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The Sangir

Spirit storm

"Now, I've been hunting around these parts for years. Nothing has scarred me more then enocunters with the sangir. Sometimes it's a horse with 16 legs, it's a little missy with 13 eyes and a knife in hand. Either way, While I know it's nessecary - I hate the calls from the Sad'ri." - Noelle Gotfreid, a monster hunter with 30 years of experience. He has hunted in all the continents, but when pressed on encounters in Yulca, he had this to say.

  Sangir is a uniquely ry-affecting storm causing a disruption of a person's connection to the spirits.The sangir will cause someone to transform at random, morphing from one form to another as their form destablises. The known symptoms are as following:

In Stage One

  • Anxiety
  • Hyperactivity
  • Irritability
  • Agitation
  • Confusion
  • Headches
  • Body aches
  • Muscles randomly tensing / spasms
  • Minor transformations in sleep or in moments of lapsed concentration - like additional eyes or ears
  • Inability to transform correctly
  • In Stage Two

  • Fever
  • Vomiting
  • Nausea
  • Difficulty swallowing
  • Excessive salivation
  • Excessively transforming
  • Hallucinations
  • Insominia
  • Partial paralysis

  •  

    In Stage Three

  • Inability to control tranformations
  • Extreme malformations
  • Extreme aggression
  • The sangir is most recognised for it's final stage. The third stage of the cycle, the ry is largely lost as the body begins to transform wildly. In one case, a wolf ry with 8 heads - all with varying numbers of eyes, 18 legs - some with up to 3 paws randomly placed, and 5 tails was recorded. During the ensuing battle to take it down, all of these numbers varied. At one point up to 30 heads, errupting wildly from anywhere across the body, were recording. Upon death, the Sangir was 3 times the normal size of the ry.

    Transmission & Vectors

    As the Sangir is a storm, aquired in the Sangir Mountain range. While it historically effected much of Valkenheid, it is now localsied speficially into this range. Many Ry who enter will be affected, but it has not been observed hoping from ry to ry who have left the region.   The Lu'vah settlement is the only settlement in the region that dares to settle within the storm. The settlement is precisely on the sangir's currently identified borders. One half houses ry who have buisness with the Lu'vah but do not wish to fall ill themselves - the other contains infected ry, and any non-ry care takers who have lended a hand within the settlement.   Lu'vah contains the family home of the Lu'aeddans, a secretive household who was gifted the range upon Balawey's foundation. They are said to be researching the storm in aims to find a cure. Charlotte and Uschi Lu'aeddan are it's most public members, but their children are known by locals: Magdelane, Yvaine, and Sunneva.

    Sequela

    There is no recovering from the condition. Once you have entered phase three, you will stay like that until you die of natural causes, killed by your community or the Sangir Guard, or by old age.   However, there is a rumoured fourth stage: that of ry who have gained back their ability of transformation. It's said these ry have forgone the usual toll tranformation takes on the body - able to transform with a fluidity that is unmatched. Some even say the tranformations are unrestrained by the concept of the ry themsleves: with no need for a backbone.

    History

    The disease was discovered around the time most storms was, but at the time only affected the very south of the range. It crept through the range until it began to threaten the capital, Balawey, and the Ry etone of the age set the then-known Lu'aeddan family to guard the mountains - similar to how the Sangir Guard do today. The Lu'aeddan, however, quickly all contracted the condition - but learned to temper to. However, due to their condition, they were excommunicated from the capital, loosing their previously acquired noble title and were forced to remain in the mountains. They went into hiding for a while before re-emerging as the Lu'vah - claiming to know have insight in the disease, however this 'insight' came from a mad man, and they were once again excommunicated.   Soon after the renaming of the Lu'aeddan, another force emerged in the ry province to fight the Sangir; the Sangir Guard. This time not orchestrated by the capital, they claimed to be descendants of the Sa'dri family, and are based within Sa'dri's keep. Despite their distance from the range, they were very efficient at removing sangir where they popped up, and in their hey day would appoint guards at mines within the range to bud the problem as it emerged. However, recently the leader got too confident and tried to raid the Lu'vah Castle, under the mistaken belief that is where the sangir were organised. Despite the before peaceful nature of Lu'vah family, they wiped the floor with the guard, forcing them to return humiliated and significantly weakened. They've begun to reform recently, and slowly, however due to the lack of capital support and the humiliated nature of the guard, they've been forced to accept help from younger volunteers and foreigners, even as far as valia into the guard, only leading them too be under increasingly high fire.   In addition to the guard's fall, the disease has begun acting faster, harder, and with a bigger range then observed before, once again threatening the capital.

    Cultural Reception

    It is incredibly feared by the ry of their region, and is very taboo to bring it up. While having it is not considered a reflection on the person, it does mean those with it are excluded by the community and most commonly killed in phase one or two. The Lu'vah are widely feared (or in some places, called fake) across the region due to their regular interaction with the desiease.  

    For Focus: Sad'ri Guard

    The Sad'ri Guard, named after it's founder, is a collection of monster hunters and fighters dedicated to exterminating sangir infections where they occur. Currently lead by Alfrida Rodriguez, a vula. The guard currently is across of Yulca tracking down infections when they leave the range - so much so at camps around the area, it's not unnatural to see the guard's coat of arms.

    Known Facts

    Cure

    None known
    Type
    Magical
    Origin
    Magical
    Cycle
    Chronic, Acquired
    Rarity
    Uncommon
    Affected Species

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