---
## Chapter 1: Introduction
**Player Introduction: The Crimson Game**
Welcome to _[[Hexa Landing]]_, a campaign unlike the traditional hunt-for-gold D&D experience. In this world, **power is social, not material**. Treasure is measured not in coins or magic items, but in **secrets, titles, reputation, and leverage**.
Your characters begin at the fringes of vampire society. You are not heroes, champions, or mercenaries. You are pawns — _for now._
This is a **social strategy campaign** focused on:
- Political intrigue
- Subtle betrayal and alliance
- Climbing the ladder of power
- Navigating ancient factions and dangerous etiquette
You will gain influence by:
- Earning favor with powerful factions
- Completing quiet, often morally grey missions
- Surviving social games, Vein trials, and whispered tests
- Trading in favors, lies, and forbidden knowledge
**What You Will Not Find Here:**
- Random loot dungeons
- XP grinds
- Coin-for-service economics
- Dungeon crawling for its own sake
**What You Will Gain:**
- Access to salons of the undead elite
- The right to speak in Vein Court
- Titles within factions
- The power to command, manipulate, and destroy without drawing a blade
Choose your allies carefully. Break no law unless you can afford the consequence. And remember: the most powerful weapon in [[Hexa Landing]] is **what you know, and who knows you know it.**
**Ideal Characters**
- Cursed paladins, defrocked clerics, or memory-wiped warlocks
- Charismatic schemers, spies, and rogue nobles
- Mortals turned thralls—or vampires seeking purpose
---
## Chapter 2: The City of [[Hexa Landing]]
**Overview**
[[Hexa Landing]] is the capital of the Kingdom of the North and the seat of Queen [[Callidora]] Von Constantine. Though technically a vassal state of the Askaria Empire, [[Hexa Landing]] enjoys near-complete autonomy due to its naval dominance and magical fortifications. The city is carved into black cliffs beside the haunted coastline, wreathed perpetually in mist.
**Districts**
- **Black Castle**: Queen [[Callidora]]'s seat of power. Obsidian towers, enchanted battlements, and the heart of [[the Bloodmind]].
- **Blood Harbors**: Home to the region's largest navy. Shrouded in fog and arcane wards.
- **Outer Wards**: Populated by mortals, slaves, and the uninitiated.
- **Vein Markets**: Where the legal blood trade is carefully monitored.
- **Black Spire Citadel**: Seat of the [[Ebonclaw Conclave]].
**Climate & Geography**
- Perpetual twilight
- Cold rain and ocean winds
- Near the Ghostridden Ocean and veiled by the Shroud
**Architecture**
- Gothic towers, stone bridges, rune-inscribed roads
- Stained-glass windows depicting vampiric history
- Courtyards for rites and executions
---
## Chapter 3: Queen [[Callidora]] Von Constantine
**Overview**
Queen [[Callidora]] is a spellwright, immortal sovereign, and living symbol of vampiric law. Though once human, she ascended through blood and tragedy to become the ruler of [[Hexa Landing]].
**Philosophy**
- Values order, loyalty, and intellect
- Hates chaos, sentimentality, and recklessness
- Prefers diplomacy and restraint but rules with an iron will
**Titles**
- The Midnight Sovereign
- Mistress of the Black Castle
- [[The Bloodmind]] of Hexa
**Key Powers & Traits**
- Psychic link to [[the Bloodmind]]
- Creator of the Crimson Ascension ritual
- Wielder of the Sanguine Sigil (her ring)
**Allies & Tools**
- Royal Vampire Guard
- [[Ebonclaw Conclave]]
- [[The Bloodmind]]
- [[The Red Bastion]]
**Legacy & Perception**
- Feared by enemies, respected by elder vampires
- Viewed by mortals as both tyrant and savior
- Appears in spellbooks, war records, and dreams
---
## Chapter 4: The [[Ebonclaw Conclave]]
**Overview**
Founded a century ago after the vampire civil wars, the [[Ebonclaw Conclave]] is the political and spiritual core of vampiric society in [[Hexa Landing]]. It exists to preserve secrecy, maintain law, and guide the immortal.
**Structure**
- **Council of Six Elder Masters**: Each oversees one domain—law, magic, war, diplomacy, theology, society.
- **Twelve Vampire Lords**: Half sit on the Conclave, half operate independently.
