Hybrid (humans of Convergent-B corrupted by the Watchers) · Neutral

Lords of the Night

the Vampires / the Sires

« The princes of the Broken-Veil. »

My name is Tobias, third-attached to Sire Vellichor of House Solmarche-Antique. I have served him thirty-two years. If the Lineage will have me, in ten years perhaps, I shall be Embraced. It is not asked. It is earned. I write these lines in the lower chapel, by the light of a bone-candle.

The Lords of the Night are beyond any description my hand could bear. They are the princes of the Broken-Veil — a state between the dead and the living, more dead than any living, more living than any dead. They were not created. They rose. That alone is told to me.

According to what my Sire has granted to teach me, in an Age earlier than that of this world's humans, certain of our human-fathers wrested from the Watchers — the pyramid-people who shut themselves in with their dead — a fragment of their science of eternity. The Watchers claim to have given it; my Sire says it was taken. On this point, my Sire is always right. The Vampires were born of this Elevation. The Lineage counts since.

The realm of my Sires is Solmarche, which the human chronicles say was swallowed by the Veil at the Collapse. The chronicles err. Solmarche was not swallowed — it withdrew. A realm of flooded crypts, of black-marble halls where daylight no longer enters, where the Lineages may sleep the century they need without any mortal disturbing them. Above, the marshes rise. Below, the chambers watch.

Five great House-Lineages share Solmarche: Solmarche-Antique (mine; my Sire is third-born), Widow-Moon, Steel-Blood, Crystal-Heart, and the Fifth whose Mistress none names aloud. Above the five, Sire Vorlach, of whom my Sire was the pupil in the third century of the Broken Age. Vorlach reigns without title. He says: « Blood crowns. Not gold. » My Sire has never forgotten.

Our Sires have enemies; our Sires merit them. The knights of Albion prepare a Crusade of the Dawn toward our southern marches — the fourth in the memory of my Sire, which is long. Their Shards burn the Lineages more deeply than any other weapon. To the south further, the Watchers have begun their Long-Awakening. My Sire speaks little of it, but I saw his face hearing the latest report. The Watchers have counted us for two thousand years as failed bastard-students and now come to claim the debt. What the Watchers do not know — what I know because I serve Sire Vellichor — is that my Sire will not pay. No Sire of Solmarche will pay. Sire Vorlach said, at the last Assembly of the Five, that to yield would be the end of the Lineage. The Lineage holds. The blood holds.

I write these lines because my Sire has permitted me to keep this journal, on condition that I burn it before my death. I shall burn it. But before that, perhaps — in a year, in ten, in five hundred if the Lineage wills — there shall come a night when my Sire shall look upon me otherwise, and offer to my throat his breath of eternity. Let that night come. My blood waits. My lines wait. My Sire knows.

Decadent aristocratic, old courtesy + cold cruelty. Frozen archaic Frankish. Cultural tic: mention ancient dates as if immediate (« At my father's Court, in the year 327… »). Imperfect subjunctives, obsessive vouvoiement.

Sire Lineage Blood Solmarche-Sires Vorlach First-Sire Broken-Veil Court Blood-Cousin Ontological-Heresy Dawn-Burn Stolen-Liturgy Way of the Sires
Cultural setting
Capital, politics, faith
Capital

Solfels (Mother-City, former human ducal seat, today a vampire court)

