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Sanguiviveurs are rumored to be physically beautiful with satin skin and sheened hair. They have fangs that are retractable when not hunting or feeding. When fangs are retracted, they may appear as nothing more than a very attractive human.

The Fringe can lean more toward the gruesome, broken, and bent appearance.

The Frozen Moment: Immortality in vampiric terms means an unchanging existence. 

Sanguivores, born from the essence of humans, retain the physical form they possess at the moment of their transformation **.

**An illustrative example lies in the length of their hair: if they had long hair at the time of turning, it remains unchanged, defying the scissors, reverting each dawn to its original length and color. Similarly, an untattooed sanguivore could undergo temporary ink artistry, yet the canvas of their skin resets with each new day. 

An exception arises when a sanguivore enlists the aid of a knowledgeable Magister in the art of magical ink, extending the permanence of tattoos or even rendering them indelible. To undo such magical markings, an equivalent or superior magical prowess, often in the form of a Magister or a group of them, is required.


  • Bloodlust Manifestations: Bloodlust is an inherent aspect of every sanguiviveur's existence, especially when hunger gnaws at their insides. Young and unskilled sanguivores or those who've prolonged the gap between feedings may succumb to Bloodlust. This state is marked by a more monstrous appearance, such as prominent skin veins, glowing or altered eyes, and sometimes darkened skin around the eyes, resembling sleep deprivation. The allure of blood, whether sight or scent, can easily sway a vampire into Bloodlust.

  • Regulated Body Temperature: Cool to the touch and typically colder than humans, sanguivoires exhibit a body at room temperature. However, after a recent feeding, their bodies may briefly radiate warmth.

  • Diet and Intoxication: While capable of consuming human food, sanguivores cannot process it, leading to inevitable vomiting within two hours. They are immune to intoxication through conventional means. However, they can experience the sensation by drinking the blood of someone already under the influence, mimicking the effects without compromising their sobriety.


While the need for regular feeding is undeniable, how sanguivores satiate their hunger varies widely, shaping their place in the delicate balance between chaos and order.


  • Sanguivore’s Bite: A bite rendered in anger causes aggravated damage to other species. With a feeding bite the sanguiviveur’s saliva can staunch the flow of blood and heal the wound, leaving nothing more than a small, tender puncture mark.

  • Blood Consumption: The lifeblood of humans is the elixir that sustains sanguivores, their only source of nourishment. While human blood is the preferred sustenance, some turn to animal blood. It is nutritional but unsatisfying, leaving the sanguivore in a perpetual state of unfulfilled hunger. Some prefer different types of blood based on the effect it carries with it.

  • Hunger Control: The struggle for control over their insatiable hunger is most pronounced among younger sanguivore. Prone to falling into the clutches of blood lust or blood frenzy, they teeter on the edge of aggression and anxiety. Sires are crucial in guiding their childer toward mastering this primal urge.

  • Frequency of Feeding: 

    • Older vampires- (Older than 500 years) up to 1 week unless a Bellator.

    • Younger- (10-499 years old) every 2-3 days

    •  Fledglings- (less than a decade old) every 24 hours.

  • Blood Lust: a double-edged sword for sanguivore, acts as both a boon and a bane. Temporarily enhancing their abilities, sanguivores become stronger and faster, but this heightened state of arousal also renders them more susceptible to the dangerous descent into Blood Frenzy. Triggers include prolonged periods without feeding, exposure to the scent of blood, and the influence of the New Moon.

Blood Frenzy: A dire manifestation of lost control, blood frenzy transforms a sanguivore into a primal hunter, akin to the human concept of "seeing red." In this frenzied state, they become dangerously aggressive, fixated on feeding, and pose a risk of overindulgence- killing their victim. Blood Frenzy is a dangerous precipice, reminding sanguivores of the delicate balance they must maintain to navigate their existence without succumbing to the primal instincts that lie beneath the surface.

Blood Efffects

  • Sanguivore Blood: Offers no nutrition, but rather can be pleasurable for both if offered/accepted in a sensual act. The blood will taste like whatever they drank last.

  • Human/Peacekeeper Blood: The main source of nutrition and essential blood that keeps them alive, staves off blood lust, and provides energy.