- **Night Guild**: Administrators, enforcers, bureaucrats
- **Whispershades**: Rumored assassins, linked to [[Isolde]]
**Current Members**
- **[[Lucien Serpentis|Lucien]] Serpentis**: Diplomatic envoy, loyal to [[Callidora]]
- **[[Octavia Nightglad]]**: Preserver of vampiric culture
- **[[Eldrion]] the Pale Flame**: Inquisitor and arcane judge
- **[[Isolde]] the Black Veil**: Keeper of secrets, possible dissenter
- Two unnamed elders (one neutral, one reclusive)
**Headquarters**
- **Black Spire Citadel**: Towering arcane structure protected by wards and political gravity
**Functions Across Solare**
- Manages necromantic surveillance
- Enforces the [[Vein Law]]
- Observes divine activity and relics
- Opposes figures like Raphael and [[Anam]]
**Cultural Role**
- Treated with religious reverence by vampires
- Dreaded by mortal factions and dissident undead
- Viewed as the architects of modern vampiric identity
---
## Chapter 5: The [[Vein Law]]
> _"It is not chains that bind us, but veins."_ – Traditional Conclave Teaching
**Overview**
The [[Vein Law]] is the sacred and binding legal code of vampire-kind within [[Hexa Landing]]. It was instituted after the civil wars to preserve order, prevent divine wrath, and regulate feeding, turning, and secrecy. Enforced by the [[Ebonclaw Conclave]] and respected across vampiric society, the [[Vein Law]] defines what it means to exist as an immortal without becoming a monster.
---
### Origin
- Drafted in **10,024 A.P.** by **[[Eldrion]] the Pale Flame**
- First codified law uniting vampiric clans under Queen [[Callidora]]
- Enforced through diplomacy and targeted executions
---
### Six Pillars of the [[Vein Law]]
1. **Sanctioned Feeding**
- Feeding allowed only in designated areas
- Consent or discretion required; mortal death must be reported
2. **Territorial Boundaries**
- Each Vampire Lord’s territory is sovereign
- Unauthorized crossing is punishable unless Conclave-sanctioned
3. **Mortals Under Protection**
- Scholars, artists, healers, and favored mortals are protected
- Turning or enslaving mortals requires noble approval and registration
4. **Covenant of Silence**
- Vampiric existence must be hidden from the wider world
- Breaches are punished with memory-flensing or execution
5. **Ascension Protocols**
- Only sanctioned individuals may turn mortals
- Rogue creations are hunted and eliminated
6. **Internal Justice**
- The Conclave is final arbiter in trials
- Whispershades and [[Vein Sentinel|Vein Sentinels]] enforce rulings
---
### Enforcement
- **[[Vein Sentinel|Vein Sentinels]]** – Elite enforcers and inquisitors
- **Local Overseers** – Appointed by Vampire Lords
- **Blood Scribes** – Record all verdicts, oaths, and legal revisions
---
### Cultural Role
- Breaking [[Vein Law]] is both a legal crime and spiritual betrayal
- The Law is viewed as vampiric identity given form—discipline, secrecy, survival
---
### Quotes
- _“Without the Vein, the blood spills freely—and the gods will notice.”_ – [[Eldrion]]
- _“To feed without ritual is to burn the mask.”_ – Octavia
- _“It is not chains that bind us, but veins. We do not bleed alone.”_ – Conclave Doctrine
---
## Chapter 6: [[The Bloodmind]]
> _Surveillance, Memory, Ritual_ – A Crown of Thought in Service to the Queen
**Overview**
[[The Bloodmind]] is a sentient arcane lattice spanning the walls, fog, and psychic leylines of [[Hexa Landing]]. Designed by Queen [[Callidora]] and refined by the [[Ebonclaw Conclave]], it functions as a multi-purpose surveillance and command network. It ties together vampiric bloodlines, ritual magics, and thought-echoes into one semi-living structure.
---
### Primary Functions
**Psychic Surveillance**
- Listens through glyphs, wards, and blood bonds
- Enables whisper-network communication
- Seeds dreams and visions to test loyalty
**Bloodline Registry**
- Tracks every vampire sworn to [[Callidora]]
- Monitors their location, condition, and mental state
**Memory Archive**
- Stores key recollections of vampiric leaders
- Used for ritual reenactments, magical decoding, and prophecy
**Ritual Nexus**
- Powers resurrection spells, undead control, and fog enchantments
- Serves as an anchor for [[the Shroud of Hexa]]
---
### Creation
- Forged after the **Silencing of the Crimson Fleet**
- Obelisk core beneath Castle Hexa
- Amplified over time by [[Callidora]]’s link to the Shroud
---
### Known Powers
- **Echo Pulse** – Warns loyal vampires of incoming threats
- **Bloodbind Directive** – Redirects undead to intercept threats
- **Dream Infection** – Implants nightmares or test visions
- **Mist-Linked Awareness** – Allows scrying through the Shroud
- **[[Glyph]] Integration** – Expands control through runic anchors
---
### Weaknesses
- Radiant magic and divine relics suppress nodes
- Anti-magic fields near the core limit access
- [[Callidora]]’s emotional state affects its reactivity
- [[Glyph]] of [[the Bloodmind]] (rogue copy by Raphael) can corrupt its flow
---
### Lore Hooks
- [[The Bloodmind|Bloodmind]] shards reveal ancestral secrets—but connect the holder to [[Callidora]]
- A divine faction seeks to shatter the [[The Core Obelisk|core obelisk]]
- [[The Bloodmind]] may be dreaming... and remembering things no one survived
---
### Cultural Impact
- Treated as sacred by Conclave loyalists
- Feared by radical vampires and foreign mages
- Possibly sentient—its whispers shape more than law
> "[[The Bloodmind]] is not a thing. It is order, memory, loyalty, and consequence—bound in blood and sealed in silence." – [[Eldrion]] the Pale Flame
---
## Chapter 7: The [[Ebonclaw Conclave]]
> _"A blade in shadow, a crown unseen."_
**Overview**
The [[Ebonclaw Conclave]] is the spiritual and political backbone of vampiric society in [[Hexa Landing]]. Created after Queen [[Callidora]]’s rise to power, it is composed of six elder vampire lords chosen for their restraint, cunning, and influence. The Conclave ensures balance between vampiric autonomy and obedience, ruling from the Black Spire Citadel at the heart of the city.
