master and must roleplay that. It is a good idea that both the vampire and the potential Ghoul discuss OOCly what it will mean to take on these benefits, and what they will RP it like. Some vampires might be utterly controlling, while others might be more lax in what their ghouls do, letting them run about as they will, but forcing them to visit once in a while for plans or easy feeding.&lt;br /&gt;
&lt;br /&gt;
=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
(THIS SECTION IS INCOMPLETE)&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
Often vampires are seen from the point of view of [[Colibrus]], but other gods take interest for or against vampires specifically as outlined in this section.&lt;br /&gt;
&lt;br /&gt;
===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6022</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6022"/>
		<updated>2011-01-12T21:33:15Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
=Template=&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
==Repelling a Vampire==&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
==Running Water==&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
==Private Dwellings==&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
==Slaying a Vampire==&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
=Vampire nature=&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
==Becomming a Vampire==&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Bloodlines==&lt;br /&gt;
&lt;br /&gt;
Although many vampires can derive their roots to [[Colibrus]] himself or some vampire who has existed outside this hierarchy, childer often display a group of changes that are exhibited in any vampire they embrace. As such bloodlines are often formed, clans, or houses.&lt;br /&gt;
&lt;br /&gt;
Each of the four Children of [[Colibrus]] have unique gifts associated with those of their blood and is often seen in their bloodline. Vampires that exist outside of Colibrus have similar properties that their kind may exhibit but often are very generic in nature to the point they are often viewed as simply being clanless.&lt;br /&gt;
&lt;br /&gt;
==Generations==&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, [[Colibrus]] is more than just a God. With the exception of vampire priests, most vampires not only view [[Colibrus]] as a divine power, but also as a noble family patriarch. [[Colibrus]] is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
As vampires have existed long before [[Colibrus]] there are a large number who cannot trace their roots back to the four or to the god himself. However, these are still subject to the concept of generation having their own bloodlines. Even the most ancient vampires, however, cannot claim to have the power of the four and their god, so are seen as being 3rd generation or higher at best.&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Feeding==&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
==Blood Points==&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Monster Within==&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
&lt;br /&gt;
This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
&lt;br /&gt;
The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
&lt;br /&gt;
When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
&lt;br /&gt;
When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
==Emotions==&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear in the face of paranoia or intimidate, they neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and or other artistic endeavors in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through their victims the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
==Ghouls==&lt;br /&gt;
&lt;br /&gt;
The taste of vampire&#039;s blood, or Vitae, is nearly indescribable. It is the most addictive of nectars, the sweestest of sins, the most forbidden of fruits. At once both coppery and repulsive; both darkly intoxicating and titillating. Vitae can be associated with the most powerfully addictive drugs. The effects of the Vitae help to create a kind of bond between a vampire and the mortal who is allowed to drink from them. The mortal slowly, over time, becomes enamored with the vampire, creating a kind of artificial love in them. While this infatuation can be overcome, it generally becomes harder and harder to do as the mortal continues to meet with the vampire and tastes of them.&lt;br /&gt;
&lt;br /&gt;
When a mortal has drank enough times of a single vampire (this may be as few as three times, but may be RP&#039;d differently based on each individual vampire and the Rp preferences of the two involved) the mortal literally undergoes a small physical transformation. A fraction of the power that vampire possesses becomes infused into their favored mortal and the mortal becomes known as a Ghoul (not to be mistaken with the actual undead monster ghoul).&lt;br /&gt;
&lt;br /&gt;
A ghouled mortal gains small physical benefits that are wholly dependant on the vampire and how powerful that vampire is according to generation. Higher generation vampires make more powerful Ghouls. The largest benefit, however, is that the aging process of the Ghoul ceases almost completely, making the mortal almost immortal so long as they continue to receive vitae from their vampire masters at least once every month. During this time, they retain their physical benefits and do not age for that month. They are also pyschologically dependant on their vampiric master, living in a state of perpetual infatuation. A Ghoul cannot resist the Dominating effects of their master.&lt;br /&gt;
&lt;br /&gt;
If a Ghoul goes longer than a month without recieving vitae from a vampire, they rapidly begin to lose their physical benefits and begin to age rapidly back to where they would normally be if they had not been ghouled. A human who has been a Ghoul for over a hundred years must keep getting his vitae fix or he will rapidly age away into death and dust from the the years suddenly catching up to them.&lt;br /&gt;
&lt;br /&gt;
===Sundren Rules===&lt;br /&gt;
&lt;br /&gt;
On Sundren, there are two points of interest that must be made about the ghoul process.&lt;br /&gt;
&lt;br /&gt;
First: a vampire may have only ONE Ghoul on Sundren. This ghoul can be ANYONE. Any player can be made a Ghoul, regardless of race, creed, or faction. An evil vampire could potentially have a goodly Ghoul, so long as that Ghoul is sufficiently bound by the addiction of the vitae, or other pyschological methods (such as love). We encourage PC parties to both agree to this status as it can be difficult to role play at times. No vampire should ever force someone to be a ghoul without their permission.&lt;br /&gt;
&lt;br /&gt;
Second: a player accepting to be Ghouled MUST Roleplay within the boundries of what is presented above. They must be willing to roleplay being addicted and bound to their master, even to the point of causing many In Character problems for themselves or others. Because of this, a DM is always required to provide the Ghoul benefits and to ensure the consenting player is willing to RP out the conseqeunces of being Ghouled.&lt;br /&gt;
&lt;br /&gt;
A player who does not roleplay these consequences will lose their Ghoul benefits. Becoming a Ghoul is not a free pass at gaining some nifty benefits. A Ghoul is mystically bound to their master and must roleplay that. It is a good idea that both the vampire and the potential Ghoul discuss OOCly what it will mean to take on these benefits, and what they will RP it like. Some vampires might be utterly controlling, while others might be more lax in what their ghouls do, letting them run about as they will, but forcing them to visit once in a while for plans or easy feeding.&lt;br /&gt;
&lt;br /&gt;
=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
(THIS SECTION IS INCOMPLETE)&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
Often vampires are seen from the point of view of [[Colibrus]], but other gods take interest for or against vampires specifically as outlined in this section.&lt;br /&gt;
&lt;br /&gt;
===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6021</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6021"/>
		<updated>2011-01-12T21:26:52Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Bloodlines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
=Template=&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
==Repelling a Vampire==&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
==Running Water==&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
==Private Dwellings==&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
==Slaying a Vampire==&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
=Vampire nature=&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
==Becomming a Vampire==&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Bloodlines==&lt;br /&gt;
&lt;br /&gt;
Although many vampires can derive their roots to [[Colibrus]] himself or some vampire who has existed outside this hierarchy, childer often display a group of changes that are exhibited in any vampire they embrace. As such bloodlines are often formed, clans, or houses.&lt;br /&gt;
&lt;br /&gt;
Each of the four Children of [[Colibrus]] have unique gifts associated with those of their blood and is often seen in their bloodline. Vampires that exist outside of Colibrus have similar properties that their kind may exhibit but often are very generic in nature to the point they are often viewed as simply being clanless.&lt;br /&gt;
&lt;br /&gt;
==Generations==&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, [[Colibrus]] is more than just a God. With the exception of vampire priests, most vampires not only view [[Colibrus]] as a divine power, but also as a noble family patriarch. [[Colibrus]] is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
As vampires have existed long before [[Colibrus]] there are a large number who cannot trace their roots back to the four or to the god himself. However, these are still subject to the concept of generation having their own bloodlines. Even the most ancient vampires, however, cannot claim to have the power of the four and their god, so are seen as being 3rd generation or higher at best.&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Feeding==&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
==Blood Points==&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inner Monster==&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
&lt;br /&gt;
This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
&lt;br /&gt;
The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
&lt;br /&gt;
When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
&lt;br /&gt;
When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
==Emotions==&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear in the face of paranoia or intimidate, they neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and or other artistic endeavors in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through their victims the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
Often vampires are seen from the point of view of [[Colibrus]], but other gods take interest for or against vampires specifically as outlined in this section.&lt;br /&gt;
&lt;br /&gt;
===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6020</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6020"/>
		<updated>2011-01-12T21:26:34Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Vampire nature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
=Template=&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
==Repelling a Vampire==&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
==Running Water==&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
==Private Dwellings==&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
==Slaying a Vampire==&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
=Vampire nature=&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
==Becomming a Vampire==&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Bloodlines==&lt;br /&gt;
&lt;br /&gt;
Although many vampires can derive their roots to [[Colibrus]] himself or some vampire who has existed outside this heirarchy, childer often display a group of changes that are exhibited in any vampire they embrace. As such bloodlines are often formed, clans, or houses.&lt;br /&gt;
&lt;br /&gt;
Each of the four Children of [[Colibrus]] have unique gifts associated with those of their blood and is often seen in their bloodline. Vampires that exist outside of Colibrus have similar properties that their kind may exhibit but often are very generic in nature to the point they are often viewed as simply being clanless.&lt;br /&gt;
&lt;br /&gt;
==Generations==&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, [[Colibrus]] is more than just a God. With the exception of vampire priests, most vampires not only view [[Colibrus]] as a divine power, but also as a noble family patriarch. [[Colibrus]] is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
As vampires have existed long before [[Colibrus]] there are a large number who cannot trace their roots back to the four or to the god himself. However, these are still subject to the concept of generation having their own bloodlines. Even the most ancient vampires, however, cannot claim to have the power of the four and their god, so are seen as being 3rd generation or higher at best.&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Feeding==&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
==Blood Points==&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inner Monster==&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
&lt;br /&gt;
This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
&lt;br /&gt;
The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
&lt;br /&gt;
When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
&lt;br /&gt;
When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
==Emotions==&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear in the face of paranoia or intimidate, they neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and or other artistic endeavors in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through their victims the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
Often vampires are seen from the point of view of [[Colibrus]], but other gods take interest for or against vampires specifically as outlined in this section.&lt;br /&gt;
&lt;br /&gt;
===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6019</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6019"/>
		<updated>2011-01-12T21:22:54Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Generations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
=Template=&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
==Repelling a Vampire==&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
==Running Water==&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
==Private Dwellings==&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
==Slaying a Vampire==&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
=Vampire nature=&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
==Becomming a Vampire==&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Generations==&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, [[Colibrus]] is more than just a God. With the exception of vampire priests, most vampires not only view [[Colibrus]] as a divine power, but also as a noble family patriarch. [[Colibrus]] is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
As vampires have existed long before [[Colibrus]] there are a large number who cannot trace their roots back to the four or to the god himself. However, these are still subject to the concept of generation having their own bloodlines. Even the most ancient vampires, however, cannot claim to have the power of the four and their god, so are seen as being 3rd generation or higher at best.&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Feeding==&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
==Blood Points==&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inner Monster==&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
&lt;br /&gt;
This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
&lt;br /&gt;
The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
&lt;br /&gt;
When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
&lt;br /&gt;
When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
==Emotions==&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear in the face of paranoia or intimidate, they neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and or other artistic endeavors in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through their victims the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
Often vampires are seen from the point of view of [[Colibrus]], but other gods take interest for or against vampires specifically as outlined in this section.&lt;br /&gt;
&lt;br /&gt;
===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6018</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6018"/>
		<updated>2011-01-12T21:18:46Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Specific Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
=Template=&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
==Repelling a Vampire==&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
==Running Water==&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
==Private Dwellings==&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
==Slaying a Vampire==&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
=Vampire nature=&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
==Becomming a Vampire==&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Generations==&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, Colibrus is more than just a God. With the exception of vampire priests, most vampires not only view Colibrus as a divine power, but also as a Noble Family Patriarch. Colibrus is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
A Sire is the name given to a Childe&#039;s creator.&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Feeding==&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
==Blood Points==&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inner Monster==&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
&lt;br /&gt;
This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
&lt;br /&gt;
The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
&lt;br /&gt;
When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
&lt;br /&gt;
When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
==Emotions==&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear in the face of paranoia or intimidate, they neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and or other artistic endeavors in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through their victims the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
Often vampires are seen from the point of view of [[Colibrus]], but other gods take interest for or against vampires specifically as outlined in this section.&lt;br /&gt;
&lt;br /&gt;
===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6017</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6017"/>
		<updated>2011-01-12T21:17:21Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
=Template=&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
==Repelling a Vampire==&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
==Running Water==&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
==Private Dwellings==&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
==Slaying a Vampire==&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
=Vampire nature=&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
==Becomming a Vampire==&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Generations==&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, Colibrus is more than just a God. With the exception of vampire priests, most vampires not only view Colibrus as a divine power, but also as a Noble Family Patriarch. Colibrus is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
A Sire is the name given to a Childe&#039;s creator.&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Feeding==&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
==Blood Points==&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inner Monster==&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
&lt;br /&gt;
This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
&lt;br /&gt;
The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
&lt;br /&gt;
When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
&lt;br /&gt;
When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
==Emotions==&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear in the face of paranoia or intimidate, they neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and or other artistic endeavors in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through their victims the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6016</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6016"/>
		<updated>2011-01-12T21:14:45Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Repelling a Vampire===&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
===Running Water===&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
===Private Dwellings===&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
===Slaying a Vampire===&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
==Vampire nature==&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
===Becomming a Vampire===&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Generations===&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, Colibrus is more than just a God. With the exception of vampire priests, most vampires not only view Colibrus as a divine power, but also as a Noble Family Patriarch. Colibrus is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
A Sire is the name given to a Childe&#039;s creator.&lt;br /&gt;
&lt;br /&gt;
===Blood &amp;amp; Feeding===&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
===Blood Points===&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Inner Demon===&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
&lt;br /&gt;
This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
&lt;br /&gt;
The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
&lt;br /&gt;
When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
&lt;br /&gt;
When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear, but neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and similar in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through them the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
===Souls===&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
=Vampire Society=&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
==Colibrus&#039; Ascension==&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;br /&gt;
&lt;br /&gt;
==Specific Gods==&lt;br /&gt;
&lt;br /&gt;
===Lathander===&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
===Shar===&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6015</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6015"/>
		<updated>2011-01-12T21:13:40Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* The Inner Demon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Repelling a Vampire===&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
===Running Water===&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
===Private Dwellings===&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
===Slaying a Vampire===&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
==Vampire nature==&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
===Becomming a Vampire===&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Generations===&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, Colibrus is more than just a God. With the exception of vampire priests, most vampires not only view Colibrus as a divine power, but also as a Noble Family Patriarch. Colibrus is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
A Sire is the name given to a Childe&#039;s creator.&lt;br /&gt;
&lt;br /&gt;
===Blood &amp;amp; Feeding===&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
===Blood Points===&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Inner Demon===&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice as though Colibrus himself is whispering to them.&lt;br /&gt;
&lt;br /&gt;
This voice is essentially a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The driving force is powerful and when the vampire is not in complete awareness of themselves it takes over, sometimes unknowingly.&lt;br /&gt;
&lt;br /&gt;
The struggle with this drive is one of the founding principals and a core of the vampire&#039;s existence. The more a vampire gives into the Demon, the less moral it becomes wearing away at it&#039;s mind until it is either a mindless beast or completely corrupt. Therefore ancient vampires often are unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with world on their level. It is up to each vampire to find their own method of life that allows a balance in order to function in society.&lt;br /&gt;
&lt;br /&gt;
When a vampire is suffering is when they often lose control. This can take the form of being deprived of blood, being inescapable situations that may result in death, or even simply being set off by the factors of the world around them. A vampire will easily give into concepts such as anger and vengeance, and they will be hard pressed not to find delight in the suffering of others.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will most likely lose the battle. When the Demon takes full control, the vampire goes into a frenzy, losing it&#039;s dominance over itself, often slaughtering and feeding with abandon until it is sated, or even fleeing uncontrollably to preserve itself, even killing those who seek to stop it.&lt;br /&gt;
&lt;br /&gt;
When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of this voice is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
Due to their inherent natures it&#039;s often difficult for a vampire to maintain any alignment other than evil and even sometimes lawful tendencies depending upon their nature. Being so ready to lose your composure and having so much power often leads a vampire to delight in chaotic acts as if they were a demon. A vampire should never truly be good aligned, especially not one who has lived a long time. The drive to indulge in deplorable acts is often too much to stay from a vampire&#039;s life to walk the line of morality in such a way.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear, but neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and similar in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through them the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
===Souls===&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
===Specific Gods===&lt;br /&gt;
&lt;br /&gt;
====Lathander====&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
====Shar====&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
====Bane====&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;br /&gt;
&lt;br /&gt;
==Vampire Society==&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
===Colibrus&#039; Ascension===&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6014</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6014"/>
		<updated>2011-01-12T21:02:10Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism. As such we were prompted to outline the differences and additions to vampire lore to better acquaint players with the ability to role play as vampires or those interacting with them.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Repelling a Vampire===&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
===Running Water===&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
===Private Dwellings===&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
===Slaying a Vampire===&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
==Vampire nature==&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
===Becomming a Vampire===&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Generations===&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, Colibrus is more than just a God. With the exception of vampire priests, most vampires not only view Colibrus as a divine power, but also as a Noble Family Patriarch. Colibrus is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
A Sire is the name given to a Childe&#039;s creator.&lt;br /&gt;
&lt;br /&gt;
===Blood &amp;amp; Feeding===&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
===Blood Points===&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Inner Demon===&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice. It is, essentially, a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The Demon is everything the Mortal is not. The struggle with the Beast, to keep it caged and satisfied, is the core around a vampire&#039;s existence. The more a vampire gives into the Demon, the less human it becomes, slowly wearing away its morality until it is completely inhuman, unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with Mortals.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will lose the battle with the Beast, and when the Beast takes control, the vampire goes into a frenzy, losing control of itself, slaughtering and feeding with abandon until it is sated. When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of the Beast is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear, but neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and similar in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through them the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
===Souls===&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
===Specific Gods===&lt;br /&gt;
&lt;br /&gt;
====Lathander====&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
====Shar====&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
====Bane====&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;br /&gt;
&lt;br /&gt;
==Vampire Society==&lt;br /&gt;
&lt;br /&gt;
Many societies of vampires exist, and predate even Colibrus&#039; ascension to godhood. This section outlines the day to day workings of the world a vampire will find themselves in, whether of Colibrus&#039; flock or an outsider.&lt;br /&gt;
&lt;br /&gt;
===Colibrus&#039; Ascension===&lt;br /&gt;
&lt;br /&gt;
In the past the strong vampires ruled and the weak were little more than thugs or localized menaces. Often times vampires would even find themselves slaves to the agendas of other more powerful beings such as ancient liches or dominating necromancers.&lt;br /&gt;
&lt;br /&gt;
After [[Colibrus]]&#039; ascension his 4th born childe, [[Sebastian]], led a century of crusades to unite and solidify [[Colibrus]]&#039; faith beyond Sundren, bringing order and nobility even to the lowliest vampire. Some who did not have faith, living as cursed beings, now had found it. Others who were servants to other gods and forces found liberation and a value they had not previously had. It&#039;s not surprising then that orders and cabals to the Blood God, though small, are springing up across the face of Toril itself.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6013</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6013"/>
		<updated>2011-01-12T19:13:02Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Blood Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Repelling a Vampire===&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
===Running Water===&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
===Private Dwellings===&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
===Slaying a Vampire===&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
==Vampire nature==&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
===Becomming a Vampire===&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Generations===&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, Colibrus is more than just a God. With the exception of vampire priests, most vampires not only view Colibrus as a divine power, but also as a Noble Family Patriarch. Colibrus is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
A Sire is the name given to a Childe&#039;s creator.&lt;br /&gt;
&lt;br /&gt;
===Blood &amp;amp; Feeding===&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
===Blood Points===&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
| A rat, bat, or various rodents.&lt;br /&gt;
| 1/2 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cat, dog, or similar sized.&lt;br /&gt;
| 1 Point&lt;br /&gt;
|-&lt;br /&gt;
| A cow, horse, or large mammal.&lt;br /&gt;
| 4 Points&lt;br /&gt;
|-&lt;br /&gt;
| A werewolf, nymph, or various other supernatural beings.&lt;br /&gt;
| 25 Points&lt;br /&gt;
|- &lt;br /&gt;
| A celestial or good outsider.&lt;br /&gt;
| 40+ Points&lt;br /&gt;
|-&lt;br /&gt;
| Another Vampire&lt;br /&gt;
| Varies on potency, 10 to 30+!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette.&lt;br /&gt;
&lt;br /&gt;
Though Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. However, a system may be created in the future to help manage this play.&lt;br /&gt;
&lt;br /&gt;
Also, we do not force vampires to feed on PCs because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player (which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Inner Demon===&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call various names. Some call it their inner beast, others call it a demon, and some still call it the dark voice. It is, essentially, a calling within the vampire bringing out the most deplorable nature. Each vampire was mortal once, and for good or ill, have never known the call of this voice until they enter into this state of undeath. The Demon is everything the Mortal is not. The struggle with the Beast, to keep it caged and satisfied, is the core around a vampire&#039;s existence. The more a vampire gives into the Demon, the less human it becomes, slowly wearing away its morality until it is completely inhuman, unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with Mortals.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will lose the battle with the Beast, and when the Beast takes control, the vampire goes into a frenzy, losing control of itself, slaughtering and feeding with abandon until it is sated. When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of the Beast is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;br /&gt;
&lt;br /&gt;
A vampire in the society of the noble house of Colibrus is expected to control their primal natures. It is seen as a failing of dignity to be unable to display excellence at all times. Any vampire that loses themselves completely to such inner turmoil may find themselves hunted by those who were once their Kin.&lt;br /&gt;
&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
Vampires have a faded sense of emotion and depth of being. They are deadened in a lot of respects to what an average person may feel. This can be a double edged sword. On one hand a vampire may not know concepts such as panic and overwhelming fear, but neither can they truly be empathic to the living. Often the living will appear over emotional to a vampire in that respect.&lt;br /&gt;
&lt;br /&gt;
Also depending on the vampires history, they may have memories of a time when they felt more &amp;quot;Alive&amp;quot; which will often give a feeling of loss in a vampire. They may yearn to feel as they once did taking upon themselves behaviors to try to inspire such things. It&#039;s not strange for a vampire to take up hobbies like musical instruments and similar in an attempt to find inspiration but finding their works lack real depth.&lt;br /&gt;
&lt;br /&gt;
Truly twisted vampires will even go so far to inspire emotions in their victims while they feed, living through them the emotions they have lost as they play with their meals.&lt;br /&gt;
&lt;br /&gt;
Overall, however, a vampire can only hope to ever be truly a pale imitation of the nature a living being may have.&lt;br /&gt;
&lt;br /&gt;
===Souls===&lt;br /&gt;
&lt;br /&gt;
It is a popular belief that vampires are indeed soulless which is not the case. This belief stems from the fact a vampire is a deadened version of a living being. In essence, however, they are more akin to a trapped soul.&lt;br /&gt;
&lt;br /&gt;
Upon final death this soul is freed from the body of the vampire and enters into the web of fate laid out for all dead. Involuntary vampires may find themselves forgiven for the acts they indulged while counting themselves among the undead, possibly paying a small punishment in the afterlife depending upon the nature of their choices. Other vampires who willfully enter this dark pact may find themselves damned in the afterlife just as one who would have signed the devil&#039;s contract.&lt;br /&gt;
&lt;br /&gt;
Therefore among the good beings who have the knowledge, it is generally considered merciful to slay a vampire and send their soul to a better place in the after life, perhaps even resurrecting it to give a second chance at a life of happiness if the resources are available or the drive.&lt;br /&gt;
&lt;br /&gt;
To gods of death vampires tend to be viewed as requiring absolute destruction. Myrkul, for example, views such beings as ones trying to escape his chilling grasp and power, viewing them as renegades. Kelemvor will view them as upsetting the natural order of life. And Jergal will see them as prolonging the inevitable, although the Jergal church tends to take a different view of undead in general and a vampire may find reprieve within it though they will be required to uphold the laws of death staying their hand from killing anyone unlawfully as well as taking the mantle of a day when they will be forced themselves to die at the finality of things. This is often too heavy a mantle for a vampire to concern themselves with.&lt;br /&gt;
&lt;br /&gt;
===Specific Gods===&lt;br /&gt;
&lt;br /&gt;
====Lathander====&lt;br /&gt;
&lt;br /&gt;
The curse of sun death is one laid out by Lathander himself who despises the vampire. To Lathander a vampire&#039;s dull and twisted spirit is an abomination compared to true life and will rid the world of them whenever possible. As such any vampire who finds themselves under Lathander&#039;s life-giving light will be burned by his divine power, thus there is no means to resist such directly. However, vampires have found means to repel the sun&#039;s light with darkness spells and other divine beings offering them sanctuary.&lt;br /&gt;
&lt;br /&gt;
====Shar====&lt;br /&gt;
&lt;br /&gt;
Shar takes special delight in vampires, second only to the Vampire King himself. Vampires are the epitome of loss and emptiness and echo her darkness and secrets as they masquerade among the living. Even more so being condemned to a life solely expressed at night make them an image of her domain. As such some vampire not of Colibrus flock will often be of Shar&#039;s. &lt;br /&gt;
&lt;br /&gt;
Unlike the vampire king, however, Shar&#039;s view of the vampire is a puppet or toy. She will often lower their lot in life instead of expanding it.&lt;br /&gt;
&lt;br /&gt;
====Bane====&lt;br /&gt;
&lt;br /&gt;
Bane sees vampires as a tool to help solidify his rule in the world as they often embody his vision of an endless dominating force on the world. Also, Colibrus being his chosen, holds a special place within Bane&#039;s hierarchy of rule and therefore vampires with the will to spread fear, tyranny and hate will find themselves a special place in his church.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6012</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6012"/>
		<updated>2011-01-12T17:46:45Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Blood Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Repelling a Vampire===&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
===Running Water===&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
===Private Dwellings===&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
===Slaying a Vampire===&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
==Vampire nature==&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
===Becomming a Vampire===&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Generations===&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, Colibrus is more than just a God. With the exception of vampire priests, most vampires not only view Colibrus as a divine power, but also as a Noble Family Patriarch. Colibrus is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
