Vampirialism Condition in Terrabeastia | World Anvil
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Vampirialism

Vampirialism is a curse that manifests itself as magical radiation poisoning as well as a slow, painful and lethal chronic illness that affects the victim mentally, physically, and metaphysically. Through a host of methods, from Corrupted Ancient Machines deliberately bestowing the curse to using the unique crystal Arcanite as a power source in TechnoArcana developments, The Vampirial curse inverts the very nature of Beastfolk and damages the balance of The Eight Songs through the mystery-shrouded and devastating powers of an extrasolar force known only as The Malevolence.

Transmission & Vectors

The Malevolence (a mysterious extraterrestrial force that caused The Impact) infected compatible Ancient Machines with it, corrupting their programming with foreign magic that operates like a computer virus. In turn, the Corrupted Ancient Machines are able to infect other machines with the virus. While a Corrupted Ancient Machine can willfully bestow (and accelerate) the condition, it is more common the radiation from their mechanical bodies and the machines they have infected create Vampirial Beastfolk offspring. Beastfolk infected with this condition can willfully spread it to the technologies they build as well, and anything made by those machines (water, smoke, food) carries the radiation as well.

Causes

The source of this magical radiation originates from a type of crystal that has long been embedded into Terrabeastia since before it was terraformed called Arcanite. After the sabotage of the Great Machinators by the Corrupted Ancient Machines, the crystals "awakened" and began to emit huge amounts of energy. However, they only become radioactive once they power or integrate with a piece of technology, like an Ancient Machine. As it powers technology, its particles are gradually worn away in infinitesimal flakes carried in waves of electricity, latching onto the water or air particles, anything that the Arcanite infused tech produces.

Symptoms

Physical   It starts as a discoloration of the eyes (black whites and neon irises) asthma, numerous allergies (to almost all plants and animals), and muscle weakness, from early childhood onward. Those afflicted with the Vampirial curse completely lose any bestial features, fur is lost, horns and wings grow brittle and fall off, this phase is particularly painful and even lethal for non-bipedal Beastfolk like Selkies and Nagas (resulting in Corrupted Ancient Machines picking clans more likely to survive like Pixies and Sorians), this painful process ends by adulthood. Afterward, the body wears out very quickly, appendages and organs shutting down one by one (often being replaced by mechanical means, powered by Arcanite, only speed-up the deterioration) until the Vampirial Beastfolk dies between ages 50-60 years old. Unless they replace every single body part in time save for the head and brain, which do not deteriorate.   Mental   Most Vampirial Beastfolk are neurodivergent right from birth in varying intensities and combinations, from Autism to ADHD, to Bipolar Disorder, to Depression to outright Sociopathy. However, there are three unifying behaviors of the majority of Vampirials; One, a child-like attachment to the source of their Vampirial condition (often a Corrupted Ancient Machine). Two, a vulnerability toward Arcanite addiction, and Three, the germaphobic delusion that Vampirialism is the natural order and that everyone else is sick (although this is partially a bi-product of the childlike attachment to the Ancient Machine who infected them).   Magical   Beastfolk afflicted with the Vampirial curse learn their Song very late in their development (and even so most Vampirialized societies find raw/real magic taboo because of the mental symptoms and societal factors) or in more severe cases, appear to never develop a Solo in the first place. This because Arcanite "eats" magic, totally absorbing it every time anyone tries to use it unless special devices are built to compensate (see Synthetic Magic). While in actuality the magic isn't absent, it's just immediately absorbed into any nearby Arcanite on their person and generates no metaphysical effects.

Treatment

The most tried and true ways to negate and reverse the physical, magical, and (most of) the mental effects of the Vampirial condition are the avoidance of Arcanite proximity or usage and repeated exposure to powerful healing Verses. Ceasing the use of or being in proximity to Arcanite can slow or even stop the progression of symptoms generated by the Vampirial condition, and the symptoms developed in early childhood abate significantly. Healing magic can restore their bestial physicalities if they have not yet been completely lost, although it cannot under most circumstances replace failed organs or lost appendages. If the healer is of goodwill, there is no mob after the Vampirial victim for the deeds of their master and kin, and they are able and willing, then the healing process is relatively simple to achieve, but more often than not at least one of these factors is compromised.

Prognosis

Left completely untreated, severe asthma and allergies, organ failure and loss of appendage would kill a Vampirial by age 25. With aid from medication and mechanical limb and organ replacements, the life expectancy is doubled. As all the symptoms grow more severe with age, the obsession with their Ancient Machine ruler and other such neurosis makes a Vampirial willing to become almost entirely machine and assimilate their brain into the greater mechanisms of the Corrupted Ancient Machine's plans, extending their "life" centuries longer than normal for a Beastfolk infected or not, though it is not much of a life.

