CHIROMAR

Species of Solan

Featured Archetypes

A dark background with a golden, ornate, symmetrical emblem in the center, resembling a stylized sword or dagger with pointed tips and curved elements.

Semivivus Chiromar

Semivivus Chiromar are half-human, half-vampire outcasts who retain mortal emotion and reason while suffering vampiric thirst. Lacking full transformation, they survive through weapon skill, adaptability, and controlled civility.

A stylized, metallic emblem with sharp, intricate edges and a red gem at the top, set against a black background.

Vagus Chiromar

Vagus Chiromar are reckless rogue vampires who defy royal authority and thrive in chaos. Charismatic, violent, and opportunistic, they inspire unrest, raid for survival, and remain fiercely loyal to their own.

A metallic, ornate emblem with sharp, curved points and a red gem at its center, set against a black background.

Messōr Chiromar

Messor Chiromar are feral, blood-starved vampires trapped in a failed transformation. Shunned as monstrous predators, they survive in remote wilds through brute strength, relentless hunger, and savage pack instincts.

A stylized, metallic, symmetrical emblem resembling a trident with sharp, curved edges, set against a black background, featuring a red gem-like center.

Nobilis Chiromar

Nobilis Chiromar are the purest vampire bloodline beneath the Queens of Solan. Regal, disciplined, and commanding, they rule through power, elegance, intimidation, and centuries of refined control.

Chiromar Abilities

Archetype Power Chart

Each Chiromar bloodline shares core vampiric abilities, with specialized powers based on bloodline type. Select an ability to reveal its Mastery II evolution.

I   Base Power → II   Mastery Upgrade
Nobilis
Vagus
Messor
Semivivus
CHIROMAR ABILITY ARCHIVE

Powers & Mastery

Blood is the source of Chiromar power. Each ability begins with its natural form and may later evolve into a stronger Mastery II technique.

I Base Power II Mastered Power
CORE ABILITIES

Shared Chiromar Powers

Fundamental abilities shared across multiple Chiromar bloodlines.

01
MOVEMENT

Super Speed

I BASE
Super Speed

Enhances the Chiromar's running speed, allowing them to travel far faster than ordinary humans.

MASTERY
II MASTERED
Dash

Select a destination within range and instantly burst toward it, disappearing from one location and reappearing at another through supernatural speed.

02
COMBAT

Super Strength

I BASE
Super Strength

Enhances physical strength and increases melee force against ordinary human targets.

MASTERY
II MASTERED
Brutal Force

Removes the restraint from supernatural strength. Connected melee attacks can strike supernatural opponents with enough force to knock them backward or send them to the ground.

03
MOVEMENT

Super Jump

I BASE
Super Jump

Launches the Chiromar high enough to reach rooftops, balconies, cliffs, and other elevated terrain.

MASTERY
II MASTERED
Charged Super Jump

Hold the ability to build supernatural force before release. Greater charge produces stronger height and forward momentum, while supernatural resilience protects the landing.

04
RECOVERY

Health Regen

I BASE
Health Regeneration

Uses vampiric regeneration to gradually restore the Chiromar's own health.

MASTERY
II MASTERED
Blood Communion

Expands regeneration into a healing aura. The caster and allies within range recover health while the Communion also reduces accumulated stress.

05
TRANSFORMATION

Bat Transformation

I BASE
Bat Transformation

Transforms the Chiromar into a functional flying bat. Immortality protects the transformed body during flight and prevents transformation-related death.

MASTERY
II MASTERED
Flock Mastery

Summons a supernatural swarm of bats that can descend upon a chosen victim, surrounding and attacking them while disrupting their senses.

06
PREDATION

Blood Burst / Siphon

I BASE
Siphon

Pull Blood from another Chiromar or Flesh from a Vericanis, draining their supernatural Core to replenish the caster's own Blood.

MASTERY
II MASTERED
Mass Siphon

Expands Siphon into an area around the caster, allowing multiple supernatural beings to be drained simultaneously and converting the stolen Core into Blood.

07
CONTROL

Compulsion

I BASE
Compulsion

Allows a Chiromar to influence weaker minds through supernatural commands permitted within server rules.

MASTERY
II MASTERED
Greater Compulsion

Maintain several human thralls at once and command them to Follow, Hold, Attack, Retrieve, Recall, or return to their own minds.

08
SURVIVAL

Temporary Immortality

I BASE
Temporary Immortality

Temporarily prevents incoming damage, protecting the Chiromar for a short period during dangerous encounters.

MASTERY
II MASTERED
Extended Immortality

Strengthens the same protection by extending the period in which the Chiromar remains immune to damage.

BLOODLINE GIFTS

Archetype Powers

Specialized abilities inherited through individual Chiromar bloodlines.

NOBILIS Authority
I

Sovereign's Gaze

Allows a Nobilis to command eligible targets to Bow, Kneel, or Sit. Monarchs and protected administrators are immune.

MASTERED AS ↓
II

Absolute Dominion

Extends the Nobilis command over the body with Freeze, Face Me, Approach, Begone, Lower Weapons, and Stand Down.