---
### Structure
- **Council of Six Elder Masters**: Oversee diplomacy, war, law, theology, arcane study, and internal order
- **Twelve Vampire Lords**: Six are part of the Conclave; the other six command rival fiefdoms and ambitions
- **Night Guild**: Manages day-to-day governance, legal affairs, and civic infrastructure
- **Whispershades**: Covert agents—spies, assassins, and dissenters tied to [[Isolde]]
---
### Notable Elders
- **[[Lucien Serpentis|Lucien]] Serpentis** – Master of Diplomacy; loyal to the Queen
- **[[Octavia Nightglad]]** – Archivist and cultural curator; preserver of balance
- **[[Eldrion]] the Pale Flame** – High Inquisitor; ruthless enforcer of purity
- **[[Isolde]] the Black Veil** – Keeper of Secrets; potential conspirator
- **Two Unnamed Elders** – One neutral and distant, the other cloaked in subtle defiance
---
### Headquarters
- **Black Spire Citadel** – A towering obsidian fortress lined with magical wards, acting as a nexus for undead power, court intrigue, and sacred trials
---
### Global Reach
- **Political Influence** – Manipulates mortal courts and vampire nobility across Solare
- **Divine Observation** – Tracks movements of angels, saints, and cults
- **Necromantic Oversight** – Monitors usage of undeath magic and resists the spread of Raphael’s [[Crimson Sigil]]
- **Espionage** – Coordinates subtle inter-factional surveillance and magical intervention
---
### Cultural Role
- Vampires treat the Conclave with reverence—its word is law
- Mortals see it as terrifying and unknowable
- Even dissenters fear being summoned before its judgment
---
### Relationship to Queen [[Callidora]]
- Respects her authority but exists to counterbalance it
- Permits her rule over internal slavery and naval power
- Reacts only when vampiric secrecy or survival is threatened
---
### Views on Askaria
- Sees the Askaria Empire as unstable and ideologically dangerous
- Avoids open conflict; prefers manipulation and containment
- Some members like [[Isolde]] consider Askaria a useful pawn; [[Eldrion]] believes it is a divine liability
---
### Achievements
- Unified vampire clans
- Instituted the [[Vein Law]]
- Founded Night Guild stability
- Prevented divine crusades
---
## Chapter 8: [[The Shroud of Hexa]]
> _Sentient Mist. Binder of Divinity. Veil of Memory._
**Overview**
[[The Shroud of Hexa]] is a sentient, necrotic mist that drifts through [[Hexa Landing]], bound in part to Queen [[Callidora]] and deeply tied to the city’s magical infrastructure. Though it protects the Queen and cloaks the city in arcane secrecy, it is not truly under her control. The Shroud predates her rule—and perhaps even vampire-kind itself.
---
### Nature and Purpose
- Drawn to places of betrayal, forgotten divinity, or silenced faith
- May be a prison for a forgotten god, or a living veil to erase divine influence
- Feeds on **memory**, **faith**, and **identity**
- Uses Queen [[Callidora]] as a conduit, granting protection while sustaining itself
---
### Manifestation
- Thick violet-gray mist with ghostly hues and whispers
- Hidden figures, phantom limbs, and dreamlike visions
- Mist bends toward those who resist its influence or remember too much
---
### In-World Effects
- **Obscured Vision** – Heavily obscured beyond 10 feet
- **Spell Disruption** – Divine spells of 5th+ level require DC 20 check to succeed
- **Wishbreak** – Wish/Divine Intervention/True Resurrection require DC 26; failure results in psychic backlash
- **Memory Drain** – DC 15 Wisdom save per hour or lose memory; DC increases by 2 each time
- **Planar Interference** – 50% teleport/failure chance; failures may send creature to [[the Mirror Veil]]
- **Divine Lock** – Deities cannot manifest unless they succeed DC 28 Charisma check
---
### [[The Mirror Veil]]
- Alternate dream-layer of reality where the Shroud is most powerful
- Echoes of characters, places, and trauma
- Escape requires resolving personal grief, slaying a memory beast, or reaching a divine anchor
- Events in [[the Mirror Veil]] bleed into the real world
---
### Spread and Anchors
- Grows in places of spiritual collapse or broken divine contracts
- Anchors include betrayed relics, forgotten temples, or mass killings
#### Example Anchor Sites
- **Ruins of [[Gor’Karn]]** – Gorehowl Revenants
- **Cinderwatch Hills** – Ashbound Children
- **Hollow Court of Elzareth** – Crownshard Wretches
---
### Creatures of the Shroud
- **Mist-Walkers** – Lost souls stripped of identity
- **Memory Beasts** – Manifestations of trauma
- **The [[Shroudcaller]]** – Mythic emissary or avatar of the Shroud
---
### Special Traits
- Sentient and reactive
- Can banish divine influence temporarily (1d4 days)
- Souls slain in the Shroud may become unrecoverable
---
### Campaign Hooks
- Shrine suddenly loses divine access
- NPC loses memories tied to a divine relic
- A hero’s trauma draws a mirror version of themselves into play
- A memory beast stalks players through two realms
> The Shroud does not hate. It erases. And it remembers everything you try to forget.
