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To this day I cannot remember what first aroused my suspicions. But suspicious I was: I believed that there was something unethical or illegal about how the young Berron Labras inherited the ancient estate from his grandfather, Jonat Labras. (I admit it: I suspected that Berron has slain Jonat just to acquire the estate.)

I began to investigate. I learned that the estate had been in the Labras family for five generations. I also found that each time the estate changed hands, the current owner died or disappeared and a young relative appeared from abroad to take over the property. On a hunch, I examined samples of handwriting from all five owners of the estate. To my horror and shock, the writing samples -spread over a period of two centuries - had undeniably come from the same hand...

- From the journal of Fastil Merryvane

The Facade

In addition to hibernating, discussed earlier, another way in which vampires can minimize the risks of madness and detection is to "play the grand facade": to take on the guise of mortality and assimilate, at least partially, into mortal society. A vampire might continue this charade for weeks, years, or even decades. If it takes the precautions described in this chapter, it can continue the pretense for centuries. The vampire might imitate a noble or a peasant, or anyone in between. In any event the impersonation will usually be flawless due to a vampire's uncanny ability to imitate human gestures.

Exactly why the assumption of a mortal life aids a vampire in survival of the ages is unclear. Some sages believe that all vampires yearn for the mortality which they once had. By pretending to be a mortal and by being accepted as kin by mortals, a vampire can at least partially relive what it has lost. Others simply seem to enjoy contact with mortals, for a wide range of reasons, and seek it out almost from the start. Still others see the facade as a vital tool in achieving their goals, whatever they may be.

Whatever the reason, all vampires who decide to "play the facade" must face a similar set of problems. The ingenuity shown by these creatures in overcoming these problems is, at limes, astounding.

The Roles of the Vampire


When the murders began, I realized at once that there was something familiar about the methods used. Al the time I had no opportunity to dwell on it, however. The city council was breathing down my neck - understandably, because the first four victims had been city council members - and I had important skins to protect.

It was only several weeks into the reign of terror that I realized why the methods were so familiar. I had read about them in a local history book. I found the volume in the constabulary library quickly enough. The reference was two hundred years old, from when this great city had been nothing more than a tiny fishing village. But there was no mistaking the handiwork of the killer.

It was the Spider, Ancient Assassin, back in business after a hiatus of 200 years...

- From the journal of Superintendent Bryndan Oleary


The first question that must be asked by a vampire who wishes to assume the role of a mortal is, what kind of mortal? Specifically, what position in society will the vampire hold?

This is not a trivial question, and the answer will depend largely on the vampire's goals when entering society in the first place. If the intention is to garner power, then the role chosen will be different than if the vampire simply wants to stave off boredom.

Vampires will usually shun the lowest rungs of the socioeconomic ladder. There are many logical reasons for this. Obviously it is very hard to rise to a position of power from the peasantry. The risk of detection is, perhaps surprisingly, greater should the vampire mingle with the lower castes. Deviations from the norm are less tolerated than higher up the social scale, where differences can be reframed as "charming" eccentricities. Superstition is more prevalent, and people are more likely to suspect vampires in their midst. And finally, if the vampire's goal is simply to enjoy its stay in mortal society, the abuse generally heaped on the poor will quickly diminish this enjoyment to nothing.

No, it is much better for the vampire to insinuate itself into the middle or upper echelons of society. Here the creature can minimize the chance of detection by insulating itself, to whatever degree it sees fit, from casual contact. For example, a rich merchant who owns a trading coaster is expected to be somewhat limited in his contact with others. Equally, a patron of the arts can be forgiven for limiting personal contacts with others to specific occasions. In addition, the upper classes are much more likely to accept odd behavior as eccentricity than are the lower classes (speaking generally, of course).

The other major benefit a vampire gains from entering the upper class or aristocracy (if possible) is proximity to power. By insinuating itself into the social whirl of a nation's capital, a vampire can learn many things that will aid it in its own climb toward dominance (if such is its goal, of course).

