Blood Corpse
The Fourth Calamity: My Players Reforge OrderContents
- 1Biodata
- 2Power Progression
- 2.1Other Forms of Strengthening
- 3Background and History
- 4Appearance
- 5Behavior and Organization
- 5.1Intelligence and Command
- 5.2Feeding and Activity
- 5.3Corpse Tides
- 6Abilities and Skills
- 6.1Vitality and Physical Combat
- 6.2Corpse Poison and Transformation
- 6.3Blood Curse
- 6.4Lineage Abilities
- 6.5Progenitor Possession and Observation
- 7Weaknesses and Countermeasures
- 8Uses and Technology
- 8.1Mobile-Fortress Engines
- 8.2Labor and Biological Materials
- 9Story Role and Major Arcs
- 9.1Later Player Protections
- 10Legal Restrictions
Contents
- 1Biodata
- 2Power Progression
- 2.1Other Forms of Strengthening
- 3Background and History
- 4Appearance
- 5Behavior and Organization
- 5.1Intelligence and Command
- 5.2Feeding and Activity
- 5.3Corpse Tides
- 6Abilities and Skills
- 6.1Vitality and Physical Combat
- 6.2Corpse Poison and Transformation
- 6.3Blood Curse
- 6.4Lineage Abilities
- 6.5Progenitor Possession and Observation
- 7Weaknesses and Countermeasures
- 8Uses and Technology
- 8.1Mobile-Fortress Engines
- 8.2Labor and Biological Materials
- 9Story Role and Major Arcs
- 9.1Later Player Protections
- 10Legal Restrictions
Biodata
| Feature | Value |
|---|---|
| Name | Blood Corpse |
| Original Name | 血尸 |
| Alias(es) | Blood Servant and Blood Slave were the vampires’ original terms; these later distinguish thinking from mindless individuals 281 396. |
| Species/Race | Vampire-derived beings encompassing transformed humans and numerous nonhuman races 281. |
| Affiliation | Originally divided among the seven Grand Dukes of Blood and their respective lineages; some later serve Ed and the Second Holy See 294 873 1414. |
| Occupation/Role | Infectious soldiers, vampire thralls, laborers, mobile-fortress power components, and materials for Machine Spirits 282 418 1129 1474. |
| First Appearance | Introduced as Gray’s fortress power assemblies 281. |
Power Progression
Blood Corpse ranks combine mental capacity with combat strength. Within Antos’s lineage, advancement requires the grand duke’s personal approval 396.
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Blood Corpse Transformation | 314 874 | Corpse Poison transforms the current body. Most ordinary victims lose their reason, although an experienced low-tier fighter such as Muller can retain some intelligence immediately after conversion. |
| Blood Slave | 396 | Collective designation for Blood Corpses without reason. |
| Blood Servant | 396 | Designation for Blood Corpses capable of simple thought. |
| Count / Upper low tier | 294 396 | Requires independent thought and upper low-tier strength. Counts are the weakest individuals whom vampires recognize as their own kind rather than servants, and possess special abilities. |
| Marquis / Middle tier | 396 | Middle-tier Blood Corpses hold the rank of marquis. Antos’s strongest permitted subordinates reach only the peak of this tier. |
| Duke / High tier | 850 851 892 | High-tier descendants exist outside Antos’s lineage. Marquis-level vampires seek a progenitor’s True Blood to advance to duke. |
| Grand Duke / Progenitor | 294 987 | The seven original lineage founders. True Blood is fundamental to their position: stripping Adelaide of his last drop reduces him to an ordinary Blood Corpse of indeterminate lineage. |
Other Forms of Strengthening
- Self-devouring: Starving Blood Corpses consume one another, producing stronger, fiercer survivors. These survivors usually collapse from bodily imbalance unless continued feeding sustains them 437.
- Cross-lineage absorption: Muller gains the York lineage’s Shadow Traversal after killing and absorbing an enemy count 874.
- Collective enhancement: The seven grand dukes’ True Blood Alliance strengthens Blood Corpses throughout their ranks 874.