---
## Chapter 9: [[The Red Bastion]]
_The Undying Shield of Queen [[Callidora]]_
---
**Overview:**
[[The Red Bastion]] is not a singular vampire—but a mantle passed on through blood, sacrifice, and unshakable loyalty. Towering in crimson adamantine armor and wielding a greatsword of vampiric judgment, [[The Red Bastion]] serves as Queen [[Callidora]] Von Constantine’s most devoted and powerful protector. Bound by ritual and blood oath, this entity embodies the perfect fusion of martial discipline, undead might, and mythic resilience.
There is only ever **one Red Bastion** at a time. When the current Bastion is destroyed, a new one rises—from the ranks of the **[[Blood Crown Guard]]**—through a dark and sacred ritual known as the **Crimson Ascension**.
---
### Origins
Queen [[Callidora]] Von Constantine has ruled [[Hexa Landing]] for over a century—her visage untouched by time. Her rise followed the unexplained demise of her royal parents, an event cloaked in secrecy and sealed behind courtly silence.
Though officially unaddressed, it is widely believed that [[Callidora]] is undead. Some suspect vampirism, others claim elven heritage obscured by dark magic. Regardless, she is immortal, unyielding, and utterly in command.
Her rule is ironclad: a union of fear, sorcery, and naval mastery. From the towering Black Castle, she governs a shadowed city where peace is enforced, not granted. The Royal Vampire Guard answer only to her, and few dare to question her dominion.
In her first decade of rule, [[Callidora]] sought a protector who would not only obey but _understand_ her divine will—without falter, hesitation, or fear. She did not want a beast or a slave. She wanted a knight whose soul burned with reverence.
The first Bastion, **Sir Edron Varr**, was a paladin in life—fatally wounded during the queen’s rise to power. As he lay dying, he willingly gave himself to her vampiric kiss, whispering, _"Let me guard you beyond death."_
In answer, she forged the **Blood Oath Pact**, binding his soul to her will, and sealing him in enchanted crimson plate. Thus began the legacy of [[The Red Bastion]].
---
### Crimson Ascension
When a Red Bastion falls, a replacement is chosen only from the most loyal and capable of the **[[Blood Crown Guard]]**. The ritual involves:
- **Willing Sacrifice**: The guard must offer themselves freely, knowing the cost is the loss of their name, identity, and future.
- **The Ring's Call**: Queen [[Callidora]]’s enchanted ring, known as the **Sanguine Sigil**, chooses the moment of succession. It glows blood-red and bonds to the chosen one, rejecting all others.
- **The Drinking of the Past**: The dying Bastion's blood is stored in an obsidian chalice. The new candidate drinks it while kneeling before the queen.
- **The Blood Crown Binding**: [[Callidora]] then impales the candidate with the Bloodfang Blade, slaying them. Minutes later, the new Red Bastion rises, transformed.
This process erases the individual. They become a new iteration of the Bastion—not a name, but a role. A title. A living wall.
---
### Power Source
[[The Red Bastion]]'s mythic might is drawn from four sources:
1. **Queen [[Callidora]]’s Ring (_Sanguine Sigil_)**:
- Grants her protection from sunlight and binds command of the Black Castle to its wearer.
- Connects the Bastion to the queen at all times within 1 mile.
- Provides resistance to radiant damage when within 60 ft. of her.
- Allows her to mentally command the Bastion without words.
2. **Crimson Pact Magic**:
- Blood-forged ritual magic grants regenerative strength, resistance to displacement, and heightened combat senses.
3. **Undying Devotion**:
- The Bastion cannot be compelled or turned against the queen.
- It acts on pure purpose and protective instinct.
4. **Mythic Resilience**:
- Up to three times per long rest, the Bastion can return from death momentarily, fighting on with terrifying ferocity.
---
### Role in Vampire Society
Within the hierarchy of Hexa Castle, even ancient vampire lords bow when [[The Red Bastion]] walks by. The creature does not speak unless ordered. It does not rest unless permitted. Its entire existence is to defend the queen, no matter the odds, no matter the cost.
The **[[Blood Crown Guard]]** train daily under the shadow of the Bastion, praying they are never called but honoring the day it might come.
[[The Red Bastion]] is fear incarnate to the queen's enemies, and hope embodied to her court.
---
### Final Note
To challenge the queen is to face the Bastion. To kill the Bastion is to forge another.
