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Copyright © 2000
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Vivamort

By Ian Thomson
Acknowledgements:
Cults of Terror (Chaosium, 1981)

Note! This is a fan contribution. The information may be contradicted by official material.

Vivamort was once a guard over the terrible secret of Death, but betrayed his trust when he helped Eurmal to steal it. When the sun came to Hell, Vivamort was burned and had to flee, hurt and disfigured, to the now darkened surface. Soon the Devil attacked and wounded him, and Vivamort could not heal himself so faced not only death but annihilation from the Chaos wound. Since he wished above all to preserve himself, he begged for help from Chaos and made evil pacts. The Devil granted him a hollow existence, cut off from Universal Unity and cast apart from both life and death.

From this point onwards Vivamort needed to drain the life from other beings in order to maintain his own existence. He took up the cause of Chaos, roaring through the Darkness, using his demonic powers to rip energy from the harried gods (some of whom he destroyed utterly). Vivamort has many enemies who have cursed him for his treachery, and since the Dawn of Time has been hated and feared by most, and embraced by few. These arrogant few are vain and fearful enough to desire to maintain their existence at any cost.

Vampires operate temples staffed by humans or other mortals. From amongst these followers their most trusted servants may be allowed to become Lay Members within the Cult. Powerful (and deranged) individuals also occasionally seek out vampires, or approach Vivamort directly through evil and dangerous rituals. Those who come directly to Vivamort join the Cult as vampires.

Lay Members are brought into the Cult through horrifying ceremonies, and it greatly increases the chances of their acceptance if a friend or family member is brought along as sacrifice. These people become bonded servants of a specific vampire sponsor who has power over them until and unless they become a vampire themselves. To be a full worshipper of Vivamort is to be a vampire, and the ceremony to become one of these undead is conducted through the Cult. It involves the Lay Member undergoing a very real death and rebirth. Those sorcerers who turn to Chaos and are successful in gaining Vivamort's 'favor' without the help of the Cult, undergo this horrific transformation on their own terms.

The only society of vampires which exists does so through the Cult of Vivamort. Even so this is a very loose organisation. Most vampires are insanely arrogant and loathe all life. They even loathe other vampires, fearing them as rivals for the meagre resources available. Normally a shrine to Vivamort is run by a group of only 3-7 vampires. Any more than this and intense rivalries result in the risk of vampire killing vampire. Since this is in direct contravention of the rule of Vivamort, usually one or more of the vampires will simply be expelled by the others, thus ending the problem. Even so, vampires tend not to exist for long periods. A full 90% are exterminated in the first few years due to inexperience, and 90% of the remainder within the next 10 years. Those few that survive this time may eventually become immensely powerful.

There is really no typical Vivamort shrine organisation. Some vampires prefer to remain completely hidden, some live as associates of other chaos creatures such as broo or scorpion folk. Others still might live as Lords of Terror over a local population of mortals. Very rarely vampires might be organised enough to run aspects of the local criminal underworld. Only in places where Chaos is widespread do true Temples to Vivamort arise, and then the oldest vampires sometimes form alliances. Such alliances sometimes allow many vampires to gather in relative harmony, although it takes a very strong leader to keep them under control.