A Sire is the name given to a Childe&#039;s creator.&lt;br /&gt;
&lt;br /&gt;
===Blood &amp;amp; Feeding===&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
===Blood Points===&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Source&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| A healthy medium humanoid&lt;br /&gt;
| 10 Points&lt;br /&gt;
|-&lt;br /&gt;
| A healthy small humanoid&lt;br /&gt;
| 8 Points&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A rat has a half point.&lt;br /&gt;
A cat has one point.&lt;br /&gt;
A werewolf may have 25.&lt;br /&gt;
A celestial may have 50!&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette. Certain blood types may cause psychological changes in a vampire, for example, fey blood may cause delusions, werewolf blood may cause the vampire to frenzy, etc.&lt;br /&gt;
&lt;br /&gt;
Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. Also, we do not force vampires to feed because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player(which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
Vampires require blood to survive, and remain sane and civil. The longer a vampire goes without feeding, the more irritable and cold he or she becomes, slowly losing their human-facade to the growing hunger within known as the Beast.&lt;br /&gt;
&lt;br /&gt;
The Beast&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call the Beast. It is, essentially, whats makes a vampire, a vampire. Each vampire was mortal once, and for good or ill, none ever have the Beast. The Beast only knows a few things: hunt, kill, feed, sleep, repeat. It is a monstrous and animalistic aspect of themselves that demands to be satisfied, no matter the cost. The Beast is everything the Mortal is not. The struggle with the Beast, to keep it caged and satisfied. is the core around a vampire&#039;s existence. The more a vampire gives into the Beast, the less human it becomes, slowly wearing away its morality until it is completely inhuman, unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with Mortals.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will lose the battle with the Beast, and when the Beast takes control, the vampire goes into a frenzy, losing control of itself, slaughtering and feeding with abandon until it is sated. When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of the Beast is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6011</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6011"/>
		<updated>2011-01-12T17:45:59Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Blood Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Repelling a Vampire===&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
===Running Water===&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
===Private Dwellings===&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
===Slaying a Vampire===&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
==Vampire nature==&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
===Becomming a Vampire===&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Generations===&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, Colibrus is more than just a God. With the exception of vampire priests, most vampires not only view Colibrus as a divine power, but also as a Noble Family Patriarch. Colibrus is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
A Sire is the name given to a Childe&#039;s creator.&lt;br /&gt;
&lt;br /&gt;
===Blood &amp;amp; Feeding===&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
===Blood Points===&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Source&lt;br /&gt;
| Amount&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A healthy medium humanoid has 10 points of blood, unhealthy may have less.&lt;br /&gt;
A rat has a half point.&lt;br /&gt;
A cat has one point.&lt;br /&gt;
A werewolf may have 25.&lt;br /&gt;
A celestial may have 50!&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette. Certain blood types may cause psychological changes in a vampire, for example, fey blood may cause delusions, werewolf blood may cause the vampire to frenzy, etc.&lt;br /&gt;
&lt;br /&gt;
Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. Also, we do not force vampires to feed because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player(which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
Vampires require blood to survive, and remain sane and civil. The longer a vampire goes without feeding, the more irritable and cold he or she becomes, slowly losing their human-facade to the growing hunger within known as the Beast.&lt;br /&gt;
&lt;br /&gt;
The Beast&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call the Beast. It is, essentially, whats makes a vampire, a vampire. Each vampire was mortal once, and for good or ill, none ever have the Beast. The Beast only knows a few things: hunt, kill, feed, sleep, repeat. It is a monstrous and animalistic aspect of themselves that demands to be satisfied, no matter the cost. The Beast is everything the Mortal is not. The struggle with the Beast, to keep it caged and satisfied. is the core around a vampire&#039;s existence. The more a vampire gives into the Beast, the less human it becomes, slowly wearing away its morality until it is completely inhuman, unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with Mortals.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will lose the battle with the Beast, and when the Beast takes control, the vampire goes into a frenzy, losing control of itself, slaughtering and feeding with abandon until it is sated. When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of the Beast is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6010</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6010"/>
		<updated>2011-01-12T17:45:44Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Repelling a Vampire===&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
===Running Water===&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
===Private Dwellings===&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
===Slaying a Vampire===&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;br /&gt;
&lt;br /&gt;
==Vampire nature==&lt;br /&gt;
&lt;br /&gt;
Sundren vampires differ from normal D&amp;amp;D vampires in a number of ways roleplay-wise. Each nuance will be discussed below in detail. Players familiar with the roleplay system of World of Darkness will notice similarities here. Much of the following information was taken from sources such as: Vampire: The Masquerade, Vampire: The Requiem, and the computer game Vampire: Bloodlines.&lt;br /&gt;
&lt;br /&gt;
===Becomming a Vampire===&lt;br /&gt;
&lt;br /&gt;
A major deviance from D&amp;amp;D is that of being bitten by a vampire causing one to become a vampire. This is simply not the case in Sundren&#039;s lore. Only certain vampire strains carry infection as such and is generally seen as unclean by most vampires. This change was introduced for various reasons, such as NPC vampires in dungeons not altering a PC to the vampire template as well as having all PC&#039;s that become vampires heavily moderated.&lt;br /&gt;
&lt;br /&gt;
Also this effect makes no logical sense considering a vampire must feed often to survive and those they create will also have to feed often. A vampire epidemic would most certainly occur and given the natural power a vampire holds, it would overpower the majority of Faerun&#039;s populace within a few years.&lt;br /&gt;
&lt;br /&gt;
Therefore, as in much vampire literature, Sundren has seen fit to follow the lore of sire and childe.&lt;br /&gt;
&lt;br /&gt;
To create a vampire a body must be dead and void of all blood. Blood is then directly transferred into the being instantly bringing them into their life as a vampire. This blood &#039;&#039;&#039;must&#039;&#039;&#039; be directly given. It cannot be transferred through objects such as cups, bottles or other receptacle. The body can be dead for any number of days before this occurs, even skeletal in nature. However, the body must at least be relatively intact. A pile of ashes that was once a body cannot be formed into a vampire.&lt;br /&gt;
&lt;br /&gt;
It is common practice for a vampire to drink a person dry of their blood, which takes their life, and then the new vampire allowed to suckle upon their sire&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
The practice of creating a new vampire is called the &#039;&#039;&#039;embrace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Generations===&lt;br /&gt;
&lt;br /&gt;
Many vampires of Sundren, from the lowly ravenous ferals to the elite noble elders can trace their blood lineage to [[Colibrus]], a vampire that has achieved divinity and demi-god status.&lt;br /&gt;
&lt;br /&gt;
For vampires, Colibrus is more than just a God. With the exception of vampire priests, most vampires not only view Colibrus as a divine power, but also as a Noble Family Patriarch. Colibrus is the head of his noble family, with his First Four Children being those he created, and each of their Childer (the term for &#039;children&#039; they create with their vampirism) descended from them.&lt;br /&gt;
&lt;br /&gt;
These Children create Children beneath them, and so on down, in a kind of complex web of family lineages. Each &#039;generation&#039; before being slightly weaker than the last. The farther down the lineage a vampire is, the weaker it becomes until those at the very bottom are little more animalistic ferals possesing only a fraction of the noble&#039;s true power. These twisted children are termed &#039;&#039;&#039;thrall&#039;&#039;&#039; or &#039;&#039;&#039;spawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Vampires are automatically aware of one another&#039;s generation. This need not be said and is a supernatural awareness to them.&lt;br /&gt;
&lt;br /&gt;
A Sire is the name given to a Childe&#039;s creator.&lt;br /&gt;
&lt;br /&gt;
===Blood &amp;amp; Feeding===&lt;br /&gt;
&lt;br /&gt;
Vampires need blood to exist, often referring to it as &#039;&#039;&#039;vitae&#039;&#039;&#039; due to it&#039;s life giving properties. It is their lifeforce, their metabolism, their drug, their high, it&#039;s basically everything. As a vampire is full of blood, so are they closer to the state of &amp;quot;Living&amp;quot;. Vampires can even reproduce vampire/half-vampire offspring if they sustain a high enough level of blood.&lt;br /&gt;
&lt;br /&gt;
As a vampire loses blood they will become more feral and more &amp;quot;dead&amp;quot;. Their bodies will become pale, their eyes sunken, and their demeanor more ravenous or ferocious. Their mood will become quite irritable and will likely find it difficult to think anything beyond feeding just as a starving man would. When they are extremely low they could even go into a frenzy (See Below) depending upon their will power and self control. Once a vampire enters into this frenzy they their only thought becomes drinking blood, often killing victims without regard for who they are. The concept friend or enemy makes no difference to the frenzied vampire.&lt;br /&gt;
&lt;br /&gt;
If a vampire loses all their blood this does not kill them. It instead puts them in torpor (See below) in which their body will slowly dry like a mummified remains until blood is reintroduced. Some particularly strong vampires may still be aware of the world in this state and intentionally enter torpor to sleep away eras peacefully. These same vampires may even have means of stealing blood from individuals who happen upon their resting remains. This is up to DM discretion.&lt;br /&gt;
&lt;br /&gt;
When a vampire&#039;s fangs make contact with a victim, the feeling is a euphoria. This should not be confused with sexual pleasure (So don&#039;t feel you need to RP it that way) but it&#039;s generally a positive sensation. This is a predatory invention causing a victim to be less inclined to resist, scream or fight back when bitten. For RP purposes, a person being fed upon by a vampire should make a will save vs DC14 + the Vampire&#039;s Charisma modifier, or succumb to the euphoria. This is merely a guideline and role players are encouraged to decide a friendly and acceptable means of portraying such things.&lt;br /&gt;
&lt;br /&gt;
This feeding is also equally enticing for the vampire who will be hard pressed to resist draining their victim dry and killing them. Young vampires will generally slay a victim during feeding regardless of their intention due to their inexperience with the joy of the vitae.&lt;br /&gt;
&lt;br /&gt;
A vampire can go several days or even up to two weeks without feeding but will become more and more feral as they are denied blood until they either lose control or enter torpor. Thus a vampire will often feed once a day or every two days to maintain complete control.&lt;br /&gt;
&lt;br /&gt;
Animal blood may be fed upon but will have an odious flavor to a vampire and be far less nourishing. Often requiring many animals to be fed upon to achieve the same nourishment of a person. A vampire will be hard pressed to stomach such a meal and may vomit up the blood they fed upon. It&#039;s a very revolting practice and will be frowned upon by most vampires. A vampire who feeds on animals will often find themselves ridiculed on top of the side effects of being malnourished when they practice such. However, all vampires will agree, if you need to survive, the practice may save your life.&lt;br /&gt;
&lt;br /&gt;
Vampires may also drink from stored blood though fresh is always preferred as potency is lost the longer the blood is kept until it is far too old to be fed upon.&lt;br /&gt;
&lt;br /&gt;
Various bloodlines of atypical beings often had different levels of nourishment for a vampire and they will find feeding from certain being far more potent than others. Though some of these beings have side effects. For example, feeding upon a Fey may cause hallucinations. Feeding upon a werewolf or wild creature may cause a vampire to be more prone to frenzy.&lt;br /&gt;
&lt;br /&gt;
===Blood Points===&lt;br /&gt;
&lt;br /&gt;
For the sake of mathematics and roleplay consider a vampire as having between 10 points of blood for low caste or thrall and 30 points or more for elder or higher caste. Each day a vampire exists it requires 1 blood point to survive outside of absolute torpor state. Thus a vampire may go a little over a week without drinking blood up to a month before they will lose consciousness. As they grow closer to losing consciousness the risk of frenzy will become greater and greater when presented with a possible meal.&lt;br /&gt;
&lt;br /&gt;
Different beings may offer various points worth of blood to a vampire based upon size and potency. For example:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Source&lt;br /&gt;
|-&lt;br /&gt;
| Amount&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A healthy medium humanoid has 10 points of blood, unhealthy may have less.&lt;br /&gt;
A rat has a half point.&lt;br /&gt;
A cat has one point.&lt;br /&gt;
A werewolf may have 25.&lt;br /&gt;
A celestial may have 50!&lt;br /&gt;
&lt;br /&gt;
Good aligned beings, those of magical nature, and healty individuals are often sought out for being particularly nourishing or flavorful to a vampire&#039;s palette. Certain blood types may cause psychological changes in a vampire, for example, fey blood may cause delusions, werewolf blood may cause the vampire to frenzy, etc.&lt;br /&gt;
&lt;br /&gt;
Sundren vampires are encouraged to feed at least once every week or two. There is no actual system in place to enforce this, and since play times differ from player to player, this rule is fairly lax and open to interpretation. Its certainly plausible that a vampire could feed from one of the npc mobs that exist on the server. Also, we do not force vampires to feed because it could lead to a special kind of griefing on the part of the vampire player. In the past, it has led to vampires picking on new low-level players, and can be terribly discouraging to such new people if they are getting victimized constantly. This requires a special kind of responsibility on the part of the vampire player(which is why they are typically chosen with care, and not subject to simply being earned through play time or Roleplayer of the Month). In essence, a feeding should be an RP event unto itself, and should never be done, simply to be done.&lt;br /&gt;
&lt;br /&gt;
Vampires require blood to survive, and remain sane and civil. The longer a vampire goes without feeding, the more irritable and cold he or she becomes, slowly losing their human-facade to the growing hunger within known as the Beast.&lt;br /&gt;
&lt;br /&gt;
The Beast&lt;br /&gt;
&lt;br /&gt;
In every vampire exists a splintered part of their pysche which vampires come to call the Beast. It is, essentially, whats makes a vampire, a vampire. Each vampire was mortal once, and for good or ill, none ever have the Beast. The Beast only knows a few things: hunt, kill, feed, sleep, repeat. It is a monstrous and animalistic aspect of themselves that demands to be satisfied, no matter the cost. The Beast is everything the Mortal is not. The struggle with the Beast, to keep it caged and satisfied. is the core around a vampire&#039;s existence. The more a vampire gives into the Beast, the less human it becomes, slowly wearing away its morality until it is completely inhuman, unable to empathize with the Mortals around it. Most vampires fight this slow change in some form or another, giving into their urges when they must, and trying to stay sane enough to interact with Mortals.&lt;br /&gt;
&lt;br /&gt;
The only sad truth is that, eventually, at one point or another, a vampire will lose the battle with the Beast, and when the Beast takes control, the vampire goes into a frenzy, losing control of itself, slaughtering and feeding with abandon until it is sated. When the Beast is sated, and the vampire regains its mind, it must then deal with the consequences of its actions, which can be devasting for vampires that try to hard to stay good in some fashion or another. A vampire that frenzies and kills his loved ones is a common tragedy for the undead. Because of these inevitable failings, most vampires lose their morality over time, rationalizing each incident until they no longer care, and become truly inhuman. Such can happen over the course of long centuries, or very quickly, depending on how much the vampire tries to fight off the Beast, and how many incidents they cause by losing control, or giving in.&lt;br /&gt;
&lt;br /&gt;
The roleplay of the Beast is primarily up to each individual vampire. Some vampires will give in more easily than others. The important part is that it is roleplayed properly and not abused as an excuse to PvP or commit mass murders. Like any player, a vampire can be punished by the staff for wantonly murdering without cause or purpose (or DM).&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6009</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6009"/>
		<updated>2011-01-12T16:54:27Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
&lt;br /&gt;
Vampires have a number of supernatural weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Repelling a Vampire===&lt;br /&gt;
&lt;br /&gt;
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.&lt;br /&gt;
&lt;br /&gt;
This is mainly an RP weakness that Vampire PC&#039;s must follow. Subject to possible change in the future.&lt;br /&gt;
&lt;br /&gt;
===Running Water===&lt;br /&gt;
&lt;br /&gt;
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t really recognized on Sundren due to the limitations of where players can walk on the server. And the fact that they cannot turn into a bat and fly over such obstacles.&lt;br /&gt;
&lt;br /&gt;
===Private Dwellings===&lt;br /&gt;
&lt;br /&gt;
Vampires are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.&lt;br /&gt;
&lt;br /&gt;
Vampire&#039;s PC&#039;s are obligated to follow the RP of this weakness. This does not prevent a vampire from Dominating another player and asking them to invite them inside.&lt;br /&gt;
&lt;br /&gt;
(Knowledge religion score of 15 or better.)&lt;br /&gt;
&lt;br /&gt;
===Slaying a Vampire===&lt;br /&gt;
&lt;br /&gt;
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.&lt;br /&gt;
&lt;br /&gt;
Exposing any vampire to direct sunlight scorches a vampire at 5% of it&#039;s life in Divine damage per round, negating regeneration. This cannot be resisted. A vampire who reaches 0 hit points is destroyed. Similarly, immersing a vampire in running water robs has the same effect.&lt;br /&gt;
&lt;br /&gt;
Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.&lt;br /&gt;
&lt;br /&gt;
Doing fire damage to a vampire in torpor will also destroy the vampire.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6008</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6008"/>
		<updated>2011-01-12T16:46:30Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Template */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6007</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6007"/>
		<updated>2011-01-12T16:46:07Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Template */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment:&#039;&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities:&#039;&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class:&#039;&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Drain (Ex):&#039;&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominate (Su):&#039;&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction (Su):&#039;&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Healing (Ex):&#039;&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances (Ex):&#039;&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Climb (Ex):&#039;&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Resistance (Ex):&#039;&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6006</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6006"/>
		<updated>2011-01-12T16:45:21Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
Vampire templates can be applied to any humanoid race. Changes applied to the race are as listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Race:&#039;&#039; A character becomes Undead (Vampire) race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level Adjustment:&#039;&#039; Vampires are ECL +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Qualities:&#039;&#039; A vampire retains all the special qualities of the base creature and undead special qualities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Class:&#039;&#039; +6 Natural Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood Drain (Ex):&#039;&#039; Vampire PC&#039;s possess a special feat attack called &#039;Vampire Bite&#039; that allows them to make a grapple check to do 1d4 Con damage to a target, and a will save not to &#039;stun&#039; them for a round or two. Vampires heal a small amount of hp every successful bite. It can be noted that Vampire bite does not reduce a player&#039;s CON lower than 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dominate (Su):&#039;&#039; Vampire&#039;s possess a modified Dominating Gaze as follows: the range is very long, the effect lasts for much longer than neverwinter&#039;s standard Dominate Person spell, and there is no &#039;looking away&#039; feature for players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage Reduction (Su):&#039;&#039; A vampire has damage reduction 10/silver and magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fast Healing (Ex):&#039;&#039; A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, the vampire will be &#039;destroyed&#039; for all intents and purposes though this is roleplayed as becoming mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistances (Ex):&#039;&#039; A vampire has resistance to cold 10 and electricity 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spider Climb (Ex):&#039;&#039; A vampire can climb sheer surfaces as though with a spider climb spell. All climb checks are automatically successful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Turn Resistance (Ex):&#039;&#039; A vampire has +4 turn resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abilities:&#039;&#039; Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skills:&#039;&#039; Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feats:&#039;&#039; Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6005</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vampires&amp;diff=6005"/>
		<updated>2011-01-12T15:53:10Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: Created page with &amp;#039;Sundren features a unique element in the form of playable vampire PC&amp;#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sundren features a unique element in the form of playable vampire PC&#039;s and small deviations from standard D&amp;amp;D lore on vampirism.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Colibrus&amp;diff=6004</id>
		<title>Colibrus</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Colibrus&amp;diff=6004"/>
		<updated>2011-01-12T15:51:23Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Colibrus:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;The Blood God, The Vampire Lord, the Dark Father&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A reaching hand in front of blood spray or crimson backdrop&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Black Bastion, Barrens of Doom and Despair&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: LE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Blood, vampires &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Evil, Undead, Blood, Law&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Vampires, Blackguards, Nobles, those seeking immortality.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LN, LE, NE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; The Damonklinge (a Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Little knowledge exists pertaining to Colibrus&#039; appearance, but recently information points to the possibility that Colibrus was once a mortal servant who had complete devotion to Bane. Due to his reverance it is said he was elevated to divinity by Black Lord&#039;s own hand and given the highest dominion over his armies as the truest knight in his service. A role Colibrus and his children fill all too well.&lt;br /&gt;
&lt;br /&gt;
Colibrus also is depicted in tales as wielding the great ire of Bane, the Damonklinge which had been sought by many champions of Bane in the past, none of which succeeding in procuring the spiteful blade.&lt;br /&gt;
&lt;br /&gt;
Until recently, talk of Colibrus was limited to the north eastern coast of Faerun. However, in the recent years after the time of troubles, more and more cults the venerate the blood god are appearing. Even within the lands of Sundren his faith is strengthening as many who cling to their physical existences pray for immortality from the lord of blood.&lt;br /&gt;
&lt;br /&gt;
Though Colibrus has allegiances within the churches of the dead three, he has far more enemies than allies. Most notable among them include the House of the Triad who have sponsored many quests to rid good lands of these cultists who have been likened to parasites. Though these churches hold hatred, none despise the he Vampire King than the Church of [[Kelemvor]]. His tenants of immortality through undeath stand against all that the god holds sacred in the passing over of souls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Nobility and splendor comes to those who serve the Vampire King. All others who exist are beneath you as you are true nobility. Use and take from others, all they have is rightfully your own. Accept tribute for yourself and sacrifice, but the blood is sacred. Pour out blood in sacrifice to the Blood God or feed upon it yourself. Blood is a symbol of greatness and elegance. Show complete devotion to those whose blood is thicker than your own and the vampire children of Colibrus, as they command his power. Seek to attain immortality, as death is the end of your nobility. Vindicate the Dark Father and let all who wish to drink of his blood come before him. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Colibrus&#039; true form is thought to be that of a garbed man with burning eyes and pale flesh. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Colibrus&#039; agents tend to be those who seek immortality and greatness. He has many [[vampires]] willing to follow his every word. Colibrus rarely acts himself, using his small but terrifyingly cunning following to carry out his ends. His mortal followers (ghouls) tend to become servants to his immortal followers who are often seen as being closer to the Blood God. This creates a hierarchy with Colibrus at the head. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Colibrus:&#039;&#039;&#039;&lt;br /&gt;
The church of Colibrus began soon after his ascension as a demi-power with the spread of his vampiric clan who is said to be direct descendants of his. Though his church remains smaller than other faiths, it has recently seen a growth and spread beyond Sundren&#039;s borders where it is said to have originated.&lt;br /&gt;
&lt;br /&gt;
Any group that gives worship to the Blood God are likely to have a vampire patron above them who guides the affairs of the sect, often using them to solidify his foothold in their own respective regions. Most followers of Colibrus work in secrecy, however, there are some who believe they should be open with their bonding to the Dark Father, and will speak outwardly to masses and people, often in attempts to garner support and converts. This is considered a noble display and right.&lt;br /&gt;
&lt;br /&gt;
Places of worship tend to be shrines in extravagant places, such as luxurious manors or keeps. These are often the abodes of local nobility or wealthy benefactors who have either been slain and their assets taken for the church or who themselves have joined. An altar is always present and always has the scent of old blood as sacrifices are made to Colibrus in blood.&lt;br /&gt;
&lt;br /&gt;
Priests of Colibrus pray for spells at midnight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Activities tend toward spreading of Colibrus&#039; worship as well as gaining dominion over those not of his fold. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
Once a year in the autumn season, the full moon after harvest moon which is called the blood moon, Colibrus&#039; servants engage in a ritual called the Bloodletting. Each mortal servant is to give a portion of their own blood to him in sacrifice upon his altar. Every vampire servant is to abstain from drinking blood this evening and give a mortal&#039;s blood to Colibrus.&lt;br /&gt;
&lt;br /&gt;
Beyond the Bloodletting, other ceremonies are held based on each sect. Often they will venerate their noble leaders along side Colibrus. In all Ceremonies the blood of intelligent creatures is used in some way, and the blood of virgins is considered most pure as well as the blood of Colibrus&#039; enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Ceremonial dress for Colibrus are fine garments of crimson or long flowing robes. The highest priests will often be adorned in rubies and bloodstones set within gold jewelry. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5874</id>
		<title>Sundren Laws</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5874"/>
		<updated>2010-11-04T21:42:10Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Vellik Act */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren System of Law=&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times. Rumors persist that the Banites have their influence as well, though it has never been proven.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state. The most lawful area is, of course, Sundren City. Additionally, Port Avanthyr is highly protected, being a major route for commerce. Law enforcement and presence of the Legion diminishes the further you travel from these centers of government and business. Sestra has a lower presence of the Legion and relies on the local militia, called the Corsairs, and volunteers from the Arbiters&#039; Alliance for enforcement. To the north, Aquor has an even smaller Legion presence. The Thayan Enclave is charged with protecting its citizens, but they limit their enforcement to within the town walls. Outside those walls, lawlessness is rampant.&lt;br /&gt;
&lt;br /&gt;
The fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is often highly-dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly. One may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
==Governmental Structure==&lt;br /&gt;
The Oligarchy of Arbiters governs Sundren. The position is for life. Members&#039; names are kept secret. When one of the Arbiters passes on, the other Arbiters hold a vote to elect a new council member.&lt;br /&gt;
&lt;br /&gt;
Sundren is headed by a council of seven Arbiters. Five members are chosen from Sundren&#039;s nobility, elected to their roles by other members of the Arbiters. It is not uncommon for former Stewards to inherit the rank of Arbiter when the man they serve passes on. The remaining two posts are reserved for the Left and Right Hands or their due representatives. The names of the Arbiters are otherwise kept secret as a security measure.&lt;br /&gt;
&lt;br /&gt;
The seven Arbiters meet on a weekly basis to discuss policy, direction and the situation within Sundren. For the most part, this is a regimented affair as most of the politics are resolved prior to the meetings. The Stewards resolve most of the minor matters on their own.&lt;br /&gt;
&lt;br /&gt;
At each New Moon a greater assembly is held. This assembly includes the Steward and the Exarches. This meeting is open to (acceptable members of) the public, most notably the Noble families who are not on the council. The stewards report their actions to the Arbiters prior to this meeting, both to brief them on minor decisions made and as a check to ensure the Stewards do not overstep their bounds. The Arbiters hear the meeting from a secret chamber and respond, but keep their identities hidden from the public. This meeting is used to gauge public opinion, and for the public to air grievances, problems and ask for higher justice.&lt;br /&gt;
&lt;br /&gt;
==General Imperatu Verinus==&lt;br /&gt;
The general of the Legion is what holds the men&#039;s respect, he is an inspiring leader: General Imperatu Verinus. However if he were to sway from the will of the Arbiters he would lose much of his influence with his men, as well most of his men are Sundren natives so as long as he holds the ideals of the common people the Legion itself will remain highly disciplined. The general is loyal to the Arbiters.&lt;br /&gt;
&lt;br /&gt;
==Arbiters==&lt;br /&gt;
Leading council of Sundren, currently consists of:&lt;br /&gt;
Left &amp;amp; Right Hands (ongoing positions)&lt;br /&gt;
Five others (unknown to the public)&lt;br /&gt;
&lt;br /&gt;
==Steward==&lt;br /&gt;
Stewards are personal assistants to the Arbiters. Since the Arbiters&#039; names are kept secret, the stewards act as their public faces for day-to-day matters. The exact boundaries of the Stewards&#039; powers are somewhat grey (much like US presidential cabinet members), but they can create laws for things deemed too mundane for the Arbiters. Because there is a lot of hub-bub and fuss to get the Arbiters together in secret for any sort of voting, the Stewards function as &amp;quot;grease&amp;quot; to keep the politics functional in Sundren. Each steward is chosen by the Arbiter. Their oaths are not taken lightly. Most come as former students of Sundren University.&lt;br /&gt;
&lt;br /&gt;
==Exarchs==&lt;br /&gt;
A position between town mayor and sheriff: The Exarches answer to the Arbiters on political and judicial matters. They are responsible for organising the defences of the town and ensuring it prospers.&lt;br /&gt;
&lt;br /&gt;
Currently:&lt;br /&gt;
Sundren City – none&lt;br /&gt;
Port Avanthyr – Exarch is Jarius Malifar. Legion provide defence and police.&lt;br /&gt;
Sestra: Keiji Kemura as Exarch. Corps De Grace operating as security.&lt;br /&gt;
&lt;br /&gt;
==Militia Law Enforcement==&lt;br /&gt;
Groups like Corps de Grace and paladins of the Church of Helm have extended trust by the government, although they have no official standing of office.&lt;br /&gt;
&lt;br /&gt;
=State Laws and Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state, and the fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is more often than highly dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly, where one may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
State Laws apply to all of Sundren, both in Sundren City and the lesser towns. They deal with crimes.&lt;br /&gt;
&lt;br /&gt;
==Regarding Murder==&lt;br /&gt;
&lt;br /&gt;
Murder is defined as the premeditated taking of the life or lives of a member or members of the Good Races, regardless of origin or citizenship. A perpetrator of murder or attempted murder is sometimes subject to trial in a court of law, and conviction typically leads to exile, temporary or permanent, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Treason==&lt;br /&gt;
&lt;br /&gt;
Treason is defined as conspiring or conducting harm to the State of Sundren, including but not limited to, active agitation against the State; collaboration with known enemies of the State; participation or instigation of war against the State; and harming or participation in conspiracy of harming the Arbiters, the Steward, or the Harbingers of the State.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of treason is subject to trial in a court of law, and conviction typically leads to public humiliation in the pillory followed by permanent exile, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Manslaughter==&lt;br /&gt;
&lt;br /&gt;
Manslaughter is defined as the taking of the life or lives of a member or members of the Good Races. A perpetrator of manslaughter is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, temporary or lifelong; exile, temporary or permanent, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Assault and Battery==&lt;br /&gt;
&lt;br /&gt;
Assault and Battery are defined as crimes of violence against another or others of the Good Races, regardless of origin or citizenship, where Assault is the threat of violence and Battery the infliction thereof.&lt;br /&gt;
&lt;br /&gt;
Torture is defined as an act or a series of acts of violence, extended or otherwise, that effects irrevocable bodily or emotional harm. It is considered a form of aggravated assault where unauthorized by law.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of assault and/or battery is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, or exile.&lt;br /&gt;
&lt;br /&gt;
A criminal convicted of torture is in addition subject to public humiliation in the pillory, public lashings, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Mayhem==&lt;br /&gt;
&lt;br /&gt;
Mayhem is defined as an unjustified permanent crippling, with or without malicious intent, of a member or members of the Good Races. A perpetrator of mayhem is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with community service and/or fines or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Arson==&lt;br /&gt;
&lt;br /&gt;
Arson is defined as setting a fire or fires unlawfully that results in damage to private or public property and/or life. For all intents and purposes, damage to property, regardless of manner, is defined as arson under State Law. A perpetrator of arson is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Rape==&lt;br /&gt;
&lt;br /&gt;
Rape is defined as violence of grand proportions against a member or members of the Good Races, and includes acts of sexual violation and unsolicited intrusion to or manipulation of the mind by means of magic. A perpetrator of rape is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, public humiliation in the pillory, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Banditry==&lt;br /&gt;
&lt;br /&gt;
Banditry is defined as seizing properties or possessions from a member or members of the Good Races through violence or threat of violence. A perpetrator of banditry is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Larceny==&lt;br /&gt;
&lt;br /&gt;
Larceny is defined as trespassing property and/or the taking of properties without consent and with the intent to deprive. It includes but is not limited to breaking-and-entering, theft or embezzlement of possessions, and poaching.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of larceny is sometimes subject to trial in a court of law, and conviction typically leads to fines, imprisonment, or community service.&lt;br /&gt;
