The Return

A cloud of dust gathered on the northern border of our Empire, just as we were finishing our celebrations. When I was younger, I believed it to be Thunder that made the ground tremble. That, and the pungent stench of death, I found out later, was our allies returning. It's a reminder of our realities, a sobering moment.

As the last snow melts and our wine jars are emptied, the Vampires return.


Deafening silence follows the riotous New Year's festivities celebrated among the Lodrin as they finish welcoming the new year. Drunkards stumble back into their homes, and the once ceaseless sounds of instruments die as thunderous hooves approach the Northern Gate. Once a year, the armies of Kjurvog return, the seven great cleans gathering outside the walls of Trel. Hundreds of smaller war bands and branch families accompany them, seeking recognition from the more prominent Vampires. Giant horns, made from Armored Husks, bleat out a doleful sound as additional warbands are welcomed into the gathering masses. Outside the walls, members of each clan are free to intermingle. Parents reunite with their children, and siblings hunt after one another for a time of gift-giving. Old friends and new gather, drinking and boasting beneath the night skies. Even Vampires walk among the others, sharing in the revelry of mortals.

Following the first night of greetings, a series of competitions are held between clans and individuals. Horsemanship, falconry, and wrestling are only a few games where mortals compete for artifacts that the Vampires have hoarded throughout the year, such as weapons, armor, and jewelry. These competitions are not only entertainment for the Horse-Lords, but also for the youth of Trel. Many children sneak out to watch the games with great intent, marveling at the raw talent of their allies. As they grow older and bolder, many will sneak into the fields and compete against their allies without them being aware. Although there have been a few cases of Lodrin successfully blending in, most are noticed immediately. However, there is no reason to bar them from joining. The Kjurvog will often turn a blind eye to this fact, allowing the Vampires to carefully study the potential of their allies.

Shouts echo as the Kjurvog engage in physical games and celebrate their successes with loved ones. This is the distraction needed for the necromancers, who welcome hordes of the undying, which stumble after the main host, shambling a few days behind their Vampiric Masters. A single drum rings out a doleful beat, which marches them forward, only to be intercepted by those who make their living among the damned. Every corpse is carefully examined, inspected for any faults, and experimented upon to ensure that they remain effective against the Outsiders. Bodies containing marks of Outsider Corruption are separated from the main group and disposed of.

History

"He (Our Emperor) will bow to me, or I will tear him down from whatever heaven he hides in myself."
— Guyug to the Seven.


The Hordes of Kjurvog return once a year to their grounds, riding as the last remnants of snow are given their final kiss by the New Sun, followed by the undying soldiers. All of these traditions are done, similarly to many of their other customs, to follow the paths of the First Vampire. Despite how the many cultures of the Kjurvog celebrate the holiday, and the acceptance of the Trel, the origins of this custom were nothing like they are today. Few have lived long enough to remember those days, and those who are have fallen into madness. It is a holiday formed from distrust and the constant threat of Trel rebellion against the greater good. What came from evil now has fostered something that former enemies can look forward to.

Pride has always been the undoing of the Trel, which has soured their relations with many of their neighbors, both in literature and history. The Trel resisted the notion of allying themselves with a foreign power, even in the face of the End Times. The first ambassadors sent from Guyug to their Emperor were Humans, charismatic yet untrained to deal with such an adversary. What remained, the Emperor returned to the Kjurvog, made the Vampires realize what sort of individual they were dealing with. In response to the display of defiant hostility, several Vampires and a host of the undead ventured towards the Imperial City to make an example of the Emperor before all the peoples of Trel. None dared to defy their progression until there were only the walls of the Palace protecting the Emperor. Historians claim that Guyug had a vision the morning before he entered the city, telling him to only bring a single champion into the Palace. Three hours of silence later, Guyug emerged alone. Wordlessly, he motioned for his entourage to follow him, leaving the one man behind.

Yearly, the Kjurvog gather, a proud display of their martial prowess outside the borders of Trel showing a reminder of their made agreement. A representative of the Emperor comes to parlay with the leader of the Horde, fulfilling the tradition. Only then will the hordes of Kjurvog draw themselves away from the gates, and return to the North.

Execution

Massive birds flew overhead, diving with incredible speed towards their nimble targets. I was left awestruck.


Behind the scenes of the festivities and games, those gifted in the dark arts are tasked with inspecting the skeletal horrors of their employers. The bones of ancient warriors are inspected for defects, and the still-rotting remnants of recent conquests are separated for additional work. Parts of the skeletons are replaced if needed, and the faulty parts are used to create new, expendable, though inefficient troops. The bodies of the stumbling newly turned undead are deboned, the flesh sewn off and preserved for other experimentation. Without hanging flesh, these troops become far more efficient in battle.

