Home
News
Products
Terris
Red Juggernaut
Forums
On-line Store
On-line Games
Players
Retailers

Terris Fiction Giants Horse Lords Imouha Roma Dutha Knights Concept Art

Vámpir

Creatures known as vámpir are the source of dread tales and wild fear in the Onogur Empire that spawned them. Rulers and peasants alike live in fear of these supernatural creatures, but little is actually known about them or how they came to exist. While the locals, and those unfortunate enough to come across rare traveling vámpir, know some of the story, most is shrouded in legend, superstition, and fear. [1]

In truth, vámpir are actually a heightened form of ghoul. So, where did ghouls come from? Like many paranormal creatures of Terris, they are normal creatures that have been changed by magic.

Fever Plagues

The Fever Plagues, as they are known, were actually a series of viral outbreaks. Starting 250 years ago and lasting for a period of approximately 50 years, these plagues spread throughout Uropa and Yazhea[2]. In some areas the plague was 90% fatal. These viruses simply spread too fast for ritualists to devise a method of protection. The only means of surviving was to avoid contracting the disease, which proved almost impossible. Because of the long incubation period for the disease, by the time symptoms became manifest, the contagion had already spread to the next village. In cities it was impossible to contain due to packed living conditions and human travel.

By the time rituals had been devised to protect the remaining populace, the continent of Uropa was devastated. Over 75% of the continent’s population was dead. Entire empires ceased to exist. Cities were abandoned ahead of the plague as frightened populations fled. Soon the wilderness retook what man had abandoned. Mankind was reduced to a handful of fearful enclaves from which he is only now emerging.

Although it is unknown by the populace of Terris, the Fever Plagues that ravaged the population of Uropa began in what is now Onogur. As such, leaders there had the first chance to halt the plagues and contain the damage. Unfortunately, they did neither. The solution at the time was to create a ritual, the Ritual of Preservation, to inoculate the population. Designed to be used in villages across the land, this ritual was supposed to prevent an uninfected person from contracting the plague. Flaws in the ritual and an imperfect knowledge of the disease itself led to monumental disaster.

Ritual of Preservation

Instead of preventing the disease, the ritual worked within people who already had the virus. As plague effects often took weeks to manifest[3], leaders mistook infected villages for “clean” areas. Casting the ritual on these people was the worst thing they could do. Instead of preventing the plague, they sped its dissemination. A curse fell upon the land. In areas where the plague struck 90% of the villagers who were infected ultimately died. In areas “protected” by the Ritual of Preservation, the same percentage of population changed into ghouls.

At first, villagers protected by the Ritual of Preservation appear to die. The symptoms of the plague are nearly identical in appearance. When the victim nears death, however, the magical effects of the ritual begin to have their effects. In six to twenty-four hours the victim awakens from the death-like coma. Stories of ghouls rising from the grave are quite true as fearful populations initially sought to bury the “dead” as quickly as possible. Alive and in terrible pain, a newly awakened ghoul immediately begins seeking food.

Ghouls

Ghouls are the most common and most feared creature in the Onogur Empire. They can be found almost everywhere and in some areas they completely control the land, carving out a pseudo-empire by numbers alone. Ghouls differ slightly, but all carry the magical virus that created them, although even that has changed over the past 200 years.

At a basic level a ghoul is a human with altered DNA. Rather than killing a person, people infected with the plague and under the effects of the Ritual of Preservation suffered from magical mutation of their DNA. At the moment there is no known “cure” for being a ghoul and, therefore, no cure for becoming a vámpir. Ghouls share many similar characteristics with human; however, they are fundamentally different.  Ghouls must eat and drink to keep their strength. Without food they become little more than shambling shells.

Ghouls are human in shape and size. They typically have long hair and long nails. Their teeth are pointed and extremely sharp. Their molars ultimately fall out and are replace my secondary incisors. The structure of their eyes changed dramatically, allowing them to see in near darkness and see over vastly greater distances than a human. Ghoul skin is a death-grey tone and is extremely tough and rubbery. It is difficult to puncture or cut. Hearing is likewise extremely acute, but remains within the normal range of humans. Ghouls are nocturnal by choice. Their enhanced vision is better during the night than during the day, so they hunt at night. Sunlight does not affect them adversely except for their vision, which becomes blurred in harsh light. Their sense of smell is the same as a human’s as well, except for the ability to smell human blood, which is very keen.

