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the vampires of Napath can call and command a single type of Undead at will. Nasaku Halfbloods also possess this ability, but their power is far more limited. You are a Shadowlord, able to raise and command wraiths and shadows. See your Magic skills list for details.

●        Sunwalker: Unlike other vampires, the Nasaku are not damaged by sunlight and will not be killed if exposed to the sun. They are still sensitive to light, however, and you suffer a -10% penalty to all physical and mental skills in bright sunlight. Concealing clothing, shadowed terrain, and elemental Darkness Area of Effect spells can protect you from the sun. Regardless, you are now effectively nocturnal: you gain the Well Rested bonus only when sleeping in the daytime. Sleeping at night only leaves you Rested, no matter your environment or the quality of your bed.

●        Will Worker: The Nasaku are renowned for their patience and willpower, which is exceptional even in the realm of vampires. You gain Enhanced Dexterity (+5) and Will (+10).

●        Death Mask: The Nasaku are readily distinguished by their hardened, metallic skin and teeth. Very old vampires of this bloodline appear to be carved from old metal or stone, taking on an eerily sculptural appearance. This is a trait shared by Halfbloods.

●        Elemental Weakness: All undead usually take extra damage from the Dark and Light elements, while being largely immune to Time magic. Due to their close relationship with the desert, the Nasaku instead take extra damage from Dark and Water elemental effects and are unaffected by Earth magic. Halfbloods share this elemental alignment to a lesser extent, taking +0.5x damage from Dark or Water magic and -0.5x damage from Earth spells and effects.

●        Sand Form: Instead of a gaseous or animal swarm form, Nasaku vampires have the ability to dissolve into sand and reform at will. As a halfblood, you do not gain this trait. However, you are able to see and track a transformed vampire of your lineage lineage when they are in sand form.

●        Vampiric Hunger: The Nasaku crave both flesh and blood, using their fearsome teeth to tear the former and their hypodermic fingers to drain the latter. You must consume 50 points of Mana from a living, sentient creature at least once per week to sustain yourself. If you do not find a way to feed your hunger, you will become a Revenant: a berserk killing machine with no self-restraint who attacks any living being in their path. After consuming 100 points of mana from one or more living creatures, you will collapse into torpor and rise after 24 hours of rest.

●        Cradle of Sand: You regenerate your hitpoints and reduce fatigue at double speed if you are buried in sand. You will not regenerate hit points or fatigue while you are immersed in water.

==Magic Skills==

Shadowlord

Your shadows are capable of growing alongside you, gaining levels and experience of their own. Every time you attain a new character level, your shadows will gain EXP. Each time a shadow increases in level, you may manually assign their stat points, combat ability points, and skill points.

Shadow of the Sun (Level 1)

Suund'karon, Karalt', Binah!

By channeling Mana through a Channeling Device (Spell Glove, Staff of Power, etc), you may call and bind the spirits of the dead to your will. You may enact Shadow of the Sun over a corpse and extract the creature's wraith to serve you. To qualify for extraction, the target must be an NPC of any species that possesses a Wisdom score. This excludes certain monsters and constructs. Constructs animated by a spirit may qualify for extraction, as you can extract and bind the spirit contained within the construct - assuming you are strong enough to defeat the wards and magic laid on the construct by its creator.

You have a default 80% chance to summon an individual creature's wraithform. The chance of failure increases or decreases depending on the extracted creature's level (10% +/- per level relative to your level). For example, at Level 21, you have an 80% chance to bind another Level 21 creature, a 100% chance of binding any creature below Level 19, and a 70% chance of binding a Level 22 creature.

Bound shadows are permanently available to be summoned. The number of summoned shadows you can retain depends on your Will score: 1 shadow per 5 Will points (current Will: 77). You may permanently dismiss any or all of your Bound shadows to regain a slot and summon a new minion. A dismissed bound shadow cannot be resummoned.

Shadows retain all magical and combat abilities they had in life - however, any Light elemental abilities are transmuted to Dark elemental abilities instead.

Your bound shadows cannot be healed in combat, and must be rested for 1 minute per 1HP/MP to recover. Summoned shadows do not drain MP once called; however, if a shadow is slain, you will lose 20MP. If you reach 0 MP, all of your summons will vanish.

To increase this mastery of Shadow of the Sun, you must study Necromancy (Incorporeal) or Invocation (Summoning) at the appropriate level.

Cost: 50 MP per shadow.

==Other information==

Kingsmark: Citizens can identify you as an agent of the Vlachian Royal Family within Vlachia. This mark is concealed when not in Vlachia.

Nobility: You have been elevated to the nobility and hold the rank of Count in Vlachia, conveying significant prestige and responsibility. If you verbally reveal or display your title through clothing or regalia, friendly and neutral NPCs of inferior social rank will defer to you, but people of equivalent or higher social rank will ignore your pre-titled Renown (any Renown you gained as a commoner) unless they personally assigned you those points. Other nobles will perceive you competitively. You may attract the attention of kidnappers, extorters, and other unfriendly actors who pursue you for reasons specifically related to your station.

Renown: 1537 Renown (Public Figure) in Vlachia; 2473 Renown with the Myszno Defense Force (Idol); -1852 in Ilia (Public Enemy).

Karalti, the Black Opal Queen

Level 13 Young Adult Queen

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