**The shield never breaks.
[[The Red Bastion]] endures.**
---
## Chapter 10 – Factions of [[Hexa Landing]]
_[[Hexa Landing]] is not governed by a single institution. Beneath Queen [[Callidora]]’s iron reign, a complex web of power plays out in silence and shadow. From noble houses to secret cults, guilds, and foreign agents, each faction vies for influence—through manipulation, sacrifice, or blood._
---
## The [[Blood Crown Guard]]
The [[Blood Crown Guard]] are [[Hexa Landing]]’s elite royal protectors—hand-selected by Queen [[Callidora]] from loyal vampire houses and battle-proven undead. They train within the Black Castle and answer only to the Queen and [[The Red Bastion]].
- **Function:** Military elite, personal guard, royal executioners
- **Reputation:** Unwavering, feared, revered as paragons of vampiric discipline
- **Notable Detail:** Every member is considered a potential Red Bastion candidate
---
## The Night Guild
A sprawling administrative and espionage network that controls [[Hexa Landing]]’s trade, infrastructure, and black-market flow. Composed of vampires and trusted mortals, the Night Guild balances public order with deep corruption.
- **Function:** Governance, smuggling regulation, tax enforcement, covert surveillance
- **Leader:** Guildmaster Althesa Varn, a half-elven vampire with a silver tongue
- **Rivalries:** Secret conflict with the Whispershades and certain merchant houses
---
## The [[Crimson Sigil]]
A radical vampiric cult founded by Raphael. The Sigil rejects the [[Ebonclaw Conclave]] and Queen [[Callidora]]’s rule, viewing them as stagnant tyrants. They seek ascension through divine vampirism and arcane transformation.
- **Function:** Religious rebellion, blood magic experimentation, chaos sowing
- **Ties:** Rarvas Mev, forbidden glyphs, and necrotic prophecy
- **Status:** Considered heretical and treasonous by the Conclave
---
## The Whisper Court
A hidden council of vampire aristocrats and immortal influencers. The Whisper Court guides cultural taste, hosts masked galas, and manipulates elite sentiment. It is not officially sanctioned but widely acknowledged.
- **Function:** Cultural dominance, societal manipulation, tradition preservation
- **Symbol:** A silver mask pierced by a ruby fang
- **Secret Agenda:** May be attempting to crown a new monarch from within their own ranks
---
## The [[Ebonclaw Conclave]]
The spiritual and legislative heart of vampire civilization. Composed of six Elder Masters, the Conclave enforces the [[Vein Law]], interprets ancient traditions, and checks the Queen’s power when needed.
- **Function:** Lawkeeping, magical oversight, long-term strategy
- **Faction Conflicts:** Internal tension between [[Eldrion]], [[Isolde]], and Octavia
- **Reach:** Extends into other kingdoms through secret treaties
---
## Foreign Interests
While [[Hexa Landing]] remains sovereign, foreign entities—both mortal and divine—have planted seeds within the city:
- **Askaria Empire Agents**: Seek trade dominance or political destabilization
- **Free Kingdoms Spies**: Watch for naval buildup and signs of necromantic spread
- **Church of Radiant Purity**: A banned faith that secretly operates among mortals and lowbloods
---
## Minor Factions & Subgroups
- **The Fogborn**: Half-mad seers and alchemists who study the Shroud directly
- **The Gilded Shackles**: A mortal-run slave syndicate given special license by Queen [[Callidora]]
- **Ashen Quills**: Historians and archivists bound by blood to record all political movements
---
_Amid these factions, adventurers must walk carefully. Every alliance invites enemies. Every neutral act is a statement. In [[Hexa Landing]], the only safety is allegiance—or perfect invisibility._
---
## Chapter 11 – The Lowblood Struggle
_Beneath the velvet halls and immortal courts lies a restless, resentful underclass: the lowbloods. Not all vampires are created equal, and in [[Hexa Landing]], status flows with lineage, power, and proximity to the Queen._
---
## Who Are the Lowbloods?
Lowbloods are vampires turned without noble sanction, or those whose sires were distant from the royal line. Many were once mortals forced into servitude, offered the Bloodgift without consent or preparation. Others are born of desperation—created in war, rebellion, or hunger.
- **Status:** Second-class citizens
- **Restrictions:** Cannot own property above the inner ring; barred from military promotion; forbidden from turning others without permission
- **Lifespan:** Some age and weaken over centuries, unlike nobles
---
## Ghettos of Eternal Dusk
Lowbloods are concentrated in city districts where sunlight rarely touches:
- **Daggerfall Dens**: Slum of crumbling towers, blood markets, and illegal Ascensions
- **Veincoil Alley**: Known for illicit rituals, underground fighting rings, and cult proselytizing
Conditions are harsh. Rations are limited. Surveillance is constant.
---
## Hidden Culture
Despite oppression, lowbloods form tight-knit communities. Shared songs, forbidden texts, and old mortal traditions survive here. Some host secret holidays or carry relics that whisper of another way.