Background and History
Before the Demonic Tide, “Blood Corpse” narrowly referred to servants raised by certain vampires as blood supplies. They appeared capable of speech and thought, but human accounts regarded them as effectively dead. Vampires called them Blood Servants or Blood Slaves 281.
The Demonic Tide overturned those limits. Goblins, ogres, beastmen, and even devils became Blood Corpses or their subspecies. Their ability to assimilate other races helped the vampires’ strength grow as the Tide intensified; Luoli’s account describes a Corpse Tide sweeping across half the continent 281 777.
Human forces countered these armies by assassinating their commanding counts and marquises. When those leaders were too powerful, attackers instead targeted untitled intelligent Blood Corpses, disrupting command sufficiently to exploit the horde’s poor maneuverability 640.
Several grand dukes and their descendants were subsequently sealed away. As the seals weakened, weaker Blood Corpses revived first, followed by increasingly powerful individuals. Blood Corpses also supplied their own blood to nourish a reviving count inside his coffin 360 362.
The lineages trapped in the Demon Realm continued developing while their sealed counterparts stagnated or weakened. They spent another seventy or eighty years converting the life-forms available to them, producing armies with large nonhuman contingents 1330.
Appearance
- Typical coloration: Pale or gray-white skin, scarlet eyes, and blackened claws. Some specimens have purplish-black veins and extremities darkened by accumulated toxins 285 308 1331.
- Body condition: Many have taut skin and firm muscles rather than extensively rotted bodies, although older specimens can be visibly decayed or mutilated 283 308.
- Physical variation: Size and anatomy depend partly on the original race; examples include short goblin forms, enormous ogres, and a minotaur twice an ordinary human’s height 281 311.
- Mutations: Documented examples include a face split into four flaps and an arm six or seven times thicker than normal 284 384.
- Retained clothing: Gray encounters both recently infected nomads wearing monster pelts and older corpses wearing unfamiliar, ragged clothing 283.
Behavior and Organization
Intelligence and Command
- Ordinary Blood Corpses operate largely on bestial instincts. Near an intelligent individual, they readily abandon their own limited judgment and follow orders 385.
- Untitled intelligent leaders may possess only rudimentary commands such as “this way” and “charge”; vampire nobles can direct armies far more precisely 311.
- Higher-ranking vampires dominate lower-ranking members through psionic energy transmitted along bloodline connections. This control can extend to their minds 417.
- Command has a range limit. Bennett secures control of a group after drawing it beyond a rival commander’s reach 767.
- A progenitor can address descendants mentally and direct coordinated work, including the excavation of orderly underground entrances 798.
Feeding and Activity
- Blood Corpses gather in shade during daylight and become dangerous roaming predators after nightfall. Darkness can also enhance their speed 318 358 379.
- Fresh blood can lure an isolated individual from shelter, and their hearing is notably sharp 319 358.
- Roars provide simple communication and can excite nearby captive Blood Corpses 282.
- Extreme hunger causes cannibalism, making food supply an important limitation even when Blood Corpses are used as machinery 418 437.
Corpse Tides
- A hundred or more Blood Corpses can form a small Corpse Tide capable of overrunning ordinary settlements. Large tides are treated as natural disasters 282.
- Numbers compensate for individual losses: hordes climb over one another, overwhelm defenders, and use specialized mutants to breach defenses or throw companions onto walls 283 309 384.
- Their poor judgment makes them vulnerable to kiting. Players can even lure two pursuing groups into colliding with one another 310 796.
- Progenitor-led forces can reach enormous scale; Rosalind fields a million-strong horde against the alliance 1399.
Abilities and Skills
Vitality and Physical Combat
Ordinary Blood Corpses chiefly threaten opponents through strong vitality, infectious claws, and bites 294 943.
- They feel no pain and may continue attacking despite severe facial injuries or imminent lethal blows 308 381.
- They do not need to breathe; suffocation is not an effective means of neutralization 379 944.
- An intact brain can sustain a Blood Corpse even after the loss of its lower body 801.
- Stronger variants can gouge brass armor, charge through defensive lines, or destroy wooden watchtower supports 284 309 311.
