This Comic's Storylines:

The Belmonts are a mainstay of the series. For the first 700 years of in-game continuity, they are the authority of vampire hunting. Have a vampire problem? Hire a Belmont. Vampires attacking your village? A Belmont will stand against them. Vampires in your crawl space? Belmonts can clear that out.
The one thing that all Belmonts need, though, is their magic whip, a whip infused with (ginsing and) the power to kill vampires. This whip is passed from one Belmont to the next, through the lineage. It is implied that the Belmonts are the only ones that can handle the magic of the whip. If someone else uses the whip, the magic will, eventually, kill them.
So, brilliantly, after the 1700s, the Belmont clan drops the whip off with a trusted (i.e., non-Belmont) second party and high tails out of Romainia for a good 200 years. Yes, our brave and noble heroes cursed a series of other heroes to die just for the chance to get some sun and fun in Aruba (or, you know... they may have just had other things to do).
 
    

When evil spreads across the land, and darkness rises and the monsters roam. When the creatures of the night make beautiful music, and the things that go bump in the night go bump with greater enthusiasm. When the world is in peril and is in need of a hero...

These guys are, sadly, the best the world can hope for. These are the adventures of the heroes of CVRPG. They mean well, they try hard, and occasionally they do the impossible...

They actually do something heroic.