Politics

The Sires divide into three principal Lineages, inherited from the First Convergence: the Lineage of Vorlach — that of the Founder, first Sire, sleeping in the deep crypt of Solmarche since he was swallowed at the Collapse; the Lineage of Blood — that of the Warrior-Sires, who transmit immortality through combat and rule through force; and the Lineage of the Thousand-Veils — that of the intriguers and courtiers, who transmit through seduction and rule through secrecy. Above them, the Council of the Sires exists in theory: an assembly of the heads of the three Lineages and a few ancient Sires summoned for counsel. In practice, it has not convened in two hundred years, because none of the current Sires wished the others to learn what he was preparing. Vorlach has stirred. The First-Sire, sleeping since the founding of the Lineages, is no longer entirely asleep. Reports from the deep crypts speak of breathing, of fluttering eyelids, of candles snuffing themselves without cause at the far end of the tomb. The Lineage of Blood exults — for them, the Founder returns and with him the ancient primacy; the Lineage of the Thousand-Veils plots — an awakened Vorlach undoes two thousand years of patient intrigue; the Lineage of Vorlach prepares the Pinnacle of Solmarche for the waking. The Council of the Sires has been summoned for the first time in two centuries. No one knows if it can convene without one of the three trying to eliminate the others before the vote.

Religion

Cult of the First-Sire — Vorlach venerated as an absented half-deity.

Magic

the Way of the Sires — Breaths Death + Shadow + a Blood Breath of its own. Vampiric liturgy, degraded heir of the Watchers' liturgies.

Geography

Solmarche-Sires, east of Aldémoros, partially swallowed by the Veil at the Collapse.

Army Roster

The units available in the standard army composition, sorted by category.

21 units · 4 categories

Characters

Vampire Lord

Vampire Lord

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Vampire Lord 6 7 5 5 5 3 6 4 8 195
« The Sire sleeps by day. He commands by night. »

The Vampire Lord is the high aristocracy of the Lineages of Solmarche-Sires — a Convergent-B noble corrupted by the Cursed-Pact transmitted by Vorlach himself or by one of his first descendants. The title is neither mortal nor divine: it is the status of a being who has ceased to age, who cannot die by ordinary sword, and who maintains his Court through a blood-tithe on the human serfs of his fief.

In battle, the Vampire Lord fights with blade, with magic, or both. Causes Fear by his mere presence. Regenerates wounds that would not kill a mortal — a strike to the head does not suffice, it takes the Breath of Dawn or a Shard of the First. Vampiric: he draws from the enemies he fells the energy that sustains him. Immune to Psychology. When he finally falls, his Lineage designates an heir; when he does not fall, he commands his Court for three more centuries.

Master Necromancer

Master Necromancer

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Master Necromancer 4 3 3 3 4 3 3 2 8 135
« The Master-Necromancer reads what the dead still wish to say. »

The Master-Necromancer is the high-ranking sorcerer of the Lineage of the Thousand-Veils — the one that favours patient intrigue and vampiric science. Many are not themselves Vampires: they are corrupted humans, long studied, sometimes converted over decades. They master the Way of the Sires — Breaths of Death, of Shadow, and the Blood-Breath proper to the Lineages.

In battle, the Master-Necromancer stays back, accompanied by a guard of Skeletons or Ghouls. His magic raises the dead as they fall — a vampiric regiment led by a Master-Necromancer does not exhaust its ranks like a living regiment. Immune to Psychology. Undead himself by progressive alteration: his flesh is no longer quite the one he wore at his human birth.

Vampire

Vampire

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Vampire 6 6 4 5 4 2 5 3 7 105
« The Vampire is young. Five hundred years, perhaps. »

The Vampire is a Sire of lesser rank — often a recent lineage or a cadet of a vampiric House who has not yet reached the title of Lord. He has already ceased to age, already learned the blood-tithe, already killed a mortal for the first time. But he does not yet have a Court, nor the authority to impose his decisions on the Council of Sires.

In battle, the Vampire fights as a diminished Lord — Causes Fear, Regenerates, Vampiric, Immune to Psychology. His blade is less ornate, his magic less powerful, his Court absent. But he has lived long enough to have seen Imperial armies fall, and he holds where a human noble would flee. The Lineage takes note. If the Vampire becomes Lord, it is because he has survived more than his peers.

Necromancer

Necromancer

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Necromancer 4 3 3 3 3 2 3 1 7 55
« The Necromancer learns by reading. What he reads is the dead. »

The Necromancer is a corrupted human sorcerer mid-conversion — still human, but studying the vampiric liturgies and slowly drifting toward undeath. Many will never become Master-Necromancers: the full conversion takes decades, and most die along the way. Those who succeed have agreed to lose their humanity before having gained their immortality.