&lt;br /&gt;
==Regarding Obstruction of Justice and Perjury==&lt;br /&gt;
&lt;br /&gt;
Obstruction of Justice is defined as deliberate interference in the legislating, interpreting, or enforcing of State Laws or Town Ordinances. A person found guilty of Obstruction of Justice, if guilty of other crimes, may face a doubling of his or her penalties; otherwise, he or she may be subject to fines, imprisonment, community service, or public humiliation in the pillory.&lt;br /&gt;
&lt;br /&gt;
Perjury is defined as making false statements knowingly under oath to Tyr. It is an aggravated form of obstruction of justice and carries greater penalties of the same sorts.&lt;br /&gt;
&lt;br /&gt;
==Regarding False Pretences and Deception==&lt;br /&gt;
&lt;br /&gt;
False Pretences and Deception are defined as intentional and/or malicious dishonesty in dealings with a member or members of the Good Races that results in damage to property, life, or reputation of abovementioned member or members. Deception offences include, but are not limited to, impersonation of officials or individuals of import, slander and libel in public statements, use of false credentials, styles, or titles, conscious false claims over property, fraud, and forgery. An intent to deceive or harm is always involved in an offence of false pretences and deception.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of false pretences and deception is often subject to a trial in court of law, and conviction typically leads to fines, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Extortion==&lt;br /&gt;
&lt;br /&gt;
Extortion is defined as the seizing of properties or possessions from a member or members of the Good Races through coercion and intimidation. It differs from robbery in that the intent of bodily harm is often less pronounced or nonexistent, and extortion involves threats that may be legal under State Laws but nevertheless pose sufficient distress to result in loss of properties or possessions. A perpetrator of extortion is often subject to trial in a court of law, and conviction typically leads to fines, partial or complete confiscation of properties and possessions, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Proxies and Responsibilities==&lt;br /&gt;
&lt;br /&gt;
All crimes carried out through a proxy or dependant are considered as though the guardian or master were in full guilt. A proxy or dependant may include, but would not be limited to, a familiar of a mage, a pet-animal, a magical presence bound to a master, or a young child. For instance, a mage who commits crimes through a familiar is held fully accountable for the familiar&#039;s actions, and a spellcaster who bewitches the mind of another to carry out a crime is culpable of all guilt thereof. In cases where a proxy or dependant commits wrongdoing without equal intent on the part of the guardian or master, the aforementioned guardian or master is guilty criminal negligence. Criminal negligence is punishable by fines and prison sentences equal to or less than the crime allowed to happen through negligence.&lt;br /&gt;
&lt;br /&gt;
==Regarding Census and Taxes==&lt;br /&gt;
&lt;br /&gt;
All households resident to Sundren are expected to report biennially to their local government for the purpose of census after Highharvestide in the month of Eleint (the ninth month of the year) every two years. Taxes in Sundren are collected bianually, once during the season of Greengrass in mid-Tarsakh (the fourth month of the year) and once after the Highharvestide in mid-Eleint. Taxes are determined according to the year&#039;s harvest, income, profession, and standard of living of the taxed. The local government is empowered with the duty of adjusting taxes and keeps them up-to-date.&lt;br /&gt;
&lt;br /&gt;
Residents with no set address and travellers are still subject to taxation, even if they are to report to different local governments. In exchange, they enjoy the protection of the law.&lt;br /&gt;
      &lt;br /&gt;
=Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Town Ordinances are local laws.&lt;br /&gt;
&lt;br /&gt;
==Regarding Necromantic Animation and Extraplanar Summoning==&lt;br /&gt;
&lt;br /&gt;
Necromantic Animation is defined as the raising of spirits, bodies, or outsider presences through necromantic magics. Unless authorized in writing from the Hands of Mundus for the purpose of research or criminal investigation, necromantic animation is unlawful in all of Sundren. Likewise, the summoning of creatures from evil planes is unlawful in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Blasphemy==&lt;br /&gt;
&lt;br /&gt;
To belittle the gods brings down their wrath on mortals. It is therefore unlawful to blaspheme against the gods where they wield power. Blasphemy is defined as the defamation of a god or gods. It is unlawful to blaspheme publicly against Helm, the Triumvirate, Waukeen, Tempus, Chauntea, Tymora, Red Knight, Selune, Oghma, and Mystra in all of Sundren. In addition, it is unlawful to blaspheme publicly against Umberlee in Port Avanthyr.&lt;br /&gt;
&lt;br /&gt;
Crimes committed against the churches or clergies of the abovementioned deities are also considered blasphemy.&lt;br /&gt;
&lt;br /&gt;
==Regarding Magical Presences and Domesticated Wild Animals==&lt;br /&gt;
&lt;br /&gt;
Domesticated wild animals sometimes accompany visitors and adventurers. They, however, still remain a threat or source of fright to townsfolk. In all of Sundren, domesticated wild animals, unless properly caged or leashed, are allowed only by town gates or entrances. Magical presences are defined as creatures, beings, familiars, or presences bound to an individual by means of magic or of otherwise unnatural origins. Many magical presences are outlandish and bizarre in appearance or behaviour, and it is therefore unlawful to have deviant magical presences in town in all of Sundren unless approved by the local or State government for the purpose of research, exhibit, or emergencies.&lt;br /&gt;
&lt;br /&gt;
==Regarding Bearing of Arms==&lt;br /&gt;
&lt;br /&gt;
The bearing of arms and weaponry is allowed on public or State properties, unless otherwise prohibited, in all towns in Sundren, so long as they remain peace-bound, sheathed, unloaded, or otherwise concealed. It is unlawful for all but authorized personnel who have been properly trained and accordingly certificated to wield arms in all towns in Sundren except in cases of emergency such as for self-defence or defence of the public and State. Weapons are defined as dangerous objects that have a high likelihood of inflicting grave injury, and include but are not limited to bladed items such as cleavers, sickles, and knives; arms of war such as polearms, swords, and axes; ranged projectile shooters such as strung bows and crossbows; objects capable of causing harm through alchemical means such as alchemist&#039;s fire; and magically charged objects such as mage-staves and wands.&lt;br /&gt;
&lt;br /&gt;
==Regarding Contraband==&lt;br /&gt;
&lt;br /&gt;
Contraband is defined as outlawed possessions. Refer to the local merchant&#039;s guild for a list. Possession or trade of contraband is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited such crimes.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered contraband vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Display of Magic==&lt;br /&gt;
&lt;br /&gt;
Public display of magic is not unlawful; however, excessive use of magic without justifiable cause is punishable by fining, and persistent offenders may face imprisonment or temporary banishing from the town in which they have committed excessive display of magic.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered excessive display of magic vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Indecency==&lt;br /&gt;
&lt;br /&gt;
Indecency is defined as behaviour that is offensive to the general public of Sundren. Specifically, indecency in public space includes but is not limited to lurid behaviour such as deliberate revealing of genitalia; offering, seeking, or practising of sexual activities; and deliberate and controlled public displays of private bodily functions such as urination or excretion. Indecency is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited indecency.&lt;br /&gt;
This ordinance is effective in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Drow==&lt;br /&gt;
&lt;br /&gt;
Drow are wicked distant cousins of the fair elven folk, dark-skinned being from underground. Because of their evil nature and the persistent crimes they have been committing, all drow are disallowed from entering incorporated towns and military camps in Sundren. Drow who enter a town or military camp unlawfully will be apprehended, and may be imprisoned, beaten, banished, or executed. They receive no trial unless such is recommended by a court of law.&lt;br /&gt;
      &lt;br /&gt;
=Exceptional Clauses=&lt;br /&gt;
&lt;br /&gt;
==Trial by Combat==&lt;br /&gt;
&lt;br /&gt;
An alleged perpetrator subject to a court trial may appeal to trial by combat, if the individual in question is able to have three other individuals of sound standing and veritably good reputation vouch for his or her integrity of character, or if the individual is able to make a deposit of one hundred thousand gold stags to the State to cover court costs. The individiual then must swear an oath under penalty of perjury to Tyr, and a deity of the individual&#039;s own choosing if he or she so wishes.&lt;br /&gt;
&lt;br /&gt;
In trial by combat, the defendant may appoint a champion to sponsor him or her. In criminal cases, the State will appoint a champion of its own choosing. For serious cases, such as treason, a Harbinger may be expected to act as champion of the State in trial by combat.&lt;br /&gt;
&lt;br /&gt;
Trial by combat may take place at dawn, midday, in the evening, or at night. A cleric of Lathander will initiate a dawn or midday trial, and a cleric of Sel?ne typically initiates a trial after dark (though it is not unheard of to have a cleric of Shar conduct the rite at the special request of the participants).&lt;br /&gt;
When the defendant or the defendant&#039;s champion loses in trial by combat and perishes, his or her guilt is ascertained without question. Should the defendant or the defendant&#039;s champion yield and survive, his or her guilt is considered proven beyond doubt before Tyr. The champion in either case is considered blameless before the law. Winning in trial by combat automatically disproves the defendant&#039;s guilt and upholds his or her honour. If a deposit of one hundred thousand gold stags is made, the deposit, after deducting the court costs, is returned fully to the defendant, now vindicated under the eyes of the gods; however, if he or she should prove guilty, the remainder of the deposit will not be returned.&lt;br /&gt;
&lt;br /&gt;
=Recent Ordinances=&lt;br /&gt;
==Face-Coverings in Civilized Areas==&lt;br /&gt;
No face-coverings are allowed in civilized public areas. This includes all Sundren City districts, Sundren towns, and trading posts. Hoods are allowed, but any mask or guard partially hiding the face is not lawful, save for those enlisted to protect the town.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is lawful to wear such items in dangerous, untamed parts of the land where protections may be necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Anderson Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice]&lt;br /&gt;
&lt;br /&gt;
All humanoids of monstrous bloodlines within Sundren territory are required to carry registration certificates.&lt;br /&gt;
&lt;br /&gt;
Many races can be predisposed toward unlawful tendencies. In accordance with the Anderson Act, these races must obtain registration certificates and carry them on their persons at all times. These certificates will alleviate any action from the governance of Sundren based solely upon racial heritage. These races include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
Half-Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Aasimar&amp;lt;br&amp;gt;&lt;br /&gt;
Tieflings&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Drow&amp;lt;br&amp;gt;&lt;br /&gt;
Gensai&amp;lt;br&amp;gt;&lt;br /&gt;
Gray orc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Svirfneblin have been removed from the list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Registration certificates may be obtained at the following offices:&lt;br /&gt;
&lt;br /&gt;
Port Avanthyr, city hall&lt;br /&gt;
Sundren, city watch&lt;br /&gt;
&lt;br /&gt;
==Vellik Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice]&lt;br /&gt;
&lt;br /&gt;
In rememberance of the heroic Vellik family, slain by Banite zealots and madmen, Article 567, also known as the Vellik Act, has been passed.&lt;br /&gt;
&lt;br /&gt;
All followers of the following gods must register with the city of Sundren:&lt;br /&gt;
&lt;br /&gt;
--Bane&amp;lt;br&amp;gt;&lt;br /&gt;
--Shar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not illegal to worship these gods. However, too many of their followers have shown themselves not to be fearful of the gods, but madmen who would cause tremendous harm to the citizens of our land. The Black Hand, Moth Oira, and the Talonites are all enemies of the state, and by extension, all followers of gods related to these religions  must give their names over to the government proper. Failure to do so will enable authorities to seek justice under the laws of Unlawful Worship.&lt;br /&gt;
&lt;br /&gt;
A reward of five hundred gold will be given for truthful information and names regarding unregistered worshipers. Those who submit false names or information will be prosecuted to the full extent of the law.&lt;br /&gt;
&lt;br /&gt;
==Unlawful Worship==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?p=92907 Unlawful Worship Notice]&lt;br /&gt;
&lt;br /&gt;
By Order of the Sundren Council&lt;br /&gt;
&lt;br /&gt;
Due to increasing violence and destruction within the holdings of Sundren state, all servants and clergy of the listed gods are hereby subject to permanent exile. Any person, foreign or native, who is found eliciting blessings, carrying holy symbols, or professing worship to these gods will be arrested on sight. Those who refuse public denunciation of faith will face permanent expulsion. Any who resist arrest or are found within Sundren after expulsion will be subject to execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The clergy, by names and aliases, are as follows:&lt;br /&gt;
&lt;br /&gt;
Talos - The Destroyer, Storm Lord&amp;lt;br&amp;gt;&lt;br /&gt;
Cyric - The Prince of Lies, Dark Sun, Black Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Talona - The Lady of Poison, Mistress of Disease, Mother of All Plagues&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citizens are encouraged to report any activity to local law enforcement. Do not approach any patrons of these gods or attempt to take action against them. They are considered dangerous.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5873</id>
		<title>Sundren Laws</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5873"/>
		<updated>2010-11-04T21:40:58Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Anderson Act */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren System of Law=&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times. Rumors persist that the Banites have their influence as well, though it has never been proven.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state. The most lawful area is, of course, Sundren City. Additionally, Port Avanthyr is highly protected, being a major route for commerce. Law enforcement and presence of the Legion diminishes the further you travel from these centers of government and business. Sestra has a lower presence of the Legion and relies on the local militia, called the Corsairs, and volunteers from the Arbiters&#039; Alliance for enforcement. To the north, Aquor has an even smaller Legion presence. The Thayan Enclave is charged with protecting its citizens, but they limit their enforcement to within the town walls. Outside those walls, lawlessness is rampant.&lt;br /&gt;
&lt;br /&gt;
The fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is often highly-dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly. One may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
==Governmental Structure==&lt;br /&gt;
The Oligarchy of Arbiters governs Sundren. The position is for life. Members&#039; names are kept secret. When one of the Arbiters passes on, the other Arbiters hold a vote to elect a new council member.&lt;br /&gt;
&lt;br /&gt;
Sundren is headed by a council of seven Arbiters. Five members are chosen from Sundren&#039;s nobility, elected to their roles by other members of the Arbiters. It is not uncommon for former Stewards to inherit the rank of Arbiter when the man they serve passes on. The remaining two posts are reserved for the Left and Right Hands or their due representatives. The names of the Arbiters are otherwise kept secret as a security measure.&lt;br /&gt;
&lt;br /&gt;
The seven Arbiters meet on a weekly basis to discuss policy, direction and the situation within Sundren. For the most part, this is a regimented affair as most of the politics are resolved prior to the meetings. The Stewards resolve most of the minor matters on their own.&lt;br /&gt;
&lt;br /&gt;
At each New Moon a greater assembly is held. This assembly includes the Steward and the Exarches. This meeting is open to (acceptable members of) the public, most notably the Noble families who are not on the council. The stewards report their actions to the Arbiters prior to this meeting, both to brief them on minor decisions made and as a check to ensure the Stewards do not overstep their bounds. The Arbiters hear the meeting from a secret chamber and respond, but keep their identities hidden from the public. This meeting is used to gauge public opinion, and for the public to air grievances, problems and ask for higher justice.&lt;br /&gt;
&lt;br /&gt;
==General Imperatu Verinus==&lt;br /&gt;
The general of the Legion is what holds the men&#039;s respect, he is an inspiring leader: General Imperatu Verinus. However if he were to sway from the will of the Arbiters he would lose much of his influence with his men, as well most of his men are Sundren natives so as long as he holds the ideals of the common people the Legion itself will remain highly disciplined. The general is loyal to the Arbiters.&lt;br /&gt;
&lt;br /&gt;
==Arbiters==&lt;br /&gt;
Leading council of Sundren, currently consists of:&lt;br /&gt;
Left &amp;amp; Right Hands (ongoing positions)&lt;br /&gt;
Five others (unknown to the public)&lt;br /&gt;
&lt;br /&gt;
==Steward==&lt;br /&gt;
Stewards are personal assistants to the Arbiters. Since the Arbiters&#039; names are kept secret, the stewards act as their public faces for day-to-day matters. The exact boundaries of the Stewards&#039; powers are somewhat grey (much like US presidential cabinet members), but they can create laws for things deemed too mundane for the Arbiters. Because there is a lot of hub-bub and fuss to get the Arbiters together in secret for any sort of voting, the Stewards function as &amp;quot;grease&amp;quot; to keep the politics functional in Sundren. Each steward is chosen by the Arbiter. Their oaths are not taken lightly. Most come as former students of Sundren University.&lt;br /&gt;
&lt;br /&gt;
==Exarchs==&lt;br /&gt;
A position between town mayor and sheriff: The Exarches answer to the Arbiters on political and judicial matters. They are responsible for organising the defences of the town and ensuring it prospers.&lt;br /&gt;
&lt;br /&gt;
Currently:&lt;br /&gt;
Sundren City – none&lt;br /&gt;
Port Avanthyr – Exarch is Jarius Malifar. Legion provide defence and police.&lt;br /&gt;
Sestra: Keiji Kemura as Exarch. Corps De Grace operating as security.&lt;br /&gt;
&lt;br /&gt;
==Militia Law Enforcement==&lt;br /&gt;
Groups like Corps de Grace and paladins of the Church of Helm have extended trust by the government, although they have no official standing of office.&lt;br /&gt;
&lt;br /&gt;
=State Laws and Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state, and the fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is more often than highly dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly, where one may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
State Laws apply to all of Sundren, both in Sundren City and the lesser towns. They deal with crimes.&lt;br /&gt;
&lt;br /&gt;
==Regarding Murder==&lt;br /&gt;
&lt;br /&gt;
Murder is defined as the premeditated taking of the life or lives of a member or members of the Good Races, regardless of origin or citizenship. A perpetrator of murder or attempted murder is sometimes subject to trial in a court of law, and conviction typically leads to exile, temporary or permanent, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Treason==&lt;br /&gt;
&lt;br /&gt;
Treason is defined as conspiring or conducting harm to the State of Sundren, including but not limited to, active agitation against the State; collaboration with known enemies of the State; participation or instigation of war against the State; and harming or participation in conspiracy of harming the Arbiters, the Steward, or the Harbingers of the State.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of treason is subject to trial in a court of law, and conviction typically leads to public humiliation in the pillory followed by permanent exile, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Manslaughter==&lt;br /&gt;
&lt;br /&gt;
Manslaughter is defined as the taking of the life or lives of a member or members of the Good Races. A perpetrator of manslaughter is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, temporary or lifelong; exile, temporary or permanent, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Assault and Battery==&lt;br /&gt;
&lt;br /&gt;
Assault and Battery are defined as crimes of violence against another or others of the Good Races, regardless of origin or citizenship, where Assault is the threat of violence and Battery the infliction thereof.&lt;br /&gt;
&lt;br /&gt;
Torture is defined as an act or a series of acts of violence, extended or otherwise, that effects irrevocable bodily or emotional harm. It is considered a form of aggravated assault where unauthorized by law.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of assault and/or battery is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, or exile.&lt;br /&gt;
&lt;br /&gt;
A criminal convicted of torture is in addition subject to public humiliation in the pillory, public lashings, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Mayhem==&lt;br /&gt;
&lt;br /&gt;
Mayhem is defined as an unjustified permanent crippling, with or without malicious intent, of a member or members of the Good Races. A perpetrator of mayhem is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with community service and/or fines or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Arson==&lt;br /&gt;
&lt;br /&gt;
Arson is defined as setting a fire or fires unlawfully that results in damage to private or public property and/or life. For all intents and purposes, damage to property, regardless of manner, is defined as arson under State Law. A perpetrator of arson is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Rape==&lt;br /&gt;
&lt;br /&gt;
Rape is defined as violence of grand proportions against a member or members of the Good Races, and includes acts of sexual violation and unsolicited intrusion to or manipulation of the mind by means of magic. A perpetrator of rape is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, public humiliation in the pillory, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Banditry==&lt;br /&gt;
&lt;br /&gt;
Banditry is defined as seizing properties or possessions from a member or members of the Good Races through violence or threat of violence. A perpetrator of banditry is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Larceny==&lt;br /&gt;
&lt;br /&gt;
Larceny is defined as trespassing property and/or the taking of properties without consent and with the intent to deprive. It includes but is not limited to breaking-and-entering, theft or embezzlement of possessions, and poaching.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of larceny is sometimes subject to trial in a court of law, and conviction typically leads to fines, imprisonment, or community service.&lt;br /&gt;
&lt;br /&gt;
==Regarding Obstruction of Justice and Perjury==&lt;br /&gt;
&lt;br /&gt;
Obstruction of Justice is defined as deliberate interference in the legislating, interpreting, or enforcing of State Laws or Town Ordinances. A person found guilty of Obstruction of Justice, if guilty of other crimes, may face a doubling of his or her penalties; otherwise, he or she may be subject to fines, imprisonment, community service, or public humiliation in the pillory.&lt;br /&gt;
&lt;br /&gt;
Perjury is defined as making false statements knowingly under oath to Tyr. It is an aggravated form of obstruction of justice and carries greater penalties of the same sorts.&lt;br /&gt;
&lt;br /&gt;
==Regarding False Pretences and Deception==&lt;br /&gt;
&lt;br /&gt;
False Pretences and Deception are defined as intentional and/or malicious dishonesty in dealings with a member or members of the Good Races that results in damage to property, life, or reputation of abovementioned member or members. Deception offences include, but are not limited to, impersonation of officials or individuals of import, slander and libel in public statements, use of false credentials, styles, or titles, conscious false claims over property, fraud, and forgery. An intent to deceive or harm is always involved in an offence of false pretences and deception.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of false pretences and deception is often subject to a trial in court of law, and conviction typically leads to fines, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Extortion==&lt;br /&gt;
&lt;br /&gt;
Extortion is defined as the seizing of properties or possessions from a member or members of the Good Races through coercion and intimidation. It differs from robbery in that the intent of bodily harm is often less pronounced or nonexistent, and extortion involves threats that may be legal under State Laws but nevertheless pose sufficient distress to result in loss of properties or possessions. A perpetrator of extortion is often subject to trial in a court of law, and conviction typically leads to fines, partial or complete confiscation of properties and possessions, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Proxies and Responsibilities==&lt;br /&gt;
&lt;br /&gt;
All crimes carried out through a proxy or dependant are considered as though the guardian or master were in full guilt. A proxy or dependant may include, but would not be limited to, a familiar of a mage, a pet-animal, a magical presence bound to a master, or a young child. For instance, a mage who commits crimes through a familiar is held fully accountable for the familiar&#039;s actions, and a spellcaster who bewitches the mind of another to carry out a crime is culpable of all guilt thereof. In cases where a proxy or dependant commits wrongdoing without equal intent on the part of the guardian or master, the aforementioned guardian or master is guilty criminal negligence. Criminal negligence is punishable by fines and prison sentences equal to or less than the crime allowed to happen through negligence.&lt;br /&gt;
&lt;br /&gt;
==Regarding Census and Taxes==&lt;br /&gt;
&lt;br /&gt;
All households resident to Sundren are expected to report biennially to their local government for the purpose of census after Highharvestide in the month of Eleint (the ninth month of the year) every two years. Taxes in Sundren are collected bianually, once during the season of Greengrass in mid-Tarsakh (the fourth month of the year) and once after the Highharvestide in mid-Eleint. Taxes are determined according to the year&#039;s harvest, income, profession, and standard of living of the taxed. The local government is empowered with the duty of adjusting taxes and keeps them up-to-date.&lt;br /&gt;
&lt;br /&gt;
Residents with no set address and travellers are still subject to taxation, even if they are to report to different local governments. In exchange, they enjoy the protection of the law.&lt;br /&gt;
      &lt;br /&gt;
=Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Town Ordinances are local laws.&lt;br /&gt;
&lt;br /&gt;
==Regarding Necromantic Animation and Extraplanar Summoning==&lt;br /&gt;
&lt;br /&gt;
Necromantic Animation is defined as the raising of spirits, bodies, or outsider presences through necromantic magics. Unless authorized in writing from the Hands of Mundus for the purpose of research or criminal investigation, necromantic animation is unlawful in all of Sundren. Likewise, the summoning of creatures from evil planes is unlawful in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Blasphemy==&lt;br /&gt;
&lt;br /&gt;
To belittle the gods brings down their wrath on mortals. It is therefore unlawful to blaspheme against the gods where they wield power. Blasphemy is defined as the defamation of a god or gods. It is unlawful to blaspheme publicly against Helm, the Triumvirate, Waukeen, Tempus, Chauntea, Tymora, Red Knight, Selune, Oghma, and Mystra in all of Sundren. In addition, it is unlawful to blaspheme publicly against Umberlee in Port Avanthyr.&lt;br /&gt;
&lt;br /&gt;
Crimes committed against the churches or clergies of the abovementioned deities are also considered blasphemy.&lt;br /&gt;
&lt;br /&gt;
==Regarding Magical Presences and Domesticated Wild Animals==&lt;br /&gt;
&lt;br /&gt;
Domesticated wild animals sometimes accompany visitors and adventurers. They, however, still remain a threat or source of fright to townsfolk. In all of Sundren, domesticated wild animals, unless properly caged or leashed, are allowed only by town gates or entrances. Magical presences are defined as creatures, beings, familiars, or presences bound to an individual by means of magic or of otherwise unnatural origins. Many magical presences are outlandish and bizarre in appearance or behaviour, and it is therefore unlawful to have deviant magical presences in town in all of Sundren unless approved by the local or State government for the purpose of research, exhibit, or emergencies.&lt;br /&gt;
&lt;br /&gt;
==Regarding Bearing of Arms==&lt;br /&gt;
&lt;br /&gt;
The bearing of arms and weaponry is allowed on public or State properties, unless otherwise prohibited, in all towns in Sundren, so long as they remain peace-bound, sheathed, unloaded, or otherwise concealed. It is unlawful for all but authorized personnel who have been properly trained and accordingly certificated to wield arms in all towns in Sundren except in cases of emergency such as for self-defence or defence of the public and State. Weapons are defined as dangerous objects that have a high likelihood of inflicting grave injury, and include but are not limited to bladed items such as cleavers, sickles, and knives; arms of war such as polearms, swords, and axes; ranged projectile shooters such as strung bows and crossbows; objects capable of causing harm through alchemical means such as alchemist&#039;s fire; and magically charged objects such as mage-staves and wands.&lt;br /&gt;
&lt;br /&gt;
==Regarding Contraband==&lt;br /&gt;
&lt;br /&gt;
Contraband is defined as outlawed possessions. Refer to the local merchant&#039;s guild for a list. Possession or trade of contraband is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited such crimes.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered contraband vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Display of Magic==&lt;br /&gt;
&lt;br /&gt;
Public display of magic is not unlawful; however, excessive use of magic without justifiable cause is punishable by fining, and persistent offenders may face imprisonment or temporary banishing from the town in which they have committed excessive display of magic.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered excessive display of magic vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Indecency==&lt;br /&gt;
&lt;br /&gt;
Indecency is defined as behaviour that is offensive to the general public of Sundren. Specifically, indecency in public space includes but is not limited to lurid behaviour such as deliberate revealing of genitalia; offering, seeking, or practising of sexual activities; and deliberate and controlled public displays of private bodily functions such as urination or excretion. Indecency is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited indecency.&lt;br /&gt;
This ordinance is effective in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Drow==&lt;br /&gt;
&lt;br /&gt;
Drow are wicked distant cousins of the fair elven folk, dark-skinned being from underground. Because of their evil nature and the persistent crimes they have been committing, all drow are disallowed from entering incorporated towns and military camps in Sundren. Drow who enter a town or military camp unlawfully will be apprehended, and may be imprisoned, beaten, banished, or executed. They receive no trial unless such is recommended by a court of law.&lt;br /&gt;
      &lt;br /&gt;
=Exceptional Clauses=&lt;br /&gt;
&lt;br /&gt;
==Trial by Combat==&lt;br /&gt;
&lt;br /&gt;
An alleged perpetrator subject to a court trial may appeal to trial by combat, if the individual in question is able to have three other individuals of sound standing and veritably good reputation vouch for his or her integrity of character, or if the individual is able to make a deposit of one hundred thousand gold stags to the State to cover court costs. The individiual then must swear an oath under penalty of perjury to Tyr, and a deity of the individual&#039;s own choosing if he or she so wishes.&lt;br /&gt;
&lt;br /&gt;
In trial by combat, the defendant may appoint a champion to sponsor him or her. In criminal cases, the State will appoint a champion of its own choosing. For serious cases, such as treason, a Harbinger may be expected to act as champion of the State in trial by combat.&lt;br /&gt;
&lt;br /&gt;
Trial by combat may take place at dawn, midday, in the evening, or at night. A cleric of Lathander will initiate a dawn or midday trial, and a cleric of Sel?ne typically initiates a trial after dark (though it is not unheard of to have a cleric of Shar conduct the rite at the special request of the participants).&lt;br /&gt;
When the defendant or the defendant&#039;s champion loses in trial by combat and perishes, his or her guilt is ascertained without question. Should the defendant or the defendant&#039;s champion yield and survive, his or her guilt is considered proven beyond doubt before Tyr. The champion in either case is considered blameless before the law. Winning in trial by combat automatically disproves the defendant&#039;s guilt and upholds his or her honour. If a deposit of one hundred thousand gold stags is made, the deposit, after deducting the court costs, is returned fully to the defendant, now vindicated under the eyes of the gods; however, if he or she should prove guilty, the remainder of the deposit will not be returned.&lt;br /&gt;
&lt;br /&gt;
=Recent Ordinances=&lt;br /&gt;
==Face-Coverings in Civilized Areas==&lt;br /&gt;
No face-coverings are allowed in civilized public areas. This includes all Sundren City districts, Sundren towns, and trading posts. Hoods are allowed, but any mask or guard partially hiding the face is not lawful, save for those enlisted to protect the town.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is lawful to wear such items in dangerous, untamed parts of the land where protections may be necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Anderson Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice]&lt;br /&gt;
&lt;br /&gt;
All humanoids of monstrous bloodlines within Sundren territory are required to carry registration certificates.&lt;br /&gt;
&lt;br /&gt;
Many races can be predisposed toward unlawful tendencies. In accordance with the Anderson Act, these races must obtain registration certificates and carry them on their persons at all times. These certificates will alleviate any action from the governance of Sundren based solely upon racial heritage. These races include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
Half-Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Aasimar&amp;lt;br&amp;gt;&lt;br /&gt;
Tieflings&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Drow&amp;lt;br&amp;gt;&lt;br /&gt;
Gensai&amp;lt;br&amp;gt;&lt;br /&gt;
Gray orc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Svirfneblin have been removed from the list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Registration certificates may be obtained at the following offices:&lt;br /&gt;
&lt;br /&gt;
Port Avanthyr, city hall&lt;br /&gt;
Sundren, city watch&lt;br /&gt;
&lt;br /&gt;
==Vellik Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice]&lt;br /&gt;
&lt;br /&gt;
In rememberance of the heroic Vellik family, slain by Banite zealots and madmen, Article 567, also known as the Vellik Act, has been passed.&lt;br /&gt;
&lt;br /&gt;
All followers of the following gods must register with the city of Sundren:&lt;br /&gt;
&lt;br /&gt;
--Bane&amp;lt;br&amp;gt;&lt;br /&gt;
--Shar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not illegal to worship these gods. However, too many of their followers have shown themselves not to be fearful of the gods, but madmen who would cause tremendous harm to the citizens of our land. The Black Hand, Moth Oira, and the Talonites are all enemies of the state, and by extension, all followers of gods related to these sects must give their names over to the government proper.&lt;br /&gt;
&lt;br /&gt;
A reward of five hundred gold will be given for truthful information and names regarding unregistered worshipers. Those who submit false names or information will be prosecuted to the full extent of the law.&lt;br /&gt;
&lt;br /&gt;
==Unlawful Worship==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?p=92907 Unlawful Worship Notice]&lt;br /&gt;
&lt;br /&gt;
By Order of the Sundren Council&lt;br /&gt;
&lt;br /&gt;
Due to increasing violence and destruction within the holdings of Sundren state, all servants and clergy of the listed gods are hereby subject to permanent exile. Any person, foreign or native, who is found eliciting blessings, carrying holy symbols, or professing worship to these gods will be arrested on sight. Those who refuse public denunciation of faith will face permanent expulsion. Any who resist arrest or are found within Sundren after expulsion will be subject to execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The clergy, by names and aliases, are as follows:&lt;br /&gt;
&lt;br /&gt;
Talos - The Destroyer, Storm Lord&amp;lt;br&amp;gt;&lt;br /&gt;
Cyric - The Prince of Lies, Dark Sun, Black Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Talona - The Lady of Poison, Mistress of Disease, Mother of All Plagues&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citizens are encouraged to report any activity to local law enforcement. Do not approach any patrons of these gods or attempt to take action against them. They are considered dangerous.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Colibrus&amp;diff=5738</id>
		<title>Colibrus</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Colibrus&amp;diff=5738"/>
		<updated>2010-06-22T05:33:02Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Colibrus:&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;The Blood God, The Vampire Lord, the Dark Father&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A reaching hand in front of blood spray or crimson backdrop&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Black Bastion, Barrens of Doom and Despair&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: LE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Blood, vampires &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Evil, Undead, Blood, Law&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Vampires, Blackguards, Nobles, those seeking immortality.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LN, LE, NE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; The Damonklinge (a Greatsword)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Little knowledge exists pertaining to Colibrus&#039; appearance, but recently information points to the possibility that Colibrus was once a mortal servant who had complete devotion to Bane. Due to his reverance it is said he was elevated to divinity by Black Lord&#039;s own hand and given the highest dominion over his armies as the truest knight in his service. A role Colibrus and his children fill all too well.&lt;br /&gt;