VAGUS Chaos
I

Incite Panic

Infects nearby humans with supernatural panic, causing uncontrolled fear, mania, and violent behavior.

MASTERED AS ↓
II

Directed Panic

Takes control of the surrounding chaos and redirects much of the crowd's violence toward a single chosen victim.

MESSOR Toxin
I

Toxic Miasma

Creates a poisonous supernatural cloud that damages those who enter or remain within the contaminated area.

MASTERED AS ↓
II

Contagious Miasma

Exposure contaminates victims themselves. They temporarily carry the poison with them, allowing the infection to spread beyond the original cloud.

SEMIVIVUS Hunting
I

Blood Sense

Detects the blood signatures of nearby players and reveals their presence through supernatural perception.

MASTERED AS ↓
II

Blood Hunt

Focus on one chosen blood signature and continue tracking the target across a much greater distance than normal Blood Sense allows.

THE SOLAN CROWN

Queens of Solan

Royal powers belong to the reigning Pureblood Queens and exist outside ordinary Chiromar mastery.

♛
ROYAL ABILITY

Full Immortality

Grants absolute protection from health damage while active. This protection is not permanently enabled and must be deliberately triggered by the Queen.

Absolute Health Protection
♛
MONARCH ABILITY

Crimson Conduit

A Queen can bind a player or human as a living conduit for her Blood magic. The bound vessel becomes the remote center of a devastating supernatural blood eruption.

01 Bind Select the living vessel.
→
02 Position Send or allow the conduit to travel.
→
03 Detonate Release the Blood eruption remotely.
Sanguine Recall Return the surviving conduit to the Queen after detonation.
Sever Conduit Break the bond and abandon the vessel at the eruption site.

XP Progression

Abilities are unlocked through dynamic XP. Players earn passive XP by playing and can also use 25, 50, 75, and 100 XP scrolls from events or buried rewards.

0 XP Fledgling
500 XP New Blood
700 XP Kindred
1000 XP Original
1300 XP Elder

Metabolism

Blood

Vampires track Blood and Madness separately from normal hunger, thirst, stamina, and health. Blood is required to survive and activate powers. Death empties blood and starts madness accumulation.

Madness
CHIROMAR PHYSIOLOGY

Blood, Madness & Feeding

Chiromar survival is governed by Blood and Madness. Feeding sustains the body, fuels supernatural abilities, and prevents the mental decay caused by prolonged blood deprivation.

01 METABOLISM

Blood & Madness Cores

Chiromar metabolism is tracked through two custom supernatural cores: Blood and Madness. These operate independently from regular health, stamina, hunger, and thirst.

B
Blood Survival & supernatural fuel
M
Madness Mental instability & decay
02 SURVIVAL

Blood Dependency

Blood is required for both survival and supernatural ability use. As reserves fall, a Chiromar becomes increasingly vulnerable to the consequences of starvation.

Death empties the Blood Core, allowing Madness to begin accumulating immediately.
03 CONDITION

Madness & Mental Decay

Going too long without sufficient Blood causes Madness to rise. Once Madness reaches dangerous levels, the effects become physical and the Chiromar begins losing health.

Low Blood → Madness → Health Loss
04 VULNERABILITY

Sunlight Vulnerability

Chiromar burn when exposed to sunlight unless protected by an active daylight ring.

Players can verify whether their daylight protection is currently active before entering direct sunlight.
05 POWER USE

Ability Costs

Supernatural powers consume Blood reserves. More powerful abilities require greater resources, forcing Chiromar to balance feeding, survival, and power use.

Lower Cost Higher Cost
06 FEEDING

Feeding & Sustenance

Chiromar have several ways to replenish Blood. Each method carries a different balance of sustenance, risk, Madness, and consequence.

01
CONTROLLED

Drink

Feed without killing. The victim survives, making this the most controlled method of human feeding and allowing the same human to be fed from again later.

02
LETHAL

Drain

Completely drain a human for greater sustenance. The victim dies, the Chiromar gains Madness, and the ability enters a cooldown period.

03
EMERGENCY

Heart Rip

A violent emergency feeding method that provides immediate Blood at the cost of significantly greater Madness and a longer cooldown.

04
ALTERNATIVE

Animal Feeding

Small dead animals can provide Blood when human prey is not available, but animal blood offers considerably weaker sustenance.

Feeding Intensity Greater sustenance generally brings greater consequence.
Animal
Drink
Drain
Heart Rip
07 HUMAN BLOOD

Human Blood Variables

Feeding from humans is not always predictable. Blood composition and contamination can dramatically change the result.

BT
DYNAMIC SYSTEM

Blood Types

Humans possess assigned blood types. Different blood types provide different levels of sustenance and may also affect how much Madness is relieved when feeding.

V
POISON RISK

Vervain Poisoning

Some humans may secretly carry vervain. Feeding from them can poison and damage the Chiromar, provoke retaliation, and require the proper antidote to recover.