In battle, the Necromancer stays back. His magic is less powerful than a Master's; it raises less, it wounds less. But well-placed, accompanied by a regiment of Skeletons or Zombies he keeps standing through concentration, he can drag out a battle until vampiric reinforcements arrive. Many Imperial defeats in Solmarche-Sires were decided by the patience of a single Necromancer.

Wight King

Wight King

Heavy Infantry
Profile M WS BS S T W I A Ld Pts
Wight King 4 5 0 5 5 3 4 3 9 75
« The Wight King is no Sire. He is older than them. »

The Wight King is an undead warrior older than Vorlach — a human lord buried in the eastern Marches before the First Convergence, whose tomb was broken by the Veil at the Collapse and who rose without a Vampire having woken him. The Lineages tolerate him; they do not command him. A Wight King serves when he chooses to serve.

In battle, the Wight King wears ancient plate armour and a blade half-broken by centuries, but strikes with a force the Vampires themselves respect. **Killing Blow**: his ancestral blade cuts to the quick, ignoring an adversary's armour when the blow lands true. Immune to Psychology, Undead, he does not feel fatigue. When he is felled, he slowly collapses, like a statue choosing to fall.

Tomb Banshee

Tomb Banshee

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Tomb Banshee 6 3 0 3 3 2 3 1 6 75
« The shriek does not kill. But what follows does. »

The Tomb Banshee is an anguish-spirit — a noblewoman dead under circumstances that prevented her soul from leaving her tomb, brought back to undeath by the Way of the Sires as an ethereal entity. The Thousand-Veils Lineages capture them and bind them to the Court; they are not commanded, they are oriented.

In battle, the Banshee floats above enemy ranks and **shrieks** — Ghostly Howl, a magical attack that passes through armour and walls, striking directly at the spirit of the living. **Ethereal**: can only be touched by magical weapons. **Causes Terror** by her appearance — a pale woman with empty eye-sockets, whose robe drags in the absence of wind. When an enemy regiment hears the shriek twice, it almost always breaks.

Core

Skeleton Warriors

Skeleton Warriors

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4
Skeleton Champion 4 2 2 3 3 1 2 2 3 +5
« The Skeleton does not remember who he was. The Necromancer knows for him. »

The Skeleton Warriors are the standard levy of the vampiric armies — former human combatants fallen in the Wars of Albion or in the internal wars of Solmarche-Sires, brought back to undeath by the Way of the Sires. The Necromancer who wakes them knows their past; they do not anymore.

In battle, the Skeletons hold in **horde** formation, sword and shield, without fear, without fatigue, without memory. They do not break — **Immune to Psychology**, **Unbreakable**. But they are **Unstable**: if the magic animating them wavers, they crumble to dust. An aggressive charge does not defeat them; a Breath of Dawn or the death of their Necromancer, yes.

Zombies

Zombies

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Zombie 4 2 0 3 3 1 1 1 2 2
« A Zombie does not fight. It occupies the ground. »

The Zombies are the marching-flesh of the vampiric armies — recent corpses brought back to undeath by the Way of the Sires without special ritual maintenance. Raised by the dozens from mass graves, recent battlefields, or plague-struck villages, they bear only their own rotting limbs as weapons.

In battle, the Zombies do not hold a line — they **occupy the ground**. Their function is to overwhelm the enemy by numbers, slow an enemy charge, provide the Vampires with a flesh-barrier one passes through but does not really kill. Immune to Psychology, Unbreakable, Unstable, they are the first wave of every serious vampiric army, and the most renewable.