Vampires are uniquely suited to insinuate themselves into society. Certainly, there is the requirement for some degree of wealth, if only as "stage dressing", but vampires have many ways with which to acquire this wealth. On the personal level they are unmatched at quickly earning the trust, respect, and friendship of mortals. This is a result of both their unusual force of personality (Cha) and judicious use of their charm-gaze. With careful work vampires can position themselves to become power brokers: dealers in information and disinformation, disseminators of rumors, and the center of a network of interlocking favors and obligations. From this position they can start to amass wealth and power, should this be their aim.

Some vampires shun the upper class haunts of the wealthy, preferring to enter a different form of society: the criminal underclass. Here urbanity and suave conversation take a back seat to violence and determination. The criminal leaders and rulers of this dark underworld reach their exalted positions through a combination of cunning and ruthlessness - both traits of which vampires have an abundance. Many of the powers possessed by a vampire would make a mortal thief sick with jealousy: the ability to shapechange, the ability to assume gaseous form, the monster's natural spider climb power. A vampire can quickly rise through the ranks of criminals by beating thieves at their own game and by openly eliminating rivals, eventually reaching the pinnacle of success. I have reason to believe that vampires hold positions as grandmasters of various thieves' and assassins' guilds throughout the lands of mist, and elsewhere as well. An interesting question to which I have never found an answer is whether the subordinate members of these guilds know that their leader is a vampire, and if they truly care. I would suspect that some guild members know the nature of their leader, but could not care less as long as the guild continues successfully.

Another fascinating role that a vampire may assume is that of the "gentleman adventurer". This compelling figure would be as much at home in polite society as he would be outside it (often far outside it). This is the perfect role for a vampire to take on. An aloof manner and a very daunting reputation may keep others so distant that they never suspect the adventurer's true nature. And the character's propensity for going off on adventures provides a perfect cover for the vampire's "hunting trips".

In all of these roles there is one issue that the vampire must address, and that is feeding. Usually this is not a major problem in a town or city of any size there are enough poor and destitute to sate the hunger of an army of vampires. The creatures would rarely, if ever, kill, choosing instead to drink small amounts from numerous victims. Even if the vampires' did kill, few citizens would miss a destitute beggar or two.

Disguise

To successfully infiltrate society, a vampire must disguise, or draw attention away from, those characteristics that set it apart from mortals. This often requires great cunning, yet these fiends usually have a surfeit of that characteristic.

Psychical Traits

The most obvious traits that identify a vampire are physical. For instance, the skin of a vampire is typically pale and cold. While this alone is not enough to identify the creature's true nature, when combined with other clues it can be damning. Vampires who wish to survive in society must avoid even the slightest risks.

There are two ways to handle the issue of skin color. One is to change it, either through makeup or magic. The other is to leave it alone, but simply provide a convincing rationale for it. A "gentleman adventurer" vampire might blame his cold and pale skin on a "jungle fever" he suffered some years ago and, in the absence of any reasons to suspect otherwise, he could reasonably expect everyone to believe him. Skin temperature cannot be disguised by makeup, but a vampire could simply devise an excuse for not physically touching anyone. A life-long phobia, a religious requirement, or something similar would serve.

One physical characteristic impossible to explain away is a vampire's absence of an image in a mirror. Obviously the creature's only choice is to avoid mirrors and other polished surfaces. Thus a vampire's home will have no mirrors or highly waxed floors. If the vampire should go abroad in society, it will always be on the lookout for reflective surfaces and avoid them. This is a ticklish point, and the vampire must be very careful that mortals do not realize it is avoiding minors, because this can be almost as damning as the lack of a reflection. Vampires are exceptionally cunning, however, and will frequently find some way of worming out of this problem.

Other physical characteristics that can give a vampire away are its resistance to physical damage and the inhuman speed with which it heals. This is easily solved, of course. The vampire simply has to avoid being drawn into combat or into situations where it might be harmed. Or, if it is drawn into combat that it cannot avoid - if challenged to a duel, for example -it has merely to slay its foe before that unlucky soul even has a chance to strike the vampire. Considering a vampire's physical strength, quickness, and magical abilities, this is usually very simple to arrange.

Behaviors

Vampires are cursed with certain behavior patterns that can give away their true nature to careful observers. The most notable of these behaviors are discussed below.