Corpse Poison and Transformation
Corpse Poison is a psionic toxin transmitted through bites and scratches. It progressively converts the victim’s current body, with the infection rate affected by wound area and the attacker’s rank 314.
| Attribute | Effect of Blood Corpse Transformation |
|---|---|
| Strength | +10% 314 |
| Agility | +10% 314 |
| Constitution | +5% 314 |
| Will | −50% 314 |
| Plant Compatibility | Reduced to zero 314 |
| Animal Compatibility | Reduced to zero 314 |
| Psionic Energy Compatibility | +30% 314 |
| Mechanical Compatibility | Unaffected 314 |
- Losing Plant and Animal Compatibility disables abilities belonging to those systems. Fully transformed players also lose access to teleportation trees 314 315.
- If a transformed player’s Will falls below 2, the lineage’s progenitor can influence them through whispers or hallucinations, pushing them toward a mindless state 314.
- Transformed players can infect others and may gain special abilities determined by the infecting lineage 314 634.
- A count’s personal transformation can grant Count’s Gift, suppressing some instincts while imposing obedience to that count. Aluode nevertheless retains his independent intentions and uses his transformed body to infiltrate Bennett’s forces 361.
- Complete bodily reconstruction or at least eight hours inside a Tree of Rest removes both Corpse Poison and completed transformation 314.
- Prompt amputation can stop an infection from spreading, but a weapon contaminated with Blood Corpse blood can worsen the situation 315.
Blood Curse
Blood Curse automatically marks whoever delivers the killing blow to a Blood Corpse 314.
- Each lineage’s curse is independent. It reveals the bearer to vampires of that lineage, not to every Blood Corpse indiscriminately 294 314.
- Detection range depends on the pursuing vampire’s rank. Killing more Blood Corpses—or higher-ranking ones—strengthens the curse 314.
- The documented removal conditions are the bearer’s permanent death or the destruction of every Blood Corpse belonging to the relevant lineage 314.
Lineage Abilities
Vampire nobles receive derivative abilities from their lineage. Their effectiveness depends partly on individual aptitude and training 958.
| Lineage | Documented abilities |
|---|---|
| Antos | Flesh Reshaping is its signature technique. Bennett converts nearby Blood Corpses into flesh-and-bone armor and bodily reinforcement; Antos’s own authorities are Blood, Flesh, and Bone 386 680 845. |
| Adelaide | Associated with Absolute Punishment True Blood. After acquiring it, Ed can grant attacks that inflict negative effects, guaranteed against targets below high tier 987 1005. |
| Wens | One documented count can briefly paralyze victims through eye contact and recover by drinking blood. The paralysis fails against Xilǐ’er because he has no actual eyes 294. |
| York | Shadow Traversal, acquired by Muller through absorbing a York-lineage count 874. |
| Rosalind | Counts gain Gluttonous Body, improving feeding, bite force, and attributes while satiated, with an additional abdominal mouth. Marquises gain Hunger Manifestation, turning flesh into nutrient-devouring worms. Dukes gain Aspect of Origin, a greatly empowered devouring form whose duration feeding can extend 850. |
| Hall | Cultivation places power in descendants to grow through their attacks and plundering. Harvest reclaims it to strengthen Hall, immediately killing the harvested Blood Corpse. Hall can also project his will into recipients of his power 1061. |
Progenitor Possession and Observation
- Grand dukes can act through subordinate bodies. Antos uses Howling Pothos’s transformed body to fight Antiya Lisi, although his sealed condition limits the power available to that vessel 679 680.
- Rosalind takes over a Blood Corpse of her own lineage while recovering. Even one drop of her True Blood risks bursting an ordinary host 1427.
- Hall develops large-scale surveillance through Blood Corpses and blood mist, observing through tens of thousands of eyes while directly controlling only a few hundred bodies 1427.