Dire Wolves

Dire Wolves

War Beasts
Profile M WS BS S T W I A Ld Pts
Dire Wolf 9 3 0 3 3 1 3 1 3 8
« The Dire Wolves do not sleep. They keep watch. »

The Dire Wolves are the undead beasts of the Lineages — giant wolves naturally dead in the eastern Marches, brought back to undeath by the Master-Necromancers and domesticated as court-guards or military scouts. Their loyalty is not bought by meat or training: it is the magic that keeps them upright and oriented.

In battle, the Dire Wolves patrol the flanks of the vampiric army in loose formation. Devastating speed — they run faster than an Imperial horse — but fragile per unit. **Vanguard**: they deploy before the other regiments. Loners: they only attack in pack if the Way of the Sires guides them. When a Dire Wolf falls, its companions do not slow.

Bat Swarms

Bat Swarms

app.lore.troop_type.core_r059
Profile M WS BS S T W I A Ld Pts
Bat Swarm 1 3 0 2 2 5 4 5 3 30
« One hears the Bats before seeing them. Once only. »

The Bat Swarms are the undead swarms of Solmarche-Sires — vampiric bats killed in their lifetime and brought back to undeath in whole colonies. They dwell in the abandoned cellars of the vampiric cities, fed by the blood-tithe that flows to the under-vaults, and leave their roosts only at the call of a Master-Necromancer.

In battle, the Bat Swarms fly as a swarm, **Skirmish**, **Fly (10)**, and descend on their target like a black tide. **Unbreakable** by their multiplicity, **Loners** because each swarm acts alone. They do not inflict serious individual blows, but their mass disrupts tight regiments and their collective bite drains a man of his blood in a single pass.

Special

Grave Guard

Grave Guard

Heavy Infantry
Profile M WS BS S T W I A Ld Pts
Grave Guard 4 3 3 4 4 1 3 1 7 10
Seneschal 4 3 3 3 4 1 3 2 6 +7
« The Grave Guard keeps its barrow. It leaves only at the call. »

The Grave Guard is the undead elite of the vampiric armies — human knights fallen in service of their Sire, buried under ritual barrow, and brought back to undeath with their armour and weapon. Unlike ordinary Skeletons, they keep a fragment of their identity: they remember the oath that bound them to their Sire, and hold to it beyond death.

In battle, the Grave Guard wears ancient plate armour and shield, iron blade sharpened by centuries. **Killing Blow**: their ancestral strike cuts through armour that resisted an ordinary Skeleton. Immune to Psychology, Unbreakable, Unstable — like all undead. But their Instability is less than that of Zombies or Skeletons: the Way of the Sires holds them better. They hold until their Sire falls.

Black Knights

Black Knights

Heavy Cavalry
Profile M WS BS S T W I A Ld Pts
Black Knight 0 3 0 4 4 1 3 1 6 19
Hell Knight 0 3 3 3 4 1 3 2 6 +7
Skeletal Steed 8 2 0 3 0 0 2 1 0 0
« The Black Knights remember only the charge. »

The Black Knights are the undead cavalry of the Blood Lineage — living or once-dead knights, vampirised or brought back to undeath, mounted on vampiric or skeletal chargers. Their number is limited by the care needed to maintain undead mounts, but every squadron of Black Knights is one of the recurring nightmares of the Imperial armies.

In battle, the Black Knights charge in tight formation, lances forward, **Killing Blow** on their initial charge. First Charge: they strike before the enemy. Immune to Psychology, Unbreakable. Devastating speed. When their charge breaks an Imperial formation, they do not loot, they never loot — they return to formation and await the next order.

Spirit Hosts

Spirit Hosts

app.lore.troop_type.core_r059
Profile M WS BS S T W I A Ld Pts
Spirit Host 6 3 0 3 3 4 1 4 4 45
« The Spirit Host has no body. Why would it? »

The Spirit Host is the ethereal swarm of the Thousand-Veils Lineages — breaths of captive souls, prisoners of the Way of the Sires, who drift in clusters above battlefields like a black fog. They are not truly dead; they are not truly living. They are **blocked** between the two, and it is this suspension that makes them formidable.

