The Seekers of the Throne

Kovarish culture at best, is inscrutable to outsiders, but there will always be those who seek power, regardless of the form it takes. Many in Kovarik view their vampiric overlords as the purest form of power, switching between grinning politics and becoming slavering beasts at the drop of a hat. The seekers of the throne believe vampirism is the path to the power they lack, and that hidden deep beneath the capital city lies a great power that can block out the sun once more, allowing their undead masters to rule unchallenged again. The path of a seeker is long and winding, but their goals are singular, become vampires, and plunge the world into eternal night. Most of them seek to gain strength and convince one of the many vampire nobles within Kovarik to become their patrons, and eventually, convert them entirely. To that end they seek magical artifacts and secrets to present to their undead masters.

Throne Seekers have strict hierarchies and rules, and their order punishes a disturbing number of indiscretions with exsanguination. They ritually drink blood, and refusing an order from a vampire is grounds for being excommunicated from the order.

Daylight Agent
Travel costs are negated and you gain double fame for sessions taking place in Kovarik or Contested Territory.

Bloody Hands
The smell of blood never quite leaves, Seekers can always identify each other. You receive a necklace with a talisman inscribed with ancient vampiric lore marking you as a friend to the undead. While wearing the necklace openly, undead will avoid targeting you with attacks or harmful effects while other targets are available. Those with proficiency in Intelligence (Religion) can identify the necklace and its purpose by succeeding on a DC 18 Intelligence (Religion) check. Doing so outs you to them as a Seeker of the Throne, and opens you to PvP with players on that session.

Unearthly Gaze
Your undead masters impart some of their strange magics to you so that you may better serve them. You may cast Charm Person and Command once each without expending a spell slot or material components. You must complete a short rest before casting these again. You cannot enter an owned and lived in residence without an invitation from the owner or a regular occupant.

Still Body
You gain resistance to necrotic damage, and non-magical bludgeoning, piercing, and slashing damage. You now count as undead for the purposes of being affected by holy water and hallowed ground.

Children of the Night
You magically call 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, you can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. You gain vulnerability to fire damage, and you take 20 acid damage if you end your turn in running water, and treat it as difficult terrain.