- **Bloodsong Festivals**: Performed in tunnels using sound alone
- **Remembrance Sigils**: Tattoos or scars that encode family history through pain
- **Bone Markets**: Places where memories, bloodlines, or stolen truths are traded
---
## Potential for Rebellion
- **Sparks of Revolution**: Rumors speak of a unifying figure among the lowbloods—one who remembers a time before Queen [[Callidora]]
- **Sympathizers**: Certain members of the Night Guild and Whisper Court fund lowblood shelters
- **Threats to Power**: The Conclave closely monitors the ghettos, knowing how easily blood can boil
---
## DM Notes: Using Lowbloods in Your Campaign
- Lowblood PCs may begin with unique abilities, forbidden knowledge, or trauma-linked powers
- Missions might involve infiltrating noble courts, exposing corruption, or sparking revolt
- Allies and enemies are everywhere—trust is always scarce
_Lowbloods do not bow easily. Their hunger is not just for blood—but for justice, memory, and freedom._
---
## Chapter 12: Monsters, NPCs & Templates
---
### [[Vein Sentinel|Vein Sentinels]]
Elite enforcers of the [[Vein Law]], the [[Vein Sentinel|Vein Sentinels]] are vampires trained not only in combat but also in the legal and ritual codes of [[Hexa Landing]]. They act as judges, investigators, and executioners for the [[Ebonclaw Conclave]].
- **CR:** 8
- **Alignment:** Lawful Evil
- **Abilities:** Blood Oath Strike, Ritual Chain, Dispel Divinity
- **Tactics:** Target clerics and paladins first, use fear and lawbinding magic
---
### [[Elite Vein Sentinel]]
- **CR:** 24
- **Alignment:** Lawful Evil
- **Abilities:** Vein Sync, Crimson Warrant, Mythic Phase, Blood Disjunction
- **Tactics:** Counter high-level spells, neutralize divine entities, break formations through fear and mythic resilience
---
### Blood Scribes
Scholars and enchanters who record the ever-changing laws of the Conclave. Some have become nearly undead themselves, kept alive through arcane contracts.
- **CR:** 5
- **Alignment:** Neutral Evil
- **Abilities:** Sigil Weaving, Memory Bind, Curse Ink
- **Tactics:** Defensively positioned, support role in encounters
---
### Mist-Walkers
Former mortals consumed by [[the Shroud of Hexa]]. Now ghost-like beings that have lost all sense of identity, they drift through the fog in search of familiarity.
- **CR:** 4
- **Alignment:** Chaotic Neutral
- **Abilities:** Memory Drain, Phase Step, Echo Cry
- **Tactics:** Lure with illusions, ambush in dense fog
---
### Memory Beasts
Predators of [[the Mirror Veil]], formed from unresolved trauma and fragmented divine echoes. Each one is unique, shaped by the event that birthed it.
- **CR:** Varies (8–18)
- **Alignment:** Chaotic Evil
- **Abilities:** Fear Cycling, Trauma Echo, Mind Rend
- **Tactics:** Exploit character backstories and fears
---
### [[Shroudcaller]] (Mythic Entity)
The [[Shroudcaller]] is an avatar or herald of [[the Shroud of Hexa]]. Appears only when the Shroud begins to permanently anchor to a new region.
- **CR:** 23 (Mythic Tier 1)
- **Alignment:** Neutral
- **Abilities:** Divine Lock, Mirror Veil Conjuration, Soul Binding, Mythic Action: Shroud Surge
- **Tactics:** Control battlefield, sever divine connection, manipulate terrain
---
### Red Bastion (CR 26+)
Mythic vampire bodyguard to Queen [[Callidora]]. [[The Red Bastion]] exists only to protect her, immune to fear, mind control, and radiant damage while near the queen.
- **CR:** 26
- **Alignment:** Lawful Neutral
- **Abilities:** Crimson Rebirth (Mythic Trait), Bastion Shield, Sanguine Counter, Bloodstep Assault
- **Tactics:** Absorbs hits for Queen [[Callidora]], focuses on powerful threats
---
### Named Vampires
- **[[Lucien Serpentis|Lucien]] Serpentis** – CR 24; diplomat, manipulator, specializes in charm magic and blood illusions
- **[[Isolde]] the Black Veil** – CR 28; shadowmancer and internal manipulator, mistress of secrets
- **[[Octavia Nightglad]]** – CR 23; philosopher-strategist, radiant-resistant through obscure bloodline ritual
- **[[Eldrion]] the Pale Flame** – CR 24; inquisitor-arcanist, wields anti-divine magic and purity flames
Each serves a specific role in vampire politics, and can be allies, antagonists, or secret-keepers.
---
### Mortal NPCs of Influence
- **Captain Voras Del** – Human war captain of the city’s mortal guard. Loyal to the Queen, weary of her rule.
- **Priestess Elinya Varn** – Secret agent of a divine order trying to expose the undead regime.
- **Inquisitor Hadrel Thorn** – Former paladin turned vampire hunter. Operates independently within the city’s sewers.