The magical virus keeps ghouls unnaturally alive. Ghouls cannot die of aging, although they become more bestial as they grow older and require more blood to escape their pain. All ghouls live in constant pain – “fire in the blood.” Only the consumption of non-ghoul flesh and blood temporarily eases the constant pain. A ghoul’s level of pain is its dominant trait. When pain-free they revert to a near-human level of existence. They wear clothes, typically replacing the shreds they wear when pain-filled. Pain-free ghouls will temporarily form family units or packs for protection and to secure additional food and blood supplies. They seek mates and ultimately bear young, which are always infected with the virus. They will mark and defend their territory, even devising plans and creating traps to catch their prey or adversaries. As their access to non-ghoul flesh and blood decreases they become increasingly bestial. Violence and in-fighting within a group is common, although rarely fatal. Unless quenched, the pain turns the ghoul into nothing more than a non-stop killer, exclusively seeking non-ghoul blood to ease the pain of their disease. Luckily, once the killing starts, the ghouls quickly get their fill of flesh and blood thereby stemming their pain-fueled rampage.

Communication varies depending on how much pain a ghouls is experiencing. At the highest end, ghouls communicate with hand signals, grunting and gesture. They have limited ability to speak and most words are simply too difficult to articulate. When they are pain-filled ghoul communication is limited to wild, violent gestures that are focused entirely on hunting and eating.

It is never easy to kill a ghoul. They can heal massive damage given enough time and a supply of non-ghoul blood and flesh. The virus ensures that they remain a suitable host. Extreme damage is the only means to make sure a ghoul is truly dead. Even severed limbs can be reattached and will rejoin with the body given enough time. Tales of creeping limbs that are ‘alive’ are just that – tales of frightened villagers – not the truth. Severing the head always kills a ghoul as does removing the heart. Drowning will also work, but ghouls can survive underwater much longer than a human. They seem to be immune to extreme cold, merely going into torpor when exposed to freezing conditions. Burning will kill a ghoul, but only in extreme cases – the organs must be burned otherwise the flesh will, ultimately, heal.

The Preservation Virus[4] remains in the ghoul’s system until death. Even then it is active and can survive for years beyond the death of the ghoul. The virus can be contracted and passed by a ghoul bite or scratch, ingesting ghoul flesh or blood, or from parents to child. Note only children are guaranteed to receive the Preservation Virus. Scratches and bites may, or may not, transmit the virus. As with the initial onset of the disease, it takes 10 to 16 days for symptoms to appear.

Vámpir

Since the beginning of the Preservation Virus, ghouls have continued to mutate. In most cases this leads to various mutations within the ghouls themselves – additional strength, increased speed or quickness, and heightened sense of smell are all documented areas of development. In some cases; however, the mutation is extreme and has led to the birth of an entire new type of ghoul – the vámpir.

Vámpir are ascended ghouls that have managed to force their disease into remission due to a mutated enzyme their bodies produce. Vámpir are carriers of the Preservation Virus and have many of the same attributes as a ghoul, however, these are somewhat diminished in a vámpir. For the vámpir ascension is a two-edged sword. As the Preservation Virus is in remission, it cannot work to preserve the host. However, because it is in remission, much of the bestiality typical of ghouls disappears, allowing the vámpir to pass as human. Only close inspection of their eyes betrays their ghoulish nature.

The vámpir retains much of the healing ability of the ghoul as well as their longevity. The healing process takes much longer; however, even extreme damage can be healed. Removing the head or heart is the only sure way to kill one. Vámpir still eat and drink in addition to ingesting human blood. Human blood is the only thing that keeps the Preservation Virus in remission. Animal blood will only delay the process of reverting into a ghoul and even then it will only substitute for a short time. They have the increased vision of a ghoul. Individuals may even posses heightened hearing and smell. Vámpir have the mental abilities of a human. They are typically stronger and have better stamina than a human, but are not as strong as when they were ghouls. Vámpir can pass as human and, like humans, have a wide range of skills, talents, and abilities. In addition, vámpir gain an additional survival mutation.

Vámpir have a form of mental hypnosis. These are a subtle type of hypnotic power; "strong suggestions" not true geas or compulsions. Vámpir may influence a person, but a victim would not go against their nature (getting a pacifist to kill would be impossible); however, vámpir can lower inhibitions, enhance fear, etc. to such a degree that it seems like a geas. In the end, however, the seed of desire must be in the target to get them to act. Vámpir use this ability to rise to places of leadership in business, government, and even the priesthood. This typically allows them a wide variety of servants, retainers, consorts, and blood vessels. Vámpir may learn, grow, research, train, and ultimately do anything that a human can do. They can learn magic and with many lifetimes to study they are among the best practitioners of the arts. With their ability to mesmerize others, they can often attract the best ritualists into their covens, making the results of their rituals even greater. Individual personalities vary; some are charming and others are cruel, some live as hermits while others live in the heart of the city. Their goals are as numerous as they are and their secrets are well kept.

