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A "dhampir" is a being that is half-vampire and half-human, born from a vampire father and a human mother. In some beliefs, the vampire father is the deceased husband of the widowed mother. Dhampirs, in comparison with normal human beings, are unusually adept at killing vampires.
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The word "dhampir" is associated with folklore of the Roma people of the Balkans. In other areas it is believed that the offspring of a vampire will "be slippery like jelly, and cannot live" Vukanovic , pt. Among all Balkan peoples it is believed that the child of a vampire can see and destroy vampires.
Among some groups, the ability to see vampires is considered exclusive to dhampirs. The powers of a dhampir may be inherited by the dhampir's offspring. Various means of killing or driving away vampires are recognized among peoples of the region, but the dhampir is seen as the chief agent for dealing with vampires. Methods by which a dhampir kills a vampire include shooting the vampire with a bullet, transfixing it with a hawthorn stake, and performing a ceremony that involves touching "crowns" of lead to the vampire's grave. If the dhampir cannot destroy a vampire, he may command it to leave the area.
A dhampir is always paid well for his services. The amount of money varies, but there is never dickering over the price. Standard pay for a dhampir may also include a meal or a suit of clothing. Sometimes a dhampir is paid in cattle. Quite often, charlatans traveling the regions around the Carpathian Mountains and elsewhere in Eastern Europe would claim to be dhampirs. Operating by the original myth of vampyr old spelling, both singular and plural as spirit creatures, they were the only ones who could see the spirit and would put on elaborate shows for villages, often wrestling with an invisible foe until it was then trapped in a brass vessel.
Usually a dhampir would wait until there was a death in a village.
The belief was that the vampyr would take over the recently dead corpse, for as long as it would last, to invade villages. They fed off life force directly, not by blood, sometimes killing victims in close proximity so life leaving the body could be consumed more quickly. Once fear, grief and superstition took hold in a village following a recent death, the dhampir would "come to the rescue".
Fiction Japanese author Hideyuki Kikuchi has written seventeen novels in his Vampire Hunter D series about a dhampir called "D", who travels across a war-torn land fighting against "The Nobility" who are actually vampires. There have been two anime based on his books. The first is an adaptation of the original novel, while the other is an adaptation of the third novel in the series. In both anime, D is referred to, both directly and indirectly, as the son of Count Dracula. Another dhampir is Blade, from the eponymous Marvel comic book series. However, instead of being the offspring of a vampire and human, Blade's mother was bitten by a vampire while she was pregnant with her baby, Eric.
It should be noted that Blade is only recently depicted as a Dhampir, as the original incarnation had the same origin, but did not have Vampiric powers. Instead, he could 'smell' things of a supernatural nature, most usually vampires. Rayne, the main character of the BloodRayne video game franchise, is another dhampir. She also has many brothers and sisters that she must slay who are also dhampirs. Alek Knight is the dhampir anti-hero of the Slayer vampire series of novels by Karen Koehler.
He is also a skilled vampire hunter.
From the Castlevania series of video games, Adrian Farenheits Tepes also known as simply as Alucard is the offspring of an unnatural bond between Dracula and a human woman named Lisa. The protagonist of Dhampire: Stillborn, a graphic novel scripted by Nancy Collins, is a dhampir, as is Magiere, the female protagonist of the Saga of the Noble Dead which commences with the aptly-titled novel Dhampir.
In the latter case, the character begins the story with no knowledge of her ancestry and earns her living as a fake vampire-hunter as above; her discovery of the true state of affairs comes as a considerable shock. In the Vampire: The Masquerade role-playing game universe created by White Wolf Game Studios, a Dhampir is the child of a 15th generation Vampire and a Mortal may be of either gender or two 15th generation vampires. The word "dhampir" originates from gypsy folklore.
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While a Dhampir is not technically a Ghoul a human given supernatural powers by drinking vampire blood , they have biological similarities to Revenants ghouls that are literally bred to serve vampires. The most important differences between Dhampirs and Revenants are cultural.
Revenants grow up in a freakish, monstrous subculture of Vampires and Ghouls. Only quite unusual circumstances could lead to a Revenant growing up among normal, contemporary humans. A Dhampir probably spent most of her time among normal humans. She might not even know about her supernatural heritage. Learning about the secret World of Darkness may come as a bit of a shock. All Dhampirs are young, without exception. The Thin-Blooded weakest of all vampires, so far removed from Caine that they are nearly human themselves have appeared only within the last 20 years as of Dhampyrs, or Shade Walkers, can function both day and night, although they find sunlight uncomfortable.