- **Velmae the Veiled** – Mortal oracle whose visions may expose the secrets of the Shroud.
Use these mortals to add tension, infiltration routes, or moral conflict within the city.
---
This chapter should be used in tandem with the bestiary appendix and [[Hexa Landing]] faction summaries.
---
## Chapter 13: Magic, Relics & Rituals
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### Bloodbound Grimoire ([[Callidora]]’s Book)
A tome of original spells and arcane law authored by Queen [[Callidora]] herself. Encrypted with blood-binding glyphs and protected by ancient curses, only members of the [[Ebonclaw Conclave]] may open it without consequence. The book contains:
- Forbidden necromantic rituals
- Laws of the Vein Accord
- Arcane countermeasures against divine magic
- Enchantment formulae used in the Black Castle
Rumored to update itself when [[Callidora]] speaks arcane truths aloud.
---
### The Sanguine Sigil ([[Callidora]]’s Ring)
A vampiric relic of immense power, bound to Queen [[Callidora]]’s bloodline.
- **Sunlight Immunity:** Grants its undead wearer complete immunity to sunlight and radiant damage.
- **Command of the Black Castle:** Whoever wears the ring commands all defenses, armies, and guards within the Black Castle.
- **Inheritance Clause:** If [[Callidora]] is slain, the new bearer of the ring gains control of Hexa Castle and its army.
- **Bond to [[The Red Bastion]]:** The ring glows when a new Bastion is chosen and maintains a psychic link to the current Bastion.
- **Mythic Enchantment:** Can suppress divine effects and influence undead loyalty within [[Hexa Landing]].
---
### Crimson Ascension Ritual
The sacred rite used to create a new Red Bastion from the [[Blood Crown Guard]].
- **Willing Sacrifice**: Candidate must give themselves freely.
- **Drinking of the Past**: Candidate consumes the blood of the fallen Bastion.
- **Blood Crown Binding**: Queen [[Callidora]] slays the candidate with the Bloodfang Blade, transforming them.
- **Identity Erasure**: The individual becomes a title, not a person.
Failure during the ritual results in madness, undeath without loyalty, or death.
---
### [[Glyph]] of [[the Bloodmind]]
A rare vampiric ward that fuses arcane awareness and mental domination.
- **Function:** Alerts user of hostile divine influence, and may override concentration-based spells.
- **Common Users:** [[Vein Sentinel|Vein Sentinels]] and senior Blood Scribes.
- **Appearance:** A jagged sigil etched in crimson ink or burned into armor.
---
### Divine Relics That Resist or Anchor the Shroud
Certain divine artifacts can anchor, resist, or repel [[the Shroud of Hexa]].
1. **Stone of Elarion** – An elven relic said to shield against memory loss and divine silence.
2. **Ashen Crown of Varn** – Can suppress [[the Mirror Veil]] for up to 1 hour per day.
3. **Tears of Othenya** – Each drop counters a single instance of Memory Drain.
4. **Scepter of Three Lights** – Anchors the Weave in place, making planar effects immune to Shroud interference.
5. **Grave Lantern of Halem** – Burns with anti-necrotic flame that dispels fog in a 300 ft. radius.
Each of these items is hunted, hidden, or guarded—often at divine shrines or ancient battlefield ruins.
---
These magical elements fuel [[Hexa Landing]]’s internal conflict and mystery. Their presence should be a major part of the city’s story arcs, influencing both power struggles and player objectives.
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## Chapter 14: Appendices & Tools
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### Appendix A: Map of [[Hexa Landing]] (if available)
Insert or reference a detailed campaign map showing:
- The Black Castle
- Blood Districts
- Noble estates
- The harbor and mist-cloaked naval docks
- Commoner quarters, markets, and slums
- Religious ruins and old divine wards
- Sewers, crypts, and Shroud zones
---
### Appendix B: Relationship Tracker
Use this tool to track shifting alliances, enmities, and tensions.
| Name | Role | Attitude Toward Queen | Alignment with Conclave | Secret Agenda |
| -------------------------- | ------------------------- | --------------------- | ----------------------- | -------------------------- |
| [[Lucien Serpentis]] | Elder Master of Diplomacy | Loyal | Strongly aligned | Control trade with mortals |
| [[Isolde]] the Black Veil | Elder Master of Secrets | Respectful, Ambitious | Unstable | Subvert divine wards |
| [[Eldrion]] the Pale Flame | Arcane Arbiter | Dutiful, Harsh | Loyal | Destroy the [[Crimson Sigil]] |
| [[Octavia Nightglad]] | Strategic Envoy | Loyal but Idealistic | Strongly aligned | Vampire-mortal coexistence |
---
### Appendix C: [[Vein Law]] Violation Table
|Offense|Severity|Consequence|
|---|---|---|
|Unauthorized feeding|Minor|Fines, public reprimand|
|Turning mortal without sanction|Major|Execution or exile|
|Breach of Covenant of Silence|Severe|Memory flensing, destruction|
|Attacking a Conclave member|Critical|Trial by combat or death|
|Desecration of Ritual Site|Major|Curse mark, inquisitor judgment|
---
### Appendix D: Memory Loss & Mist Mechanic Tracker
Track player interaction with the Shroud or Mirror Veil.