Entry Requirements: Must be of the lineage of Grandfather Mortal. There are no other requirements than to be favoured by a vampire or powerful enough to wrench the gift of undeath directly from Vivamort.
Mental Abilities: Lie, Mythology of Vivamort, Read Grimoire, Read/Write Darktongue.
Physical Abilities: Hide in Cover, Move Quietly.
Grimoires: The Book of Vivamort [Vanus Credo] (Ecstatic Communion, Heal Servant, Hide from Magic, Pass Unseen, Repel Spirit, Resist Theist Magic)
The Book of Unlife (Ceremonial: Bind Ghoul*, Create Ghost, Create Skeleton, Create Zombie, Raise Ghoul)
The Book of Foul Minions (Call/Command Night Spirit, Command Ghoul*, Command Ghost*, Command Skeleton, Command Vampire*, Command Zombie, Summon Rat Pack)
(*works only on beings raised by the caster)
Secret: Create Vampire (Ritual Magic. Normally reserved for Lay Members who are being transformed, but occasionally cult enemies are enthralled and made into vampires, as a terrible retribution. No vampire can create more than one other of his kind per season).
Worshippers: Followers of Vivamort include terrified local populations who wish only to appease the vampires, but such folk are seen as cattle by the vampires and rarely does one of their number rise to become a Lay Member accepted as significantly useful by the vampires. The mortal Lay Members who are recognised are usually seeking the powers available through the Cult to its favored Servants, and may also hope to be granted the gift of undeath as a reward for their faithful service.
Other Side: The Cult of Vivamort has no 'other side', although it knows rituals that will take worshippers into the Darkness and the Underworld, both of which regions impose no penalties on cultists who travel within them.
Other Connections: Vampires maintain a connection with the Cult of Malia, since Malia sheltered Vivamort in the Godtime. Vivamort has no other close associations, but his followers may ally with other chaos cultists from time to time.
Disadvantages: Followers of Vivamort are hated and feared by all mortals. Over time vampires run the risk of losing the last vestiges of their humanity and their already fragile grip on sanity. Thus the very thing they wished to preserve disappears forever.

Notes on Servants

Those mortals who are chosen to join the Cult as  recognised Lay Members are 'blessed' with the kiss of death, and are known as Servants of the Vampires. A vampire may support one bonded servant only when it first achieves its undead status. For each full ten years it survives its undeath, it is able to support an additional servant. The Acceptance ritual enslaves each Lay Member to a specific vampire sponsor and links the two together. Each of the three ceremonies ends with the Lay Member ingesting a drop of blood from a wound the vampire inflicts on itself, and the individual is now tainted with Chaos. Acceptance into the Cult of Vivamort automatically excommunicates the person from any non-Chaos, Darkness or Disorder Rune Cults. There are three levels of Acceptance:
  1. At the first degree the Servant gains the abilities: Leap 3w, Resist Disease and Poison 16, Run Fast 18, and Strong 18. These are magical abilities and cannot ever be increased save through becoming a Servant of a higher level. If the vampire is slain, the first degree Servant immediately becomes Hurt. This effect may be resisted at any level as if it were a magical effect of 3w. All magical skills and bonuses are lost immediately upon the death of the vampire.
  2. At the second degree the mortal has each of these new abilities increased by 2 points. They also now benefit from a reduced rate of aging, and take only two thirds calculated AP loss from any combat involving non-magical weapons. At this level each Servant is immune to vampiric 'Enthralment', save by their own sponsor, and can now see in darkness as if they were a cat. If the vampire is slain, the second degree Servant immediately becomes Injured. If this is resisted, the Lay Member becomes Hurt instead.
  3. At the third degree these abilities are increased by 2 further points, and from now on the Servant ages only imperceptibly. They take only one third calculated AP loss from any combat involving non-magical weapons. A third degree servant also gains the static ability 'Resist Mind/Emotion Magic' at 17. If the vampire sponsor is slain, the third degree servant begins Dying. (If this is resisted they become Injured instead.) If the vampire is Injured the servant becomes Hurt, although a resistance success negates this.
Within a group of servants, those of the second degree are most common. Third degree Servants are rare, as such an individual is so trusted by his sponsor as to be effectively undergoing a probationary period before attempting the ritual that will turn them into a vampire.

Notes on Vampires

On becoming a vampire the being is automatically excommunicated from any previous non-chaotic cult. The individual ceases to be alive and may now be affected by undead-focussed powers. The new vampire gains the abilities: Leap 9w, Move Silently 19, Run Fast 5w, and Strong 5w. These replace any inferior previous abilities, but if the ability is already held at a higher level then add 2 to it. These abilities increase by 1 point for every 20 years the vampire survives its undeath. Vampires have pale skins and are as cold as corpses to the touch, but otherwise might pass as human, especially if they have not been undead for more than a decade or so. After this most vampires become pallid and cadaverous.

