
The Nonrid are often masters of disguise and evolution, they have evolved to match their chosen prey to lul prey in to a sense of security around them and to make it easier to hunt as they won't be cast out of groups of their prey. Some will amass a herd of prey that are willing to let them feed on them but others will simply murder out of sheer bloodlust.
The Nonrid seem to be related to bats or snakes in some way and are also users of necromancy given they are either undead or close to undead they have a link to the Astral Sea and some clans can see the souls of the departed.
The Nonrid drink the blood of the living in order to stay alive and due to the disruption they can sow amongst many they are classified as creatures of Chaos.
If you are turned into a Nonrid, the process is a little painful. First you have to be in the homeland of the Nonrid for at least twenty-four hours, then they must drain you of as much blood as they can, give a blood transfusion of their own blood to the victim or would be Nonrid, and then finally have the newly made vampire feed on the blood something living to complete the process.
Nonrid can only ever have offspring with other Nonrid, they cannot breed with other creatures.
We recommend that the Nonrid start somewhere between 18 - 500, unless you're going for an older character, in which case we recommend somewhere between 800 - 1000 years of age.
The Vamoth are the Nonrid of the Shadowlands or commonly known as Limbo. These are the vampires that people are used to hearing about. Though there are two clans of Vamoth Nonrid in the Shadowlands, they work together to ensure that they have their own territories and so that other Nonrid cannot subjugate them.
They are highly territorial when it comes to other Nonrid and they seem to feed mostly on Demons, as such they've taken on appearances that appeal to demons who live in Limbo, though one clan is known to venture in to the mortal plane which is a little risky.
The Kozani look demonic in appearance but are beautiful as far as nonrid go, they will use their looks and 'wiles' to get the advantage often using persuasion and charisma to their advantage. Should a mortal creature happen to cross their paths whom is beautiful they will often become a little obsessive about that mortal and will try to lure that mortal in to Limbo. If they are able to do so they will feed from that mortal even if it's not wanted. Often they will then keep that mortal alive and keep feeding on them until they either grow tired of the taste or until they feel it's worth letting them go. In rare cases they will create a new Kozani. The Kozani will hunt Nymphs if they can, and those who've been able to get their hands on a nymph will keep them as a blood slave, they never let the nymphs go unless coerced into doing so.
Vile looking creatures that are pale with rat like features and hunched backs. Their nails long and their visage so hideous that it's terrifying. This is how they hunt, the Tantibus prefer their prey to be scared and will eat pretty much anything, even their own kind. As such the Tantibus are a much smaller clan than the Kozani. They will spend weeks stalking a potential victim, to instill fear in them before finally they move in to kill. Some of them have a particular taste for criminals or drug addicts, however there are also those who would prey on the innocent if they are walking the 'wrong' path.
The Bavioth seem to be closer related to bats than snakes, though they are a singular clan who are vastly spread across the Mortal Plane. Usually they live alone or they find mortal partners, using glamours to look human for the most part. Their mortal partners are often willing to let the Bavioth feed on them, the bite is painless, even so a lot of Bavioth will try and make sure that it's as pleasurable as they can to keep the person wanting to feed them.
They tend to continue to feed from the same mortal once a week, though sometimes they may have to leave and feed on a stranger in order to slake their hunger. They are considerate enough to explain this to whatever mortal becomes involved with them and some of the Bavioth will even adopt children to really sell the family aesthetic. They care deeply for their families and friends, if anything happens to their families and close friends they lose their minds to a blood lust that will only be slaked by the flesh and blood of the offender and they will hunt them to the ends of the universe if they must.
The Miphanoth are strange Nonrid, they rarely let their prey live, they will kill them and their bite is highly painful, they enjoy inflicting pain upon their food and take great joy in activities such as torture. They are from the Chaos Plane and often sport a haphazard appearance, covered in soft scales and with snake like eyes, they often have fangs that act like hypodermic needles, they will often paralyse prey and then torture that prey item.
Sometimes however, they won't just drink the blood of their prey, they will instead transform into a snake like creature and devour the entire corpse once the prey has died. They gain the most sustenance from bone, so may be found chewing on bones. They live in the Chaos plane, and looks wise? Look like any other person or creature from the Chaos plane, their favoured prey are the Ignis-Vi especially the wounded so that they give less of a fight.