  • Lunarlite Blood: Tends to be on the greasy side depending on how much meat the Shifter consumes or can be a bit gritty and thinned due to the fast metabolism, which will make a sanguivore hungry faster. Shifter blood can heighten the sense of smell and reaction time for 8 hours.

  • Maritine Blood: is salty due to the diets that Aquatics tend to have and is equivalent to a warm homecooked meal to a sanguivore and can provide a sense of comfort. The blood of the Maritine can provide them the ability to see clearly underwater and allow them to swim more efficiently for 8 hours.

  • Magister Blood: can be addictive and desired due to the magic component tasted in their blood, though only in small traces. In addition to addictive, Magister blood can allow the sanguivore to feel closest to humanity for 24 hours, making them feel more "alive", and can also grant them the ability to be able to taste food and drink (They still need to drink the blood of someone under the influence to feel the effect).

  • Shadowkin Blood: is the most sought-after blood and can make the sanguivore feel high, as if they are on LSD or acid etc., and will strongly feel the emotion that the Shadowkin last fed from for 24 hours.

  • Mythic Blood: Blood source that is risky for the sanguivore to consume. Since Mythics are so diverse it is a toss-up what effects they may feel. They can feel anything from enhanced sense, weakened abilities, confusion, deliriousness, as if they are drunk, unable to think clearly as if they were high, or may hallucinate, etc., or sometimes a combination of two or three effects at once (They cannot feed on Spectrals).

Blood Bonds

Blood is not merely sustenance for sanguivores; it is a potent tool, capable of weaving intricate connections.However, wielding this power unwisely can sow manipulation and conflicts within society. Sharing blood initiates a profound, mystical connection that influences emotions, strengthens the bond between the involved individuals, and provides a telepathic link within 20m (chat range).

In the event of the death of either a ghoul or a blood-bonded partner, the sanguivore faces a grave threat as the chances of death increase significantly, underscoring the vulnerability inherent in these deep and intricate connections within the fabric of sanguivore society.

**Another form of connection, the Blood Bond, is chosen carefully, often as a romantic partner. The bond may be with any race and can only have one blood bond at a time** 


Thrall: Ordinary humans who are enlisted as servants and protectors, though they are a less permanent part of Sanguiviveur society and may be anything from a “gopher” to a blood doll; sometimes unwillingly (by compulsion), enlisted to tend to the vampire’s needs. If the thrall can break the compulsion (if one exists), they can simply walk free.


Ghoul: Within sanguivore society, Ghouls serve as loyal servants and a reliable source of sustenance. They are bound to their benefactors who feed their inevitable addiction to sanguivore blood, their fates interwoven. However, this bond is not forged lightly, as it carries an inherent risk—the potential source of the sanguiviveur's destruction. This bond may harbor manipulation and torture, or be a source of great joy to both. The sanguivore feeds another creature their blood, and this creature then becomes known as a ghoul. When a sanguivore decides to ghoul a creature, it can often lead to Siring. Ghouling cannot be done to other sanguivore, but any other creature- human and super alike- can be ghouled.

Benefits of Ghouling
Slow Regeneration: The ghoul will have regeneration, much like the sanguivore but slower. This means most fatal wounds have a chance to be healed and, depending on recent feeding, will have the ghoul’s blood appear much thicker and darker- almost murky and clouded. (This does not stack if a race is already able to regenerate).


Enhanced Sight: The ghoul can see better and farther than they were able to before; this includes night/dark vision. 

Presence Awareness: The sanguivore and ghoul can feel the presence of one another within 20m (Chat Range). (Cannot be used during Combat. Can only be used if  both players have posted in and are active in the scene).


Longer Lifespan: Their aging will slow and they will have a longer-than-normal lifespan. If the ghoul is cut off from the blood of their vampire for more than a week, they will start to revert to their actual age within hours. 


Negative Effects of Ghouling:

Insomnia: The ghoul struggles to sleep for more than a couple of hours at a time.

Addiction: Much like blood drinkers, a ghoul will become addicted to sanguiviveur’s blood. The longer they have been ghouled, the stronger the addiction will be. Withdrawal makes the ghoul irritable and violent.

Attachment: Because of the nature of the dynamic it causes the ghoul to be emotionally attached to the sanguivore that ghouled them


Sanguivores cannot be born, only turned.