Unfortunately, the enzymes that keep the Preservation Virus in check are killed by sunlight. As such, in addition to the constant danger of reverting to a ghoul due to lack of human blood, vámpir must also avoid sunlight. Skin exposed to the sun for even a short time will begin to turn gray. Ultimately, with prolonged exposure, the enzymes break down at an accelerated rate and the vámpir returns to a ghoulish state. It is extremely difficult to become a vámpir, requiring months of constant ingestion of human blood to rise above the pain of being a ghoul. All that can be undone in an afternoon. Consequently vámpir are unlikely to risk exposure to the sun for any reason other than survival. They are nocturnal by choice, but it’s also a matter of survival.

Vámpir and Society

Legend and folklore ascribe a wide variety to skills and abilities to vámpir. Most are simply not true. Vámpir cannot change form.[5] They cannot fly or turn into smoke.[6] They cannot cast magical spells on their own. They have limited control over animals through their hypnosis, but as with humans, they can only get animals to do what they were going to do anyway.

As vámpir are the result of an Onogur ritual gone wrong, they are exclusively Onogur. Although there is nothing to prevent humans or fey from other cultures from getting the Preservation Virus then ascending to vámpir, that has not happened.[7] As the disease is in remission, a vámpir bite will not infect a human. It takes a ghoul to make another ghoul, which is an Onogur dilemma. In other countries and societies the ghoul and the vámpir are mere legends.

In the Onogur countryside vámpir are the ultimate bogeymen. They are the reputed source of all trouble and woe. While local peasants are not permitted to act against their noble rulers, they have free reign to act against supernatural threats like the vámpir. It is likely peasants have accused and killed more humans than vámpir for reasons ranging from fear to greed to simple bloodlust. While this certainly keeps the vámpir population down, it makes the survivors cleverer and drives them deeper into cover.

As vámpir are a local problem, only the Onogur have addressed them legally. While ghouls are treated as animals, vámpir are afforded special consideration under the law – none of it good. Vámpir cannot own property. They cannot hold political or religious office. They cannot marry. All of these crimes are punishable by death. In addition, all assets are returned to the government. As vámpir can acquire considerable wealth over their many lifetimes, this is often enough provocation for greedy ministers to begin hunting vámpir.

Working for, or consorting with, a vámpir is equally disastrous. Knowingly working with or for a vámpir is a death sentence. Those convicted must also forfeit all property and possessions. Zealous ministers visit next of kin as well in most cases, in the name of stamping out all vestiges of the vámpir’s empire, not without out good reason. Most vámpir carefully plan for the day when they are discovered and have hidden what assets, goods, and allies they can to start life anew.

Vampires can and do travel. Indeed, it is often easier to exist in other lands than under the banner of the Onogur. While it is easier to hide their existence in foreign lands, travel itself is extremely dangerous, even for vámpir. In addition, foreign visitors are rarely treated with respect, even when wealthy, causing additional problems for travels over extended times.

Conclusion

The vámpir and the ghoul, while a local Onogur phenomena, are becoming well known as folktales and legends in surrounding cultures. While they have only existed for 200 years, that has proved sufficient time for the legend of their ability and power to reach the ears of king and peasant like.

As they are extremely long lived and have the potential to dramatically rise in numbers through birth and infection, ghouls could overwhelm the country of Onogur and, ultimately, the entire continent under the right circumstances. Fighting a ghoul is always dangerous and can often lead to more ghouls than eliminated if the hunters are not extremely skilled or lucky. As such, most nobles prefer to keep them contained and avoid them in all except the most extreme cases. Professional ghoul hunting is a licensed profession in Onogur. The militant men and women who take up this lucrative profession rarely get to spend their hard-won wealth or live to see their grandchildren.

Vámpir, on the other hand, are few in number and are unlikely to ever greatly grow in population. While formidable individually, their bite is not infectious, so they can be hunted. Their property makes them a target. Individually, they may exert dramatic influence over a nation, region, or town, but this power is subtle and difficult to root out. The main threat from the vámpir is not knowing when, or if, one is about to strike until it is too late.


[1] Of course, no one in the word of Terris knows the entire story. Although this document gives the inside story, terms are based on modern-day earth knowledge and are the knowledge of the reader alone.

[2] Europe & Asia

[3] Typical manifestation for the plague was 10-16 days depending on the immune system of the infected.

[4] For lack of a better word the ghoul creating condition can be considered a mixture of the Ritual of Preservation and the plague virus.

[5] Except by magical rituals that are more or less common. These rituals allow humans and fey to take on man/animal shapes for a short period of time.

[6] Except by rare magical rituals or even rarer enchantments

[7] Yet

Copyright © 2008 Red Juggernaut, Inc.