Hello and welcome to the second 0.2.1 Elder Kings Developer Diary! Last time, we talked about the new Societies and their improvements over the old Guild system. In this entry, we’ll discuss another old feature which has seen significant upgrades: Lycanthropes and Vampires.
In terms of their basic abilities, Lycanthrope and Vampire characters are functionally the same as they have been in the past. Both are much hardier than ordinary mortals and cannot contract diseases, but are driven to prey on others, which can put them in danger quite often. Fortunately for these beings (and not quite as fortunately for their potential foes), they each enjoy an improved Combat Rating, which further increases once their conditions become known and they no longer are forced to suppress some of their abilities.
Fort those Known Vampires and Known Lycanthropes (both standard and Benevolent variations), their traits have opinion modifiers so that characters of certain religions will be more tolerant of them, regardless of the outed character’s own religious affiliation.
On the other hand, Vampire and Lycanthrope characters don’t just answer to other characters. They also answer to the common folk, who tend to be a superstitious and pessimistic lot. Even those rulers who are benevolent and never harm their subjects might eventually be falsely accused of doing something wrong, though a well-placed bribe will make these accusations go away. Otherwise, peasant unrest will simmer for quite some time.
Having a courtier who is known for their vampirism or lycanthropy will likewise generate peasant furor, which can be assuaged by imprisoning the supposed evildoer. You can, of course, leave them be – it’s altogether possible that they didn’t do anything to deserve the accusations they face – though this will, again, leave the commoners agitated.
For reasons such as the above, it may not be the best decision to live openly as a Vampire or a Werewolf. Remaining silent is always an option. But this can be a stressful situation, especially for one who feels that he or she is deceiving friends and loved ones about their true nature. On occasion, a character who secretly lives as a lycanthrope or a vampire may get the idea to confess their nature to someone who they trust to keep their condition secret from the public.
Someone who hears about another character’s vampirism or lycanthropy may simply dismiss the information as a poorly-executed practical joke. They could also take it very seriously; so seriously as to be appalled by the revelation before setting in motion a plan to out their former confidant, which can end very badly for either party.
There’s also the possibility that they are not swayed by the news and are understanding of their ally’s condition or may even be interested in being turned as well!
If the character who found out is understanding of their confidant’s supernatural status, it is possible to take a decision to offer to turn them. They may not accept the gift of vampirism or lycanthropy, but it is always possible to make later offers to turn them in case they change their mind.
Many of the traditional Vampire’s weaknesses (such as their need to regularly feed or lose their sanity) are addressed by Pure-Blooded Vampirism, which is unchanged from its earlier iteration. Lycanthropes now likewise have a means to exert greater control over their condition with some aid from Hircine and the mysterious Glenmoril Wyrd.
It is possible that the Harbinger of the Companions receives an unusual plea for help. Accepting this call to arms can lead to the Harbinger being granted lycanthropy with the bonus of full control over their beast form from the moment they are turned, rather than needing to spend years honing their skills.
A greedy Harbinger can keep quiet about this, and a horrified Harbinger can simply end their life. But a Harbinger can also extend this unusual boon to the Circle of Captains.
If this occurs, each Captain has the option to accept or decline; declining does not mean that they lose their Circle rank. In fact, they could even be a future Harbinger. But any Shield-Brother or Shield-Sister who aims to join the Circle after this chain of events will have no choice but to accept the gift of lycanthropy if they wish to advance their career in the Companions.
Lycanthropy and Vampirism are, ultimately, conditions of Daedric origins. How fitting then, that our next Developer Diary will cover the topic of the Daedric Princes and, more specifically, how they interact with Nirn and its inhabitants.
In terms of their basic abilities, Lycanthrope and Vampire characters are functionally the same as they have been in the past. Both are much hardier than ordinary mortals and cannot contract diseases, but are driven to prey on others, which can put them in danger quite often. Fortunately for these beings (and not quite as fortunately for their potential foes), they each enjoy an improved Combat Rating, which further increases once their conditions become known and they no longer are forced to suppress some of their abilities.
Fort those Known Vampires and Known Lycanthropes (both standard and Benevolent variations), their traits have opinion modifiers so that characters of certain religions will be more tolerant of them, regardless of the outed character’s own religious affiliation.
On the other hand, Vampire and Lycanthrope characters don’t just answer to other characters. They also answer to the common folk, who tend to be a superstitious and pessimistic lot. Even those rulers who are benevolent and never harm their subjects might eventually be falsely accused of doing something wrong, though a well-placed bribe will make these accusations go away. Otherwise, peasant unrest will simmer for quite some time.
Having a courtier who is known for their vampirism or lycanthropy will likewise generate peasant furor, which can be assuaged by imprisoning the supposed evildoer. You can, of course, leave them be – it’s altogether possible that they didn’t do anything to deserve the accusations they face – though this will, again, leave the commoners agitated.
For reasons such as the above, it may not be the best decision to live openly as a Vampire or a Werewolf. Remaining silent is always an option. But this can be a stressful situation, especially for one who feels that he or she is deceiving friends and loved ones about their true nature. On occasion, a character who secretly lives as a lycanthrope or a vampire may get the idea to confess their nature to someone who they trust to keep their condition secret from the public.
Someone who hears about another character’s vampirism or lycanthropy may simply dismiss the information as a poorly-executed practical joke. They could also take it very seriously; so seriously as to be appalled by the revelation before setting in motion a plan to out their former confidant, which can end very badly for either party.
There’s also the possibility that they are not swayed by the news and are understanding of their ally’s condition or may even be interested in being turned as well!
If the character who found out is understanding of their confidant’s supernatural status, it is possible to take a decision to offer to turn them. They may not accept the gift of vampirism or lycanthropy, but it is always possible to make later offers to turn them in case they change their mind.
Many of the traditional Vampire’s weaknesses (such as their need to regularly feed or lose their sanity) are addressed by Pure-Blooded Vampirism, which is unchanged from its earlier iteration. Lycanthropes now likewise have a means to exert greater control over their condition with some aid from Hircine and the mysterious Glenmoril Wyrd.
It is possible that the Harbinger of the Companions receives an unusual plea for help. Accepting this call to arms can lead to the Harbinger being granted lycanthropy with the bonus of full control over their beast form from the moment they are turned, rather than needing to spend years honing their skills.
A greedy Harbinger can keep quiet about this, and a horrified Harbinger can simply end their life. But a Harbinger can also extend this unusual boon to the Circle of Captains.
If this occurs, each Captain has the option to accept or decline; declining does not mean that they lose their Circle rank. In fact, they could even be a future Harbinger. But any Shield-Brother or Shield-Sister who aims to join the Circle after this chain of events will have no choice but to accept the gift of lycanthropy if they wish to advance their career in the Companions.
Lycanthropy and Vampirism are, ultimately, conditions of Daedric origins. How fitting then, that our next Developer Diary will cover the topic of the Daedric Princes and, more specifically, how they interact with Nirn and its inhabitants.
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