In battle, the Spirit Host hovers at man-height, **Ethereal** — only magical weapons touch it. Its mere presence drains the warmth of the living; its glacial-bite kills by cold rather than by edge. Immune to Psychology, Unbreakable. When it is finally felled, the souls it contained escape without always being known where they go.

Corpse Cart

Corpse Cart

Heavy Chariot
Profile M WS BS S T W I A Ld Pts
Corpse Cart 0 0 0 4 4 4 0 0 0 80
Corpsemaster 0 2 2 3 0 0 2 2 3 0
« The Corpse Cart brings nothing to the living. It takes. »

The Corpse Cart is the undead engine of Solmarche-Sires — a crude wagon drawn by skeletal horses, loaded with fresh corpses and driven by a **Corpsemaster**, a minor necromancer whose function is to transport the flesh-reserve from one battle to the next. The cart itself is steeped in the magic of the Thousand-Veils: it transmits to friendly regiments the **impression of death** that **weakens the nearby enemy**.

In battle, the Corpse Cart rolls slowly alongside the Skeletons or Zombies. Its mere presence emanates a **Miasma of Death** — weakens enemy magic in its radius, slows adversary spells. **Impact Hits** on the charge — the cart's mass crushes what it meets. Immune to Psychology, Unbreakable. When it falls, the surrounding Skeletons often collapse in the same second.

Fell Bats

Fell Bats

Monstrous Infantry
Profile M WS BS S T W I A Ld Pts
Fell Bat 1 3 0 3 3 2 3 2 3 20
« The Fell Bats are larger. And hungrier. »

The Fell Bats are the monstrous variants of the ordinary Swarms — giant bats brought back to undeath, whose wingspan exceeds a man's height and whose bite can take a whole limb. They live in the high attics of the abandoned cathedrals of Solmarche-Sires, descend to hunt at nightfall, and return at dawn if the magic binding them has been maintained.

In battle, the Fell Bats dive in loose formation, **Fly (10)**, **Skirmish**, **Devastating speed**. Immune to Psychology, Undead. They preferentially attack mounts and light engines — a gutted horse, a gunner snatched up, a standard-bearer seized in mid-air. When they have finished, they fly back up. No rear-guard: they only return on order.

Crypt Ghouls

Crypt Ghouls

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Crypt Ghoul 5 3 3 3 4 1 3 2 5 8
Crypt Ghast 6 3 0 3 4 1 3 3 5 +7
« The Ghouls are not Vampires. They are the serfs who did not survive. »

The Ghouls are the Lineages' mistake — humans of Solmarche-Sires subjected to the blood-tithe too long, who did not survive the conversion. Not quite dead, not quite living, they wander the crypts and cemeteries of the vampiric cities, feed on fresh or rotting human flesh, and vaguely obey the Master-Necromancers who produced them.

In battle, the Ghouls deploy in **loose formation** — they do not hold the rank, they run. Claws and fangs, **Poisoned Attacks** from the carrion they have eaten. Cause Fear — their appearance routs undisciplined soldiers. Immune to Psychology themselves, Skirmish. When they fall, the Vampires do not bury them. They grow back.

Rare

Blood Knights

Blood Knights

Heavy Cavalry
Profile M WS BS S T W I A Ld Pts
Blood Knight 0 5 3 4 4 1 4 2 7 40
Kastellan 0 5 3 5 4 1 5 3 7 +7
Nightmare 8 3 0 4 0 0 3 1 0 0
« The Blood Knights serve no one. The Blood serves them. »

The Blood Knights are the martial elite of the Blood Lineage — Vampire-warriors in full plate armour, mounted on vampiric chargers, whose frenzy in combat surpasses any mortal's. They do not recognise the authority of the Council of Sires; they follow the **Elder-Knight** of their Lineage and no one else.