Enthralment. All vampires have the ability to Enthral a descendent of Grandfather Mortal. This power begins at a skill of 16, and increases by 1 point for every ten years the vampire survives its undeath. The vampire must gaze into the eyes of the target and uses this power as if they were an attacking spirit. At a marginal or minor victory, the vampire is able to control the victim's slow movements by remaining in eye contact and concentrating on the victim. At a major victory the vampire may also leave the victim magically unable to move whilst the vampire remains in the vicinity, and may attempt to Enthral other victims. At a complete victory the vampire may do any of the above, plus may cause any single victim to act under his full mental command.

Drain Essence. All vampires may drain life force energy through touch from a living being that is descended from Grandfather Mortal. This innate ability begins at 17 and increases by one point for every ten years that the vampire survives its undeath. Only a magical or magically aided skill may resist this ability, which attacks as a Simple Contest. It directly attacks the victim's Strong (use default if no 'Strong' skill listed). A Marginal Victory drains 1 point, a Minor Victory drains 2 points, and so on. Note that unless the victim has some way of damaging the vampire, the vampire will not lose AP as a result of failing to Drain Essence. Half of any points drained by the vampire (round down) are counted towards the total required by the vampire to resist the Curse of Blood (see below), making it less effective than direct feeding.

Drain Feat. On a Complete or Major Victory with the 'Drain Essence' ability, a vampire may chose to automatically take one Feat from the victim instead of the points of life force. The Feat is gained at the victim's normal ability and becomes the property of the vampire. The victim (presuming they survive) may not use this Feat again until they have been to a Shrine or Temple of their deity and been ritually cleansed (and purchased the Feat again at starting value in the normal way). The vampire may store as many Feats as it has decades of undead existence, and may use them at will. If the Feat fails on use it is still lost to the vampire.

Immunity to Mundane Damage. A vampire cannot be harmed by mundane means - weapons and fists will simply bounce off them. Enhancing a weapon of any kind with magic overcomes this protection. Iron and Silver Weapons also damage a vampire normally. Vampires are also immune to disease and poison.

Resist Mind/Emotion Magic. All vampires have an innate ability to resist magic targeted at their minds or emotions. This begins at 17 and increases by 1 point for every 10 years that the vampire survives its undeath. Any such magic which does succeed has only half the calculated effect, if such a reduction of the effect is possible.

See in Darkness. This ability works automatically in any non-magical Darkness. However, if the Darkness has been generated as a magical attack against the vampire they must use this ability to see through it. The skill begins at 16 and rises by 1 point for every ten years the vampire survives its undeath.

Become Mist*. The vampire can change to mist, taking one full round, and can move at normal speed. It can still be affected by magic in this form, but can easily float above the range of combat or pass through small cracks to safety. If a vampire is reduced to 0AP, it turns automatically to mist and seeks to escape to its coffin. This skill begins at 1w, and increases by 1 point for every 10 years that the vampire survives its undeath.

Disabling a Vampire. Cutting the head from a vampire disables it, and only very old vampires are powerful enough to reattach their own head without help. A vampire's brain is vulnerable, and if struck severely will terminate the vampire. The same is true of the heart, which can be perforated by a Death or Life Rune cultist wielding a wooden stake. To assuredly kill a vampire, stake it or cut off the head to incapacitate, preferably both. Then burn it completely. If a vampire is staked and its body left intact, it can be recovered, and will rise again if the impaling instrument is removed.

Chaos Features. All who become vampires by any means gain a random Vampiric Chaos Ability from the list below. All of these abilities begin as skills of 1w, and increase by 1 point for every 10 years the vampire survives its undeath. Vampires within the Cult of Vivamort may also perform Quests to gain additional features, although these are extremely dangerous and take years of preparation. On average an extremely resourceful vampire might have an additional Chaos Ability for every twenty years it has survived its undeath.