&lt;br /&gt;
Colibrus also is depicted in tales as wielding the great ire of Bane, the Damonklinge which had been sought by many champions of Bane in the past, none of which succeeding in procuring the spiteful blade.&lt;br /&gt;
&lt;br /&gt;
Until recently, talk of Colibrus was limited to the north eastern coast of Faerun. However, in the recent years after the time of troubles, more and more cults the venerate the blood god are appearing. Even within the lands of Sundren his faith is strengthening as many who cling to their physical existences pray for immortality from the lord of blood.&lt;br /&gt;
&lt;br /&gt;
Though Colibrus has allegiances within the churches of the dead three, he has far more enemies than allies. Most notable among them include the House of the Triad who have sponsored many quests to rid good lands of these cultists who have been likened to parasites. Though these churches hold hatred, none despise the he Vampire King than the Church of [[Kelemvor]]. His tenants of immortality through undeath stand against all that the god holds sacred in the passing over of souls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Nobility and splendor comes to those who serve the Vampire King. All others who exist are beneath you as you are true nobility. Use and take from others, all they have is rightfully your own. Accept tribute for yourself and sacrifice, but the blood is sacred. Pour out blood in sacrifice to the Blood God or feed upon it yourself. Blood is a symbol of greatness and elegance. Show complete devotion to those whose blood is thicker than your own and the vampire children of Colibrus, as they command his power. Seek to attain immortality, as death is the end of your nobility. Vindicate the Dark Father and let all who wish to drink of his blood come before him. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Colibrus&#039; true form is thought to be that of a garbed man with burning eyes and pale flesh. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Colibrus&#039; agents tend to be those who seek immortality and greatness. He has many vampires willing to follow his every word. Colibrus rarely acts himself, using his small but terrifyingly cunning following to carry out his ends. His mortal followers (ghouls) tend to become servants to his immortal followers who are often seen as being closer to the Blood God. This creates a hierarchy with Colibrus at the head. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Colibrus:&#039;&#039;&#039;&lt;br /&gt;
The church of Colibrus began soon after his ascension as a demi-power with the spread of his vampiric clan who is said to be direct descendants of his. Though his church remains smaller than other faiths, it has recently seen a growth and spread beyond Sundren&#039;s borders where it is said to have originated.&lt;br /&gt;
&lt;br /&gt;
Any group that gives worship to the Blood God are likely to have a vampire patron above them who guides the affairs of the sect, often using them to solidify his foothold in their own respective regions. Most followers of Colibrus work in secrecy, however, there are some who believe they should be open with their bonding to the Dark Father, and will speak outwardly to masses and people, often in attempts to garner support and converts. This is considered a noble display and right.&lt;br /&gt;
&lt;br /&gt;
Places of worship tend to be shrines in extravagant places, such as luxurious manors or keeps. These are often the abodes of local nobility or wealthy benefactors who have either been slain and their assets taken for the church or who themselves have joined. An altar is always present and always has the scent of old blood as sacrifices are made to Colibrus in blood.&lt;br /&gt;
&lt;br /&gt;
Priests of Colibrus pray for spells at midnight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Activities tend toward spreading of Colibrus&#039; worship as well as gaining dominion over those not of his fold. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
Once a year in the autumn season, the full moon after harvest moon which is called the blood moon, Colibrus&#039; servants engage in a ritual called the Bloodletting. Each mortal servant is to give a portion of their own blood to him in sacrifice upon his altar. Every vampire servant is to abstain from drinking blood this evening and give a mortal&#039;s blood to Colibrus.&lt;br /&gt;
&lt;br /&gt;
Beyond the Bloodletting, other ceremonies are held based on each sect. Often they will venerate their noble leaders along side Colibrus. In all Ceremonies the blood of intelligent creatures is used in some way, and the blood of virgins is considered most pure as well as the blood of Colibrus&#039; enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Ceremonial dress for Colibrus are fine garments of crimson or long flowing robes. The highest priests will often be adorned in rubies and bloodstones set within gold jewelry. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5318</id>
		<title>Master of Shrouds</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5318"/>
		<updated>2010-02-24T17:29:58Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master of Shrouds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master of shrouds is a spellcaster who magically seizes incorporeal undead and sets them to do her bidding. Plucking vile creatures such as wraiths and shadows from their restless haunts, she summons them to her presence and commands them to work her will. Furious at their forced servitude, the wrathful undead spread fear and death in their wake.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To qualify to become a Master of Shrouds, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nongood.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Concentration 5 ranks, Knowledge: Religion 8 ranks, Spellcraft 5 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Augment Summoning, Spell Focus (Conjuration).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Level 1 divine spellcaster from Cleric, Favored Soul, or Paladin.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Able to rebuke undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Master of Shrouds are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Hide&lt;br /&gt;
* Lore&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; At each master of shrouds level excluding the 1st, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Turning:&#039;&#039;&#039; A master of shrouds may use her rebuke undead ability an additional four times per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; All turn undead attempts by the master of shrouds become rebuke attempts. Master of shrouds class levels also stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character&#039;s effective cleric level for turning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Undead:&#039;&#039;&#039; At 2nd level and higher, a master of shrouds can summon incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability lasts for a number of turns equal to the master of shrouds class levels + her ability modifier (Note: this summon does not take the summoned creature slot from NWN2 and can be active during other summons). At 2nd level this summons a Shado, 4th level a wraith, 6th level a spectre, 8th level a wraith knight, and 10th level a banshee knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Summoning:&#039;&#039;&#039; Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5317</id>
		<title>Master of Shrouds</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5317"/>
		<updated>2010-02-24T17:29:25Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master of Shrouds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master of shrouds is a spellcaster who magically seizes incorporeal undead and sets them to do her bidding. Plucking vile creatures such as wraiths and shadows from their restless haunts, she summons them to her presence and commands them to work her will. Furious at their forced servitude, the wrathful undead spread fear and death in their wake.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To qualify to become a Master of Shrouds, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nongood.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Concentration 5 ranks, Knowledge: Religion 8 ranks, Spellcraft 5 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Augment Summoning, Spell Focus (Conjuration).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Level 1 divine spellcaster from Cleric, Favored Soul, or Paladin.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Able to rebuke undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Master of Shrouds are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Hide&lt;br /&gt;
* Lore&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; At each master of shrouds level excluding the 1st, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Turning:&#039;&#039;&#039; A master of shrouds may use her rebuke undead ability an additional four times per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; All turn undead attempts by the mastr of shrouds become rebuke attempts. Master of shrouds class levels also stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character&#039;s effective cleric level for turning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Undead:&#039;&#039;&#039; At 2nd level and higher, a master of shrouds can summon incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability lasts for a number of turns equal to the master of shrouds class levels + her ability modifier (Note: this summon does not take the summoned creature slot from NWN2 and can be active during other summons). At 2nd level this summons a Shado, 4th level a wraith, 6th level a spectre, 8th level a wraith knight, and 10th level a banshee knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Summoning:&#039;&#039;&#039; Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5316</id>
		<title>Master of Shrouds</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5316"/>
		<updated>2010-02-24T01:05:28Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master of Shrouds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master of shrouds is a spellcaster who magically seizes incorporeal undead and sets them to do her bidding. Plucking vile creatures such as wraiths and shadows from their restless haunts, she summons them to her presence and commands them to work her will. Furious at their forced servitude, the wrathful undead spread fear and death in their wake.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To qualify to become a Master of Shrouds, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nongood.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Concentration 5 ranks, Knowledge: Religion 8 ranks, Spellcraft 5 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Augment Summoning, Spell Focus (Conjuration).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Level 1 divine spellcaster from Cleric, Favored Soul, or Paladin.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sprecial:&#039;&#039;&#039; Able to rebuke undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Master of Shrouds are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Hide&lt;br /&gt;
* Lore&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; At each master of shrouds level excluding the 1st, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Turning:&#039;&#039;&#039; A master of shrouds may use her rebuke undead ability an additional four times per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; All turn undead attempts by the mastr of shrouds become rebuke attempts. Master of shrouds class levels also stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character&#039;s effective cleric level for turning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Undead:&#039;&#039;&#039; At 2nd level and higher, a master of shrouds can summon incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability lasts for a number of turns equal to the master of shrouds class levels + her ability modifier (Note: this summon does not take the summoned creature slot from NWN2 and can be active during other summons). At 2nd level this summons a Shado, 4th level a wraith, 6th level a spectre, 8th level a wraith knight, and 10th level a banshee knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Summoning:&#039;&#039;&#039; Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5315</id>
		<title>Master of Shrouds</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5315"/>
		<updated>2010-02-24T01:05:06Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master of Shrouds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master of shrouds is a spellcaster who magically seizes incorporeal undead and sets them to do her bidding. Plucking vile creatures such as wraiths and shadows from their restless haunts, she summons them to her presence and commands them to work her will. Furious at their forced servitude, the wrathful undead spread fear and death in their wake.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To qualify to become a Master of Shrouds, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nongood.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Concentration 5 ranks, Knowledge: Religion 8 ranks, Spellcraft 5 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Augment Summoning, Spell Focus (Conjuration).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Level 1 divine spellcaster from Cleric, Favored Soul, or Paladin.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sprecial: Able to rebuke undead.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Master of Shrouds are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Hide&lt;br /&gt;
* Lore&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; At each master of shrouds level excluding the 1st, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Turning:&#039;&#039;&#039; A master of shrouds may use her rebuke undead ability an additional four times per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; All turn undead attempts by the mastr of shrouds become rebuke attempts. Master of shrouds class levels also stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character&#039;s effective cleric level for turning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Undead:&#039;&#039;&#039; At 2nd level and higher, a master of shrouds can summon incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability lasts for a number of turns equal to the master of shrouds class levels + her ability modifier (Note: this summon does not take the summoned creature slot from NWN2 and can be active during other summons). At 2nd level this summons a Shado, 4th level a wraith, 6th level a spectre, 8th level a wraith knight, and 10th level a banshee knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Summoning:&#039;&#039;&#039; Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5314</id>
		<title>Master of Shrouds</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5314"/>
		<updated>2010-02-24T00:46:37Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master of Shrouds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master of shrouds is a spellcaster who magically seizes incorporeal undead and sets them to do her bidding. Plucking vile creatures such as wraiths and shadows from their restless haunts, she summons them to her presence and commands them to work her will. Furious at their forced servitude, the wrathful undead spread fear and death in their wake.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To qualify to become a Master of Shrouds, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nongood.&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Knowledge: Concenration 5 ranks, Knowledge: Religion 8 ranks, Spellcraft 5 ranks.&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Augment Summoning, Spell Focus (Conjuration).&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Level 1 divine spellcaster from Cleric, Favored Soul, or Paladin.&lt;br /&gt;
&#039;&#039;&#039;Sprecial: Able to rebuke undead.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Master of Shrouds are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Hide&lt;br /&gt;
* Lore&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; At each master of shrouds level excluding the 1st, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Turning:&#039;&#039;&#039; A master of shrouds may use her rebuke undead ability an additional four times per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; All turn undead attempts by the mastr of shrouds become rebuke attempts. Master of shrouds class levels also stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character&#039;s effective cleric level for turning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Undead:&#039;&#039;&#039; At 2nd level and higher, a master of shrouds can summon incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability lasts for a number of turns equal to the master of shrouds class levels + her ability modifier (Note: this summon does not take the summoned creature slot from NWN2 and can be active during other summons). At 2nd level this summons a Shado, 4th level a wraith, 6th level a spectre, 8th level a wraith knight, and 10th level a banshee knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Summoning:&#039;&#039;&#039; Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5313</id>
		<title>Master of Shrouds</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5313"/>
		<updated>2010-02-24T00:44:10Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master of Shrouds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master of shrouds is a spellcaster who magically seizes incorporeal undead and sets them to do her bidding. Plucking vile creatures such as wraiths and shadows from their restless haunts, she summons them to her presence and commands them to work her will. Furious at their forced servitude, the wrathful undead spread fear and death in their wake.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To qualify to become a Master of Shrouds, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nongood.&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Knowledge: Concenration 5 ranks, Knowledge: Religion 8 ranks, Spellcraft 5 ranks.&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Augment Summoning, Spell Focus (Conjuration).&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Level 1 divine spellcaster from Cleric, Favored Soul, or Paladin.&lt;br /&gt;
&#039;&#039;&#039;Sprecial: Able to rebuke undead.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Master of Shrouds are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Hide&lt;br /&gt;
* Lore&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; At each master of shrouds level excluding the 1st, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; All turn undead attempts by the mastr of shrouds become rebuke attempts. Master of shrouds class levels also stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character&#039;s effective cleric level for turning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Undead:&#039;&#039;&#039; At 2nd level and higher, a master of shrouds can summon incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability lasts for a number of turns equal to the master of shrouds class levels + her ability modifier (Note: this summon does not take the summoned creature slot from NWN2 and can be active during other summons). At 2nd level this summons a Shado, 4th level a wraith, 6th level a spectre, 8th level a wraith knight, and 10th level a banshee knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Summoning:&#039;&#039;&#039; Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5312</id>
		<title>Master of Shrouds</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Master_of_Shrouds&amp;diff=5312"/>
		<updated>2010-02-24T00:33:00Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: Created page with &amp;#039;==Master of Shrouds==  &amp;#039;&amp;#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&amp;#039;&amp;#039; &amp;lt;br&amp;gt;  The master…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master of Shrouds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master of shrouds is a spellcaster who magically seizes incorporeal undead and sets them to do her bidding. Plucking vile creatures such as wraiths and shadows from their restless haunts, she summons them to her presence and commands them to work her will. Furious at their forced servitude, the wrathful undead spread fear and death in their wake.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To qualify to become a Master of Shrouds, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nongood.&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Knowledge: Concenration 5 ranks, Knowledge: Religion 8 ranks, Spellcraft 5 ranks.&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Augment Summoning, Spell Focus (Conjuration).&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Level 1 divine spellcaster from Cleric, Favored Soul, or Paladin.&lt;br /&gt;
&#039;&#039;&#039;Sprecial: Able to rebuke undead.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Master of Shrouds are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Hide&lt;br /&gt;
* Lore&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Masters of shrouds gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; At each master of shrouds level excluding the 1st, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; All turn undead attempts by the mastr of shrouds become rebuke attempts. Master of shrouds class levels also stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character&#039;s effective cleric level for turning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Undead:&#039;&#039;&#039; At 2nd level and higher, a master of shrouds can summon incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability lasts for a number of turns equal to the master of shrouds class levels + her ability modifier (Note: this summon does not take the summoned creature slot from NWN2 and can be active during other summons). At 2nd level this summons a Shado, 4th level a wraith, 6th level a spectre, 8th level a wraith knight, and 10th level a banshee knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Summoning:&#039;&#039;&#039; Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Classes&amp;diff=5311</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Classes&amp;diff=5311"/>
		<updated>2010-02-24T00:17:02Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Open Prestige Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Open Classes==&lt;br /&gt;
The following classes are open by default to all Sundren players:&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Bard]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Druid]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Favoured Soul]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Fighter]]&amp;lt;br&amp;gt; &lt;br /&gt;
* [[Monk]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Samurai]] &#039;&#039;(Custom Base Class)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sorcerer]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Spirit Shaman]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Swashbuckler]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wizard]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Open Prestige Classes==&lt;br /&gt;
The following PRC&#039;s are open by default to all Sundren players.&lt;br /&gt;
&lt;br /&gt;
* [[Arcane Scholar of Candlekeep]]&lt;br /&gt;
* [[Arcane Archer]]&lt;br /&gt;
* [[Arcane Trickster]]&lt;br /&gt;
* [[Assassin]]&lt;br /&gt;
* [[Blackguard]]&lt;br /&gt;
* [[Combat Medic]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Dark Hunter]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Darkwood Stalker]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Divine Champion]]&lt;br /&gt;
* [[Duelist]]&lt;br /&gt;
* [[Dwarven Defender]]&lt;br /&gt;
* [[Eldritch Knight]] &lt;br /&gt;
* [[Frenzied Berserker]]&lt;br /&gt;
* [[Invisible Blade]]&lt;br /&gt;
* [[Mage Killer]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Master of Radiance]]&lt;br /&gt;
* [[Master of Shrouds]]&lt;br /&gt;
* [[Mystic Theurge]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Palemaster]]&lt;br /&gt;
* [[Sacred Fist]]&lt;br /&gt;
* [[Shadowdancer]]&lt;br /&gt;
* [[Shadowbane Stalker]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Warpriest]]&lt;br /&gt;
* [[Weapon Master]]&lt;br /&gt;
&lt;br /&gt;
==Locked Classes - Hidden Access==&lt;br /&gt;
Locked classes require a player finding the right NPC, completing a quest, or otherwise &amp;quot;unlocking&amp;quot; the potential to take that class, others may be DM given only, through In Character events.&lt;br /&gt;
&lt;br /&gt;
* [[Doomguide]]&lt;br /&gt;
* [[Dragon Disciple]]&lt;br /&gt;
* [[Dreadmaster of Bane]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Heartwarder]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Hellfire Warlock]]&lt;br /&gt;
* [[Horned Harbinger]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ice Fury of Auril]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Master of Many Forms]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Nature&#039;s Warrior]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Red Wizard of Thay]]&lt;br /&gt;
* [[Shadow Thief of Amn]]&lt;br /&gt;
* [[Stormlord of Talos]]&lt;br /&gt;
* [[Thayan Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Triadic Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Warlock]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Sundren has implemented many PRC&#039;s that do not appear in the traditional NWN2 campaign, or expansion.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Classes Unavailable for Play==&lt;br /&gt;
The following classes are unavailable for play in Sundren at this time upon character creation. This has not always been so, and may or may not be open to change in the near future.&lt;br /&gt;
&lt;br /&gt;
* [[Neverwinter Nine]]&lt;br /&gt;
* [[Harper Agent]]&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5309</id>
		<title>Horned Harbinger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5309"/>
		<updated>2010-02-23T21:08:08Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Horned Harbinger==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The horned harbingers are agents of the fallen Lord of Bones. Some claim their creation heralds the restoration of Myrkul&#039;s mantle of godhood, while others view their continued existence as the last remnants of Myrkul&#039;s dwindling power. Each horned harbinger touched the Crown of Horns at some point since the Time of Troubles, although not all creatures who have done so have become members of this class.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Horned Harbinger, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any evil&lt;br /&gt;
* &#039;&#039;&#039;Skills: &#039;&#039;&#039; Knowledge: Planes 8 ranks.&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Must worship Myrkul as a deity and touch the Crown of Horns&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Horned Harbingers are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Heal&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Lore&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Spellcraft&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Fortitude and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Horned harbingers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Horned harbingers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; Concentration, Craft: Alchemy, Craft: Tailoring/Leatherworking, Craft: Woodworking, Craft: Jewelcrafting, Craft: Weapons, Craft: Armor, Heal, Intimidate, Lore, Knowledge: Arcana, Knowledge: Religion, Profession: Cook, Profession: Woodcutter, Profession: Fisher, Spellcraft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; At 3rd, 4th, 7th and 9th level, a horned harbinger cast select from the following bonus feats. Divine Vengeance, Empower Turning, Extra Turning, Extra Turning II, Extra Turning III, Divine Resistence, Divine Might, Divine Shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; The character can rebuke or command undead as a cleric of a level equal to his horned harbinger class level. If the character could already rebuke undead, these levels stack with that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harbinger&#039;s Touch:&#039;&#039;&#039; Once a day, the horned harbinger becomes able to call upon the power of the old death, Myrkul, to slay his enemies with a single touch. The harbinger rolls 1d6 x Harbinger Levels multiplied by 2. If this is greater than the target&#039;s hit points, the creature dies instantly with no save. Anything that protects against death effects protects against this ability. At level 5 the harbinger can use this twice a day, and at level 10 three times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Watch:&#039;&#039;&#039; The horned harbinger becomes aware of all death and dying around him at will. When used, this ability will tell you whether there are creatures who are near to death, undead, or neither alive or dead within a 30 yard radius about you and their direction. This ability will also detect invisible or hiding creatures under those effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Lesser Minion:&#039;&#039;&#039; Once a day beginning at level 2, the horned harbinger is able to call forth a lesser minion to do his bidding until destroyed or dismissed. At level 5 this increases to twice per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Minion:&#039;&#039;&#039; Once a day beginning at level 6, the horned harbinger is able to call forth a minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Greater Minion:&#039;&#039;&#039; Once a day beginning at level 8, the horned harbinger is able to call forth a greater minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain of Undeath:&#039;&#039;&#039; At level 5, the horned harbinger becomes able to command two minions at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General of Undeath:&#039;&#039;&#039; At level 10,tThe horned harbinger becomes able to command three minions at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaching Death:&#039;&#039;&#039; At level 7, the horned harbinger becomes able to create his minions over a large distance, giving a tactical advantage in some scenarios.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5308</id>
		<title>Horned Harbinger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5308"/>
		<updated>2010-02-23T21:07:42Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Horned Harbinger==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The horned harbingers are agents of the fallen Lord of Bones. Some claim their creation heralds the restoration of Myrkul&#039;s mantle of godhood, while others view their continued existence as the last remnants of Myrkul&#039;s dwindling power. Each horned harbinger touched the Crown of Horns at some point since the Time of Troubles, although not all creatures who have done so have become members of this class.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Horned Harbinger, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any evil&lt;br /&gt;
* &#039;&#039;&#039;Skills: &#039;&#039;&#039; Knowledge: Planes 8 ranks.&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Must worship Myrkul as a deity and touch the Crown of Horns&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Horned Harbingers are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Heal&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Lore&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Spellcraft&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Fortitude and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Horned harbingers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Horned harbingers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; Concentration, Craft: Alchemy, Craft: Tailoring/Leatherworking, Craft: Woodworking, Craft: Jewelcrafting, Craft: Weapons, Craft: Armor, Heal, Intimidate, Lore, Knowledge: Arcana, Knowledge: Religion, Profession: Cook, Profession: Woodcutter, Profession: Fisher, Spellcraft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; At 3rd, 4th, 7th and 9th level, a horned harbinger cast select from the following bonus feats. Divine Vengeance, Empower Turning, Extra Turning, Extra Turning II, Extra Turning III, Divine Resistence, Divine Might, Divine Shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; The character can rebuke or command undead as a cleric of a level equal to his horned harbinger class level. If the character could already rebuke undead, these levels stack with that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harbinger&#039;s Touch:&#039;&#039;&#039; Once a day, the horned harbinger becomes able to call upon the power of the old death, Myrkul, to slay his enemies with a single touch. The harbinger rolls 1d6 x Harbinger Levels multiplied by 2. If this is greater than the target&#039;s hit points, the creature dies instantly with no save. Anything that protects against death effects protects against this ability. At level 5 the harbinger can use this twice a day, and at level 10 three times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Watch:&#039;&#039;&#039; The horned harbinger becomes aware of all death and dying around him at will. When used, this ability will tell you whether there are creatures who are near to death, undead, or neither alive or dead within a 30 yard radius about you and their direction. This ability will also detect invisible or hiding creatures under those effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Lesser Minion:&#039;&#039;&#039; Once a day beginning at level 2, the horned harbinger is able to call forth a lesser minion to do his bidding until destroyed or dismissed. At level 5 this increases to twice per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Minion:&#039;&#039;&#039; Once a day beginning at level 6, the horned harbinger is able to call forth a minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Greater Minion:&#039;&#039;&#039; Once a day beginning at level 8, the horned harbinger is able to call forth a greater minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain of Undeath:&#039;&#039;&#039; At level 5, the horned harbinger becomes able to command two minions at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General of Undeath:&#039;&#039;&#039; At level 10,tThe horned harbinger becomes able to command three minions at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaching Death:&#039;&#039;&#039; At level 7, the horned harbinger becomes able to create his minions over a large distance, giving a tactical advantage in some scenarios.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Master_of_Radiance&amp;diff=5304</id>
		<title>Master of Radiance</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Master_of_Radiance&amp;diff=5304"/>
		<updated>2010-02-22T02:57:19Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: Created page with &amp;#039;==Master of Radiance==  &amp;#039;&amp;#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&amp;#039;&amp;#039; &amp;lt;br&amp;gt;  Masters o…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Master of Radiance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Masters of radiance channel the pure, undiluted power of the sun. Often originating from (but not limited to) good-aligned druid sects that reveres the sun, they have a holy purpose to scour the world clean of undead. Wielding the sun&#039;s radiance as a weapon, they are the bane of any evil creature that lurks in the darkness.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Master of Radiance, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any nonevil&lt;br /&gt;
* &#039;&#039;&#039;Skills: &#039;&#039;&#039; Knowledge: Nature 8 ranks, Knowledge: Religion 5 ranks.&lt;br /&gt;
* &#039;&#039;&#039;Spells:&#039;&#039;&#039; Must be able to cast 3rd level divine spells.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Master of Radiance are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Heal&lt;br /&gt;
* Lore&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Spot&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Fortitude and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Masters of radiance gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Masters of radiance gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 4 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; At each master of radiance level excluding the 1st, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Undead:&#039;&#039;&#039; Master of radiance class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character&#039;s effective cleric level for turning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Aura:&#039;&#039;&#039; A master of radiance can emanate an aura of brilliant light that weakens undead creatures. Undead creatures within the radius of the bright light take a -2 penalty on attack rolls, damage rolls, and saving throws. The master of radiance can use this ability one per day at 1st level, twice per day at 2nd level, and three times per day at 5th level. Each use lasts 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Searing Light:&#039;&#039;&#039; Beginning at 2nd level, a master of radiance can use searing light as a standard action once per round as long as her radiant aura is active. This uses the spellcasting level associated with the Master of Radiance +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beam of Sunlight:&#039;&#039;&#039; At 5th level, a master of radiance can use a Beam of Sunlight (See Sunbeam) as a standard action once per round as long as her radiant aura is active. This uses the spellcasting level associated with the Master of Radiance +2.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Classes&amp;diff=5303</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Classes&amp;diff=5303"/>
		<updated>2010-02-22T02:51:15Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Locked Classes - Hidden Access */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Open Classes==&lt;br /&gt;
The following classes are open by default to all Sundren players:&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Bard]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Druid]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Favoured Soul]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Fighter]]&amp;lt;br&amp;gt; &lt;br /&gt;
* [[Monk]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Samurai]] &#039;&#039;(Custom Base Class)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sorcerer]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Spirit Shaman]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Swashbuckler]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wizard]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Open Prestige Classes==&lt;br /&gt;
The following PRC&#039;s are open by default to all Sundren players.&lt;br /&gt;
&lt;br /&gt;
* [[Arcane Scholar of Candlekeep]]&lt;br /&gt;
* [[Arcane Archer]]&lt;br /&gt;
* [[Arcane Trickster]]&lt;br /&gt;
* [[Assassin]]&lt;br /&gt;
* [[Blackguard]]&lt;br /&gt;
* [[Combat Medic]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Dark Hunter]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Darkwood Stalker]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Divine Champion]]&lt;br /&gt;
* [[Duelist]]&lt;br /&gt;
* [[Dwarven Defender]]&lt;br /&gt;
* [[Eldritch Knight]] &lt;br /&gt;
* [[Frenzied Berserker]]&lt;br /&gt;
* [[Invisible Blade]]&lt;br /&gt;
* [[Master of Radiance]]&lt;br /&gt;
* [[Mage Killer]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Mystic Theurge]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Palemaster]]&lt;br /&gt;
* [[Sacred Fist]]&lt;br /&gt;
* [[Shadowdancer]]&lt;br /&gt;
* [[Shadowbane Stalker]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Warpriest]]&lt;br /&gt;