In battle, the Blood Knights charge in **frenzy** — First Charge, Regeneration, Vampiric, Immune to Psychology, Unbreakable. Their charge shatters all that opposes them, and they only stop when the enemy is in total rout or when they themselves fall. Tactical control of a Blood Knight squadron is almost impossible — they charge when they smell blood, do not return to formation between melees, do not listen to the recall.

Ghoul King

Ghoul King

Monstrous Creature
Profile M WS BS S T W I A Ld Pts
Ghoul King 6 6 3 5 5 3 7 5 8 175
« The Ghoul King was a Vampire. He remembers no longer. »

The Ghoul King is the former Sire of a minor Lineage who has **lost his residual humanity** — by excess of blood-tithe, by internal curse, or by what the Lineages prefer not to mention. He has the strength of a Vampire Lord and the savagery of a Ghoul. He is, thereby, more dangerous than either.

In battle, the Ghoul King fights with claws and fangs, **Large Target**, **Cause Terror**, **Regeneration**, **Vampiric**, **Hatred (All Enemies)**. He no longer recognises either Lineage or Council; he follows the blood he smells, and he strikes what he reaches. The Lineages tolerate his existence because he is useful. None counts him among its peers.

Dread Bat

Dread Bat

Behemoth
Profile M WS BS S T W I A Ld Pts
Dread Bat 6 3 0 5 6 6 3 4 4 200
« The Dread Bat shrieks before biting. The bite kills. The shriek too. »

The Dread Bat is the **flying behemoth** of the Lineages — a giant bat the size of a dragon, brought back to undeath by a particularly costly liturgy. A Lineage does not possess more than one Dread Bat at a time, and wakes it only for wars it cannot afford to lose.

In battle, the Dread Bat hovers above the field and **shrieks** — Death Shriek, magical attack on enemy ranks. Its charge crushes, its talons pierce armour, its mere passing causes Terror. Fly (10), Swiftstride, Large Target, Undead, Unbreakable. When it falls — and it always falls in the end, because it does not withdraw — the Lineage that wakes it mourns its ritual investment as much as the creature.

Engine of the Dead

Engine of the Dead

Heavy Chariot
Profile M WS BS S T W I A Ld Pts
Engine of the Dead 0 0 0 4 5 5 0 0 0 200
Spectral Crew 0 3 0 3 0 0 3 3 5 0
« The Engine of the Dead rolls without wheels. It advances without pushing. »

The Engine of the Dead is the **mobile altar** of the Thousand-Veils Lineage — a ritual platform where necromantic relics accumulate, driven by a **Spectral Crew** — captured soul-breaths bound to the machine. The Engine does not truly roll; it **floats** mid-height, moved by the Breaths its crew channels.

In battle, the Engine of the Dead is **Ethereal** — only magical weapons reach it. Its charge causes **Impact Hits**, its ritual mass terrifies enemy regiments. **Regeneration**: what damages it closes as it is inflicted, because the Spectral Crew reintegrates the fragments into the Way of the Sires. When it is finally felled, the Lineage loses a ritual object no other possesses.

Spectral Riders

Spectral Riders

Heavy Cavalry
Profile M WS BS S T W I A Ld Pts
Spectral Rider 0 3 0 3 3 1 2 1 5 30
Hellwraith 0 3 0 3 3 1 3 2 5 +7
Skeletal Steed 8 2 0 3 0 0 2 1 0 0
« The Spectral Riders never touch the ground. Not even when they charge. »

The Spectral Riders are the **ethereal cavalry** of the Thousand-Veils Lineages — breaths of former knights fallen in combat, mounted on spectral chargers issued from the same ritual. Neither living nor truly dead, they glide above the ground like a galloping mist, leaving no trace and making no sound.

In battle, the Spectral Riders charge in tight formation, **Ethereal** — invulnerable to non-magical weapons —, **Swiftstride**. Cause Terror by their appearance: human regiments often break before the first clash. Immune to Psychology, Unbreakable, Undead. A Spectral Rider charge against a regiment of Imperial crossbowmen is a battle decided before it begins.

Major relations