D20 Vampiric Chaos Abilities
1 Become Bat* (The vampire may transform into a large bat at will, taking one round to change each way. The bat is capable of all the basic abilities of a bat, but contains the consciousness of the vampire, and will be avoided by other true creatures of the species.)
2 Become Giant Spider* (See 'Become Bat', however the spider may climb and cling proportionately as if it was a normal small spider.)
3 Become Wolf* (See 'Become Bat'.)
4 Become Shadow* (The vampire's form becomes as dark and insubstantial as a shadow, but unlike the Mist form, the Shadow Form cannot move at anything faster than a slow stroll. Thus it is useful only for ambush or observation.)
5 Resist Air (With this ability the vampire resists the dispersal of its mist form by spirits of the air.)
6 Resist Death (With this ability the vampire may augment its Enthral to resist subjugation by a Death Rune wielded by a Death Cultist.)
7 Resist Earth (This rare vampire is able to exist without requiring a specific coffin or grave dirt, but must still rest comatose for 8 hours each day or suffer the normal effects.)
8 Resist Silver (A new innate ability which resists damage from silver.)
9 Resist the Sun (This ability simply means that this vampire can Drain Essence, Enthral, or turn into an animal whilst exposed to sunlight. It also allows the vampire to resist damage from fire. They also cast a shadow and form a reflection.)
10 Resist Water (This ability resists damage from running water.)
11 Spiderwalk (The vampire may automatically walk or run on any solid surface as if it was regular ground.)
12 Fake Life (The vampire may ingest food and drink in an apparently normal manner, has a normal skin pallor, appears to breathe, and even casts a shadow and a reflection. This is not like Disguise, as in this case the vampire retains its original appearance.)
13 One is Many (The vampire can create illusory copies of himself - one for each degree of success against default resistance, starting with Marginal Victory. These images rotate around each other making it difficult to locate and attack the vampire. )
14 Death Flight (The vampire can slowly raise themselves into the air and float at walking speed at up to 10 times their own height, across any distance over which they can maintain concentration.)
15 Invisibility* (Whilst invisible the vampire cannot cast any other magic or use any special abilities except turning to mist.)
16 Defile the Earth (The vampire may sink into the ground up to once per day, using it as if it were a coffin. The vampire remains undetectable even to earth spirits, but may not travel more than a few meters through the ground if it is necessary to emerge at a different location.)
17 Resist Iron (This ability starts at 16 and blocks damage from Iron.)
18 Instant Wakefulness (The vampire has no penalties when coming out of torpor.)
19 Faster than the Eye (The vampire may pass across any distance up to 100 meters or so faster than the human eye can see. Each success removes 3 from the skill for that day, but once the vampire has rested for 8 hours the skill is restored at full.)
20 Disguise (The vampire can project an image of a normal human about itself. This disguise appears very real, and each vampire with this ability has but one disguise they may adopt, and cannot change this once it has been chosen.)
* vampire in insubstantial or animal form cannot cast magic or use any other special abilities, although its innate defences still function.

