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THE HUNGRY COURTS
Vampires
The night offers extraordinary gifts—and an unrelenting appetite. Vampires may feed from prey, slain enemies, or stored blood, but careless feeding can kill. The sun can kill them too.
Gifts of the blood
Night vision, heightened senses, temporary invisibility, bat-swarm flight, restorative slumber, and shapeshifting.
The price
Blood must be replenished. Daylight is dangerous. Feeding has consequences.
Roleplay theme: hunger, restraint, prestige, and the cost of power.
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THE UNTAMED
Lycans
In the wilds, territory is more than a line on a map. It is shelter, hunting ground, history, and a test of loyalty. A lycan story may center on a disciplined pack or an outcast who answers to nobody.
What defines them
Identity, instinct, the tension between civilization and wilderness, and the loyalties forged through hardship.
The price
Rivalries, obligations, and the struggle to live with a predatory nature.
Specific gameplay powers and drawbacks will be documented when confirmed.
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THE LIVING
Mortals & Adventurers
You need not serve a supernatural court to matter. Explorers, builders, traders, mercenaries, and ambitious outsiders all have a place—and their choices can change who holds power.
Choose your own road
Found a settlement, build a reputation, broker uneasy peace, or seek your fortune beyond the walls.
The price
Every alliance carries risk. Survival requires preparation, judgment, and sometimes help.
Roleplay theme: opportunity, survival, ambition, and resilience.
TERRITORY, COURTS & HISTORY
The map remembers.
Settlements and regions can become the centers of territorial ambitions, politics, and rivalries. Discover the foundations of Blood Dominion in our territory rules; live holdings stay on Discord.
Not every conflict needs a battle. Oaths, marriages, trade, reputation, and diplomacy can be just as powerful as a drawn sword.