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Dhampir

Tainted Nature

  Born from prehistoric ancestry and freed of their spellbound shackles, a species resembling the notorious Vampires unearths, and with it a dark omen. The pristine creatures host hellish features resembling their untold origins, abnormal speed and unique appearance. The foretelling of their return to some marks the beginning of the end, entities of otherworldly power that belongs in the domain of their conception. They lay claim to strange arts and powers within their leaders' ranks unbeknownst to all, and puppeteer the lands with inordinate influence. Thirsting to quaff from the undignified swill of the land, the lifeblood of its inhabitants, and with it an energy restored. As beasts prey the weak, as humanoids prey the beasts, the Dhampir prey all things which quench their unforgivable desires.   They see into the intentions of the animated, both dead and alive. For redemption or better use of such vile talents the species is sometimes taken to monster hunts and exploration. In a life of centuries, knowledge is the only recourse which lie beyond their reach, and is valued above all by the elders. For the countless causes the accursed know to follow, none are more respected than the well-justified. The needs of the Dhampir's feeding are born from their first meal. An insatiable urge haunts their steps and restrains their control. The elders have mastered their urges, but none truly overcome its poison. The claws of yearning raze an unworthy mind, Dhampir are known to go mad in growth. The all-consuming forces of fear plague the Dhampir who fight their fate - - but none are worse off than the famished.  

"An asset hastily taken endangers all assets possessed." - All-Seer Fetola "the Brush"

Mother Terror

The Dhampir are tied to old mythology and tales that foretell the end of times. Their kind are hunted and feared, striking horror into the hearts of all unfortunate enough to cross paths with one of their ravenous kind. Representatives of the Dhampir are treated with great caution, for there is no deed too small which may vex them. The Dhampir feed on this fear, they bathe in it, and pray silent to a fictional daemon which inspires trepidation: Mother Terror. A symbolic creature many claim exists in the domain of horrors which acts as a necessary evil for their kind to avoid oppression. Resented or embraced, the forces of the faith are seen in all places, and reveals vulnerability in the wicked species' phycology. The only time they rely on Mother Terror is when they fear the worst. In this way, she is viewed as a vindictive entity who corrupts with fear in order to breed more. Undeniable hatred grows in the garden of the mind when you give in to her strength, yet her aid is indispensable.  

Anarchic Fiends

A well-known creature born from a Dhampir incapable of suppressing their bloodlust is the Anarchic Fiend. These are creatures who have completely lost their mind, acting on the overpowering instincts to feed and transforming to become stonelike, winged, gargoyle-esque monstrosities who seek only to delve deeper into their forms. These fiends can be starved back into a Dhampir state anatomically and mentally, but they are most often killed in the process. Whether these creates represent the true nature of Dhampir is undetermined, the gnarled minds of the fiends are difficult to accept as an ultimate form. In transformation they gain considerable strength while sacrificing their intellect. They hide away in caverns, the sewers of settlements and cities, or under the cloak of the nighttime.  

To be Deathly

These people don't know where they come from, but they host qualities of the dead that spark curiosity and wonder. The Dhampir do not need to breath, but can all the same as a human. They grow more slowly, reaching adulthood around age 26 (or 60 in modern years), where most races begin their declining years. With the right conditioning, Dhampir are capable of lives up to about 900 years. They hear and see through the thick of noise and the depths of darkness. Their body can bind to surfaces allowing them to climb and hang, though supporting it takes strength and practice. They are most comfortable in quiet, isolated settings with clarity and routine. Most Dhampir live with others of their kind in noble homes or hidden away from society's view. Their skin is less saturated and paler than human skin, their eyes typically dark colors. Their features are exaggerated, their hair and nails grow longer with the slight height advantage and vestigial bone protrusions from the arm. They are talented with destructive magic and can cast using their own body as an arcane focus when properly trained. Warlocks of the Dhampir species are particularly common.   Strangely the Dhampir are effected by poisons and elements the same as any other species. Their mortality haunts them as they seek the relation between their kind and the Vampires. The correlation is undeniable, but the nature is unidentified. They have separate culture and history but might descend from a common ancestor. The social hierarchy of their people is particularly confusing, completely different in each family and landscape around Fahiamel. The only hierarchy that is universally recognized are the leading ranks of Il Vire, treated as divine royalty by the Dhampir people. Disrespect of them or their decrees is heresy and abandons the respect of a Dhampir's family. This is extraordinarily important to them because without the support of others of their kind, the Dhampir have nowhere to go. The public won't accept them so without their own, they are homeless. Not that all of the fiends are opposed to living alone.  

Companionless

Through the travels of centuries few species besides their own manage to survive as long, making bonding a challenging and painful activity. Familiars and long-lived domesticated beasts are the popular choices of the Dhampir who live alone. But coming to peace with loneliness is a part of a long life. Through any number of eldritch stories there are tenfold the unshared years of inactivity. It takes purpose to act, a convenience rare to fiends with such repulsive habits. Most find purpose in the persuit of power or knowledge, in science and magic, in contribution and philosophy. All of these things best achieved with patience through their tired minds. They pass time in writing and study, each masters of their own craft after plenty of practice and expanding hobbies with questionable motive. Each grows to be eccentric with old age, with nothing much else to do than indulge in personal values.  

Political Abandon

The Dhampir have accepted their place as dictators of fear or silent puppeteers in the place of leaders, perhaps anonymous rulers of self-proclaimed nobility. The politics are reckless and do not care for other racial disagreements, though they do side with Elves on occasion since Elvish warmongers see the Dhampir as a powerful ally and asset, and accept them into their ranks. Dhampir who chose to live in civilization reside in Aljana since they are no different than Elves within the Capital's political and hierarchal scope. Some masquerade their beliefs to pretend that they are okay with Aljana's actions for the right to live a relatively normal lifestyle. The Capital's Elves are proud to show their fearlessness in siding with the Dhampir and value friendships with them as they carry origins of lost knowledge, a fascination to their people. One thing is certain. A Dhampir who set out as an adventurer will face hardship with each task of even the simplest interaction.

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