As was mentioned in Chapter Seven of this treatise, some vampires are able to ingest normal food and drink, and to keep it down for at least some period of time. But individuals unable to do so must either disguise or explain the fact that they do not eat or drink.

The easiest solution is simply never to enter a situation that involves public eating - dinner parties and the like. The vampire may simply claim a prior engagement. Alternatively, it could explain that its religion forbids it from eating and drinking in public, or even that it is allergic to many types of foods and must adhere to a very specialized diet. (This latter is something of a risk because obliging hosts might offer to meet whatever dietary requirements the individual has.) In social gatherings among the upper class, wine often flows freely. Fortunately for the vampire, it is easy to claim an aversion to alcohol based on any number of reasons (religious prohibitions, personal taste, allergic reaction, etc.).

More difficult to explain away is the creature's aversion to holy accoutrements. These are rarely in evidence at social or business gatherings, however, because religion is a personal matter and few people would risk offending guests of other faiths. The vampire would have to build a reputation as either a complete atheist or as a devotee of a faith that requires private worship, and in this way avoid being invited to temples or chapels. The greatest risk to a vampire is casual or purposeful display of holy symbols. For example, a visiting prelate might well be invited to the same social gathering as the vampire, and the prelate would almost certainly wear the holy symbol signifying his or her office. The vampire would cither have to destine the invitation or otherwise avoid the prelate, or trust to his or her abilities to suppress signs of distaste brought on by the holy symbol.

If suspicion has built up to such a point that someone tests the vampire - by trying to turn it, by demanding that it grasp a holy symbol, by splashing it with holy water - the vampire has stayed around much too long. No vampire in its right mind will let things get to this level, of course. It is much safer to simply drop out of sight and reassume the facade in another guise after years or decades have passed.

Fortunately for the vampire, the vast majority of social events in the upper strata of society occur after dark. This is not as true in the lower levels of society - another reason why vampires usually take on upper-class personae. Peasants, shopkeepers, even middle-class businesspersons must work during the day, and one who does not will attract unwanted attention. Among the "idle rich" and the aristocracy, however, few care how others spend their days. A vampire moving in these circles can simply accept only those invitations which take place after sunset. If necessary, the vampire might provide an additional explanation; perhaps he suffers from a "childhood malady" that makes the eyes painfully susceptible to bright lights.

In criminal society there is less risk of detection, because so many of this underclass's activities naturally occur at night.

The Extended Facade

The body of a vampire shows no sign of aging. Even after a millennia or more of unlife a vampire looks little changed from the day on which its mortal body died. In the short term this is not an issue. If a vampire wishes to continue its masquerade over a period of years or decades, however, this longevity is something that must be addressed, especially among the short-lived races, such as humans.

A vampire playing a prolonged facade must take care to simulate the effects of aging. This can be done through makeup or by magic. Both represent risks, of course. Even the best disguise can be penetrated, and magical alterations can be detected, arousing suspicion, and they even can be dispelled. Powerful magical items such as a hat of disguise can assist the vampire in keeping up the charade of mortality, but the risk remains.

Many vampires minimize this risk by keeping their affectations short-lived, or by changing locations and identities every decade or so. A vampire might "pack up shop" in one city and disappear, only to resurface with another identity on another continent.

If the vampire is looking to gain nothing more than diversion from the facade, there is no problem with this kind of relocation. If the goal is wealth, however, the vampire must find some way of transferring its accumulated possessions to its new locale. It must be very careful in doing so because shipping manifests and such represent a way by which hunters can track it down.

If the vampire's goal is power, the situation becomes even more problematic. In essence, the creature is stuck in one location because power is rarely portable. Vampires seeking power must either take great precautions to hide their agelessness or isolate themselves by working only through trusted intermediaries. (Few vampires feel totally comfortable with this, of course, because trust does not come naturally to these creatures.)

Vampires playing a long-term facade will sometimes go to the extreme of faking their own death, and then appearing as a "young heir" to take over the "dead benefactor's" property and wealth. This can be risky, however, because both the vampire's disguise and the details of the "inheritance" must be able to withstand scrutiny.