* [[Weapon Master]]&lt;br /&gt;
&lt;br /&gt;
==Locked Classes - Hidden Access==&lt;br /&gt;
Locked classes require a player finding the right NPC, completing a quest, or otherwise &amp;quot;unlocking&amp;quot; the potential to take that class, others may be DM given only, through In Character events.&lt;br /&gt;
&lt;br /&gt;
* [[Doomguide]]&lt;br /&gt;
* [[Dragon Disciple]]&lt;br /&gt;
* [[Dreadmaster of Bane]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Heartwarder]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Hellfire Warlock]]&lt;br /&gt;
* [[Horned Harbinger]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ice Fury of Auril]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Master of Many Forms]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Nature&#039;s Warrior]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Red Wizard of Thay]]&lt;br /&gt;
* [[Shadow Thief of Amn]]&lt;br /&gt;
* [[Stormlord of Talos]]&lt;br /&gt;
* [[Thayan Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Triadic Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Warlock]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Sundren has implemented many PRC&#039;s that do not appear in the traditional NWN2 campaign, or expansion.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Classes Unavailable for Play==&lt;br /&gt;
The following classes are unavailable for play in Sundren at this time upon character creation. This has not always been so, and may or may not be open to change in the near future.&lt;br /&gt;
&lt;br /&gt;
* [[Neverwinter Nine]]&lt;br /&gt;
* [[Harper Agent]]&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Classes&amp;diff=5302</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Classes&amp;diff=5302"/>
		<updated>2010-02-22T02:51:00Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Open Prestige Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Open Classes==&lt;br /&gt;
The following classes are open by default to all Sundren players:&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Bard]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Druid]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Favoured Soul]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Fighter]]&amp;lt;br&amp;gt; &lt;br /&gt;
* [[Monk]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Samurai]] &#039;&#039;(Custom Base Class)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sorcerer]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Spirit Shaman]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Swashbuckler]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wizard]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Open Prestige Classes==&lt;br /&gt;
The following PRC&#039;s are open by default to all Sundren players.&lt;br /&gt;
&lt;br /&gt;
* [[Arcane Scholar of Candlekeep]]&lt;br /&gt;
* [[Arcane Archer]]&lt;br /&gt;
* [[Arcane Trickster]]&lt;br /&gt;
* [[Assassin]]&lt;br /&gt;
* [[Blackguard]]&lt;br /&gt;
* [[Combat Medic]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Dark Hunter]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Darkwood Stalker]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Divine Champion]]&lt;br /&gt;
* [[Duelist]]&lt;br /&gt;
* [[Dwarven Defender]]&lt;br /&gt;
* [[Eldritch Knight]] &lt;br /&gt;
* [[Frenzied Berserker]]&lt;br /&gt;
* [[Invisible Blade]]&lt;br /&gt;
* [[Master of Radiance]]&lt;br /&gt;
* [[Mage Killer]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Mystic Theurge]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Palemaster]]&lt;br /&gt;
* [[Sacred Fist]]&lt;br /&gt;
* [[Shadowdancer]]&lt;br /&gt;
* [[Shadowbane Stalker]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Warpriest]]&lt;br /&gt;
* [[Weapon Master]]&lt;br /&gt;
&lt;br /&gt;
==Locked Classes - Hidden Access==&lt;br /&gt;
Locked classes require a player finding the right NPC, completing a quest, or otherwise &amp;quot;unlocking&amp;quot; the potential to take that class, others may be DM given only, through In Character events.&lt;br /&gt;
&lt;br /&gt;
* [[Doomguide]]&lt;br /&gt;
* [[Dragon Disciple]]&lt;br /&gt;
* [[Dreadmaster of Bane]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Heartwarder]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Hellfire Warlock]]&lt;br /&gt;
* [[Ice Fury of Auril]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Master of Many Forms]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Nature&#039;s Warrior]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Red Wizard of Thay]]&lt;br /&gt;
* [[Shadow Thief of Amn]]&lt;br /&gt;
* [[Stormlord of Talos]]&lt;br /&gt;
* [[Thayan Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Triadic Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Warlock]]&lt;br /&gt;
* [[Horned Harbinger]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Sundren has implemented many PRC&#039;s that do not appear in the traditional NWN2 campaign, or expansion.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Classes Unavailable for Play==&lt;br /&gt;
The following classes are unavailable for play in Sundren at this time upon character creation. This has not always been so, and may or may not be open to change in the near future.&lt;br /&gt;
&lt;br /&gt;
* [[Neverwinter Nine]]&lt;br /&gt;
* [[Harper Agent]]&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5301</id>
		<title>Horned Harbinger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5301"/>
		<updated>2010-02-22T02:50:15Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Horned Harbinger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Horned Harbinger==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The horned harbingers are agents of the fallen Lord of Bones. Some claim their creation heralds the restoration of Myrkul&#039;s mantle of godhood, while others view their continued existence as the last remnants of Myrkul&#039;s dwindling power. Each horned harbinger touched the Crown of Horns at some point since the Time of Troubles, although not all creatures who have done so have become members of this class.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Horned Harbinger, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any evil&lt;br /&gt;
* &#039;&#039;&#039;Skills: &#039;&#039;&#039; Knowledge: Planes 8 ranks.&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Must worship Myrkul as a deity and touch the Crown of Horns&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Horned Harbingers are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Heal&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Lore&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Spellcraft&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Fortitude and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Horned harbingers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Horned harbingers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; The character can rebuke or command undead as a cleric of a level equal to his horned harbinger class level. If the character could already rebuke undead, these levels stack with that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harbinger&#039;s Touch:&#039;&#039;&#039; Once a day, the horned harbinger becomes able to call upon the power of the old death, Myrkul, to slay his enemies with a single touch. The harbinger rolls 1d6 x Harbinger Levels multiplied by 2. If this is greater than the target&#039;s hit points, the creature dies instantly with no save. Anything that protects against death effects protects against this ability. At level 5 the harbinger can use this twice a day, and at level 10 three times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Watch:&#039;&#039;&#039; The horned harbinger becomes aware of all death and dying around him at will. When used, this ability will tell you whether there are creatures who are near to death, undead, or neither alive or dead within a 30 yard radius about you and their direction. This ability will also detect invisible or hiding creatures under those effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Lesser Minion:&#039;&#039;&#039; Once a day beginning at level 2, the horned harbinger is able to call forth a lesser minion to do his bidding until destroyed or dismissed. At level 5 this increases to twice per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Minion:&#039;&#039;&#039; Once a day beginning at level 6, the horned harbinger is able to call forth a minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Greater Minion:&#039;&#039;&#039; Once a day beginning at level 8, the horned harbinger is able to call forth a greater minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain of Undeath:&#039;&#039;&#039; At level 5, the horned harbinger becomes able to command two minions at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General of Undeath:&#039;&#039;&#039; At level 10,tThe horned harbinger becomes able to command three minions at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaching Death:&#039;&#039;&#039; At level 7, the horned harbinger becomes able to create his minions over a large distance, giving a tactical advantage in some scenarios.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5300</id>
		<title>Horned Harbinger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5300"/>
		<updated>2010-02-22T02:49:37Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Horned Harbinger==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Horned Harbinger, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any evil&lt;br /&gt;
* &#039;&#039;&#039;Skills: &#039;&#039;&#039; Knowledge: Planes 8 ranks.&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Must worship Myrkul as a deity and touch the Crown of Horns&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Horned Harbingers are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Heal&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Lore&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Spellcraft&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Fortitude and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Horned harbingers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Horned harbingers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; The character can rebuke or command undead as a cleric of a level equal to his horned harbinger class level. If the character could already rebuke undead, these levels stack with that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harbinger&#039;s Touch:&#039;&#039;&#039; Once a day, the horned harbinger becomes able to call upon the power of the old death, Myrkul, to slay his enemies with a single touch. The harbinger rolls 1d6 x Harbinger Levels multiplied by 2. If this is greater than the target&#039;s hit points, the creature dies instantly with no save. Anything that protects against death effects protects against this ability. At level 5 the harbinger can use this twice a day, and at level 10 three times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Watch:&#039;&#039;&#039; The horned harbinger becomes aware of all death and dying around him at will. When used, this ability will tell you whether there are creatures who are near to death, undead, or neither alive or dead within a 30 yard radius about you and their direction. This ability will also detect invisible or hiding creatures under those effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Lesser Minion:&#039;&#039;&#039; Once a day beginning at level 2, the horned harbinger is able to call forth a lesser minion to do his bidding until destroyed or dismissed. At level 5 this increases to twice per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Minion:&#039;&#039;&#039; Once a day beginning at level 6, the horned harbinger is able to call forth a minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Greater Minion:&#039;&#039;&#039; Once a day beginning at level 8, the horned harbinger is able to call forth a greater minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain of Undeath:&#039;&#039;&#039; At level 5, the horned harbinger becomes able to command two minions at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General of Undeath:&#039;&#039;&#039; At level 10,tThe horned harbinger becomes able to command three minions at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaching Death:&#039;&#039;&#039; At level 7, the horned harbinger becomes able to create his minions over a large distance, giving a tactical advantage in some scenarios.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5299</id>
		<title>Horned Harbinger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=5299"/>
		<updated>2010-02-22T02:44:33Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: Created page with &amp;#039;==Dreadmaster of Bane==  &amp;#039;&amp;#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&amp;#039;&amp;#039; &amp;lt;br&amp;gt;  === Requ…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dreadmaster of Bane==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Dreadmaster, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Lawful Evil&lt;br /&gt;
* &#039;&#039;&#039;Skills: &#039;&#039;&#039; Intimidate 8 ranks, Sense Motive 6 ranks, Knowledge: Local 4 ranks.&lt;br /&gt;
* &#039;&#039;&#039;Feats:&#039;&#039;&#039; Skill Focus(Intimidate), Spell Focus (Enchantment), Leadership, Fealty To Bane. &lt;br /&gt;
* &#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +4&lt;br /&gt;
* &#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Able to cast 3rd level divine spells&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Must worship Bane as a deity&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Dreadmaster are: &lt;br /&gt;
* Bluff&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weapon&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nobility &amp;amp; Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Lore&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spellcraft&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Dreadmaster gains no new proficiencies with weapons or armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per Day/Spells Known:&#039;&#039;&#039;  When a new Dreadmaster level is gained the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominating Aura:&#039;&#039;&#039; At 1st level, a Dreadmaster emanates a persistent aura. This has two effects. First, the Dreadmaster becomes immune to fear. The aura itself extends 20ft and affects all enemies that enter it with a -4 penalty to save vs fear. At levels 3, 5, 7 and 9 the reach of this aura extends by 10ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insidious Insight:&#039;&#039;&#039; At 2nd level, the Dreadmaster is experienced in dealing with others. He gains a +2 circumstance bonus to diplomacy and gather information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Cohort:&#039;&#039;&#039; At 3rd level, the Dreadmaster can summon his followers to him. The summoning lasts for 1 hour per Dreadmaster level plus 1 hour per 3 non-Dreadmaster level. As the Dreadmaster gains levels, his summoned followers improve. At 6th and 8th level, the Dreadmaster can summon an additional type of creature to his side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rodcraft:&#039;&#039;&#039; At 4th level, the Dreadmaster becomes more attuned to symbols of power as tools of dominance and subjugation. He gains Craft Wand as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fanatical Loyalty:&#039;&#039;&#039; At 5th level, the Dreadmasters influence over his followers is so strong that he can ask them to die for him. When Fanatical Loyalty is cast on a Dreadmasters follower, the follower will take most of the damage dealt to the Dreadmaster. This effect lasts for 1 round per Dreadmaster level or until the follower dies. The Dreadmaster may use this ability once per day at 5th level, and twice per day at 7th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Cohort: &#039;&#039;&#039; At 8th level, the Dreadmaster attains a special cohort. This follower does not count toward the summon limit. As the Dreadmaster gains power, so does his cohort. At 10th level, the Dreadmaster may summon a different follower&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Classes&amp;diff=5298</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Classes&amp;diff=5298"/>
		<updated>2010-02-22T02:43:54Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Locked Classes - Hidden Access */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Open Classes==&lt;br /&gt;
The following classes are open by default to all Sundren players:&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Bard]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Druid]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Favoured Soul]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Fighter]]&amp;lt;br&amp;gt; &lt;br /&gt;
* [[Monk]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Samurai]] &#039;&#039;(Custom Base Class)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sorcerer]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Spirit Shaman]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Swashbuckler]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wizard]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Open Prestige Classes==&lt;br /&gt;
The following PRC&#039;s are open by default to all Sundren players.&lt;br /&gt;
&lt;br /&gt;
* [[Arcane Scholar of Candlekeep]]&lt;br /&gt;
* [[Arcane Archer]]&lt;br /&gt;
* [[Arcane Trickster]]&lt;br /&gt;
* [[Assassin]]&lt;br /&gt;
* [[Blackguard]]&lt;br /&gt;
* [[Combat Medic]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Dark Hunter]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Darkwood Stalker]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Divine Champion]]&lt;br /&gt;
* [[Duelist]]&lt;br /&gt;
* [[Dwarven Defender]]&lt;br /&gt;
* [[Eldritch Knight]] &lt;br /&gt;
* [[Frenzied Berserker]]&lt;br /&gt;
* [[Invisible Blade]]&lt;br /&gt;
* [[Mage Killer]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Mystic Theurge]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Palemaster]]&lt;br /&gt;
* [[Sacred Fist]]&lt;br /&gt;
* [[Shadowdancer]]&lt;br /&gt;
* [[Shadowbane Stalker]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Warpriest]]&lt;br /&gt;
* [[Weapon Master]]&lt;br /&gt;
&lt;br /&gt;
==Locked Classes - Hidden Access==&lt;br /&gt;
Locked classes require a player finding the right NPC, completing a quest, or otherwise &amp;quot;unlocking&amp;quot; the potential to take that class, others may be DM given only, through In Character events.&lt;br /&gt;
&lt;br /&gt;
* [[Doomguide]]&lt;br /&gt;
* [[Dragon Disciple]]&lt;br /&gt;
* [[Dreadmaster of Bane]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Heartwarder]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Hellfire Warlock]]&lt;br /&gt;
* [[Ice Fury of Auril]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Master of Many Forms]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Nature&#039;s Warrior]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Red Wizard of Thay]]&lt;br /&gt;
* [[Shadow Thief of Amn]]&lt;br /&gt;
* [[Stormlord of Talos]]&lt;br /&gt;
* [[Thayan Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Triadic Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Warlock]]&lt;br /&gt;
* [[Horned Harbinger]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Sundren has implemented many PRC&#039;s that do not appear in the traditional NWN2 campaign, or expansion.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Classes Unavailable for Play==&lt;br /&gt;
The following classes are unavailable for play in Sundren at this time upon character creation. This has not always been so, and may or may not be open to change in the near future.&lt;br /&gt;
&lt;br /&gt;
* [[Neverwinter Nine]]&lt;br /&gt;
* [[Harper Agent]]&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Hands_of_Mundus&amp;diff=5296</id>
		<title>The Hands of Mundus</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Hands_of_Mundus&amp;diff=5296"/>
		<updated>2010-02-15T01:12:48Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Organizational Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
The Hands of Mundus, also known simply as &amp;quot;The Hands&amp;quot; were present before Sundren was a city state. When the great wizard Mundus strolled into the valley, he brought with him his two closest friends who he would commonly refer to as his left and right hands, in recognition of their worth to him. They together, with his blessings, formed the Hands. Following a nasty falling out after the death of Mundus and their differing view on how things should be run, the order was forever separated into two halves with members following one of the two leaders. The two hands struggle ceaselessly to assume full control of the order of elite magi, and to prove their interpretation of Mundus&#039; will is correct.&lt;br /&gt;
&lt;br /&gt;
The organization is lead by the Right and Left Hands who do not speak with each other and to few beyond their direct reports.  They are followed by a council of the five most talented archmagi from each Hand, ten total (symbolizing fingers),  that deliberate on issues involving magic, Mundus, and the defense of the nation. Eight of the seats are designated to masters of a given school of magic, two for the Hands themselves, who to the surprise of many, are both generalists.&lt;br /&gt;
&lt;br /&gt;
===The Right and the Left===&lt;br /&gt;
&lt;br /&gt;
Alignment with one faction or the other controls much of the everyday life of a typical Hand of Mundus. A wizard&#039;s affiliation is more than a simple association, rather it announces his ideological place within the organization, immediately making him or her allies and foes all at once.&lt;br /&gt;
&lt;br /&gt;
The Left Hand believes that magic is to be manipulated and studied for the sake of the gain to one&#039;s self and their country. They will sacrifice anything to pursue power and commit any atrocity to further their studies. Many are self-serving and loathe the idea of regulating magic to any extent unnecessary to safeguarding the public which funds their research. In accordance with this idea, left handed wizards do not mingle with the populace often and prefer to attend to research or studies. Rarely, some of their ilk will stray from the tower to investigate particularly powerful citizens, but alomst always with some insidious motive.&lt;br /&gt;
&lt;br /&gt;
The Right Hand asserts that magic is too dangerous to be left unwatched. They believe that because of their vigilance and foresight, Sundren remains mostly untouched by magical deviance. In their eyes, the study of magic is imperative but should be closely controlled, so it cannot be used for devious ends. Right handed wizards advocate daily intervention in the lives of the people and above all, promoting self-control when using magic. Typically, they are embittered, but well meaning people.  &lt;br /&gt;
&lt;br /&gt;
Despite the stark contrasts, most Hands of Mundus can agree on a few issues. &lt;br /&gt;
&lt;br /&gt;
It has been said that the only time two wizards of opposite houses can work together is when something threatens them both. This seems to be near to the truth. Most historical examples show that the Left and Right can put aside their differences when Sundren is threatened. However, it also highlights that once such events pass, the bickering continues.&lt;br /&gt;
&lt;br /&gt;
Foremost, both sides look upon sorcerors and warlocks unfavorably. These &amp;quot;naturalists&amp;quot;, as they often refer to them, do not earn their power and as such are believed to be unworthy of membership. Often, these individuals are forced to subdue their own magical talents, in order to pursue magical studies with either tower. Rarely, even after such a sacrifice, is a self-chastizing sorceror or warlock accepted into the ranks. Each side has their own personal beliefs about those who are unwilling to limit their natural abilities, but none of them are positive.&lt;br /&gt;
&lt;br /&gt;
===Organizational Structure===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;90%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;Left Hand&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;Right Hand&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
Council of Ten&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;10&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
Rismal&amp;lt;br&amp;gt;&lt;br /&gt;
Mizrhai&amp;lt;br&amp;gt;&lt;br /&gt;
Jurai&amp;lt;br&amp;gt;&lt;br /&gt;
Galos&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
Graf&amp;lt;br&amp;gt;&lt;br /&gt;
Zim&amp;lt;br&amp;gt;&lt;br /&gt;
Aromis&amp;lt;br&amp;gt;&lt;br /&gt;
Maulus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
Archmagi&amp;lt;br&amp;gt;&lt;br /&gt;
Elite Magi&amp;lt;br&amp;gt;&lt;br /&gt;
Magi&amp;lt;br&amp;gt;&lt;br /&gt;
Initiate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
Archmagi&amp;lt;br&amp;gt;&lt;br /&gt;
Elite Magi&amp;lt;br&amp;gt;&lt;br /&gt;
Magi&amp;lt;br&amp;gt;&lt;br /&gt;
Initiate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
After Mundus&#039; death of old age in 1230 both the Right and Left Hands were close friends and colleagues. Unfortunately this was not to last. Mundus left behind a large tome to his advisers and the Right and Left Hand on how Sundren should be run. Disagreements occurred over the interpretation of this text, and each Hand had their own personal philosophies they believed to be right.&lt;br /&gt;
&lt;br /&gt;
The Right Hand believed Mundus&#039; words should be followed to the letter, and that magic should be rigorously controlled and watched to protect against misuse. &lt;br /&gt;
&lt;br /&gt;
The Left Hand believed that the spirit of the tome should be followed, since not every topic was well documented and time had changed things; he also insisted that magi should have the freedom to research and explore magic without limits in order to improve themselves and Sundren.&lt;br /&gt;
&lt;br /&gt;
The arguments continued and intensified over more than a decade, with disagreements occurring over how Mundus would want them to govern Sundren and magic. Then, 15 years after the death of Mundus, something transpired between the Hands that forever tore them apart. The conflict between the two grew violent, and an all out war occurred between the men and their followers. Hundreds from each side lost their lives during one very bloody day, and the tower that once served as a testament to Mundus was destroyed in the bedlam.&lt;br /&gt;
&lt;br /&gt;
The original tower was later rebuilt as two, with the Tomb of Mundus residing between them. Each Hand resides at the top of their tower. They are rarely seen outside their chambers, and permit few visitors.&lt;br /&gt;
&lt;br /&gt;
Recently, during the restructuring of the Sundarian Military, the Hands of Mundus were given official authority of the standing legions. Each &amp;quot;Master&amp;quot; is capable of enlisting the compulsory aid of any military personnel short of the highest ranking officers.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
* Decstrum, The White Tower of the Right&lt;br /&gt;
* The Tomb of Mundus&lt;br /&gt;
* Sinistrum, The Black Tower of the Left&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
* Right Hand (Leader of the Right Hand organization)&lt;br /&gt;
* Left Hand (Leader of the Left Hand organization)&lt;br /&gt;
* Mizrahi (Main representative of the Right Hand)&lt;br /&gt;
* Graf (Main representative of the Left Hand)&lt;br /&gt;
&lt;br /&gt;
== Objectives == &lt;br /&gt;
* Uphold Mundus&#039; will&lt;br /&gt;
* Ensure the survival of Sundren&lt;br /&gt;
* Promote magic use&lt;br /&gt;
* Regulate magic use&lt;br /&gt;
* Explore the schools of magic, in order to further practices&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5295</id>
		<title>Sundren Laws</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5295"/>
		<updated>2010-02-14T09:20:02Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Regarding Necromantic Animation and Extraplanar Summoning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren System of Law=&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times. Rumors persist that the Banites have their influence as well, though it has never been proven.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state. The most lawful area is, of course, Sundren City. Additionally, Port Avanthyr is highly protected, being a major route for commerce. Law enforcement and presence of the Legion diminishes the further you travel from these centers of government and business. Sestra has a lower presence of the Legion and relies on the local militia, called the Corsairs, and volunteers from the Arbiters&#039; Alliance for enforcement. To the north, Aquor has an even smaller Legion presence. The Thayan Enclave is charged with protecting its citizens, but they limit their enforcement to within the town walls. Outside those walls, lawlessness is rampant.&lt;br /&gt;
&lt;br /&gt;
The fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is often highly-dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly. One may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
==Governmental Structure==&lt;br /&gt;
The Oligarchy of Arbiters governs Sundren. The position is for life. Members&#039; names are kept secret. When one of the Arbiters passes on, the other Arbiters hold a vote to elect a new council member.&lt;br /&gt;
&lt;br /&gt;
Sundren is headed by a council of seven Arbiters. Five members are chosen from Sundren&#039;s nobility, elected to their roles by other members of the Arbiters. It is not uncommon for former Stewards to inherit the rank of Arbiter when the man they serve passes on. The remaining two posts are reserved for the Left and Right Hands or their due representatives. The names of the Arbiters are otherwise kept secret as a security measure.&lt;br /&gt;
&lt;br /&gt;
The seven Arbiters meet on a weekly basis to discuss policy, direction and the situation within Sundren. For the most part, this is a regimented affair as most of the politics are resolved prior to the meetings. The Stewards resolve most of the minor matters on their own.&lt;br /&gt;
&lt;br /&gt;
At each New Moon a greater assembly is held. This assembly includes the Steward and the Exarches. This meeting is open to (acceptable members of) the public, most notably the Noble families who are not on the council. The stewards report their actions to the Arbiters prior to this meeting, both to brief them on minor decisions made and as a check to ensure the Stewards do not overstep their bounds. The Arbiters hear the meeting from a secret chamber and respond, but keep their identities hidden from the public. This meeting is used to gauge public opinion, and for the public to air grievances, problems and ask for higher justice.&lt;br /&gt;
&lt;br /&gt;
==General Imperatu Verinus==&lt;br /&gt;
The general of the Legion is what holds the men&#039;s respect, he is an inspiring leader: General Imperatu Verinus. However if he were to sway from the will of the Arbiters he would lose much of his influence with his men, as well most of his men are Sundren natives so as long as he holds the ideals of the common people the Legion itself will remain highly disciplined. The general is loyal to the Arbiters.&lt;br /&gt;
&lt;br /&gt;
==Arbiters==&lt;br /&gt;
Leading council of Sundren, currently consists of:&lt;br /&gt;
Left &amp;amp; Right Hands (ongoing positions)&lt;br /&gt;
Five others (unknown to the public)&lt;br /&gt;
&lt;br /&gt;
==Steward==&lt;br /&gt;
Stewards are personal assistants to the Arbiters. Since the Arbiters&#039; names are kept secret, the stewards act as their public faces for day-to-day matters. The exact boundaries of the Stewards&#039; powers are somewhat grey (much like US presidential cabinet members), but they can create laws for things deemed too mundane for the Arbiters. Because there is a lot of hub-bub and fuss to get the Arbiters together in secret for any sort of voting, the Stewards function as &amp;quot;grease&amp;quot; to keep the politics functional in Sundren. Each steward is chosen by the Arbiter. Their oaths are not taken lightly. Most come as former students of Sundren University.&lt;br /&gt;
&lt;br /&gt;
==Exarchs==&lt;br /&gt;
A position between town mayor and sheriff: The Exarches answer to the Arbiters on political and judicial matters. They are responsible for organising the defences of the town and ensuring it prospers.&lt;br /&gt;
&lt;br /&gt;
Currently:&lt;br /&gt;
Sundren City – none&lt;br /&gt;
Port Avanthyr – Exarch is Jarius Malifar. Legion provide defence and police.&lt;br /&gt;
Sestra: Keiji Kemura as Exarch. Corps De Grace operating as security.&lt;br /&gt;
&lt;br /&gt;
==Militia Law Enforcement==&lt;br /&gt;
Groups like Corps de Grace and paladins of the Church of Helm have extended trust by the government, although they have no official standing of office.&lt;br /&gt;
&lt;br /&gt;
=State Laws and Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state, and the fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is more often than highly dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly, where one may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
State Laws apply to all of Sundren, both in Sundren City and the lesser towns. They deal with crimes.&lt;br /&gt;
&lt;br /&gt;
==Regarding Murder==&lt;br /&gt;
&lt;br /&gt;
Murder is defined as the premeditated taking of the life or lives of a member or members of the Good Races, regardless of origin or citizenship. A perpetrator of murder or attempted murder is sometimes subject to trial in a court of law, and conviction typically leads to exile, temporary or permanent, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Treason==&lt;br /&gt;
&lt;br /&gt;
Treason is defined as conspiring or conducting harm to the State of Sundren, including but not limited to, active agitation against the State; collaboration with known enemies of the State; participation or instigation of war against the State; and harming or participation in conspiracy of harming the Arbiters, the Steward, or the Harbingers of the State.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of treason is subject to trial in a court of law, and conviction typically leads to public humiliation in the pillory followed by permanent exile, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Manslaughter==&lt;br /&gt;
&lt;br /&gt;
Manslaughter is defined as the taking of the life or lives of a member or members of the Good Races. A perpetrator of manslaughter is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, temporary or lifelong; exile, temporary or permanent, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Assault and Battery==&lt;br /&gt;
&lt;br /&gt;
Assault and Battery are defined as crimes of violence against another or others of the Good Races, regardless of origin or citizenship, where Assault is the threat of violence and Battery the infliction thereof.&lt;br /&gt;
&lt;br /&gt;
Torture is defined as an act or a series of acts of violence, extended or otherwise, that effects irrevocable bodily or emotional harm. It is considered a form of aggravated assault where unauthorized by law.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of assault and/or battery is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, or exile.&lt;br /&gt;
&lt;br /&gt;
A criminal convicted of torture is in addition subject to public humiliation in the pillory, public lashings, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Mayhem==&lt;br /&gt;
&lt;br /&gt;
Mayhem is defined as an unjustified permanent crippling, with or without malicious intent, of a member or members of the Good Races. A perpetrator of mayhem is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with community service and/or fines or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Arson==&lt;br /&gt;
&lt;br /&gt;
Arson is defined as setting a fire or fires unlawfully that results in damage to private or public property and/or life. For all intents and purposes, damage to property, regardless of manner, is defined as arson under State Law. A perpetrator of arson is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Rape==&lt;br /&gt;
&lt;br /&gt;
Rape is defined as violence of grand proportions against a member or members of the Good Races, and includes acts of sexual violation and unsolicited intrusion to or manipulation of the mind by means of magic. A perpetrator of rape is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, public humiliation in the pillory, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Banditry==&lt;br /&gt;
&lt;br /&gt;
Banditry is defined as seizing properties or possessions from a member or members of the Good Races through violence or threat of violence. A perpetrator of banditry is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Larceny==&lt;br /&gt;
&lt;br /&gt;
Larceny is defined as trespassing property and/or the taking of properties without consent and with the intent to deprive. It includes but is not limited to breaking-and-entering, theft or embezzlement of possessions, and poaching.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of larceny is sometimes subject to trial in a court of law, and conviction typically leads to fines, imprisonment, or community service.&lt;br /&gt;
&lt;br /&gt;
==Regarding Obstruction of Justice and Perjury==&lt;br /&gt;
&lt;br /&gt;
Obstruction of Justice is defined as deliberate interference in the legislating, interpreting, or enforcing of State Laws or Town Ordinances. A person found guilty of Obstruction of Justice, if guilty of other crimes, may face a doubling of his or her penalties; otherwise, he or she may be subject to fines, imprisonment, community service, or public humiliation in the pillory.&lt;br /&gt;
&lt;br /&gt;
Perjury is defined as making false statements knowingly under oath to Tyr. It is an aggravated form of obstruction of justice and carries greater penalties of the same sorts.&lt;br /&gt;
&lt;br /&gt;
==Regarding False Pretences and Deception==&lt;br /&gt;
&lt;br /&gt;
False Pretences and Deception are defined as intentional and/or malicious dishonesty in dealings with a member or members of the Good Races that results in damage to property, life, or reputation of abovementioned member or members. Deception offences include, but are not limited to, impersonation of officials or individuals of import, slander and libel in public statements, use of false credentials, styles, or titles, conscious false claims over property, fraud, and forgery. An intent to deceive or harm is always involved in an offence of false pretences and deception.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of false pretences and deception is often subject to a trial in court of law, and conviction typically leads to fines, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Extortion==&lt;br /&gt;
&lt;br /&gt;
Extortion is defined as the seizing of properties or possessions from a member or members of the Good Races through coercion and intimidation. It differs from robbery in that the intent of bodily harm is often less pronounced or nonexistent, and extortion involves threats that may be legal under State Laws but nevertheless pose sufficient distress to result in loss of properties or possessions. A perpetrator of extortion is often subject to trial in a court of law, and conviction typically leads to fines, partial or complete confiscation of properties and possessions, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Proxies and Responsibilities==&lt;br /&gt;
&lt;br /&gt;
All crimes carried out through a proxy or dependant are considered as though the guardian or master were in full guilt. A proxy or dependant may include, but would not be limited to, a familiar of a mage, a pet-animal, a magical presence bound to a master, or a young child. For instance, a mage who commits crimes through a familiar is held fully accountable for the familiar&#039;s actions, and a spellcaster who bewitches the mind of another to carry out a crime is culpable of all guilt thereof. In cases where a proxy or dependant commits wrongdoing without equal intent on the part of the guardian or master, the aforementioned guardian or master is guilty criminal negligence. Criminal negligence is punishable by fines and prison sentences equal to or less than the crime allowed to happen through negligence.&lt;br /&gt;
&lt;br /&gt;
==Regarding Census and Taxes==&lt;br /&gt;
&lt;br /&gt;
