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Aidan and Alroy
Full Names: Aidan and Alroy
Associated Names: The Demon Twins, The Wild Shadows, The Mad Hunters, The Two Deaths, The Roaming Blight, The Fanged Jesters
Ages: Unsure, but likely more than a century or two, judging by their victims' accounts. They are most likely the same age, and appear as adolescent boys.
Bloodline: Unknown, possibly Lahmian, as their dam was, well, as her clothing indicated, a wealthy woman. Even this could have easily meant that she was a Von Carstein.
Dam: Name unknown, but they recall that she had their eyes and hair, and was very well-dressed...
Generation: Unknown, as they are unaware of who their Dam is.
Place of Birth (Siring): Somewhere in a wooded area during a full moon. Other than that, they have little recollection of the time or place.
Physical Description
They look to be a pair of attractive, fair, fiery red-headed boys, somewhere around the age of sixteen. They are lanky, but well muscled, and have fine, noble features, marked by deep set, jet-coloured eyes. One or the other always has an odd sort of smirk on his face, regardless of the situation. Their heads are topped by a mop of blazing red hair that often gets into their faces. Their voices are slightly strident and have a disturbing echo brought about by the fact that they almost always speak in unison or finish one another's sentences.
Aidan and Alroy's typical dress consists largely of basic black breeches, heavy black boots that reach to their knees and hang tight to their legs, and a white shirt, all covered by a black riding cloak. Their clothes are made of a strange material that does not seem to wear or collect grime, and shifts with them when they transform. It has never been known to tear, and therefore prevents bladed weapons from cutting them, though it does not remove the force of the blow.
Personality
Aidan and Alroy could be described as playful and fun-loving, if what they found enjoyable was anything less than horrendous. They enjoy games, which can range from kidnapping children from noble families and harassing the parents until they are broken shells of what they once were and their lands have gone to waste, to something as innocent as a harmless upright needle on some poor underling's seat cushion. Although, if that underling is a vampire, it is often a silver needle. The pair are easily bored and often concoct grand schemes that are so immense that they are impossible, or so time-consuming that they become bored and do something else anyway. They prefer to live comfortably, and to that end spend much time being pampered by their maids or dawdling with their consorts. When they do turn their thoughts to conquest, it is not so much conquest as it is pillaging that they take interest in. They really do not enjoy the tasks that come with governing, and often leave any territory they possess, in the short interim they do, up to the usually capable hands of their consorts.
When roused, however, they are an implacable foe. Whatever their reason for going to war, be it with a single man or an army, they do so in full force and do not stop until they have depleted all their resources or won. They consider any defiance a direct affront to their superiority, and will cut it down like dead grass given the chance. Their methods are not often direct, but always brutal and dark-hearted.
Brief History
The very first thing they remember upon being turned is that they were in a clearing in a pine forest, under a full moon, and that there was a woman there, sharing their complexion and eyes, whom they turned upon and fed for the first time. They believe that woman to be their Dam, and refer to her as "That Lady", or "Mother". They seem to have no remorse over this act. As time went by, with no tutelage from any real source, they gleaned what they could from the rare vampire they met, and killed them. The more powerful they became, the more their natural talent for shifting forms became more apparent, and soon they were creating new shapes by twisting the size or capabilities of the monsters they would become.
They acquired a small fortune after sacking several caravans, and paid a wizard to enchant a large wardrobe of fine clothes for more convenient use when shapeshifting. After more "fun and games" over a period of years, they managed to amass a fair amount of wealth, and began to purchase domestic comforts for themselves to brighten up a dusty old castle tower they had found ruined in the Northlands of Kislev. Over time, this became their main base of operations, and they schemed, through various middle-men, to have the materials of several more towers and mansions torn down and re-assembled at their place of residence, making a sort of hodgepodge, fanciful mansion-fortress.
Eventually, several witch hunters were able to triangulate the position of their home, despite their erratic patterns of slaughter and mayhem, which, by design, were never quite grand or serious enough to attract the attention of any sizeable military, and prepare an assault. The Twins, however, were ready for them. While they and their consorts kept the Witch Hunters and their forces busy, the wizards they had hired or enslaved were placing powerful enchantments on the stones of their home. By the time the Hunters surmised what was going on, for it was hardly to be believed, the eclectic fortress was now floating several stories above the ground. The Twins fled laughing with their consorts and escaped in their now mobile home.
Of course, the pair were smart enough to know that anything so conspicuous as a flying Kislevite Castle built from all manner of multi-colored, candy-like spires would easily be seen from a great distance, and so they arranged to have an enchantment that created a group of clouds, fluffy and white like snow, around the massive abode. As yet, they have not decided what to name the almost grotesque thing, beyond Home.
Currently, they roam the world entertaining themselves, though they grow bored of their general isolation from the rest of the vampires and seek new fanciful delights and games. To that end, and after hearing of the death of Nagash, they made plans and set sail to greet the ones responsible with open arms.