They can breed with humans, but not with Kuei-jin or other dhampyrs. Dhampyrs must eat, drink, and sleep. By using chi energy, they can perform feats not possible for humans. They can regain chi through rest or by eating flesh usually they cannot by drinking blood. Dhampyrs are mortal but can live for centuries. Severe injuries can kill them, but they can withstand far worse damage than humans.
Under certain circumstances, a dhampyr who dies can return as a Kuei-jin. About half of all dhampyrs conceived are not carried to term; this apparently is true for both human and Kuei-jin mothers. Dhampyrs tend to grow up psychologically disturbed, whether raised by a human or a Kuei-jin. Their unusual abilities make them useful tools for their parents in the Kuei-jin courts; however, they are never fully accepted in Kuei-jin society. Their half-monstrous nature also prevents them from participating fully in mortal society.
They are often loners and wanderers by nature. Although Kindred of the East is set in the same World of Darkness universe as Vampire: The Masquerade, dhampyrs do not mix well with the Western vampires of that universe Cainites. Dhampyrs cannot be ghouled made subservient to a Western vampire or Embraced transformed to Cainites. Conversely, Cainites cannot produce dhampyr offspring.
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In , White Wolf introduced an end-time scenario which affected all of their game lines; included in this was the "Vampire: The Masquerade" series. In the book "The Time of Thin Blood," weak-blooded Western Vampires-- whose blood was sufficiently distant from that of the original Vampire, Caine--lacked many standard vampiric powers and were often incapable of creating further vampires, but became capable of conceiving and birthing dhampiri.
This was considered a sign of the coming eschaton, known to Vampires as "Gehenna. Part 1: 36 : ; Part 2: 37 : ; Part 3: 37 3- 4 : ; Part 4: 39 : Reprinted in Vampires of the Slavs, ed.
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Jan Perkowski Cambridge, Mass. The reprint lacks footnotes. Most material on dhampirs is in part 4, under the heading "Dhampir as the Chief Magician for the Destruction of Vampires. ISBN 6. Especially pp. ISBN 9.
ISBN A monster represented as a serpent with the head and breasts of a woman that ate children and sucked the blood from men. A female vampire. Tagged June It has similarities to many different legendary creatures. For example, it is like a ghost, in that it is a haunting spirit of the dead.
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Legends also say it crushes or suffocates the sleeping by sitting on them, much like a mara or incubus cf. It also has many affinities with the werewolf see below. But the legendary creature most sources equate it with is the vampire. The Greeks traditionally believed that a person could become a vrykolakas after death due to a sacrilegious way of life, an excommunication, or a burial in unconsecrated gound, but especially by eating the meat of a sheep which had been wounded by a werewolf.
Some even said that a werewolf itself could become a powerful vampire after being killed, and would retain the wolf-like fangs, hairy palms, and glowing eyes it formerly possessed. The vrykolakas knocks on the doors of houses and calls out the name of the residents. If it gets no reply the first time, it will pass without causing any harm. For this reason, there is a superstition in certain Greek villages that one should not answer a door until the second knock. Since this creature becomes more and more powerful if left alone, legends state that one should impale, behead, and cremate a suspected body as soon as possible, so that the it may be freed from living death and its victims may be safe.
The traditional tales of the vrykolakas are only vaguely similar to those of the vampire, but the two have long been equated. It has become normal, in translating vampire movies and the like into Greek, to translate "vampire" as "vrykolakas". Presumably Modern Greeks raised on Hollywood vampire movies would be just as likely, if not more so, to think of Dracula instead of the traditional Greek monster, when a vrykolakas is mentioned. Being spirits, unfettered by the laws of space and time, they have an uncanny knowledge about the past, present and future and a deep insight into human nature.
They are also associated with mythical beliefs in Japanese folklore. Folklore In Japanese folklore, these animals are believed to possess great intelligence, long life, and magical powers. Foremost among these is the ability to take the shape of a human; a fox is said to learn to do this when it attains a certain age usually a hundred years, though some tales say fifty. Kitsune usually appear in the shape of a beautiful woman, a pretty young girl, or an old man.
Other powers commonly attributed to the kitsune include possession, the ability to breathe or otherwise create fire, the power to manifest in dreams, and the ability to create illusions so elaborate as to be almost indistinguishable from reality.