Weaknesses and Countermeasures
| Weakness or method | Effect and limitations |
|---|---|
| Sunlight | Keeps ordinary Blood Corpses sheltered beneath trees and other cover during daylight 318 379. |
| Cold | A recognized weakness; winter leaves Blood Corpses frozen underground 513 764. |
| Fire and heat | Blood Corpses lack immunity to high temperatures. Burning Oil Vines restrain and carbonize two specimens, although the creatures do not instinctively fear flames 345. |
| Brain destruction | Immediately incapacitates ordinary specimens; players kill them by piercing and destroying the brain 308 379. |
| Spinal severance | Disconnects the brain from the body without necessarily killing the head, leaving the victim largely helpless 379. |
| Muscle and nerve damage | Painlessness does not prevent mechanical disability. Blood-Drinking Thornbush caltrops destroy movement by tearing through feet, muscles, and nerves 381. |
| Restraint and disarming | Resin, binding vines, and removal of teeth and claws allow capture. These procedures reduce danger rather than guaranteeing complete freedom from infection 761 943. |
| Disrupted command | Killing intelligent coordinators reduces a Corpse Tide’s ability to respond to maneuvering enemies 640. |
Uses and Technology
Mobile-Fortress Engines
Several decades before Gray’s journey, a Graycast Corridor mechanic placed a Blood Corpse on a pedal mechanism and sustained it with minimal food. Further development produced the first small mobile fortress ten years later 282.
- Gray’s fortress initially carries fifty live Blood Corpses as power components, captured in the Demon Realm by professional corpse fishers 282.
- The Corridor generally prefers unintelligent, low-level specimens controlled by mechanical structures. An escaped count or marquis could endanger an entire satellite city 758.
- Gray and the Soul Returners test a wooden neutralization machine that removes fingers, toes, and teeth before enclosing its captive 450.
- The engines are not inexhaustible: strenuous travel kills power-source Blood Corpses, eventually prompting the Antasia’s crew to replace all fifty stations with Soul Returners 1116.
Labor and Biological Materials
- Excavation: More than a thousand Blood Corpses dig at Oliver’s sealing site and pass rubble through four assembly lines 425.
- Hauling: Transformed players command mindless Blood Corpses to pull loaded carriages toward White Wax Town 442.
- Plant cultivation: Ed directs players to grow plants using slain Blood Corpses, allowing him to recover value from bodies outside his immediate territory 347.
- Machine Spirits: Blood Corpses serve in Machine Spirit technology and are packed into crates as Psionic Energy Ammo Packs. Ed later develops plant-and-animal organisms capable of replacing them as the basis for new-energy Machine Spirits 1129 1474.
Story Role and Major Arcs
| Arc | Role |
|---|---|
| Gray’s escape and warning | A Corpse Tide pursues Gray’s fortress and nearly kills him. He reaches Ed and warns that the Blood Corpses are coming 283 284 285 289. |
| Bloody Night | The approaching horde triggers a large-scale, long-term quest focused on fortification, reconnaissance, survival, and learning the infection and curse mechanics 292 314. |
| Bennett’s campaign | Aluode infiltrates the Blood Corpse faction after being transformed by Bennett, then helps undermine the count’s army during its offensive 361 366 385. |
| Oliver’s revival | Players deliberately become Blood Corpses to infiltrate the Adelaide-lineage workforce. Oliver’s defeat advances Bloody Night toward controlling Blood Corpses within fifty kilometers of the Second Holy See’s borders 422 423 425 442 444. |
| Eastern defensive front | Renewed activity in the Wilderness of Chaos prompts a defense-in-depth mission along Aduolin Province’s eastern edge against Blood Corpses from multiple lineages 749. |
| Demon Realm war | Mature lineages field large numbers of nonhuman Blood Corpses. Rosalind’s campaign includes regenerating worm-form marquises and a million-strong horde 1330 1332 1399. |
| Player class development | After Ed gains control of Adelaide’s True Blood, some players deliberately adopt the Blood Corpse route, a chiefly psionic class with animals as a secondary focus 1414. |
Later Player Protections
- Corpse Poison Immunity (Intermediate): Blood Corpses of any lineage below high tier can no longer infect players involuntarily 1455.
- Blood Poison Adaptation (Intermediate): Players attacked by an infected creature can choose to accept infection, transform their current body, and gain special abilities 1455.
- Both protections automatically upgrade to Advanced once a player’s level exceeds 60. Living players activate the new benefits after teleporting or respawning 1455.