The Somniroth are strange creatures. There are two clans under this name and both of them look like spectres in their natural form. One of the clans is non-playable due to the nature of them instead these are an active enemy in the hunt. The Dream Eaters come from the Dream Lands while the Soul Eaters come from the Astral Sea.
The Dream Eaters do exactly what their name implies. They come from the Dream Lands and tend to peruse the planes for victims who're sleeping, while these people are sleeping they will simply feed on their dreams, devouring the energy produced and replacing the dreams with nightmares.
Sometimes they feed on people physically but it's usually if they can't find an appetising dream to eat. If seen they look dream like, are blue wispy men and women with glowing white eyes, they also look rather friendly, and the majority of them prefer peaceful feeding rather than killing anyone.
When they aren't living in the dream lands they take on an almost elf like appearance and like the fae like to play tricks and have fun with others.
Perhaps the most terrifying of all Nonrid, they look wraith like in nature and there is no hiding from them. If they have selected a victim they will pursue them relentlessly. Sometimes they even hunt in packs to get a particular target over a series of weeks and months.
Once you see the Soul Eater who has marked you as prey? You have three months before they finally descent upon you. And they feed by sucking the soul essence out of a person, their soul does not go to the Astral Sea, their soul instead is digested.
Sometimes Death will send these creatures out for those who have evaded their fate too many times.
This is incorrect, for some of the Nonrid the sun is an allergy but it doesn't necessarily kill them if managed correctly.
Only the Kozani are allergic to garlic and even then it doesn't necessarily kill them unless it's left untreated.
The Nonrid can cross water, the idea that they cannot is a myth spun by those from the old days to give their children peace of mind.
This is true and yet not true at the same time. Nonrid can consume food but the majority of foods they can't digest, they can digest meat easily enough and a variety of vegetables and herbs, but things that contain grains is hard for their body to digest. They can also survive on blood from animals such as pigs, goats, cows, and other animals that are usually seen as food items for the majority of species.
The only Nonrid this applies too are Dream Eaters and Dream Eaters are mostly benign to be honest. It's rare that you will find a Dream Eater who has actively killed someone.
This isn't necessarily true unless you get it right in there, the easier way would be by beheading them or setting them on fire, or using some sort of ranged projectiles. Stabbing something in the heart would generally kill most things but getting close enough and precise enough to do it? That's another thing entirely.
The Nonrid take adapting to their surroundings and their preys preferences quite seriously. As such they'll often research the beliefs of a specific species they're hunting and 'claim' those as their belief set. Anything to make living easier.
You have a secondary safe house, a small shelter out in some desolate area, away from civilization and hidden where no one would find it. You can hide here when you need to, or bring trusted allies here. It has a bedroom with up to four bunks, a small kitchen, a pantry, a bathroom and three small rooms of choice, pick when you make your character.
Not quite the Night Market but the Black Market, they know the black market in one realm (pick when you make the character), and they start with an additional 8000 money from making trades there.
You have used your looks to amass a herd of people you can feed from while they sleep, they don't scare easy and enjoy the nightmares you bring. As such if you are starting a session with less than full health you can feed on allies (with consent of course) or if you have time and are able to 'hunt' you can go find a person you've fed from once before to restore 2d10 health.
The Nonrid aren't actually actively hunted apart from by particular cults as they don't actively cause major problems. Most of them don't leave a slew of deaths in their wake, those that do will of course be actively labelled a criminal instead of being hunted like any other malevolent creature.
However, a Nonrids fangs are seen as proof of their demise. It's the only thing left behind when one is killed as their bodies rapidly dry out as if they've been petrified and then crumble into dust.
You won't find more than two groups of Nonrid in any one area and you'll also find that they're the same sub-species.
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Deception or Persuasion: +3
[Any Other Check]: +3
Any of The Arts: +3
Whip or Sword: +3
[Any Firearms]: +2
[Any Repair]: +2
[Any skill]: +2
[Any skill]: +2
Intimidate: +3
[Any Other Check]: +3
Surgical: +3
[Any Close Quarter Combat]: +3
Crossbow or Shotgun: +2
Repair - Blades: +2
[Any skill]: +2
[Any skill]: +2
Hypnosis: +3
Dark Sight: +3
Swimming: +3
Psychology: +3
Instrument or Singing: +2
Stealth: +2
[Any skill]: +2
[Any skill]: +2