All households resident to Sundren are expected to report biennially to their local government for the purpose of census after Highharvestide in the month of Eleint (the ninth month of the year) every two years. Taxes in Sundren are collected bianually, once during the season of Greengrass in mid-Tarsakh (the fourth month of the year) and once after the Highharvestide in mid-Eleint. Taxes are determined according to the year&#039;s harvest, income, profession, and standard of living of the taxed. The local government is empowered with the duty of adjusting taxes and keeps them up-to-date.&lt;br /&gt;
&lt;br /&gt;
Residents with no set address and travellers are still subject to taxation, even if they are to report to different local governments. In exchange, they enjoy the protection of the law.&lt;br /&gt;
      &lt;br /&gt;
=Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Town Ordinances are local laws.&lt;br /&gt;
&lt;br /&gt;
==Regarding Necromantic Animation and Extraplanar Summoning==&lt;br /&gt;
&lt;br /&gt;
Necromantic Animation is defined as the raising of spirits, bodies, or outsider presences through necromantic magics. Unless authorized in writing from the Hands of Mundus for the purpose of research or criminal investigation, necromantic animation is unlawful in all of Sundren. Likewise, the summoning of creatures from evil planes is unlawful in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Blasphemy==&lt;br /&gt;
&lt;br /&gt;
To belittle the gods brings down their wrath on mortals. It is therefore unlawful to blaspheme against the gods where they wield power. Blasphemy is defined as the defamation of a god or gods. It is unlawful to blaspheme publicly against Helm, the Triumvirate, Waukeen, Tempus, Chauntea, Tymora, Red Knight, Selune, Oghma, and Mystra in all of Sundren. In addition, it is unlawful to blaspheme publicly against Umberlee in Port Avanthyr.&lt;br /&gt;
&lt;br /&gt;
Crimes committed against the churches or clergies of the abovementioned deities are also considered blasphemy.&lt;br /&gt;
&lt;br /&gt;
==Regarding Magical Presences and Domesticated Wild Animals==&lt;br /&gt;
&lt;br /&gt;
Domesticated wild animals sometimes accompany visitors and adventurers. They, however, still remain a threat or source of fright to townsfolk. In all of Sundren, domesticated wild animals, unless properly caged or leashed, are allowed only by town gates or entrances. Magical presences are defined as creatures, beings, familiars, or presences bound to an individual by means of magic or of otherwise unnatural origins. Many magical presences are outlandish and bizarre in appearance or behaviour, and it is therefore unlawful to have deviant magical presences in town in all of Sundren unless approved by the local or State government for the purpose of research, exhibit, or emergencies.&lt;br /&gt;
&lt;br /&gt;
==Regarding Bearing of Arms==&lt;br /&gt;
&lt;br /&gt;
The bearing of arms and weaponry is allowed on public or State properties, unless otherwise prohibited, in all towns in Sundren, so long as they remain peace-bound, sheathed, unloaded, or otherwise concealed. It is unlawful for all but authorized personnel who have been properly trained and accordingly certificated to wield arms in all towns in Sundren except in cases of emergency such as for self-defence or defence of the public and State. Weapons are defined as dangerous objects that have a high likelihood of inflicting grave injury, and include but are not limited to bladed items such as cleavers, sickles, and knives; arms of war such as polearms, swords, and axes; ranged projectile shooters such as strung bows and crossbows; objects capable of causing harm through alchemical means such as alchemist&#039;s fire; and magically charged objects such as mage-staves and wands.&lt;br /&gt;
&lt;br /&gt;
==Regarding Contraband==&lt;br /&gt;
&lt;br /&gt;
Contraband is defined as outlawed possessions. Refer to the local merchant&#039;s guild for a list. Possession or trade of contraband is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited such crimes.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered contraband vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Display of Magic==&lt;br /&gt;
&lt;br /&gt;
Public display of magic is not unlawful; however, excessive use of magic without justifiable cause is punishable by fining, and persistent offenders may face imprisonment or temporary banishing from the town in which they have committed excessive display of magic.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered excessive display of magic vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Indecency==&lt;br /&gt;
&lt;br /&gt;
Indecency is defined as behaviour that is offensive to the general public of Sundren. Specifically, indecency in public space includes but is not limited to lurid behaviour such as deliberate revealing of genitalia; offering, seeking, or practising of sexual activities; and deliberate and controlled public displays of private bodily functions such as urination or excretion. Indecency is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited indecency.&lt;br /&gt;
This ordinance is effective in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Drow==&lt;br /&gt;
&lt;br /&gt;
Drow are wicked distant cousins of the fair elven folk, dark-skinned being from underground. Because of their evil nature and the persistent crimes they have been committing, all drow are disallowed from entering incorporated towns and military camps in Sundren. Drow who enter a town or military camp unlawfully will be apprehended, and may be imprisoned, beaten, banished, or executed. They receive no trial unless such is recommended by a court of law.&lt;br /&gt;
      &lt;br /&gt;
=Exceptional Clauses=&lt;br /&gt;
&lt;br /&gt;
==Trial by Combat==&lt;br /&gt;
&lt;br /&gt;
An alleged perpetrator subject to a court trial may appeal to trial by combat, if the individual in question is able to have three other individuals of sound standing and veritably good reputation vouch for his or her integrity of character, or if the individual is able to make a deposit of one hundred thousand gold stags to the State to cover court costs. The individiual then must swear an oath under penalty of perjury to Tyr, and a deity of the individual&#039;s own choosing if he or she so wishes.&lt;br /&gt;
&lt;br /&gt;
In trial by combat, the defendant may appoint a champion to sponsor him or her. In criminal cases, the State will appoint a champion of its own choosing. For serious cases, such as treason, a Harbinger may be expected to act as champion of the State in trial by combat.&lt;br /&gt;
&lt;br /&gt;
Trial by combat may take place at dawn, midday, in the evening, or at night. A cleric of Lathander will initiate a dawn or midday trial, and a cleric of Sel?ne typically initiates a trial after dark (though it is not unheard of to have a cleric of Shar conduct the rite at the special request of the participants).&lt;br /&gt;
When the defendant or the defendant&#039;s champion loses in trial by combat and perishes, his or her guilt is ascertained without question. Should the defendant or the defendant&#039;s champion yield and survive, his or her guilt is considered proven beyond doubt before Tyr. The champion in either case is considered blameless before the law. Winning in trial by combat automatically disproves the defendant&#039;s guilt and upholds his or her honour. If a deposit of one hundred thousand gold stags is made, the deposit, after deducting the court costs, is returned fully to the defendant, now vindicated under the eyes of the gods; however, if he or she should prove guilty, the remainder of the deposit will not be returned.&lt;br /&gt;
&lt;br /&gt;
=Recent Ordinances=&lt;br /&gt;
==Face-Coverings in Civilized Areas==&lt;br /&gt;
No face-coverings are allowed in civilized public areas. This includes all Sundren City districts, Sundren towns, and trading posts. Hoods are allowed, but any mask or guard partially hiding the face is not lawful, save for those enlisted to protect the town.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is lawful to wear such items in dangerous, untamed parts of the land where protections may be necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Anderson Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice]&lt;br /&gt;
&lt;br /&gt;
All humanoids of monstrous bloodlines within Sundren territory are required to carry registration certificates.&lt;br /&gt;
&lt;br /&gt;
Many races can be predisposed toward unlawful tendencies. In accordance with the Anderson Act, these races must obtain registration certificates and carry them on their persons at all times. These races include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
Half-Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Aasimar&amp;lt;br&amp;gt;&lt;br /&gt;
Tieflings&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Drow&amp;lt;br&amp;gt;&lt;br /&gt;
Gensai&amp;lt;br&amp;gt;&lt;br /&gt;
Gray orc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Svirfneblin have been removed from the list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Registration certificates may be obtained at the following offices:&lt;br /&gt;
&lt;br /&gt;
Port Avanthyr, city hall&lt;br /&gt;
Sundren, city watch&lt;br /&gt;
&lt;br /&gt;
==Vellik Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice]&lt;br /&gt;
&lt;br /&gt;
In rememberance of the heroic Vellik family, slain by Banite zealots and madmen, Article 567, also known as the Vellik Act, has been passed.&lt;br /&gt;
&lt;br /&gt;
All followers of the following gods must register with the city of Sundren:&lt;br /&gt;
&lt;br /&gt;
--Bane&amp;lt;br&amp;gt;&lt;br /&gt;
--Shar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not illegal to worship these gods. However, too many of their followers have shown themselves not to be fearful of the gods, but madmen who would cause tremendous harm to the citizens of our land. The Black Hand, Moth Oira, and the Talonites are all enemies of the state, and by extension, all followers of gods related to these sects must give their names over to the government proper.&lt;br /&gt;
&lt;br /&gt;
A reward of five hundred gold will be given for truthful information and names regarding unregistered worshipers. Those who submit false names or information will be prosecuted to the full extent of the law.&lt;br /&gt;
&lt;br /&gt;
==Unlawful Worship==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?p=92907 Unlawful Worship Notice]&lt;br /&gt;
&lt;br /&gt;
By Order of the Sundren Council&lt;br /&gt;
&lt;br /&gt;
Due to increasing violence and destruction within the holdings of Sundren state, all servants and clergy of the listed gods are hereby subject to permanent exile. Any person, foreign or native, who is found eliciting blessings, carrying holy symbols, or professing worship to these gods will be arrested on sight. Those who refuse public denunciation of faith will face permanent expulsion. Any who resist arrest or are found within Sundren after expulsion will be subject to execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The clergy, by names and aliases, are as follows:&lt;br /&gt;
&lt;br /&gt;
Talos - The Destroyer, Storm Lord&amp;lt;br&amp;gt;&lt;br /&gt;
Cyric - The Prince of Lies, Dark Sun, Black Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Talona - The Lady of Poison, Mistress of Disease, Mother of All Plagues&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citizens are encouraged to report any activity to local law enforcement. Do not approach any patrons of these gods or attempt to take action against them. They are considered dangerous.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5294</id>
		<title>Sundren Laws</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5294"/>
		<updated>2010-02-14T09:19:42Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Regarding Necromantic Animation and Extraplanar Summoning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren System of Law=&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times. Rumors persist that the Banites have their influence as well, though it has never been proven.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state. The most lawful area is, of course, Sundren City. Additionally, Port Avanthyr is highly protected, being a major route for commerce. Law enforcement and presence of the Legion diminishes the further you travel from these centers of government and business. Sestra has a lower presence of the Legion and relies on the local militia, called the Corsairs, and volunteers from the Arbiters&#039; Alliance for enforcement. To the north, Aquor has an even smaller Legion presence. The Thayan Enclave is charged with protecting its citizens, but they limit their enforcement to within the town walls. Outside those walls, lawlessness is rampant.&lt;br /&gt;
&lt;br /&gt;
The fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is often highly-dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly. One may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
==Governmental Structure==&lt;br /&gt;
The Oligarchy of Arbiters governs Sundren. The position is for life. Members&#039; names are kept secret. When one of the Arbiters passes on, the other Arbiters hold a vote to elect a new council member.&lt;br /&gt;
&lt;br /&gt;
Sundren is headed by a council of seven Arbiters. Five members are chosen from Sundren&#039;s nobility, elected to their roles by other members of the Arbiters. It is not uncommon for former Stewards to inherit the rank of Arbiter when the man they serve passes on. The remaining two posts are reserved for the Left and Right Hands or their due representatives. The names of the Arbiters are otherwise kept secret as a security measure.&lt;br /&gt;
&lt;br /&gt;
The seven Arbiters meet on a weekly basis to discuss policy, direction and the situation within Sundren. For the most part, this is a regimented affair as most of the politics are resolved prior to the meetings. The Stewards resolve most of the minor matters on their own.&lt;br /&gt;
&lt;br /&gt;
At each New Moon a greater assembly is held. This assembly includes the Steward and the Exarches. This meeting is open to (acceptable members of) the public, most notably the Noble families who are not on the council. The stewards report their actions to the Arbiters prior to this meeting, both to brief them on minor decisions made and as a check to ensure the Stewards do not overstep their bounds. The Arbiters hear the meeting from a secret chamber and respond, but keep their identities hidden from the public. This meeting is used to gauge public opinion, and for the public to air grievances, problems and ask for higher justice.&lt;br /&gt;
&lt;br /&gt;
==General Imperatu Verinus==&lt;br /&gt;
The general of the Legion is what holds the men&#039;s respect, he is an inspiring leader: General Imperatu Verinus. However if he were to sway from the will of the Arbiters he would lose much of his influence with his men, as well most of his men are Sundren natives so as long as he holds the ideals of the common people the Legion itself will remain highly disciplined. The general is loyal to the Arbiters.&lt;br /&gt;
&lt;br /&gt;
==Arbiters==&lt;br /&gt;
Leading council of Sundren, currently consists of:&lt;br /&gt;
Left &amp;amp; Right Hands (ongoing positions)&lt;br /&gt;
Five others (unknown to the public)&lt;br /&gt;
&lt;br /&gt;
==Steward==&lt;br /&gt;
Stewards are personal assistants to the Arbiters. Since the Arbiters&#039; names are kept secret, the stewards act as their public faces for day-to-day matters. The exact boundaries of the Stewards&#039; powers are somewhat grey (much like US presidential cabinet members), but they can create laws for things deemed too mundane for the Arbiters. Because there is a lot of hub-bub and fuss to get the Arbiters together in secret for any sort of voting, the Stewards function as &amp;quot;grease&amp;quot; to keep the politics functional in Sundren. Each steward is chosen by the Arbiter. Their oaths are not taken lightly. Most come as former students of Sundren University.&lt;br /&gt;
&lt;br /&gt;
==Exarchs==&lt;br /&gt;
A position between town mayor and sheriff: The Exarches answer to the Arbiters on political and judicial matters. They are responsible for organising the defences of the town and ensuring it prospers.&lt;br /&gt;
&lt;br /&gt;
Currently:&lt;br /&gt;
Sundren City – none&lt;br /&gt;
Port Avanthyr – Exarch is Jarius Malifar. Legion provide defence and police.&lt;br /&gt;
Sestra: Keiji Kemura as Exarch. Corps De Grace operating as security.&lt;br /&gt;
&lt;br /&gt;
==Militia Law Enforcement==&lt;br /&gt;
Groups like Corps de Grace and paladins of the Church of Helm have extended trust by the government, although they have no official standing of office.&lt;br /&gt;
&lt;br /&gt;
=State Laws and Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state, and the fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is more often than highly dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly, where one may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
State Laws apply to all of Sundren, both in Sundren City and the lesser towns. They deal with crimes.&lt;br /&gt;
&lt;br /&gt;
==Regarding Murder==&lt;br /&gt;
&lt;br /&gt;
Murder is defined as the premeditated taking of the life or lives of a member or members of the Good Races, regardless of origin or citizenship. A perpetrator of murder or attempted murder is sometimes subject to trial in a court of law, and conviction typically leads to exile, temporary or permanent, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Treason==&lt;br /&gt;
&lt;br /&gt;
Treason is defined as conspiring or conducting harm to the State of Sundren, including but not limited to, active agitation against the State; collaboration with known enemies of the State; participation or instigation of war against the State; and harming or participation in conspiracy of harming the Arbiters, the Steward, or the Harbingers of the State.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of treason is subject to trial in a court of law, and conviction typically leads to public humiliation in the pillory followed by permanent exile, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Manslaughter==&lt;br /&gt;
&lt;br /&gt;
Manslaughter is defined as the taking of the life or lives of a member or members of the Good Races. A perpetrator of manslaughter is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, temporary or lifelong; exile, temporary or permanent, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Assault and Battery==&lt;br /&gt;
&lt;br /&gt;
Assault and Battery are defined as crimes of violence against another or others of the Good Races, regardless of origin or citizenship, where Assault is the threat of violence and Battery the infliction thereof.&lt;br /&gt;
&lt;br /&gt;
Torture is defined as an act or a series of acts of violence, extended or otherwise, that effects irrevocable bodily or emotional harm. It is considered a form of aggravated assault where unauthorized by law.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of assault and/or battery is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, or exile.&lt;br /&gt;
&lt;br /&gt;
A criminal convicted of torture is in addition subject to public humiliation in the pillory, public lashings, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Mayhem==&lt;br /&gt;
&lt;br /&gt;
Mayhem is defined as an unjustified permanent crippling, with or without malicious intent, of a member or members of the Good Races. A perpetrator of mayhem is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with community service and/or fines or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Arson==&lt;br /&gt;
&lt;br /&gt;
Arson is defined as setting a fire or fires unlawfully that results in damage to private or public property and/or life. For all intents and purposes, damage to property, regardless of manner, is defined as arson under State Law. A perpetrator of arson is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Rape==&lt;br /&gt;
&lt;br /&gt;
Rape is defined as violence of grand proportions against a member or members of the Good Races, and includes acts of sexual violation and unsolicited intrusion to or manipulation of the mind by means of magic. A perpetrator of rape is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, public humiliation in the pillory, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Banditry==&lt;br /&gt;
&lt;br /&gt;
Banditry is defined as seizing properties or possessions from a member or members of the Good Races through violence or threat of violence. A perpetrator of banditry is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Larceny==&lt;br /&gt;
&lt;br /&gt;
Larceny is defined as trespassing property and/or the taking of properties without consent and with the intent to deprive. It includes but is not limited to breaking-and-entering, theft or embezzlement of possessions, and poaching.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of larceny is sometimes subject to trial in a court of law, and conviction typically leads to fines, imprisonment, or community service.&lt;br /&gt;
&lt;br /&gt;
==Regarding Obstruction of Justice and Perjury==&lt;br /&gt;
&lt;br /&gt;
Obstruction of Justice is defined as deliberate interference in the legislating, interpreting, or enforcing of State Laws or Town Ordinances. A person found guilty of Obstruction of Justice, if guilty of other crimes, may face a doubling of his or her penalties; otherwise, he or she may be subject to fines, imprisonment, community service, or public humiliation in the pillory.&lt;br /&gt;
&lt;br /&gt;
Perjury is defined as making false statements knowingly under oath to Tyr. It is an aggravated form of obstruction of justice and carries greater penalties of the same sorts.&lt;br /&gt;
&lt;br /&gt;
==Regarding False Pretences and Deception==&lt;br /&gt;
&lt;br /&gt;
False Pretences and Deception are defined as intentional and/or malicious dishonesty in dealings with a member or members of the Good Races that results in damage to property, life, or reputation of abovementioned member or members. Deception offences include, but are not limited to, impersonation of officials or individuals of import, slander and libel in public statements, use of false credentials, styles, or titles, conscious false claims over property, fraud, and forgery. An intent to deceive or harm is always involved in an offence of false pretences and deception.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of false pretences and deception is often subject to a trial in court of law, and conviction typically leads to fines, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Extortion==&lt;br /&gt;
&lt;br /&gt;
Extortion is defined as the seizing of properties or possessions from a member or members of the Good Races through coercion and intimidation. It differs from robbery in that the intent of bodily harm is often less pronounced or nonexistent, and extortion involves threats that may be legal under State Laws but nevertheless pose sufficient distress to result in loss of properties or possessions. A perpetrator of extortion is often subject to trial in a court of law, and conviction typically leads to fines, partial or complete confiscation of properties and possessions, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Proxies and Responsibilities==&lt;br /&gt;
&lt;br /&gt;
All crimes carried out through a proxy or dependant are considered as though the guardian or master were in full guilt. A proxy or dependant may include, but would not be limited to, a familiar of a mage, a pet-animal, a magical presence bound to a master, or a young child. For instance, a mage who commits crimes through a familiar is held fully accountable for the familiar&#039;s actions, and a spellcaster who bewitches the mind of another to carry out a crime is culpable of all guilt thereof. In cases where a proxy or dependant commits wrongdoing without equal intent on the part of the guardian or master, the aforementioned guardian or master is guilty criminal negligence. Criminal negligence is punishable by fines and prison sentences equal to or less than the crime allowed to happen through negligence.&lt;br /&gt;
&lt;br /&gt;
==Regarding Census and Taxes==&lt;br /&gt;
&lt;br /&gt;
All households resident to Sundren are expected to report biennially to their local government for the purpose of census after Highharvestide in the month of Eleint (the ninth month of the year) every two years. Taxes in Sundren are collected bianually, once during the season of Greengrass in mid-Tarsakh (the fourth month of the year) and once after the Highharvestide in mid-Eleint. Taxes are determined according to the year&#039;s harvest, income, profession, and standard of living of the taxed. The local government is empowered with the duty of adjusting taxes and keeps them up-to-date.&lt;br /&gt;
&lt;br /&gt;
Residents with no set address and travellers are still subject to taxation, even if they are to report to different local governments. In exchange, they enjoy the protection of the law.&lt;br /&gt;
      &lt;br /&gt;
=Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Town Ordinances are local laws.&lt;br /&gt;
&lt;br /&gt;
==Regarding Necromantic Animation and Extraplanar Summoning==&lt;br /&gt;
&lt;br /&gt;
Necromantic Animation is defined as the raising of spirits, bodies, or outsider presences through necromantic magics. Unless authorized in writing from the [Hands of Mundus] for the purpose of research or criminal investigation, necromantic animation is unlawful in all of Sundren. Likewise, the summoning of creatures from evil planes is unlawful in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Blasphemy==&lt;br /&gt;
&lt;br /&gt;
To belittle the gods brings down their wrath on mortals. It is therefore unlawful to blaspheme against the gods where they wield power. Blasphemy is defined as the defamation of a god or gods. It is unlawful to blaspheme publicly against Helm, the Triumvirate, Waukeen, Tempus, Chauntea, Tymora, Red Knight, Selune, Oghma, and Mystra in all of Sundren. In addition, it is unlawful to blaspheme publicly against Umberlee in Port Avanthyr.&lt;br /&gt;
&lt;br /&gt;
Crimes committed against the churches or clergies of the abovementioned deities are also considered blasphemy.&lt;br /&gt;
&lt;br /&gt;
==Regarding Magical Presences and Domesticated Wild Animals==&lt;br /&gt;
&lt;br /&gt;
Domesticated wild animals sometimes accompany visitors and adventurers. They, however, still remain a threat or source of fright to townsfolk. In all of Sundren, domesticated wild animals, unless properly caged or leashed, are allowed only by town gates or entrances. Magical presences are defined as creatures, beings, familiars, or presences bound to an individual by means of magic or of otherwise unnatural origins. Many magical presences are outlandish and bizarre in appearance or behaviour, and it is therefore unlawful to have deviant magical presences in town in all of Sundren unless approved by the local or State government for the purpose of research, exhibit, or emergencies.&lt;br /&gt;
&lt;br /&gt;
==Regarding Bearing of Arms==&lt;br /&gt;
&lt;br /&gt;
The bearing of arms and weaponry is allowed on public or State properties, unless otherwise prohibited, in all towns in Sundren, so long as they remain peace-bound, sheathed, unloaded, or otherwise concealed. It is unlawful for all but authorized personnel who have been properly trained and accordingly certificated to wield arms in all towns in Sundren except in cases of emergency such as for self-defence or defence of the public and State. Weapons are defined as dangerous objects that have a high likelihood of inflicting grave injury, and include but are not limited to bladed items such as cleavers, sickles, and knives; arms of war such as polearms, swords, and axes; ranged projectile shooters such as strung bows and crossbows; objects capable of causing harm through alchemical means such as alchemist&#039;s fire; and magically charged objects such as mage-staves and wands.&lt;br /&gt;
&lt;br /&gt;
==Regarding Contraband==&lt;br /&gt;
&lt;br /&gt;
Contraband is defined as outlawed possessions. Refer to the local merchant&#039;s guild for a list. Possession or trade of contraband is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited such crimes.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered contraband vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Display of Magic==&lt;br /&gt;
&lt;br /&gt;
Public display of magic is not unlawful; however, excessive use of magic without justifiable cause is punishable by fining, and persistent offenders may face imprisonment or temporary banishing from the town in which they have committed excessive display of magic.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered excessive display of magic vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Indecency==&lt;br /&gt;
&lt;br /&gt;
Indecency is defined as behaviour that is offensive to the general public of Sundren. Specifically, indecency in public space includes but is not limited to lurid behaviour such as deliberate revealing of genitalia; offering, seeking, or practising of sexual activities; and deliberate and controlled public displays of private bodily functions such as urination or excretion. Indecency is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited indecency.&lt;br /&gt;
This ordinance is effective in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Drow==&lt;br /&gt;
&lt;br /&gt;
Drow are wicked distant cousins of the fair elven folk, dark-skinned being from underground. Because of their evil nature and the persistent crimes they have been committing, all drow are disallowed from entering incorporated towns and military camps in Sundren. Drow who enter a town or military camp unlawfully will be apprehended, and may be imprisoned, beaten, banished, or executed. They receive no trial unless such is recommended by a court of law.&lt;br /&gt;
      &lt;br /&gt;
=Exceptional Clauses=&lt;br /&gt;
&lt;br /&gt;
==Trial by Combat==&lt;br /&gt;
&lt;br /&gt;
An alleged perpetrator subject to a court trial may appeal to trial by combat, if the individual in question is able to have three other individuals of sound standing and veritably good reputation vouch for his or her integrity of character, or if the individual is able to make a deposit of one hundred thousand gold stags to the State to cover court costs. The individiual then must swear an oath under penalty of perjury to Tyr, and a deity of the individual&#039;s own choosing if he or she so wishes.&lt;br /&gt;
&lt;br /&gt;
In trial by combat, the defendant may appoint a champion to sponsor him or her. In criminal cases, the State will appoint a champion of its own choosing. For serious cases, such as treason, a Harbinger may be expected to act as champion of the State in trial by combat.&lt;br /&gt;
&lt;br /&gt;
Trial by combat may take place at dawn, midday, in the evening, or at night. A cleric of Lathander will initiate a dawn or midday trial, and a cleric of Sel?ne typically initiates a trial after dark (though it is not unheard of to have a cleric of Shar conduct the rite at the special request of the participants).&lt;br /&gt;
When the defendant or the defendant&#039;s champion loses in trial by combat and perishes, his or her guilt is ascertained without question. Should the defendant or the defendant&#039;s champion yield and survive, his or her guilt is considered proven beyond doubt before Tyr. The champion in either case is considered blameless before the law. Winning in trial by combat automatically disproves the defendant&#039;s guilt and upholds his or her honour. If a deposit of one hundred thousand gold stags is made, the deposit, after deducting the court costs, is returned fully to the defendant, now vindicated under the eyes of the gods; however, if he or she should prove guilty, the remainder of the deposit will not be returned.&lt;br /&gt;
&lt;br /&gt;
=Recent Ordinances=&lt;br /&gt;
==Face-Coverings in Civilized Areas==&lt;br /&gt;
No face-coverings are allowed in civilized public areas. This includes all Sundren City districts, Sundren towns, and trading posts. Hoods are allowed, but any mask or guard partially hiding the face is not lawful, save for those enlisted to protect the town.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is lawful to wear such items in dangerous, untamed parts of the land where protections may be necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Anderson Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice]&lt;br /&gt;
&lt;br /&gt;
All humanoids of monstrous bloodlines within Sundren territory are required to carry registration certificates.&lt;br /&gt;
&lt;br /&gt;
Many races can be predisposed toward unlawful tendencies. In accordance with the Anderson Act, these races must obtain registration certificates and carry them on their persons at all times. These races include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
Half-Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Aasimar&amp;lt;br&amp;gt;&lt;br /&gt;
Tieflings&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Drow&amp;lt;br&amp;gt;&lt;br /&gt;
Gensai&amp;lt;br&amp;gt;&lt;br /&gt;
Gray orc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Svirfneblin have been removed from the list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Registration certificates may be obtained at the following offices:&lt;br /&gt;
&lt;br /&gt;
Port Avanthyr, city hall&lt;br /&gt;
Sundren, city watch&lt;br /&gt;
&lt;br /&gt;
==Vellik Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice]&lt;br /&gt;
&lt;br /&gt;
In rememberance of the heroic Vellik family, slain by Banite zealots and madmen, Article 567, also known as the Vellik Act, has been passed.&lt;br /&gt;
&lt;br /&gt;
All followers of the following gods must register with the city of Sundren:&lt;br /&gt;
&lt;br /&gt;
--Bane&amp;lt;br&amp;gt;&lt;br /&gt;
--Shar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not illegal to worship these gods. However, too many of their followers have shown themselves not to be fearful of the gods, but madmen who would cause tremendous harm to the citizens of our land. The Black Hand, Moth Oira, and the Talonites are all enemies of the state, and by extension, all followers of gods related to these sects must give their names over to the government proper.&lt;br /&gt;
&lt;br /&gt;
A reward of five hundred gold will be given for truthful information and names regarding unregistered worshipers. Those who submit false names or information will be prosecuted to the full extent of the law.&lt;br /&gt;
&lt;br /&gt;
==Unlawful Worship==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?p=92907 Unlawful Worship Notice]&lt;br /&gt;
&lt;br /&gt;
By Order of the Sundren Council&lt;br /&gt;
&lt;br /&gt;
Due to increasing violence and destruction within the holdings of Sundren state, all servants and clergy of the listed gods are hereby subject to permanent exile. Any person, foreign or native, who is found eliciting blessings, carrying holy symbols, or professing worship to these gods will be arrested on sight. Those who refuse public denunciation of faith will face permanent expulsion. Any who resist arrest or are found within Sundren after expulsion will be subject to execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The clergy, by names and aliases, are as follows:&lt;br /&gt;
&lt;br /&gt;
Talos - The Destroyer, Storm Lord&amp;lt;br&amp;gt;&lt;br /&gt;
Cyric - The Prince of Lies, Dark Sun, Black Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Talona - The Lady of Poison, Mistress of Disease, Mother of All Plagues&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citizens are encouraged to report any activity to local law enforcement. Do not approach any patrons of these gods or attempt to take action against them. They are considered dangerous.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5293</id>
		<title>Sundren Laws</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5293"/>
		<updated>2010-02-14T09:19:14Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Regarding Necromantic Animation and Extraplanar Summoning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren System of Law=&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times. Rumors persist that the Banites have their influence as well, though it has never been proven.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state. The most lawful area is, of course, Sundren City. Additionally, Port Avanthyr is highly protected, being a major route for commerce. Law enforcement and presence of the Legion diminishes the further you travel from these centers of government and business. Sestra has a lower presence of the Legion and relies on the local militia, called the Corsairs, and volunteers from the Arbiters&#039; Alliance for enforcement. To the north, Aquor has an even smaller Legion presence. The Thayan Enclave is charged with protecting its citizens, but they limit their enforcement to within the town walls. Outside those walls, lawlessness is rampant.&lt;br /&gt;
&lt;br /&gt;
The fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is often highly-dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly. One may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
==Governmental Structure==&lt;br /&gt;
The Oligarchy of Arbiters governs Sundren. The position is for life. Members&#039; names are kept secret. When one of the Arbiters passes on, the other Arbiters hold a vote to elect a new council member.&lt;br /&gt;
&lt;br /&gt;
Sundren is headed by a council of seven Arbiters. Five members are chosen from Sundren&#039;s nobility, elected to their roles by other members of the Arbiters. It is not uncommon for former Stewards to inherit the rank of Arbiter when the man they serve passes on. The remaining two posts are reserved for the Left and Right Hands or their due representatives. The names of the Arbiters are otherwise kept secret as a security measure.&lt;br /&gt;
&lt;br /&gt;
The seven Arbiters meet on a weekly basis to discuss policy, direction and the situation within Sundren. For the most part, this is a regimented affair as most of the politics are resolved prior to the meetings. The Stewards resolve most of the minor matters on their own.&lt;br /&gt;
&lt;br /&gt;
At each New Moon a greater assembly is held. This assembly includes the Steward and the Exarches. This meeting is open to (acceptable members of) the public, most notably the Noble families who are not on the council. The stewards report their actions to the Arbiters prior to this meeting, both to brief them on minor decisions made and as a check to ensure the Stewards do not overstep their bounds. The Arbiters hear the meeting from a secret chamber and respond, but keep their identities hidden from the public. This meeting is used to gauge public opinion, and for the public to air grievances, problems and ask for higher justice.&lt;br /&gt;
&lt;br /&gt;
==General Imperatu Verinus==&lt;br /&gt;
The general of the Legion is what holds the men&#039;s respect, he is an inspiring leader: General Imperatu Verinus. However if he were to sway from the will of the Arbiters he would lose much of his influence with his men, as well most of his men are Sundren natives so as long as he holds the ideals of the common people the Legion itself will remain highly disciplined. The general is loyal to the Arbiters.&lt;br /&gt;
&lt;br /&gt;
==Arbiters==&lt;br /&gt;
Leading council of Sundren, currently consists of:&lt;br /&gt;
Left &amp;amp; Right Hands (ongoing positions)&lt;br /&gt;
Five others (unknown to the public)&lt;br /&gt;
&lt;br /&gt;
==Steward==&lt;br /&gt;
Stewards are personal assistants to the Arbiters. Since the Arbiters&#039; names are kept secret, the stewards act as their public faces for day-to-day matters. The exact boundaries of the Stewards&#039; powers are somewhat grey (much like US presidential cabinet members), but they can create laws for things deemed too mundane for the Arbiters. Because there is a lot of hub-bub and fuss to get the Arbiters together in secret for any sort of voting, the Stewards function as &amp;quot;grease&amp;quot; to keep the politics functional in Sundren. Each steward is chosen by the Arbiter. Their oaths are not taken lightly. Most come as former students of Sundren University.&lt;br /&gt;
&lt;br /&gt;
==Exarchs==&lt;br /&gt;
A position between town mayor and sheriff: The Exarches answer to the Arbiters on political and judicial matters. They are responsible for organising the defences of the town and ensuring it prospers.&lt;br /&gt;
&lt;br /&gt;
Currently:&lt;br /&gt;
Sundren City – none&lt;br /&gt;
Port Avanthyr – Exarch is Jarius Malifar. Legion provide defence and police.&lt;br /&gt;