Basic Stats
Basics
*All purely bat forms are assumed to be flying for agility and speed, on the ground they are reduced 2 automatically.
Speed: 5 B(8) FB(10) GB(10) BW(6) V(10) W(3) CH(3)
Agility: 5 B(10) FB(8) GB(5) VG(4) V(6) W(0) CH(2)
Weapon Skill: 5 W(0)
Ballistic Skill: 3
Raw Strength: 5 B(1) FB(4) GB(8) VG(7) V(6) W(0) CH(10)
Technique Strength: 5 W(0) CH(3)
Toughness: 5 B(1) FB(3) GB(7) BW(6) VG(7) CH(8)
Tactical Knowledge: 3
Magic
Magical Lores Known: Lore of the Vampires
Raw Magical Power:
Lore of Vampires: 2
Magical Skill:
Lore of Vampires: 2
Technology
Neither brother has any technological expertise to speak of.
Weapons / Armour / Items
Enchanted Clothing
In response to a growing need to stop changing clothes every time they change skins, the Twins commissioned a wizard to fashion clothing that not only shape-shifted with them, but also handles the wear and tear of heavy use well, so that it never frays or develops holes, or even gathers dirt and filth.
-Basic clothing (non-armor) may not be cut or pierced, but does not dampen the force of the blow. It is also never dirty and filth simply slides off of it. Their clothing shifts with them when they change form.
Flying Kislevite Castle
A marvel so absurd that it must be seen to be believed, this enchanted fortress floats among brilliant white clouds of its own making, and houses every need that the Twins could ever have. Guests touring the palatial estate for the first time are sure to be amazed by the splendor they find there.
-Hovers at an average speed ranking of 5, can reach 10 for short periods of time, and 12 for a few minutes if the brothers wish to stay stationary for several days afterwards.
-Is a castle, with all the solidity and durability of any average fortification.
-Has a large stockpile of non-perishable candies and deserts in the cellar.
-Has all the comforts the wealthy would enjoy. Even the armory is comfortable.
-Is always screened by encircling walls of clouds unless the enchantment is turned off for a time.
-control of the castle belongs solely to the brothers and their consorts, the enchantments will respond to no one else. They must be touching the steering orbs on top of the main tower for this to take place.
Assorted Maids
These poor, mind-shattered creatures were kidnapped from noble homes across the world to cater to their masters' every whim, and work constantly to better please them, ever hopeful of becoming a consort and replacing the current occupants of that position.
-Twenty per brother
-Skilled at singing, dancing, baking (especially pastries and desserts) and other diversions
-All completely devoted to their masters, their minds have been broken
-All are well dressed and retain the knowledge of their noble habits and manners from before their kidnapping
-All are 13-18 years of age.
Castle Servants
The ghastly but genteel footmen, scullery maids, pages, courtiers, and assorted staff of the flying castle utter not a whisper as they go about their domestic tasks, doing exactly as they are told without complaint and respectfully acknowledging the presence of all friendly visitors to their halls. The only service they provide that cannot be considered exquisite comes from the Court Jester, who can only juggle and do acrobatics, and is completely incapable of telling a joke, due to his lack of a voice.
-Two-hundred skeletons maintained, a hundred each, by their consorts when outside the castle, and the castle's enchantments when within.
-Capable of maintaining the castle and not much else.
-Strangely polite and well-mannered, bowing when approached and making room for passers by.
Castle Guard
Staunch and grim, these tireless constructs patrol the walls and halls with ceaseless motion, ever watchful for an intruder that must be dispatched by their deadly, enchanted blades. Arrayed in formation high atop the castle's candy-coloured turrets, their jet black armor provides a stark contrast to the overwhelmingly saccharine appeal of the architecture and decor.
-One-hundred Grave Guard, maintained 50 each by their consorts when outside the castle, but inside they are enslaved to the enchantments on the stones itself, so that while one pebble remains, they will defend it and its occupants until destroyed
-Extremely polite and well-mannered, saluting when approached by a non-hostile and making room for passers by.
Other Abilities
Horrors of a Thousand Faces
Bat(B): Small, hard to notice, able to smell and hear out hidden objects and persons, this creature is ideal for hunting down those hard to track villagers when they decide to hide instead of run away as fast as their legs can carry them. Due to its small size, and excellent quickness, it can avoid most blows and buffets, which, of course, would surely kill it if they landed home.
Fell Bat(FB): An enormous bat with a ten foot wingspan and a mouth full of razor sharp fangs, this speedy flying creature is less agile than the bat, but retains a great deal more strength and resilience than its smaller relative. There is no crushing this monster under your boot. Like their smaller cousins, they are excellent hunters, and their shrieks can disorient any living prey they might be hunting.