There are many spells used to bind these monstrosities to the Vampires. Each spell must be released and cast anew. To ensure control over the undead, two necromancers work on the same corpse at a time. One releases the spells in small doses as the other sands down and carves new ruins into the skulls of the dead. With each new rune, the spells can be reapplied, forcing these monsters into complacency once more. Not every skeleton is worth saving. Many are deemed useless or have been etched with runes too many times in the past. These are kept as shock troops, the mindless undead let loose like rabid dogs to quell rebellion and dissent. Those unfit for even this purpose are dismantled, their parts harvested for spell components.

Archery
Archery contests unite the two nations, though this is where the men of the Empire excel. Anyone proficient with the blade must be equally skilled with the bow, weakening threats before they reach weak links in their defenses. Possessing anything worth protecting requires a steady aim. The Children of the endless steppes are trained with the bow the moment they are capable, and the Empire has used it frequently on Outsiders and deserters alike. Because of the number of contestants in these tournaments, the prizes are less impressive than other. Monetary rewards and mundane gemstones are common, as they are the least appealing to Vampires.
Falconry
Falconry is common throughout the world, though few are as dedicated to the craft as those who follow the Vampires. Falcons are essential for surviving in the dreary months and act as an unseen assailant against blood-crazed horrors. Because of the mishmash of standards and practices among the Horse Lords, these competitions are not as linear as others. Although the prizes are the smallest, there is a far greater chance of earning several rewards.
Horsemanship
Those under the dark banners are born in the saddle. Horsemanship flows through their blood, though it is something few have mastered. The difference is like night and day. They ride together in a massive circle, performing acrobatic feats. Horse tricks are appreciated, and many noble beasts will actively aid their riders. However, some Vampires do not recognize these competitions, claiming that it is to be expected. There is no need to reward something that isn't noteworthy. Instead, other animal-handling feats are performed under this umbrella term. Alternatively, there is an emphasis on difficult horse archery.
Sword Fighting
Sword fighting is reserved for a select few. As a precautionary measure to avoid unnecessary injuries, the possibility of death, and the years of vengeance that often follow, only those the Vampires consider capable are permitted to fight. These swordsmen are entertainers. They never strike with the intent of causing harm to their foes, essentially play-fighting. Their act involves falls, tumbling, and long speeches. Eventually, they'll surrender before their ruse is uncovered by the spectators. However, during times of woe, when the Kjurvog suffer heavy losses and there aren't enough able-bodied to perform these, then it is the Vampires themselves that join these games. Their blades form a dance of death as they try to outwit their opponents. Although it is meant to be in jest, the possibility of a Vampire losing control becomes far too great a risk. For this reason, several other Vampires oversee these 'friendly' duels.
Wrestling
Wrestling is often the difference between life and death. Being able to grapple an enemy, and force them into submission allows for more interrogations later. Being disarmed and able to continue fighting can turn the tide of battle in their favor. Wrestling is a part of their culture, something that every child learns from a young age. Skill in this area is rewarded with armor and weapons, though an exceptionally skilled individual may be gifted a variety of magical items also.

Participants

Vampires abandon their conquests and return home, alongside all that serve under them, whether they wish to or not. Their entourage carries relics and rewards for the games. They spend this time boasting their prowess and making plans to strike deeper into the Lost Lands. Although many of the newer Vampires brood against one another, their issues are resolved in make-shift fighting pits, where they entertain the masses that follow under their stead.

Necromancers toil among the dead like ants, away from the festivities. Some drag corpses, while others inspect fresh bodies, flipping them again and again. They etch runes, perform ritual chanting, and ensure the bodies are fit to fight with maximum efficiency. Parts grafted without the knowledge of the Vampires are used for their undead servants. At times, when their work is finished, they will command their servants to fight one another, placing bets on the winner.


Warriors boast of their prowess, showing off their skill in unarmed combat, horseback riding, and handling their hawks. A massive hunt, sanctioned fights, and armed contests settle grudges against one another and bring out the rewards from the Vampires.

Observance

As part of an ancient agreement, the Vampires only return during the final week of the Emperor's Month, as their neighbor's festivities are nearing their completion. Once the commoners have returned to their hovels and are once again bound to their laws, the gathered Vampires reveal themselves. Unlike the Empire, their tradition is completed within a few days.

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Author's Notes

Part of the March of 31 Tales


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