Sestra: Keiji Kemura as Exarch. Corps De Grace operating as security.&lt;br /&gt;
&lt;br /&gt;
==Militia Law Enforcement==&lt;br /&gt;
Groups like Corps de Grace and paladins of the Church of Helm have extended trust by the government, although they have no official standing of office.&lt;br /&gt;
&lt;br /&gt;
=State Laws and Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state, and the fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is more often than highly dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly, where one may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
State Laws apply to all of Sundren, both in Sundren City and the lesser towns. They deal with crimes.&lt;br /&gt;
&lt;br /&gt;
==Regarding Murder==&lt;br /&gt;
&lt;br /&gt;
Murder is defined as the premeditated taking of the life or lives of a member or members of the Good Races, regardless of origin or citizenship. A perpetrator of murder or attempted murder is sometimes subject to trial in a court of law, and conviction typically leads to exile, temporary or permanent, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Treason==&lt;br /&gt;
&lt;br /&gt;
Treason is defined as conspiring or conducting harm to the State of Sundren, including but not limited to, active agitation against the State; collaboration with known enemies of the State; participation or instigation of war against the State; and harming or participation in conspiracy of harming the Arbiters, the Steward, or the Harbingers of the State.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of treason is subject to trial in a court of law, and conviction typically leads to public humiliation in the pillory followed by permanent exile, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Manslaughter==&lt;br /&gt;
&lt;br /&gt;
Manslaughter is defined as the taking of the life or lives of a member or members of the Good Races. A perpetrator of manslaughter is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, temporary or lifelong; exile, temporary or permanent, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Assault and Battery==&lt;br /&gt;
&lt;br /&gt;
Assault and Battery are defined as crimes of violence against another or others of the Good Races, regardless of origin or citizenship, where Assault is the threat of violence and Battery the infliction thereof.&lt;br /&gt;
&lt;br /&gt;
Torture is defined as an act or a series of acts of violence, extended or otherwise, that effects irrevocable bodily or emotional harm. It is considered a form of aggravated assault where unauthorized by law.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of assault and/or battery is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, or exile.&lt;br /&gt;
&lt;br /&gt;
A criminal convicted of torture is in addition subject to public humiliation in the pillory, public lashings, or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Mayhem==&lt;br /&gt;
&lt;br /&gt;
Mayhem is defined as an unjustified permanent crippling, with or without malicious intent, of a member or members of the Good Races. A perpetrator of mayhem is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with community service and/or fines or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Arson==&lt;br /&gt;
&lt;br /&gt;
Arson is defined as setting a fire or fires unlawfully that results in damage to private or public property and/or life. For all intents and purposes, damage to property, regardless of manner, is defined as arson under State Law. A perpetrator of arson is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Rape==&lt;br /&gt;
&lt;br /&gt;
Rape is defined as violence of grand proportions against a member or members of the Good Races, and includes acts of sexual violation and unsolicited intrusion to or manipulation of the mind by means of magic. A perpetrator of rape is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, public humiliation in the pillory, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Banditry==&lt;br /&gt;
&lt;br /&gt;
Banditry is defined as seizing properties or possessions from a member or members of the Good Races through violence or threat of violence. A perpetrator of banditry is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
==Regarding Larceny==&lt;br /&gt;
&lt;br /&gt;
Larceny is defined as trespassing property and/or the taking of properties without consent and with the intent to deprive. It includes but is not limited to breaking-and-entering, theft or embezzlement of possessions, and poaching.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of larceny is sometimes subject to trial in a court of law, and conviction typically leads to fines, imprisonment, or community service.&lt;br /&gt;
&lt;br /&gt;
==Regarding Obstruction of Justice and Perjury==&lt;br /&gt;
&lt;br /&gt;
Obstruction of Justice is defined as deliberate interference in the legislating, interpreting, or enforcing of State Laws or Town Ordinances. A person found guilty of Obstruction of Justice, if guilty of other crimes, may face a doubling of his or her penalties; otherwise, he or she may be subject to fines, imprisonment, community service, or public humiliation in the pillory.&lt;br /&gt;
&lt;br /&gt;
Perjury is defined as making false statements knowingly under oath to Tyr. It is an aggravated form of obstruction of justice and carries greater penalties of the same sorts.&lt;br /&gt;
&lt;br /&gt;
==Regarding False Pretences and Deception==&lt;br /&gt;
&lt;br /&gt;
False Pretences and Deception are defined as intentional and/or malicious dishonesty in dealings with a member or members of the Good Races that results in damage to property, life, or reputation of abovementioned member or members. Deception offences include, but are not limited to, impersonation of officials or individuals of import, slander and libel in public statements, use of false credentials, styles, or titles, conscious false claims over property, fraud, and forgery. An intent to deceive or harm is always involved in an offence of false pretences and deception.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of false pretences and deception is often subject to a trial in court of law, and conviction typically leads to fines, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Extortion==&lt;br /&gt;
&lt;br /&gt;
Extortion is defined as the seizing of properties or possessions from a member or members of the Good Races through coercion and intimidation. It differs from robbery in that the intent of bodily harm is often less pronounced or nonexistent, and extortion involves threats that may be legal under State Laws but nevertheless pose sufficient distress to result in loss of properties or possessions. A perpetrator of extortion is often subject to trial in a court of law, and conviction typically leads to fines, partial or complete confiscation of properties and possessions, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
==Regarding Proxies and Responsibilities==&lt;br /&gt;
&lt;br /&gt;
All crimes carried out through a proxy or dependant are considered as though the guardian or master were in full guilt. A proxy or dependant may include, but would not be limited to, a familiar of a mage, a pet-animal, a magical presence bound to a master, or a young child. For instance, a mage who commits crimes through a familiar is held fully accountable for the familiar&#039;s actions, and a spellcaster who bewitches the mind of another to carry out a crime is culpable of all guilt thereof. In cases where a proxy or dependant commits wrongdoing without equal intent on the part of the guardian or master, the aforementioned guardian or master is guilty criminal negligence. Criminal negligence is punishable by fines and prison sentences equal to or less than the crime allowed to happen through negligence.&lt;br /&gt;
&lt;br /&gt;
==Regarding Census and Taxes==&lt;br /&gt;
&lt;br /&gt;
All households resident to Sundren are expected to report biennially to their local government for the purpose of census after Highharvestide in the month of Eleint (the ninth month of the year) every two years. Taxes in Sundren are collected bianually, once during the season of Greengrass in mid-Tarsakh (the fourth month of the year) and once after the Highharvestide in mid-Eleint. Taxes are determined according to the year&#039;s harvest, income, profession, and standard of living of the taxed. The local government is empowered with the duty of adjusting taxes and keeps them up-to-date.&lt;br /&gt;
&lt;br /&gt;
Residents with no set address and travellers are still subject to taxation, even if they are to report to different local governments. In exchange, they enjoy the protection of the law.&lt;br /&gt;
      &lt;br /&gt;
=Town Ordinances=&lt;br /&gt;
&lt;br /&gt;
Town Ordinances are local laws.&lt;br /&gt;
&lt;br /&gt;
==Regarding Necromantic Animation and Extraplanar Summoning==&lt;br /&gt;
&lt;br /&gt;
Necromantic Animation is defined as the raising of spirits, bodies, or outsider presences through necromantic magics. Unless authorized in writing from the Hands of Mundus for the purpose of research or criminal investigation, necromantic animation is unlawful in all of Sundren. Likewise, the summoning of creatures from evil planes is unlawful in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Blasphemy==&lt;br /&gt;
&lt;br /&gt;
To belittle the gods brings down their wrath on mortals. It is therefore unlawful to blaspheme against the gods where they wield power. Blasphemy is defined as the defamation of a god or gods. It is unlawful to blaspheme publicly against Helm, the Triumvirate, Waukeen, Tempus, Chauntea, Tymora, Red Knight, Selune, Oghma, and Mystra in all of Sundren. In addition, it is unlawful to blaspheme publicly against Umberlee in Port Avanthyr.&lt;br /&gt;
&lt;br /&gt;
Crimes committed against the churches or clergies of the abovementioned deities are also considered blasphemy.&lt;br /&gt;
&lt;br /&gt;
==Regarding Magical Presences and Domesticated Wild Animals==&lt;br /&gt;
&lt;br /&gt;
Domesticated wild animals sometimes accompany visitors and adventurers. They, however, still remain a threat or source of fright to townsfolk. In all of Sundren, domesticated wild animals, unless properly caged or leashed, are allowed only by town gates or entrances. Magical presences are defined as creatures, beings, familiars, or presences bound to an individual by means of magic or of otherwise unnatural origins. Many magical presences are outlandish and bizarre in appearance or behaviour, and it is therefore unlawful to have deviant magical presences in town in all of Sundren unless approved by the local or State government for the purpose of research, exhibit, or emergencies.&lt;br /&gt;
&lt;br /&gt;
==Regarding Bearing of Arms==&lt;br /&gt;
&lt;br /&gt;
The bearing of arms and weaponry is allowed on public or State properties, unless otherwise prohibited, in all towns in Sundren, so long as they remain peace-bound, sheathed, unloaded, or otherwise concealed. It is unlawful for all but authorized personnel who have been properly trained and accordingly certificated to wield arms in all towns in Sundren except in cases of emergency such as for self-defence or defence of the public and State. Weapons are defined as dangerous objects that have a high likelihood of inflicting grave injury, and include but are not limited to bladed items such as cleavers, sickles, and knives; arms of war such as polearms, swords, and axes; ranged projectile shooters such as strung bows and crossbows; objects capable of causing harm through alchemical means such as alchemist&#039;s fire; and magically charged objects such as mage-staves and wands.&lt;br /&gt;
&lt;br /&gt;
==Regarding Contraband==&lt;br /&gt;
&lt;br /&gt;
Contraband is defined as outlawed possessions. Refer to the local merchant&#039;s guild for a list. Possession or trade of contraband is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited such crimes.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered contraband vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Display of Magic==&lt;br /&gt;
&lt;br /&gt;
Public display of magic is not unlawful; however, excessive use of magic without justifiable cause is punishable by fining, and persistent offenders may face imprisonment or temporary banishing from the town in which they have committed excessive display of magic.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered excessive display of magic vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
==Regarding Indecency==&lt;br /&gt;
&lt;br /&gt;
Indecency is defined as behaviour that is offensive to the general public of Sundren. Specifically, indecency in public space includes but is not limited to lurid behaviour such as deliberate revealing of genitalia; offering, seeking, or practising of sexual activities; and deliberate and controlled public displays of private bodily functions such as urination or excretion. Indecency is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited indecency.&lt;br /&gt;
This ordinance is effective in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
==Regarding Drow==&lt;br /&gt;
&lt;br /&gt;
Drow are wicked distant cousins of the fair elven folk, dark-skinned being from underground. Because of their evil nature and the persistent crimes they have been committing, all drow are disallowed from entering incorporated towns and military camps in Sundren. Drow who enter a town or military camp unlawfully will be apprehended, and may be imprisoned, beaten, banished, or executed. They receive no trial unless such is recommended by a court of law.&lt;br /&gt;
      &lt;br /&gt;
=Exceptional Clauses=&lt;br /&gt;
&lt;br /&gt;
==Trial by Combat==&lt;br /&gt;
&lt;br /&gt;
An alleged perpetrator subject to a court trial may appeal to trial by combat, if the individual in question is able to have three other individuals of sound standing and veritably good reputation vouch for his or her integrity of character, or if the individual is able to make a deposit of one hundred thousand gold stags to the State to cover court costs. The individiual then must swear an oath under penalty of perjury to Tyr, and a deity of the individual&#039;s own choosing if he or she so wishes.&lt;br /&gt;
&lt;br /&gt;
In trial by combat, the defendant may appoint a champion to sponsor him or her. In criminal cases, the State will appoint a champion of its own choosing. For serious cases, such as treason, a Harbinger may be expected to act as champion of the State in trial by combat.&lt;br /&gt;
&lt;br /&gt;
Trial by combat may take place at dawn, midday, in the evening, or at night. A cleric of Lathander will initiate a dawn or midday trial, and a cleric of Sel?ne typically initiates a trial after dark (though it is not unheard of to have a cleric of Shar conduct the rite at the special request of the participants).&lt;br /&gt;
When the defendant or the defendant&#039;s champion loses in trial by combat and perishes, his or her guilt is ascertained without question. Should the defendant or the defendant&#039;s champion yield and survive, his or her guilt is considered proven beyond doubt before Tyr. The champion in either case is considered blameless before the law. Winning in trial by combat automatically disproves the defendant&#039;s guilt and upholds his or her honour. If a deposit of one hundred thousand gold stags is made, the deposit, after deducting the court costs, is returned fully to the defendant, now vindicated under the eyes of the gods; however, if he or she should prove guilty, the remainder of the deposit will not be returned.&lt;br /&gt;
&lt;br /&gt;
=Recent Ordinances=&lt;br /&gt;
==Face-Coverings in Civilized Areas==&lt;br /&gt;
No face-coverings are allowed in civilized public areas. This includes all Sundren City districts, Sundren towns, and trading posts. Hoods are allowed, but any mask or guard partially hiding the face is not lawful, save for those enlisted to protect the town.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is lawful to wear such items in dangerous, untamed parts of the land where protections may be necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Anderson Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice]&lt;br /&gt;
&lt;br /&gt;
All humanoids of monstrous bloodlines within Sundren territory are required to carry registration certificates.&lt;br /&gt;
&lt;br /&gt;
Many races can be predisposed toward unlawful tendencies. In accordance with the Anderson Act, these races must obtain registration certificates and carry them on their persons at all times. These races include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
Half-Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Aasimar&amp;lt;br&amp;gt;&lt;br /&gt;
Tieflings&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Drow&amp;lt;br&amp;gt;&lt;br /&gt;
Gensai&amp;lt;br&amp;gt;&lt;br /&gt;
Gray orc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Svirfneblin have been removed from the list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Registration certificates may be obtained at the following offices:&lt;br /&gt;
&lt;br /&gt;
Port Avanthyr, city hall&lt;br /&gt;
Sundren, city watch&lt;br /&gt;
&lt;br /&gt;
==Vellik Act==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice]&lt;br /&gt;
&lt;br /&gt;
In rememberance of the heroic Vellik family, slain by Banite zealots and madmen, Article 567, also known as the Vellik Act, has been passed.&lt;br /&gt;
&lt;br /&gt;
All followers of the following gods must register with the city of Sundren:&lt;br /&gt;
&lt;br /&gt;
--Bane&amp;lt;br&amp;gt;&lt;br /&gt;
--Shar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not illegal to worship these gods. However, too many of their followers have shown themselves not to be fearful of the gods, but madmen who would cause tremendous harm to the citizens of our land. The Black Hand, Moth Oira, and the Talonites are all enemies of the state, and by extension, all followers of gods related to these sects must give their names over to the government proper.&lt;br /&gt;
&lt;br /&gt;
A reward of five hundred gold will be given for truthful information and names regarding unregistered worshipers. Those who submit false names or information will be prosecuted to the full extent of the law.&lt;br /&gt;
&lt;br /&gt;
==Unlawful Worship==&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?p=92907 Unlawful Worship Notice]&lt;br /&gt;
&lt;br /&gt;
By Order of the Sundren Council&lt;br /&gt;
&lt;br /&gt;
Due to increasing violence and destruction within the holdings of Sundren state, all servants and clergy of the listed gods are hereby subject to permanent exile. Any person, foreign or native, who is found eliciting blessings, carrying holy symbols, or professing worship to these gods will be arrested on sight. Those who refuse public denunciation of faith will face permanent expulsion. Any who resist arrest or are found within Sundren after expulsion will be subject to execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The clergy, by names and aliases, are as follows:&lt;br /&gt;
&lt;br /&gt;
Talos - The Destroyer, Storm Lord&amp;lt;br&amp;gt;&lt;br /&gt;
Cyric - The Prince of Lies, Dark Sun, Black Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Talona - The Lady of Poison, Mistress of Disease, Mother of All Plagues&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citizens are encouraged to report any activity to local law enforcement. Do not approach any patrons of these gods or attempt to take action against them. They are considered dangerous.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5272</id>
		<title>Sundren Laws</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5272"/>
		<updated>2010-01-29T18:36:14Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Recent Ordinances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren System of Law=&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times. Rumors persist that the Banites have their influence as well, though it has never been proven.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state. The most lawful area is, of course, Sundren City. Additionally, Port Avanthyr is highly protected, being a major route for commerce. Law enforcement and presence of the Legion diminishes the further you travel from these centers of government and business. Sestra has a lower presence of the Legion and relies on the local militia, called the Corsairs, and volunteers from the Arbiters&#039; Alliance for enforcement. To the north, Aquor has an even smaller Legion presence. The Thayan Enclave is charged with protecting its citizens, but they limit their enforcement to within the town walls. Outside those walls, lawlessness is rampant.&lt;br /&gt;
&lt;br /&gt;
The fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is often highly-dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly. One may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
==State Laws and Town Ordinances==&lt;br /&gt;
&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state, and the fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is more often than highly dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly, where one may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==State Laws==&lt;br /&gt;
&lt;br /&gt;
State Laws apply to all of Sundren, both in Sundren City and the lesser towns. They deal with crimes.&lt;br /&gt;
&lt;br /&gt;
===Regarding Murder===&lt;br /&gt;
&lt;br /&gt;
Murder is defined as the premeditated taking of the life or lives of a member or members of the Good Races, regardless of origin or citizenship. A perpetrator of murder or attempted murder is sometimes subject to trial in a court of law, and conviction typically leads to exile, temporary or permanent, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Treason===&lt;br /&gt;
&lt;br /&gt;
Treason is defined as conspiring or conducting harm to the State of Sundren, including but not limited to, active agitation against the State; collaboration with known enemies of the State; participation or instigation of war against the State; and harming or participation in conspiracy of harming the Arbiters, the Steward, or the Harbingers of the State.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of treason is subject to trial in a court of law, and conviction typically leads to public humiliation in the pillory followed by permanent exile, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Manslaughter===&lt;br /&gt;
&lt;br /&gt;
Manslaughter is defined as the taking of the life or lives of a member or members of the Good Races. A perpetrator of manslaughter is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, temporary or lifelong; exile, temporary or permanent, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Assault and Battery===&lt;br /&gt;
&lt;br /&gt;
Assault and Battery are defined as crimes of violence against another or others of the Good Races, regardless of origin or citizenship, where Assault is the threat of violence and Battery the infliction thereof.&lt;br /&gt;
&lt;br /&gt;
Torture is defined as an act or a series of acts of violence, extended or otherwise, that effects irrevocable bodily or emotional harm. It is considered a form of aggravated assault where unauthorized by law.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of assault and/or battery is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, or exile.&lt;br /&gt;
&lt;br /&gt;
A criminal convicted of torture is in addition subject to public humiliation in the pillory, public lashings, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Mayhem===&lt;br /&gt;
&lt;br /&gt;
Mayhem is defined as an unjustified permanent crippling, with or without malicious intent, of a member or members of the Good Races. A perpetrator of mayhem is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with community service and/or fines or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Arson===&lt;br /&gt;
&lt;br /&gt;
Arson is defined as setting a fire or fires unlawfully that results in damage to private or public property and/or life. For all intents and purposes, damage to property, regardless of manner, is defined as arson under State Law. A perpetrator of arson is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Rape===&lt;br /&gt;
&lt;br /&gt;
Rape is defined as violence of grand proportions against a member or members of the Good Races, and includes acts of sexual violation and unsolicited intrusion to or manipulation of the mind by means of magic. A perpetrator of rape is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, public humiliation in the pillory, or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Banditry===&lt;br /&gt;
&lt;br /&gt;
Banditry is defined as seizing properties or possessions from a member or members of the Good Races through violence or threat of violence. A perpetrator of banditry is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Larceny===&lt;br /&gt;
&lt;br /&gt;
Larceny is defined as trespassing property and/or the taking of properties without consent and with the intent to deprive. It includes but is not limited to breaking-and-entering, theft or embezzlement of possessions, and poaching.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of larceny is sometimes subject to trial in a court of law, and conviction typically leads to fines, imprisonment, or community service.&lt;br /&gt;
&lt;br /&gt;
===Regarding Obstruction of Justice and Perjury===&lt;br /&gt;
&lt;br /&gt;
Obstruction of Justice is defined as deliberate interference in the legislating, interpreting, or enforcing of State Laws or Town Ordinances. A person found guilty of Obstruction of Justice, if guilty of other crimes, may face a doubling of his or her penalties; otherwise, he or she may be subject to fines, imprisonment, community service, or public humiliation in the pillory.&lt;br /&gt;
&lt;br /&gt;
Perjury is defined as making false statements knowingly under oath to Tyr. It is an aggravated form of obstruction of justice and carries greater penalties of the same sorts.&lt;br /&gt;
&lt;br /&gt;
===Regarding False Pretences and Deception===&lt;br /&gt;
&lt;br /&gt;
False Pretences and Deception are defined as intentional and/or malicious dishonesty in dealings with a member or members of the Good Races that results in damage to property, life, or reputation of abovementioned member or members. Deception offences include, but are not limited to, impersonation of officials or individuals of import, slander and libel in public statements, use of false credentials, styles, or titles, conscious false claims over property, fraud, and forgery. An intent to deceive or harm is always involved in an offence of false pretences and deception.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of false pretences and deception is often subject to a trial in court of law, and conviction typically leads to fines, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Extortion===&lt;br /&gt;
&lt;br /&gt;
Extortion is defined as the seizing of properties or possessions from a member or members of the Good Races through coercion and intimidation. It differs from robbery in that the intent of bodily harm is often less pronounced or nonexistent, and extortion involves threats that may be legal under State Laws but nevertheless pose sufficient distress to result in loss of properties or possessions. A perpetrator of extortion is often subject to trial in a court of law, and conviction typically leads to fines, partial or complete confiscation of properties and possessions, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Proxies and Responsibilities===&lt;br /&gt;
&lt;br /&gt;
All crimes carried out through a proxy or dependant are considered as though the guardian or master were in full guilt. A proxy or dependant may include, but would not be limited to, a familiar of a mage, a pet-animal, a magical presence bound to a master, or a young child. For instance, a mage who commits crimes through a familiar is held fully accountable for the familiar&#039;s actions, and a spellcaster who bewitches the mind of another to carry out a crime is culpable of all guilt thereof. In cases where a proxy or dependant commits wrongdoing without equal intent on the part of the guardian or master, the aforementioned guardian or master is guilty criminal negligence. Criminal negligence is punishable by fines and prison sentences equal to or less than the crime allowed to happen through negligence.&lt;br /&gt;
&lt;br /&gt;
===Regarding Census and Taxes===&lt;br /&gt;
&lt;br /&gt;
All households resident to Sundren are expected to report biennially to their local government for the purpose of census after Highharvestide in the month of Eleint (the ninth month of the year) every two years. Taxes in Sundren are collected bianually, once during the season of Greengrass in mid-Tarsakh (the fourth month of the year) and once after the Highharvestide in mid-Eleint. Taxes are determined according to the year&#039;s harvest, income, profession, and standard of living of the taxed. The local government is empowered with the duty of adjusting taxes and keeps them up-to-date.&lt;br /&gt;
&lt;br /&gt;
Residents with no set address and travellers are still subject to taxation, even if they are to report to different local governments. In exchange, they enjoy the protection of the law.&lt;br /&gt;
      &lt;br /&gt;
==Town Ordinances==&lt;br /&gt;
&lt;br /&gt;
Town Ordinances are local laws.&lt;br /&gt;
&lt;br /&gt;
===Regarding Necromantic Animation and Extraplanar Summoning===&lt;br /&gt;
&lt;br /&gt;
Necromantic Animation is defined as the raising of spirits, bodies, or outsider presences through necromantic magics. Unless authorized in writing from the government for the purpose of research or criminal investigation, necromantic animation is unlawful in all of Sundren. Likewise, the summoning of creatures from evil planes is unlawful in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
===Regarding Blasphemy===&lt;br /&gt;
&lt;br /&gt;
To belittle the gods brings down their wrath on mortals. It is therefore unlawful to blaspheme against the gods where they wield power. Blasphemy is defined as the defamation of a god or gods. It is unlawful to blaspheme publicly against Helm, the Triumvirate, Waukeen, Tempus, Chauntea, Tymora, Red Knight, Selune, Oghma, and Mystra in all of Sundren. In addition, it is unlawful to blaspheme publicly against Umberlee in Port Avanthyr.&lt;br /&gt;
&lt;br /&gt;
Crimes committed against the churches or clergies of the abovementioned deities are also considered blasphemy.&lt;br /&gt;
&lt;br /&gt;
===Regarding Magical Presences and Domesticated Wild Animals===&lt;br /&gt;
&lt;br /&gt;
Domesticated wild animals sometimes accompany visitors and adventurers. They, however, still remain a threat or source of fright to townsfolk. In all of Sundren, domesticated wild animals, unless properly caged or leashed, are allowed only by town gates or entrances. Magical presences are defined as creatures, beings, familiars, or presences bound to an individual by means of magic or of otherwise unnatural origins. Many magical presences are outlandish and bizarre in appearance or behaviour, and it is therefore unlawful to have deviant magical presences in town in all of Sundren unless approved by the local or State government for the purpose of research, exhibit, or emergencies.&lt;br /&gt;
&lt;br /&gt;
===Regarding Bearing of Arms===&lt;br /&gt;
&lt;br /&gt;
The bearing of arms and weaponry is allowed on public or State properties, unless otherwise prohibited, in all towns in Sundren, so long as they remain peace-bound, sheathed, unloaded, or otherwise concealed. It is unlawful for all but authorized personnel who have been properly trained and accordingly certificated to wield arms in all towns in Sundren except in cases of emergency such as for self-defence or defence of the public and State. Weapons are defined as dangerous objects that have a high likelihood of inflicting grave injury, and include but are not limited to bladed items such as cleavers, sickles, and knives; arms of war such as polearms, swords, and axes; ranged projectile shooters such as strung bows and crossbows; objects capable of causing harm through alchemical means such as alchemist&#039;s fire; and magically charged objects such as mage-staves and wands.&lt;br /&gt;
&lt;br /&gt;
===Regarding Contraband===&lt;br /&gt;
&lt;br /&gt;
Contraband is defined as outlawed possessions. Refer to the local merchant&#039;s guild for a list. Possession or trade of contraband is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited such crimes.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered contraband vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
===Regarding Display of Magic===&lt;br /&gt;
&lt;br /&gt;
Public display of magic is not unlawful; however, excessive use of magic without justifiable cause is punishable by fining, and persistent offenders may face imprisonment or temporary banishing from the town in which they have committed excessive display of magic.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered excessive display of magic vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
===Regarding Indecency===&lt;br /&gt;
&lt;br /&gt;
Indecency is defined as behaviour that is offensive to the general public of Sundren. Specifically, indecency in public space includes but is not limited to lurid behaviour such as deliberate revealing of genitalia; offering, seeking, or practising of sexual activities; and deliberate and controlled public displays of private bodily functions such as urination or excretion. Indecency is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited indecency.&lt;br /&gt;
This ordinance is effective in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
===Regarding Drow===&lt;br /&gt;
&lt;br /&gt;
Drow are wicked distant cousins of the fair elven folk, dark-skinned being from underground. Because of their evil nature and the persistent crimes they have been committing, all drow are disallowed from entering incorporated towns and military camps in Sundren. Drow who enter a town or military camp unlawfully will be apprehended, and may be imprisoned, beaten, banished, or executed. They receive no trial unless such is recommended by a court of law.&lt;br /&gt;
      &lt;br /&gt;
==Exceptional Clauses==&lt;br /&gt;
&lt;br /&gt;
===Trial by Combat===&lt;br /&gt;
&lt;br /&gt;
An alleged perpetrator subject to a court trial may appeal to trial by combat, if the individual in question is able to have three other individuals of sound standing and veritably good reputation vouch for his or her integrity of character, or if the individual is able to make a deposit of one hundred thousand gold stags to the State to cover court costs. The individiual then must swear an oath under penalty of perjury to Tyr, and a deity of the individual&#039;s own choosing if he or she so wishes.&lt;br /&gt;
&lt;br /&gt;
In trial by combat, the defendant may appoint a champion to sponsor him or her. In criminal cases, the State will appoint a champion of its own choosing. For serious cases, such as treason, a Harbinger may be expected to act as champion of the State in trial by combat.&lt;br /&gt;
&lt;br /&gt;
Trial by combat may take place at dawn, midday, in the evening, or at night. A cleric of Lathander will initiate a dawn or midday trial, and a cleric of Sel?ne typically initiates a trial after dark (though it is not unheard of to have a cleric of Shar conduct the rite at the special request of the participants).&lt;br /&gt;
When the defendant or the defendant&#039;s champion loses in trial by combat and perishes, his or her guilt is ascertained without question. Should the defendant or the defendant&#039;s champion yield and survive, his or her guilt is considered proven beyond doubt before Tyr. The champion in either case is considered blameless before the law. Winning in trial by combat automatically disproves the defendant&#039;s guilt and upholds his or her honour. If a deposit of one hundred thousand gold stags is made, the deposit, after deducting the court costs, is returned fully to the defendant, now vindicated under the eyes of the gods; however, if he or she should prove guilty, the remainder of the deposit will not be returned.&lt;br /&gt;
&lt;br /&gt;
==Recent Ordinances==&lt;br /&gt;
===Face-Coverings in Civilized Areas===&lt;br /&gt;
No face-coverings are allowed in civilized public areas. This includes all Sundren City districts, Sundren towns, and trading posts. Hoods are allowed, but any mask or guard partially hiding the face is not lawful, save for those enlisted to protect the town.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is lawful to wear such items in dangerous, untamed parts of the land where protections may be necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Anderson Act===&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice]&lt;br /&gt;
&lt;br /&gt;
All humanoids of monstrous bloodlines within Sundren territory are required to carry registration certificates.&lt;br /&gt;
&lt;br /&gt;
Many races can be predisposed toward unlawful tendencies. In accordance with the Anderson Act, these races must obtain registration certificates and carry them on their persons at all times. These races include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
Half-Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Aasimar&amp;lt;br&amp;gt;&lt;br /&gt;
Tieflings&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Drow&amp;lt;br&amp;gt;&lt;br /&gt;
Gensai&amp;lt;br&amp;gt;&lt;br /&gt;
Gray orc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Svirfneblin have been removed from the list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Registration certificates may be obtained at the following offices:&lt;br /&gt;
&lt;br /&gt;
Port Avanthyr, city hall&lt;br /&gt;
Sundren, city watch&lt;br /&gt;
&lt;br /&gt;
===Vellik Act===&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice]&lt;br /&gt;
&lt;br /&gt;
In rememberance of the heroic Vellik family, slain by Banite zealots and madmen, Article 567, also known as the Vellik Act, has been passed.&lt;br /&gt;
&lt;br /&gt;
All followers of the following gods must register with the city of Sundren:&lt;br /&gt;
&lt;br /&gt;
--Bane&amp;lt;br&amp;gt;&lt;br /&gt;
--Shar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not illegal to worship these gods. However, too many of their followers have shown themselves not to be fearful of the gods, but madmen who would cause tremendous harm to the citizens of our land. The Black Hand, Moth Oira, and the Talonites are all enemies of the state, and by extension, all followers of gods related to these sects must give their names over to the government proper.&lt;br /&gt;
&lt;br /&gt;
A reward of five hundred gold will be given for truthful information and names regarding unregistered worshipers. Those who submit false names or information will be prosecuted to the full extent of the law.&lt;br /&gt;
&lt;br /&gt;
===Unlawful Worship===&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?p=92907 Unlawful Worship Notice]&lt;br /&gt;
&lt;br /&gt;
By Order of the Sundren Council&lt;br /&gt;
&lt;br /&gt;
Due to increasing violence and destruction within the holdings of Sundren state, all servants and clergy of the listed gods are hereby subject to permanent exile. Any person, foreign or native, who is found eliciting blessings, carrying holy symbols, or professing worship to these gods will be arrested on sight. Those who refuse public denunciation of faith will face permanent expulsion. Any who resist arrest or are found within Sundren after expulsion will be subject to execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The clergy, by names and aliases, are as follows:&lt;br /&gt;
&lt;br /&gt;
Talos - The Destroyer, Storm Lord&amp;lt;br&amp;gt;&lt;br /&gt;
Cyric - The Prince of Lies, Dark Sun, Black Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Talona - The Lady of Poison, Mistress of Disease, Mother of All Plagues&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citizens are encouraged to report any activity to local law enforcement. Do not approach any patrons of these gods or attempt to take action against them. They are considered dangerous.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5271</id>
		<title>Sundren Laws</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5271"/>