Gargantuan Bat(GB): A monster of a beast, able to blacken the night sky with its impressive wings. At least as large as its Undead compatriot the Terrorgheist, this bat's tough hide, deadly claws and fangs, and insatiable hunger for blood make it a force to be reckoned with. It is easily capable of carrying off a fully armed and armored knight and his horse in one grotesque talon. Beyond that, its finely tuned senses are on par with its smaller cousins, and its screams are so ear-splitting that the weak-willed fall down in agony or are struck dead from hemorraghing on the spot.
Bloodwolf(BW): A giant wolf, red in eye and heart, easily the size of a massive workhorse, but as fast as the swiftest racing stock. Its thick black fur protects it from flames and the bite of small-headed arrows and daggers. Only a true weapon will pierce the hide of this beast.
Varghulf(VG): Normally only something a vampire can become when they have lost all hope of sanity and willing wade into a sea of carnage filled thoughts, this ogre-sized man-bat cannot fly, but is still swift, and can rend men limb from limb with its hooked claws and jagged fangs. few can stand before the might of such a hideous, muscle-ridden creature. The Twins, however, have perfected the art of shifting to and from this form at will.
Vargheist(V): A more agile halfway point between a vampire and a varghulf, the vargheist is still a massive creature, but it retains the ability to fly and has an unnatural quickness about it. These creatures are well known for their acts of fiendish barbarism, and their love of tearing the weak to shreds within moments, and feasting on the remains.
Wraith(W): A disembodied spirit of ill portent, this shrouded skeletal creature of the night can be touched by no normal weapon, and can fade through any material. While it is limited to a slow, gliding motion, it is relentless, and only able to be slain by enchantment or incantation.
Crypt Hulk(CH): A monstrous wall of undead muscle and unquenchable rage, this ghoul-like beast is roughly the size of a house and as strong as the iron hands of death itself. Highly resilient against any injury, and capable of healing from even grievous wounds, this monster is the ultimate embodiment of brutish strength and tenacity. Any self-respecting ogre would be jealous.
Simply put, they can transform into wraiths,varghulfs, vargheists, enormous jet black wolves the size of horses, fell bats, bats, bats the size of terrorgheists with similar capabilities, and a special variety of crypt horrors. These different forms naturally increase or decrease certain stats accordingly, and add or remove abilities accordingly. These stats are listed along with their basic ones.
Strengths
Iron-Willed- No one tells them what to do if they do not wish to do it. No one, no how.
Unbridled Cruelty-Even for vampires, the twins have a penchant for vicious behavior, often creating elaborate schemes to irritate and harass their enemies to the point of madness before laughing as they deliver the final blow personally. Naturally, this makes them incredibly dangerous opponents when they become riled.
The Springtime of Youth-They have a youthful mindset, and are easily caught up in the next big scheme to be had, so they handle defeat and all manner of tragedy and misfortune extremely well, and can bounce back emotionally from situations others could not.
Stupidly Wealthy-They have a flair for the extravagant, and have hoarded all their spoils into a sizeable fortune, if only for the sake of having it to spend and regain in slaughter again. Among other vampires, they are incredibly showy and dramatic, and like to squander their wealth on white elephants they then pay people to turn into nightmarish weapons. The most devious on record is a large golden fountain intended to distribute chocolate to a Brettonian Noble's wedding guests, but instead shot massive jets of scalding, burning tar across the feasting hall during the celebration afterwards.
Weaknesses
Lack of Discipline-They find it difficult to pursue long term goals, or do anything they do not find entertaining.
Impetuous-The twins are highly precocious and can barely stand backing down from challenges. They are braggarts, overly confident, proud, and irreverent at all times. Unless, of course, being reverent helps them get something they want.
Sweet Tooth-They prefer to feed on girls their own "age", especially pretty ones, and try to select ones specific to their liking as maids, discarding them callously when they become too old. Occasionally, they sire a vampiress here or there when they find one particularly to their liking. While this does give them highly loyal bodyguards and consorts, of which they only have one at a time, the fact that they still retain human maids to feed from causes jealously among the ranks, and adds an element of strife to their lives that would not be there if they showed any kind of restraint or tact. They also have somehow retained the taste and stomach for all varieties of candy, especially sweetmeats, and dine on them almost as regularly as they dine of blood. This means that they are incredibly picky eaters, and will go to great lengths, often to the detriment of others or themselves, to get their chosen foodstuffs.
Many Enemies-On rare occasions, one of their former consorts will abandon them out of sheer jealousy, having found some way to break their hold over their minds, and dedicate themselves to hunting them down. They also have a nasty habit of turning people who have been especially troublesome to crush underfoot, ordering them to grow stronger so that they can fight once again, and drain even more enjoyment from the fracas the second time around. Between these two groups of vampires hunting them down, and the ruined families and towns left in their wake of destruction, the Twins have a fair number of foes eagerly seeking them out at all times. This will, eventually, come back to bite them, so to speak.