Sanguivores must drain their prey close to death (heart rate slows to less than 10 beats per minute) and feed the target their blood. Once the target has been fed, the transformation will begin. It is a very painful process: the body will heat up as if running, with extreme fever persisting until they pass out from the pain. After 24 hours, the newly created sanguivore wakes up as a “fledgling”.

When a sanguivore is created they are labeled Childer and the one that turned them is known as their Sire. The Sire is responsible for all actions and well-being of their Childer, as well as serving as a mentor and guide. It is also the responsibility of the Sire to ensure that their childer follow the rules of the cauldron and council that governs them.  


Once the fledgling awakens, their body will be weak and they will be dependent on their Sire to help the fledgling feed and return their strength. (During the ‘blackout’ their body would have fed off what was present in the body during the transformation.) 


For at least the first week, their new life usually consists of the fledgling learning their basic inhuman abilities like strength and speed, as well as learning to control their hunger. The scent and taste of blood being new and addictive causes the fledgling to easily succumb to blood lust and, if not careful, a Blood Frenzy. Sires are responsible for ensuring that they are watching over the Childer should they enter either to keep from anyone being harmed or killed as the Childer will be reduced to their primal animalistic nature.

Race Haven

Nightshade Lounge is the Race Haven for the Sanguiviveurs where they can come together to meet others of their kinds or an area where they can meet new people in a comfortable setting as well. Sanguiviveurs can drink blood here through discreet means as far as ordering specific blood infused drinks or food that is on the menu. 

Race Group

Sanguivores chart diverse paths. Some choose solitude, relishing the thrill of the wilderness and the hunt. Others luxuriate in refined tastes, draped in opulence. Regardless of their chosen way, sanguivores are consummate adapters, shaping their surroundings to fulfill their needs. From the shadows, they manipulate the world, securing their place at the apex of the supernatural hierarchy; whether through subtle stratagems or overt dominance, sanguivores work to ensure an enduring reign.

Sanguivore society is structured in “cauldrons”, each creating unique traditions, rules, and governance. Elders, the most ancient or potent sanguivores, wield authority by guiding their kin and upholding the laws that govern their society. Cauldrons align based on shared ideologies, territorial claims, or blood ties(families). 

The Cauldron Council is the Elder of each clan, serving as the governing body (The sanguivore race leads, one per subrace). In Cruxweld, a distant "High Council" oversees smaller councils. These regional bodies manage sanguivores' actions and movements within specific districts, cities, or towns. The intricate web of governance ensures order and cohesion across the expansive tapestry of society.

  • The Law of Secrecy: The existence of vampires must remain a secret to humans, and any breach of this law could lead to dire consequences for both the individual vampire and the entire vampire community.


  • The Law of Consent: Vampires must obtain consent from their victims before feeding on them, either through persuasion, seduction, or compulsion.


  • The Law of Elders: Older and more powerful vampires hold authority over younger or weaker vampires, and their word is often considered law within vampire society.


  • The Law of Progeny: Vampires are prohibited from creating new vampires without the permission of their sire or the ruling vampire council. Turning a human without proper authority may result in severe punishment, and repeat offenses will result in death.


  • The Law of Feeding: Vampires must exercise discretion and moderation when feeding, avoiding excessive violence or drawing attention to their activities.


  • The Law of Territory: Vampires respect each other's territories and hunting grounds, avoiding conflicts over feeding grounds or claiming dominance over certain areas.


  • The Law of the Masquerade: Vampires must adhere to a set of rules and behaviors designed to blend in with human society, such as adopting human mannerisms, maintaining a daytime cover identity, and avoiding revealing their true nature to outsiders.


  • The Law of the Hunt: Vampires must hunt responsibly, avoiding the indiscriminate killing of humans and preying only on those who won't be missed or whose deaths can be easily explained away.


  • The Law of Punishment: Violations of vampiric laws are subject to punishment by the ruling vampire council or local vampire authorities, which may include exile, imprisonment, or even execution.

    Please note that each Sanguivore follows the Vampire Laws that are set in place, if they do not they are considered a lone Sanguivore and can be found to be at odds with the Sanguivores Council.

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