		<updated>2010-01-29T18:34:49Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Vellik Act */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren System of Law=&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times. Rumors persist that the Banites have their influence as well, though it has never been proven.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state. The most lawful area is, of course, Sundren City. Additionally, Port Avanthyr is highly protected, being a major route for commerce. Law enforcement and presence of the Legion diminishes the further you travel from these centers of government and business. Sestra has a lower presence of the Legion and relies on the local militia, called the Corsairs, and volunteers from the Arbiters&#039; Alliance for enforcement. To the north, Aquor has an even smaller Legion presence. The Thayan Enclave is charged with protecting its citizens, but they limit their enforcement to within the town walls. Outside those walls, lawlessness is rampant.&lt;br /&gt;
&lt;br /&gt;
The fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is often highly-dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly. One may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
==State Laws and Town Ordinances==&lt;br /&gt;
&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state, and the fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is more often than highly dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly, where one may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==State Laws==&lt;br /&gt;
&lt;br /&gt;
State Laws apply to all of Sundren, both in Sundren City and the lesser towns. They deal with crimes.&lt;br /&gt;
&lt;br /&gt;
===Regarding Murder===&lt;br /&gt;
&lt;br /&gt;
Murder is defined as the premeditated taking of the life or lives of a member or members of the Good Races, regardless of origin or citizenship. A perpetrator of murder or attempted murder is sometimes subject to trial in a court of law, and conviction typically leads to exile, temporary or permanent, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Treason===&lt;br /&gt;
&lt;br /&gt;
Treason is defined as conspiring or conducting harm to the State of Sundren, including but not limited to, active agitation against the State; collaboration with known enemies of the State; participation or instigation of war against the State; and harming or participation in conspiracy of harming the Arbiters, the Steward, or the Harbingers of the State.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of treason is subject to trial in a court of law, and conviction typically leads to public humiliation in the pillory followed by permanent exile, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Manslaughter===&lt;br /&gt;
&lt;br /&gt;
Manslaughter is defined as the taking of the life or lives of a member or members of the Good Races. A perpetrator of manslaughter is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, temporary or lifelong; exile, temporary or permanent, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Assault and Battery===&lt;br /&gt;
&lt;br /&gt;
Assault and Battery are defined as crimes of violence against another or others of the Good Races, regardless of origin or citizenship, where Assault is the threat of violence and Battery the infliction thereof.&lt;br /&gt;
&lt;br /&gt;
Torture is defined as an act or a series of acts of violence, extended or otherwise, that effects irrevocable bodily or emotional harm. It is considered a form of aggravated assault where unauthorized by law.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of assault and/or battery is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, or exile.&lt;br /&gt;
&lt;br /&gt;
A criminal convicted of torture is in addition subject to public humiliation in the pillory, public lashings, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Mayhem===&lt;br /&gt;
&lt;br /&gt;
Mayhem is defined as an unjustified permanent crippling, with or without malicious intent, of a member or members of the Good Races. A perpetrator of mayhem is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with community service and/or fines or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Arson===&lt;br /&gt;
&lt;br /&gt;
Arson is defined as setting a fire or fires unlawfully that results in damage to private or public property and/or life. For all intents and purposes, damage to property, regardless of manner, is defined as arson under State Law. A perpetrator of arson is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Rape===&lt;br /&gt;
&lt;br /&gt;
Rape is defined as violence of grand proportions against a member or members of the Good Races, and includes acts of sexual violation and unsolicited intrusion to or manipulation of the mind by means of magic. A perpetrator of rape is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, public humiliation in the pillory, or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Banditry===&lt;br /&gt;
&lt;br /&gt;
Banditry is defined as seizing properties or possessions from a member or members of the Good Races through violence or threat of violence. A perpetrator of banditry is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Larceny===&lt;br /&gt;
&lt;br /&gt;
Larceny is defined as trespassing property and/or the taking of properties without consent and with the intent to deprive. It includes but is not limited to breaking-and-entering, theft or embezzlement of possessions, and poaching.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of larceny is sometimes subject to trial in a court of law, and conviction typically leads to fines, imprisonment, or community service.&lt;br /&gt;
&lt;br /&gt;
===Regarding Obstruction of Justice and Perjury===&lt;br /&gt;
&lt;br /&gt;
Obstruction of Justice is defined as deliberate interference in the legislating, interpreting, or enforcing of State Laws or Town Ordinances. A person found guilty of Obstruction of Justice, if guilty of other crimes, may face a doubling of his or her penalties; otherwise, he or she may be subject to fines, imprisonment, community service, or public humiliation in the pillory.&lt;br /&gt;
&lt;br /&gt;
Perjury is defined as making false statements knowingly under oath to Tyr. It is an aggravated form of obstruction of justice and carries greater penalties of the same sorts.&lt;br /&gt;
&lt;br /&gt;
===Regarding False Pretences and Deception===&lt;br /&gt;
&lt;br /&gt;
False Pretences and Deception are defined as intentional and/or malicious dishonesty in dealings with a member or members of the Good Races that results in damage to property, life, or reputation of abovementioned member or members. Deception offences include, but are not limited to, impersonation of officials or individuals of import, slander and libel in public statements, use of false credentials, styles, or titles, conscious false claims over property, fraud, and forgery. An intent to deceive or harm is always involved in an offence of false pretences and deception.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of false pretences and deception is often subject to a trial in court of law, and conviction typically leads to fines, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Extortion===&lt;br /&gt;
&lt;br /&gt;
Extortion is defined as the seizing of properties or possessions from a member or members of the Good Races through coercion and intimidation. It differs from robbery in that the intent of bodily harm is often less pronounced or nonexistent, and extortion involves threats that may be legal under State Laws but nevertheless pose sufficient distress to result in loss of properties or possessions. A perpetrator of extortion is often subject to trial in a court of law, and conviction typically leads to fines, partial or complete confiscation of properties and possessions, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Proxies and Responsibilities===&lt;br /&gt;
&lt;br /&gt;
All crimes carried out through a proxy or dependant are considered as though the guardian or master were in full guilt. A proxy or dependant may include, but would not be limited to, a familiar of a mage, a pet-animal, a magical presence bound to a master, or a young child. For instance, a mage who commits crimes through a familiar is held fully accountable for the familiar&#039;s actions, and a spellcaster who bewitches the mind of another to carry out a crime is culpable of all guilt thereof. In cases where a proxy or dependant commits wrongdoing without equal intent on the part of the guardian or master, the aforementioned guardian or master is guilty criminal negligence. Criminal negligence is punishable by fines and prison sentences equal to or less than the crime allowed to happen through negligence.&lt;br /&gt;
&lt;br /&gt;
===Regarding Census and Taxes===&lt;br /&gt;
&lt;br /&gt;
All households resident to Sundren are expected to report biennially to their local government for the purpose of census after Highharvestide in the month of Eleint (the ninth month of the year) every two years. Taxes in Sundren are collected bianually, once during the season of Greengrass in mid-Tarsakh (the fourth month of the year) and once after the Highharvestide in mid-Eleint. Taxes are determined according to the year&#039;s harvest, income, profession, and standard of living of the taxed. The local government is empowered with the duty of adjusting taxes and keeps them up-to-date.&lt;br /&gt;
&lt;br /&gt;
Residents with no set address and travellers are still subject to taxation, even if they are to report to different local governments. In exchange, they enjoy the protection of the law.&lt;br /&gt;
      &lt;br /&gt;
==Town Ordinances==&lt;br /&gt;
&lt;br /&gt;
Town Ordinances are local laws.&lt;br /&gt;
&lt;br /&gt;
===Regarding Necromantic Animation and Extraplanar Summoning===&lt;br /&gt;
&lt;br /&gt;
Necromantic Animation is defined as the raising of spirits, bodies, or outsider presences through necromantic magics. Unless authorized in writing from the government for the purpose of research or criminal investigation, necromantic animation is unlawful in all of Sundren. Likewise, the summoning of creatures from evil planes is unlawful in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
===Regarding Blasphemy===&lt;br /&gt;
&lt;br /&gt;
To belittle the gods brings down their wrath on mortals. It is therefore unlawful to blaspheme against the gods where they wield power. Blasphemy is defined as the defamation of a god or gods. It is unlawful to blaspheme publicly against Helm, the Triumvirate, Waukeen, Tempus, Chauntea, Tymora, Red Knight, Selune, Oghma, and Mystra in all of Sundren. In addition, it is unlawful to blaspheme publicly against Umberlee in Port Avanthyr.&lt;br /&gt;
&lt;br /&gt;
Crimes committed against the churches or clergies of the abovementioned deities are also considered blasphemy.&lt;br /&gt;
&lt;br /&gt;
===Regarding Magical Presences and Domesticated Wild Animals===&lt;br /&gt;
&lt;br /&gt;
Domesticated wild animals sometimes accompany visitors and adventurers. They, however, still remain a threat or source of fright to townsfolk. In all of Sundren, domesticated wild animals, unless properly caged or leashed, are allowed only by town gates or entrances. Magical presences are defined as creatures, beings, familiars, or presences bound to an individual by means of magic or of otherwise unnatural origins. Many magical presences are outlandish and bizarre in appearance or behaviour, and it is therefore unlawful to have deviant magical presences in town in all of Sundren unless approved by the local or State government for the purpose of research, exhibit, or emergencies.&lt;br /&gt;
&lt;br /&gt;
===Regarding Bearing of Arms===&lt;br /&gt;
&lt;br /&gt;
The bearing of arms and weaponry is allowed on public or State properties, unless otherwise prohibited, in all towns in Sundren, so long as they remain peace-bound, sheathed, unloaded, or otherwise concealed. It is unlawful for all but authorized personnel who have been properly trained and accordingly certificated to wield arms in all towns in Sundren except in cases of emergency such as for self-defence or defence of the public and State. Weapons are defined as dangerous objects that have a high likelihood of inflicting grave injury, and include but are not limited to bladed items such as cleavers, sickles, and knives; arms of war such as polearms, swords, and axes; ranged projectile shooters such as strung bows and crossbows; objects capable of causing harm through alchemical means such as alchemist&#039;s fire; and magically charged objects such as mage-staves and wands.&lt;br /&gt;
&lt;br /&gt;
===Regarding Contraband===&lt;br /&gt;
&lt;br /&gt;
Contraband is defined as outlawed possessions. Refer to the local merchant&#039;s guild for a list. Possession or trade of contraband is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited such crimes.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered contraband vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
===Regarding Display of Magic===&lt;br /&gt;
&lt;br /&gt;
Public display of magic is not unlawful; however, excessive use of magic without justifiable cause is punishable by fining, and persistent offenders may face imprisonment or temporary banishing from the town in which they have committed excessive display of magic.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered excessive display of magic vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
===Regarding Indecency===&lt;br /&gt;
&lt;br /&gt;
Indecency is defined as behaviour that is offensive to the general public of Sundren. Specifically, indecency in public space includes but is not limited to lurid behaviour such as deliberate revealing of genitalia; offering, seeking, or practising of sexual activities; and deliberate and controlled public displays of private bodily functions such as urination or excretion. Indecency is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited indecency.&lt;br /&gt;
This ordinance is effective in all of Sundren.&lt;br /&gt;
&lt;br /&gt;
===Regarding Drow===&lt;br /&gt;
&lt;br /&gt;
Drow are wicked distant cousins of the fair elven folk, dark-skinned being from underground. Because of their evil nature and the persistent crimes they have been committing, all drow are disallowed from entering incorporated towns and military camps in Sundren. Drow who enter a town or military camp unlawfully will be apprehended, and may be imprisoned, beaten, banished, or executed. They receive no trial unless such is recommended by a court of law.&lt;br /&gt;
      &lt;br /&gt;
==Exceptional Clauses==&lt;br /&gt;
&lt;br /&gt;
===Trial by Combat===&lt;br /&gt;
&lt;br /&gt;
An alleged perpetrator subject to a court trial may appeal to trial by combat, if the individual in question is able to have three other individuals of sound standing and veritably good reputation vouch for his or her integrity of character, or if the individual is able to make a deposit of one hundred thousand gold stags to the State to cover court costs. The individiual then must swear an oath under penalty of perjury to Tyr, and a deity of the individual&#039;s own choosing if he or she so wishes.&lt;br /&gt;
&lt;br /&gt;
In trial by combat, the defendant may appoint a champion to sponsor him or her. In criminal cases, the State will appoint a champion of its own choosing. For serious cases, such as treason, a Harbinger may be expected to act as champion of the State in trial by combat.&lt;br /&gt;
&lt;br /&gt;
Trial by combat may take place at dawn, midday, in the evening, or at night. A cleric of Lathander will initiate a dawn or midday trial, and a cleric of Sel?ne typically initiates a trial after dark (though it is not unheard of to have a cleric of Shar conduct the rite at the special request of the participants).&lt;br /&gt;
When the defendant or the defendant&#039;s champion loses in trial by combat and perishes, his or her guilt is ascertained without question. Should the defendant or the defendant&#039;s champion yield and survive, his or her guilt is considered proven beyond doubt before Tyr. The champion in either case is considered blameless before the law. Winning in trial by combat automatically disproves the defendant&#039;s guilt and upholds his or her honour. If a deposit of one hundred thousand gold stags is made, the deposit, after deducting the court costs, is returned fully to the defendant, now vindicated under the eyes of the gods; however, if he or she should prove guilty, the remainder of the deposit will not be returned.&lt;br /&gt;
&lt;br /&gt;
==Recent Ordinances==&lt;br /&gt;
===Face-Coverings in Civilized Areas===&lt;br /&gt;
No face-coverings are allowed in civilized public areas. This includes all Sundren City districts, Sundren towns, and trading posts. Hoods are allowed, but any mask or guard partially hiding the face is not lawful, save for those enlisted to protect the town.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is lawful to wear such items in dangerous, untamed parts of the land where protections may be necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Anderson Act===&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice]&lt;br /&gt;
&lt;br /&gt;
All humanoids of monstrous bloodlines within Sundren territory are required to carry registration certificates.&lt;br /&gt;
&lt;br /&gt;
Many races can be predisposed toward unlawful tendencies. In accordance with the Anderson Act, these races must obtain registration certificates and carry them on their persons at all times. These races include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
Half-Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Aasimar&amp;lt;br&amp;gt;&lt;br /&gt;
Tieflings&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Drow&amp;lt;br&amp;gt;&lt;br /&gt;
Gensai&amp;lt;br&amp;gt;&lt;br /&gt;
Gray orc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Svirfneblin have been removed from the list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Registration certificates may be obtained at the following offices:&lt;br /&gt;
&lt;br /&gt;
Port Avanthyr, city hall&lt;br /&gt;
Sundren, city watch&lt;br /&gt;
&lt;br /&gt;
===Vellik Act===&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice]&lt;br /&gt;
&lt;br /&gt;
In rememberance of the heroic Vellik family, slain by Banite zealots and madmen, Article 567, also known as the Vellik Act, has been passed.&lt;br /&gt;
&lt;br /&gt;
All followers of the following gods must register with the city of Sundren:&lt;br /&gt;
&lt;br /&gt;
--Bane&amp;lt;br&amp;gt;&lt;br /&gt;
--Shar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not illegal to worship these gods. However, too many of their followers have shown themselves not to be fearful of the gods, but madmen who would cause tremendous harm to the citizens of our land. The Black Hand, Moth Oira, and the Talonites are all enemies of the state, and by extension, all followers of gods related to these sects must give their names over to the government proper.&lt;br /&gt;
&lt;br /&gt;
A reward of five hundred gold will be given for truthful information and names regarding unregistered worshipers. Those who submit false names or information will be prosecuted to the full extent of the law.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5270</id>
		<title>Sundren Laws</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_Laws&amp;diff=5270"/>
		<updated>2010-01-29T18:14:52Z</updated>

		<summary type="html">&lt;p&gt;GodBeastX: /* Regarding Blasphemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren System of Law=&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times. Rumors persist that the Banites have their influence as well, though it has never been proven.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state. The most lawful area is, of course, Sundren City. Additionally, Port Avanthyr is highly protected, being a major route for commerce. Law enforcement and presence of the Legion diminishes the further you travel from these centers of government and business. Sestra has a lower presence of the Legion and relies on the local militia, called the Corsairs, and volunteers from the Arbiters&#039; Alliance for enforcement. To the north, Aquor has an even smaller Legion presence. The Thayan Enclave is charged with protecting its citizens, but they limit their enforcement to within the town walls. Outside those walls, lawlessness is rampant.&lt;br /&gt;
&lt;br /&gt;
The fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is often highly-dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly. One may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
==State Laws and Town Ordinances==&lt;br /&gt;
&lt;br /&gt;
Sundren is a land of laws and religions, its jurisprudence heavily influenced by the teachings of the Helmite clergy -- oftentimes swayed by practical concerns of the church of Waukeen -- and its judiciary tempered with the justice of Tyr, with a smidgen of Ilmater&#039;s mercy at times.&lt;br /&gt;
&lt;br /&gt;
The degree of enforcement varies throughout the valley state, and the fairness of the legal system overall is adequate, if unexceptional, relative to the rest of the Realms. Still, it is because of Sundren&#039;s sound governance and effective laws that the people of the valley may sleep sound at night in their homes.&lt;br /&gt;
&lt;br /&gt;
As with all places of the era, enforcement of the law is more often than highly dependent upon expediency, practical relevance, and convenience. For instance, petty thugs roaming in the backstreets may receive limited spotlight from law enforcement, but murderous bandits in the heart of a Sundarian marketplace would likely be dealt with swiftly and harshly, where one may expect the enforcers of law to take on the combined role of judge and executioner.&lt;br /&gt;
&lt;br /&gt;
This is an age where legal loopholes are a privilege for the powerful, exceptional clauses tools of the resourceful. Sundren deals with internal unrest with little tolerance, by means of severe consequences. Eloquent lawyers will not save common lawbreakers, nor will petty bribes shake the dedication of the judiciary. Let them be warned who dance on the precipice of breaching the law, for the eye of Helm watches, and the punishment of Tyr just.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==State Laws==&lt;br /&gt;
&lt;br /&gt;
State Laws apply to all of Sundren, both in Sundren City and the lesser towns. They deal with crimes.&lt;br /&gt;
&lt;br /&gt;
===Regarding Murder===&lt;br /&gt;
&lt;br /&gt;
Murder is defined as the premeditated taking of the life or lives of a member or members of the Good Races, regardless of origin or citizenship. A perpetrator of murder or attempted murder is sometimes subject to trial in a court of law, and conviction typically leads to exile, temporary or permanent, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Treason===&lt;br /&gt;
&lt;br /&gt;
Treason is defined as conspiring or conducting harm to the State of Sundren, including but not limited to, active agitation against the State; collaboration with known enemies of the State; participation or instigation of war against the State; and harming or participation in conspiracy of harming the Arbiters, the Steward, or the Harbingers of the State.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of treason is subject to trial in a court of law, and conviction typically leads to public humiliation in the pillory followed by permanent exile, lifelong imprisonment, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Manslaughter===&lt;br /&gt;
&lt;br /&gt;
Manslaughter is defined as the taking of the life or lives of a member or members of the Good Races. A perpetrator of manslaughter is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, temporary or lifelong; exile, temporary or permanent, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Assault and Battery===&lt;br /&gt;
&lt;br /&gt;
Assault and Battery are defined as crimes of violence against another or others of the Good Races, regardless of origin or citizenship, where Assault is the threat of violence and Battery the infliction thereof.&lt;br /&gt;
&lt;br /&gt;
Torture is defined as an act or a series of acts of violence, extended or otherwise, that effects irrevocable bodily or emotional harm. It is considered a form of aggravated assault where unauthorized by law.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of assault and/or battery is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, or exile.&lt;br /&gt;
&lt;br /&gt;
A criminal convicted of torture is in addition subject to public humiliation in the pillory, public lashings, or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Mayhem===&lt;br /&gt;
&lt;br /&gt;
Mayhem is defined as an unjustified permanent crippling, with or without malicious intent, of a member or members of the Good Races. A perpetrator of mayhem is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with community service and/or fines or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Arson===&lt;br /&gt;
&lt;br /&gt;
Arson is defined as setting a fire or fires unlawfully that results in damage to private or public property and/or life. For all intents and purposes, damage to property, regardless of manner, is defined as arson under State Law. A perpetrator of arson is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Rape===&lt;br /&gt;
&lt;br /&gt;
Rape is defined as violence of grand proportions against a member or members of the Good Races, and includes acts of sexual violation and unsolicited intrusion to or manipulation of the mind by means of magic. A perpetrator of rape is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment, community service, fines, public humiliation in the pillory, or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Banditry===&lt;br /&gt;
&lt;br /&gt;
Banditry is defined as seizing properties or possessions from a member or members of the Good Races through violence or threat of violence. A perpetrator of banditry is sometimes subject to trial in a court of law, and conviction typically leads to imprisonment with fines, temporary or lifelong; exile with fines, temporary or lifelong; partial or complete confiscation of properties and worldly possessions; or execution.&lt;br /&gt;
&lt;br /&gt;
===Regarding Larceny===&lt;br /&gt;
&lt;br /&gt;
Larceny is defined as trespassing property and/or the taking of properties without consent and with the intent to deprive. It includes but is not limited to breaking-and-entering, theft or embezzlement of possessions, and poaching.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of larceny is sometimes subject to trial in a court of law, and conviction typically leads to fines, imprisonment, or community service.&lt;br /&gt;
&lt;br /&gt;
===Regarding Obstruction of Justice and Perjury===&lt;br /&gt;
&lt;br /&gt;
Obstruction of Justice is defined as deliberate interference in the legislating, interpreting, or enforcing of State Laws or Town Ordinances. A person found guilty of Obstruction of Justice, if guilty of other crimes, may face a doubling of his or her penalties; otherwise, he or she may be subject to fines, imprisonment, community service, or public humiliation in the pillory.&lt;br /&gt;
&lt;br /&gt;
Perjury is defined as making false statements knowingly under oath to Tyr. It is an aggravated form of obstruction of justice and carries greater penalties of the same sorts.&lt;br /&gt;
&lt;br /&gt;
===Regarding False Pretences and Deception===&lt;br /&gt;
&lt;br /&gt;
False Pretences and Deception are defined as intentional and/or malicious dishonesty in dealings with a member or members of the Good Races that results in damage to property, life, or reputation of abovementioned member or members. Deception offences include, but are not limited to, impersonation of officials or individuals of import, slander and libel in public statements, use of false credentials, styles, or titles, conscious false claims over property, fraud, and forgery. An intent to deceive or harm is always involved in an offence of false pretences and deception.&lt;br /&gt;
&lt;br /&gt;
A perpetrator of false pretences and deception is often subject to a trial in court of law, and conviction typically leads to fines, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Extortion===&lt;br /&gt;
&lt;br /&gt;
Extortion is defined as the seizing of properties or possessions from a member or members of the Good Races through coercion and intimidation. It differs from robbery in that the intent of bodily harm is often less pronounced or nonexistent, and extortion involves threats that may be legal under State Laws but nevertheless pose sufficient distress to result in loss of properties or possessions. A perpetrator of extortion is often subject to trial in a court of law, and conviction typically leads to fines, partial or complete confiscation of properties and possessions, imprisonment, or exile.&lt;br /&gt;
&lt;br /&gt;
===Regarding Proxies and Responsibilities===&lt;br /&gt;
&lt;br /&gt;
All crimes carried out through a proxy or dependant are considered as though the guardian or master were in full guilt. A proxy or dependant may include, but would not be limited to, a familiar of a mage, a pet-animal, a magical presence bound to a master, or a young child. For instance, a mage who commits crimes through a familiar is held fully accountable for the familiar&#039;s actions, and a spellcaster who bewitches the mind of another to carry out a crime is culpable of all guilt thereof. In cases where a proxy or dependant commits wrongdoing without equal intent on the part of the guardian or master, the aforementioned guardian or master is guilty criminal negligence. Criminal negligence is punishable by fines and prison sentences equal to or less than the crime allowed to happen through negligence.&lt;br /&gt;
&lt;br /&gt;
===Regarding Census and Taxes===&lt;br /&gt;
&lt;br /&gt;
All households resident to Sundren are expected to report biennially to their local government for the purpose of census after Highharvestide in the month of Eleint (the ninth month of the year) every two years. Taxes in Sundren are collected bianually, once during the season of Greengrass in mid-Tarsakh (the fourth month of the year) and once after the Highharvestide in mid-Eleint. Taxes are determined according to the year&#039;s harvest, income, profession, and standard of living of the taxed. The local government is empowered with the duty of adjusting taxes and keeps them up-to-date.&lt;br /&gt;
&lt;br /&gt;
Residents with no set address and travellers are still subject to taxation, even if they are to report to different local governments. In exchange, they enjoy the protection of the law.&lt;br /&gt;
      &lt;br /&gt;
==Town Ordinances==&lt;br /&gt;
&lt;br /&gt;
Town Ordinances are local laws.&lt;br /&gt;
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===Regarding Necromantic Animation and Extraplanar Summoning===&lt;br /&gt;
&lt;br /&gt;
Necromantic Animation is defined as the raising of spirits, bodies, or outsider presences through necromantic magics. Unless authorized in writing from the government for the purpose of research or criminal investigation, necromantic animation is unlawful in all of Sundren. Likewise, the summoning of creatures from evil planes is unlawful in all of Sundren.&lt;br /&gt;
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===Regarding Blasphemy===&lt;br /&gt;
&lt;br /&gt;
To belittle the gods brings down their wrath on mortals. It is therefore unlawful to blaspheme against the gods where they wield power. Blasphemy is defined as the defamation of a god or gods. It is unlawful to blaspheme publicly against Helm, the Triumvirate, Waukeen, Tempus, Chauntea, Tymora, Red Knight, Selune, Oghma, and Mystra in all of Sundren. In addition, it is unlawful to blaspheme publicly against Umberlee in Port Avanthyr.&lt;br /&gt;
&lt;br /&gt;
Crimes committed against the churches or clergies of the abovementioned deities are also considered blasphemy.&lt;br /&gt;
&lt;br /&gt;
===Regarding Magical Presences and Domesticated Wild Animals===&lt;br /&gt;
&lt;br /&gt;
Domesticated wild animals sometimes accompany visitors and adventurers. They, however, still remain a threat or source of fright to townsfolk. In all of Sundren, domesticated wild animals, unless properly caged or leashed, are allowed only by town gates or entrances. Magical presences are defined as creatures, beings, familiars, or presences bound to an individual by means of magic or of otherwise unnatural origins. Many magical presences are outlandish and bizarre in appearance or behaviour, and it is therefore unlawful to have deviant magical presences in town in all of Sundren unless approved by the local or State government for the purpose of research, exhibit, or emergencies.&lt;br /&gt;
&lt;br /&gt;
===Regarding Bearing of Arms===&lt;br /&gt;
&lt;br /&gt;
The bearing of arms and weaponry is allowed on public or State properties, unless otherwise prohibited, in all towns in Sundren, so long as they remain peace-bound, sheathed, unloaded, or otherwise concealed. It is unlawful for all but authorized personnel who have been properly trained and accordingly certificated to wield arms in all towns in Sundren except in cases of emergency such as for self-defence or defence of the public and State. Weapons are defined as dangerous objects that have a high likelihood of inflicting grave injury, and include but are not limited to bladed items such as cleavers, sickles, and knives; arms of war such as polearms, swords, and axes; ranged projectile shooters such as strung bows and crossbows; objects capable of causing harm through alchemical means such as alchemist&#039;s fire; and magically charged objects such as mage-staves and wands.&lt;br /&gt;
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===Regarding Contraband===&lt;br /&gt;
&lt;br /&gt;
Contraband is defined as outlawed possessions. Refer to the local merchant&#039;s guild for a list. Possession or trade of contraband is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited such crimes.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered contraband vary throughout the valley.&lt;br /&gt;
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===Regarding Display of Magic===&lt;br /&gt;
&lt;br /&gt;
Public display of magic is not unlawful; however, excessive use of magic without justifiable cause is punishable by fining, and persistent offenders may face imprisonment or temporary banishing from the town in which they have committed excessive display of magic.&lt;br /&gt;
&lt;br /&gt;
This ordinance is effective in all of Sundren, though the lists of what is considered excessive display of magic vary throughout the valley.&lt;br /&gt;
&lt;br /&gt;
===Regarding Indecency===&lt;br /&gt;
&lt;br /&gt;
Indecency is defined as behaviour that is offensive to the general public of Sundren. Specifically, indecency in public space includes but is not limited to lurid behaviour such as deliberate revealing of genitalia; offering, seeking, or practising of sexual activities; and deliberate and controlled public displays of private bodily functions such as urination or excretion. Indecency is punished by fining, and persistent repeat offenders may face imprisonment or temporary banishing from the town in which they have commited indecency.&lt;br /&gt;
This ordinance is effective in all of Sundren.&lt;br /&gt;
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===Regarding Drow===&lt;br /&gt;
&lt;br /&gt;
Drow are wicked distant cousins of the fair elven folk, dark-skinned being from underground. Because of their evil nature and the persistent crimes they have been committing, all drow are disallowed from entering incorporated towns and military camps in Sundren. Drow who enter a town or military camp unlawfully will be apprehended, and may be imprisoned, beaten, banished, or executed. They receive no trial unless such is recommended by a court of law.&lt;br /&gt;
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==Exceptional Clauses==&lt;br /&gt;
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===Trial by Combat===&lt;br /&gt;
&lt;br /&gt;
An alleged perpetrator subject to a court trial may appeal to trial by combat, if the individual in question is able to have three other individuals of sound standing and veritably good reputation vouch for his or her integrity of character, or if the individual is able to make a deposit of one hundred thousand gold stags to the State to cover court costs. The individiual then must swear an oath under penalty of perjury to Tyr, and a deity of the individual&#039;s own choosing if he or she so wishes.&lt;br /&gt;
&lt;br /&gt;
In trial by combat, the defendant may appoint a champion to sponsor him or her. In criminal cases, the State will appoint a champion of its own choosing. For serious cases, such as treason, a Harbinger may be expected to act as champion of the State in trial by combat.&lt;br /&gt;
&lt;br /&gt;
Trial by combat may take place at dawn, midday, in the evening, or at night. A cleric of Lathander will initiate a dawn or midday trial, and a cleric of Sel?ne typically initiates a trial after dark (though it is not unheard of to have a cleric of Shar conduct the rite at the special request of the participants).&lt;br /&gt;
When the defendant or the defendant&#039;s champion loses in trial by combat and perishes, his or her guilt is ascertained without question. Should the defendant or the defendant&#039;s champion yield and survive, his or her guilt is considered proven beyond doubt before Tyr. The champion in either case is considered blameless before the law. Winning in trial by combat automatically disproves the defendant&#039;s guilt and upholds his or her honour. If a deposit of one hundred thousand gold stags is made, the deposit, after deducting the court costs, is returned fully to the defendant, now vindicated under the eyes of the gods; however, if he or she should prove guilty, the remainder of the deposit will not be returned.&lt;br /&gt;
&lt;br /&gt;
==Recent Ordinances==&lt;br /&gt;
===Face-Coverings in Civilized Areas===&lt;br /&gt;
No face-coverings are allowed in civilized public areas. This includes all Sundren City districts, Sundren towns, and trading posts. Hoods are allowed, but any mask or guard partially hiding the face is not lawful, save for those enlisted to protect the town.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is lawful to wear such items in dangerous, untamed parts of the land where protections may be necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Anderson Act===&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice]&lt;br /&gt;
&lt;br /&gt;
All humanoids of monstrous bloodlines within Sundren territory are required to carry registration certificates.&lt;br /&gt;
&lt;br /&gt;
Many races can be predisposed toward unlawful tendencies. In accordance with the Anderson Act, these races must obtain registration certificates and carry them on their persons at all times. These races include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
Half-Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Aasimar&amp;lt;br&amp;gt;&lt;br /&gt;
Tieflings&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Drow&amp;lt;br&amp;gt;&lt;br /&gt;
Gensai&amp;lt;br&amp;gt;&lt;br /&gt;
Gray orc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Svirfneblin have been removed from the list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Registration certificates may be obtained at the following offices:&lt;br /&gt;
&lt;br /&gt;
Port Avanthyr, city hall&lt;br /&gt;
Sundren, city watch&lt;br /&gt;
&lt;br /&gt;
===Vellik Act===&lt;br /&gt;
&lt;br /&gt;
[http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice]&lt;br /&gt;
&lt;br /&gt;
In rememberance of the heroic Vellik family, slain by Banite zealots and madmen, Article 567, also known as the Vellik Act, has been passed.&lt;br /&gt;
&lt;br /&gt;
All followers of the following gods must register with the city of Sundren:&lt;br /&gt;
&lt;br /&gt;
--Bane&amp;lt;br&amp;gt;&lt;br /&gt;
--Talona&amp;lt;br&amp;gt;&lt;br /&gt;
--Shar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not illegal to worship these gods. However, too many of their followers have shown themselves not to be fearful of the gods, but madmen who would cause tremendous harm to the citizens of our land. The Black Hand, Moth Oira, and the Talonites are all enemies of the state, and by extension, all followers of gods related to these sects must give their names over to the government proper.&lt;br /&gt;
&lt;br /&gt;
A reward of five hundred gold will be given for truthful information and names regarding unregistered worshipers. Those who submit false names or information will be prosecuted to the full extent of the law.&lt;/div&gt;</summary>
		<author><name>GodBeastX</name></author>
	</entry>
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