Sequela

Recuperation   While healing a Vampirial cursed Beastfolk ceases the continuation of the majority of effects, the more severe effects remain as scars of the curse. The physical effects that occur during childhood (asthma and hypersensitivity) are reversible, and the obsession with the Corrupted Ancient Machine, delusion & germaphobia, and instilled craving for Arcanite are also reversible. However, the neurodiversity and loss of limb/organ are not.    Side Effects   The few who have engaged with and survived treatment for Vampirialism experience intense magical side effects, varying in severity in accordance with whether or not they had a Solo awaken within them, forced into Synthetic Magic, removed, or not. An issue that often develops is that all of the musical intuition that had been soaked up by Arcanite immediately rushes back into its original would-be caster. Resulting in even the use of a single Verse or Note having a disproportionate burst of power and equally intense consequence that the caster has not grown accustomed to dealing with, making it all the more confusing and painful. This result is much less intense if the caster did develop a Solo that was later Synthesized or taken by their peers, this is even more true for those who practiced their raw magic privately for rebellion or personal reasons (rare cases where the unifying neurosis do not apply) but it's not impossible.

Affected Groups

From a biological perspective, most common victims of the Vampirial curse are Pixies, bipedal beings whose wings and antennae due not hold enough blood vessels within to be lethal once lost. Followed by Sorians, who lose their feathers during the Vampirialization process and can easily continue life without flight although the neurodiversity is much more intense as Sorians are depressed neurochemically when they are unable to fly. Then there are bipedal Beast clans whose natural leg shape and antlers aid their survival, so their deterioration causes appendage loss much sooner and blood loss issues from the embrittlement of horns (if they possess them). Quadrupedal and legless Beast Clans are nearly impossible to corrupt without reworking the curse (allowing for the greater possibility of Solo development and free will) as the loss of their bestial aspects would lead to almost complete organ failure as a lot of their organs are within their bestial half.   So far as the types who are likely to contract the initial "gift" from the Corrupted Ancient Machine, often ambitious, charismatic, apathetic and short-sighted leaders, magic users and inventors who see Arcanite and the aid of an Ancient Machine, regardless of moral alignment, as an irresistible boon to whatever efforts they have in mind. Science for the sake of science, increased magical power, or delusions of world-conquering grandeur. Even then, sometimes a Corrupted Ancient Machine is clever and deceitful enough to lure innocent/benevolent Beastfolk into Vampirialism if the Beastfolk is unaware of the consequences. This second tactic was often used in the early days of TechnoArcana, but now that Vampirial factions have made themselves a power to be known and feared, a Corrupted Ancient Machine would never be able to convince even the most morally questionable individual to willingly absorb the curse in modern-day.

Hosts & Carriers

There are six main sources of the Vampirial curse; The Malevolence, Arcanite infested or partially corrupted wreckage of Great Machinators, Corrupted Ancient Machines, Arcanite, Vampirial technology, and genetics. The Malevolence, the apparent source of Arcanite and responsible for all Corrupted Ancient Machines is the primary host of Vampirialism. Corrupted Ancient Machines are the main hosts to all beings affected by it on TerraBeastia by bestowing it upon Beastfolk directly, and the through the remains of their sabotage of their Great Machinator. Arcanite based technology and Arcanite infested Great Machinator wreckage act as centers of Arcanite radiation that causes genetic Vampirialism. Genetics in that Vampirialized adults beget Vampirialized children, especially with the added effects of Arcanite technology and prescence of a Corrupted Ancient Machine.

Prevention

The only real way to prevent Vampirialism is not to follow a Corrupted Ancient Machine and stay as far away from Arcanite as you can. If one were to escape a Vampirialized society, their child would still be born with Vampirialism and would require healing magic. While nothing can prevent the symptoms of Vampirialism, there are countless magical and technological methods of slowing the process and relieving symptoms within the means of a Vampirialized society, but those balms, devices, and drugs often have consequences of their own.

Epidemiology

The starting point is always the Malevolence, which spreads it to an Ancient Machine, who awakens it in Arcanite and continues its path into flesh and blood Beastfolk and their technologies, and they, in turn, give birth to Vampirial children who continue the cycle of invention and propagation. It all starts with a band of Beastfolk that share a Clan or kingdom allying themselves with a Corrupted Ancient Machine, which creates the aforementioned domino effect described.

History

The first cases of Vampirialism occurred after the Impact and era of chaos, arising during the Age of Technoarcana in the easiest to adapt Beast Clan, the one with the least directly bestial aspects, Pixies. With only antennae and insect wings, they were the most likely to survive the process of losing their bestial natures unlike Nagas, Centaurs or Selkies. The most successful Vampirialized society is the City of Blight, a former faction of the Pixie Clan under the domination of the Corrupted Ancient Machine Locustmotor.

Cultural Reception

Vampirials pride themselves on their condition, as a product of their adoration for their Ancient Machine master and delusion that everyone else is who is diseased. Seeing the destruction of their bodies as a natural effect of aging and noble sacrifice to their superior society. While everyone else, uneducated on the exact nature of the radiation and curse eyes them with fear and suspicion, unaware that it cannot be easily spread without Arcanite, and that most Vampirials are conditioned by both curse and social constraints not to act in the best interests of themselves or Terrabestia at large.
Type
Magical
Origin
Alien
Cycle
Chronic, Acquired & Congenital
Rarity
Uncommon

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