Shadow People

Vampires have a term for those of their kind that feel the need to spend prolonged time in facade. The term is "shadow people".

To many vampires it is a pejorative term. Those individuals despise the facade, considering it to be a grotesque lie. "Vampires are what they are", these individuals claim, and should revel in their true nature rather than trying to assume the mantle of "lesser creatures".

More mature and intelligent vampires tend to view the facade as a great game, a challenge. They recognize the benefits of partial assimilation into mortal society, and respect those of their kind that are particularly expert at the facade.

Finances


"Why do I need all this?" The vampire waved a hand negligently around, indicating the beautiful works of art that surrounded us. "In truth, I do not need it at all. But I enjoy it, much more than you are capable of understanding. Do you see that statue over there?" It indicated a figure carved from smooth black stone. "I can see the grain structure of the rock, details much too small lo be defected by your mortal eyes", it told me, "so I can experience another level of beauty from that statue which is forever beyond your grasp. And, after all", the creature said with a satisfied sigh. "I was not in a position to enjoy luxury while I was alive. Why not take advantage of the opportunity afterward?" It smiled grimly. "Many mortals talk about an afterlife, an existence after death and how much finer it is than earthly life". It sat back complacently. "Well, this is the afterlife", it said, gesturing around it. "And I find it to be very fine, indeed".

- From the personal journal of Dr. Van Richten


Vampires who play the facade need money if they wish to minimize the risk of discovery. At least some level of wealth is needed to insulate oneself from the press of (demi)humanity. A home must be purchased, servants hired, the other trappings of mortal life acquired. If the vampire has chosen to enter the upper classes, then maintaining the appropriate lifestyle - with regard to entertaining and such - is vitally important, and extremely expensive.

Of course, many vampires relish wealth for its own sake. This is not necessarily a result of greed. Many of the creatures seem to enjoy opulence and surround themselves with beautiful objects of art. As do many mortals, they enjoy wealth for what it will buy them in the way of comforts and diversions.

Also, a wealthy vampire can acquire and outfit a number of sanctuaries within its "territory" and elsewhere. The more sanctuaries a vampire has the greater its security. The vast majority of vampires understand this and will amass wealth for this reason if for no other.

Sources of Wealth

Vampires are generally denied the sources of great wealth open to mortals. For example, how could a vampire possibly claim an inheritance? Or earn its own fortune working its way up from a common laborer? Or, for that matter, even keep possession of whatever wealth it had while alive?

Most vampires acquire their "starting capital" through theft of one kind or another. Depending upon the personality of the individual vampire, and upon the location, the nature of this theft can vary wildly. For example, in unpatrolled areas a vampire could become a fiendishly effective highwayman, robbing unguarded travellers and merchant caravans with relative impunity. Perhaps a "lone adventurer" might join a party on a treasure hunt, only to murder his associates when the prize is achieved. In a town or city the vampire might indulge in mugging, or in breaking and entering. In any case the creature's abilities would give it a massive advantage over mere mortals. A vampire might also hire itself out as a lethal assassin.

One of the most interesting options open to a vampire in need of starting capital is also one of the most risky. It is possible for a vampire to kill a wealthy person - perhaps the owner of a manor - and temporarily take that person's identity, thus playing a very specific kind of facade. This would usually involve a magical disguise of some kind to handle the physical resemblance, but the other facets of the impersonation - voice, gestures, movements, and so forth - would be remarkably easy for a vampire create. The risk of detection would remain relatively high unless the vampire made sure to limit contacts with the outside world - by claiming a virulent illness, for example.

The impersonation need not last long, of course. The vampire would need only sufficient time to orchestrate a convincing excuse for shipping away some measure of the unfortunate victim's wealth, and then could make its escape. With at least some portion of the victim's possessions converted to untraceable form, the vampire could vanish and resurface elsewhere with a "nest egg" on which to build.

After a vampire has generated starting capital, it can build that money into a fortune, just as a mortal might do. The vampire, however, has a major advantage: time. The creature can spend a "paltry" one hundred years building a business empire, then liquidate and get on with its real plans.

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