Vampiric Flaws
The Curse of Stagnation - Only sorcery and those skills listed as being specially associated with vampires may be increased after the individual has become one of the undead. All other skills and abilities retained remain as they were immediately prior to death. This is the result of the vampire's refusal to accept the effects of Time, and also accounts for the slow progression in their abilities which are able to increase.
The Curse of Blood - Vampires must drink the blood of living sentient beings in order to retain their existence. Such beings must be descendants of Grandfather Mortal, and may not be Chaotic. Normally a vampire Enthralls a victim and drains their Strong ability (use the default if no ability listed). The vampire must drain 5 points each day in order to survive, although it can drain up to 35 at one sitting, which will last it for a week. Vampires may use this stored vitality to heal themselves: 1 point for a Hurt, 6 points for an Injury, and 9 points to alter them from the 'Dying' state to the 'Injured' state. If this takes them to 5 or less points, they automatically turn to mist and return to their coffin where they will remain until the next sunset.
The Curse of Death - An Initiate or Devotee of a Death Cult such as Humakt, or Ty Kora Tek may present a Death Rune towards a vampire, and attempt to overcome its 'Enthral' ability with their 'Devoted to..'  (at +3) or Initiated to..' (at -3). If they succeed, the vampire cannot use its Enthral against them, cannot change form, and is also susceptible to any mundane damage they mete out against it.
The Curse of Fire - The Sun forced Vivamort from Hell, and cursed him. Because of Yelm's enmity to Vivamort, fire of any type damages vampires normally. Vampires cannot heal themselves of this damage except by 'sleeping' in their coffins. Vampires may walk abroad in daylight, and many of the newer vampires may pass for living beings if they take care. However, under the light of the sun they are not able to Drain Essence, Enthral, or turn into an animal. Vampires also cast no reflection or shadow.
The Curse of Water - All the waters of the world took up the vow of the River Styx against Vivamort. No vampire may cross running water except by bridge, boat, on the back of another etc. If they are forced to or tricked into doing so, they take damage as if passing through a wall of fire. Immersion in running water kills a vampire, although vampires may cross, or live in, swamps and marshes with impunity. A single drop of Styx water will annihilate a vampire.
The Curse of Air - Beings of air (such as air elementals or storm daimones) can disperse the mist form of a vampire. The vampire cannot reform again for a number of hours equal to half of the elemental's Strong rating.
The Curse of Earth - Each vampire must have a coffin and a quantity of its grave dirt to sleep on. (Smart vampires have 2 or even 3 such coffins at different hidden locations.) Each vampire must spend at least 8 hours of each day comatose in its coffin to appease Death. For each hour less than this spent in the coffin it loses 1 point each from 3 random abilities. These may only be regenerated by spending extra time in the coffin later. Consequently a vampire will slowly decay and collapse over the days following the destruction of its coffin. A vampire is also vulnerable if surprised within its coffin, and may fail to notice intruders altogether, since its reactions are sluggish (as if Injured) when coming out of torpor.

Sample New Vampire
Significant Abilities: Become Mist 1w, Close Combat 19, Drain Essence 17, Enthral 16, Leap 9w, Move Silently 19, Resist Mind/Emotion Magic 17, Resist Silver 1w, Run Fast 5w, See in Darkness 16, Strong 5w (Plus previous Occupational Skills.)
Grimoires: Book of Vivamort 12 (Resist Theist Magic), Book of Foul Minions 12 (Call/Command Night Spirit).

Sample 'Mature' Vampire
Significant Abilities: Become Mist 7w, Close Combat 19, Drain Essence 3w, Enthral 2w, Fake Life 4w, Faster then the Eye 2w, Leap 15w, Move Silently 5w, Resist Mind/Emotion Magic 3w, Resist the Sun 7w, Run Fast 11w, See in Darkness 2w, Strong 11w (Plus previous Occupational Skills.)
Grimoires: Book of Vivamort 4w, Book of Unlife 15, Book of Foul Minions 1w.

Reynfald of Tarsh (Sample Human Servant of the Second Degree)
Significant Abilities: Act Subservient 3w, Convince by Whining 18, Debate 15, Hear Acutely 7w, Hide in Cover 17, Leap 5w, Mythology of Irrippi Ontor 17, Mythology of the Seven Mothers 14, Mythology of Vivamort 12, Proselytize 15, Quote Scripture 17, Read/Write New Pelorian 14, Read/Write Tarshite 16, Resist Poison/Disease 18, Run Fast 20, Scimitar and Shield Fighting 16, Sedenyic Philosophy 12, Sneak About 19, Speak New Pelorian 13, Speak Tarshite 16, Strong 20.

Bringolf the Traitor (Sample Human Servant of the Third Degree)
Significant Abilities: Blunt Instrument Attack 6w, Boast 14, Climbing 6w, Hear Acutely 18, Hide in Cover 5w, Intimidating Glare 4w, Leap 7w, Loom Menacingly 5w, Mythology of Vivamort 10, Resist Disease/Poison 20, Resist Mind/Emotion Magic 17, Run Fast 2w, Speak Heortling 16, Spear and Shield Fighting 9w, Strong 2w, Sword and Shield Fighting 4w.

 Latest revision: 23 Oct 2000, new
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