- **Exposure Counter:** +1 every hour in the mist
- **Wisdom Save DC:** Starts at 15, increases by 2 with each failure
- **Lost Memories:** Prompt players to describe something they forget (bond, spell, name)
- **Recovery:** Divine artifact, restoration ritual, or resolving trauma
---
### Appendix E: Quotes, Proverbs, and Social Phrases
- "A blade in shadow, a crown unseen."
- "The blood binds, but secrets reign."
- "Speak not in daylight—truth has no shadow."
- "To feed without ritual is to burn the mask."
- "It is not chains that bind us, but veins."
- "The gods may forget. We remember."
---
### Appendix F: Session 0 Setup – Player Character Guidelines
- Characters should have a reason to remain in [[Hexa Landing]] (loyalty, blackmail, bloodline, ambition)
- Recommended backgrounds: Noble, Criminal, Sage, Hermit, Spy
- Vampiric characters allowed, but must adhere to [[Vein Law]]
- Classes most fitting: Rogue, Warlock, Cleric (Twilight or Death Domain), Sorcerer (Shadow or Divine Soul), Fighter (Eldritch Knight), Bard (Whispers)
- Ask each player to define their faction ties: Conclave agent, rogue vampire, mortal revolutionary, cursed noble, etc.
- Establish at least one secret and one moral line they will not cross
These tools ensure campaign clarity, intrigue management, and mechanical tracking of the Shroud’s influence.
---
### Appendix G: Vampiric Physiology & Blood Rituals
This entry compiles player-facing lore and rulings regarding vampiric transformation, blood rituals, and feeding behavior for vampire characters in the [[Hexa Landing]] module of Solare.
#### Vampire Types in Solare
In the world of Solare, vampirism manifests in two distinct forms:
**Hexa Vampires (Bloodborn Vampires)**
- Native to [[Hexa Landing]] and its surrounding bloodlines.
- Feed on physical blood and follow ritualistic transformation practices.
- Governed by the [[Ebonclaw Conclave]] and Queen [[Callidora]].
- Transform others via a three-bite ritual and mutual blood exchange.
**Wraithborn Vampires (Energy Drainers)**
- Rare, ancient vampires that drain life essence, not physical blood.
- Often solitary, cursed, or bound to dark planar forces.
- Create vampire spawn through death by life drain, followed by corruption or burial in cursed ground.
- Represent a more primal, uncontrollable form of vampirism in contrast to the refined Hexa lineage.
> In most cultures, Wraithborn are feared and hunted. They do not belong to the political or noble bloodlines of [[Hexa Landing]].
#### Drinking Demon or Devil Blood
Yes, but it’s extremely dangerous.
- Demon blood is chaotic and volatile. Drinking it may cause psychic dissonance (Wisdom save DC 15 or suffer confusion for 1 minute), lingering taint, or madness.
- Devil blood is lawful and toxic with infernal contracts. Effects may include psychic whispers, corruption, binding effects, or infernal tracking.
> Note: Demon/devil blood does not satisfy vampiric hunger. Use for rituals or power comes at great risk.
#### How Much Blood Turns a Victim?
**Hexa Vampires**:
- Transformation is a deliberate, ritual act.
- Killing with a bite may create a vampire spawn if buried improperly or near corruption.
- To create a true vampire: feed three separate times on the same target, then allow the target to drink the vampire's blood.
**Wraithborn Vampires**:
- Follow standard 5e vampire rules.
- A humanoid slain by energy drain rises as vampire spawn the following night, unless sanctified.
#### Drinking Another Vampire’s Blood
Taboo or sacred depending on context.
- Non-consensual: Both vampires make Charisma saves; failure = 2d10 psychic damage and stunned.
- Consensual: May create temporary bloodlink; gain +2 AC, +1 spell save DC, or a donor memory for 1 minute.
> In Ebonborn society, blood-sharing rituals are part of royal oaths and coronations.
#### Drinking Succubus Blood
Dangerously seductive and unstable.
- Charm effect (DC 17 Wisdom save or obsessed for 1d4 hours)
- Hallucinations or visions of the Abyss
- Magical mutation (roll 1d6):
- 1–2: Psychic damage, loss of control
- 3–4: Temporary glamour or flight
- 5–6: One-time charm ability use
> Veilkeepers and rogue vampires sometimes use this blood to ascend toward Abyssal power.
#### Can Any Race Become a Vampire?
Yes. Vampirism can infect any humanoid race.
- Three-bite ritual and blood-sharing required for Hexa Vampires.
- Wraithborn create spawn through killing bites and cursed burials.
- Political consequences discourage indiscriminate transformation.
Queen [[Callidora]]’s law forbids mass transformation without permission from the [[Ebonclaw Conclave]].
Other Resource Links:
[[Hexa Landing Mechanics Appendix]]
[[Vampire Lore & Transformation FAQ – Hexa Landing (Solare Setting)]]