Known Races on Alpha Magenta

There are four humanoid races which primarily occupy the realm of Alpha Magenta.

 

 

In addition, there is a multitude of mythical creatures, but two are well-known.

 

Humans

Despite of humans being the youngest of the known races, they’ve managed to spread the furthest across the entirety of Alpha Magenta. The origin of this need for expansion, invention and trade with foreign nations remains a mystery. Yet, humans are, without a sliver of doubt, the most adaptable and ambitious of all the known races. Their approach to life is often one obsessed with glory, where the well-being of others isn’t much cause for concern as long as power and influence is amassed.

However, the versatile nature of the humans is, at times, also a curse.

In a quest for wealth, the Kingdom of Redron discovered how to extract the deadly crystal, aqualunite, from the desert and use it as fuel. Being hydrophobic, Aqualunite will on contact with the bare skin force water out of a person’s body, killing the individual within seconds. However, releasing small doses into the water makes a highly efficient propellant.

A small percentage of humans are born with the ability to harness emotions to create magic.

Magical abilities develop from birth and manifests at an early age. While no other race than humans seems to be able to produce magic, it’s still a rare skill to find in a child.

Of every ten thousand babies born, only one will be naturally adept to magic.

These selected few, start producing random magical effects, without even willing it. A single thought that taps into one’s emotions, whether it’s from feeling anger, fear, surprise, or simply having fun playing an imaginary game will produce magic in anyone with the natural ability—no matter the age.

The consequence can be devastating.

Map of the fantasy world of Vaerinor

Ember Dwarves

In the depths of the mountains, far below the snow-filled ground and isolated from the sun they so loathe, the vile and deadly Ember Dwarves labor tirelessly to gain the favor of the Dark Gods. The dwarves weren’t shaped by evolution but molded by sinister energies wielded by the dread lords they so passionately worship.

While no human truly remembers what the bannermen of chaos once looked like, no one cares.

These crooked and vile creatures, with their stocky frame, full beards, and muscular arms hinged on broad shoulders, are best left to their own devices in a land perceived as far away and of little concern.

Out of sight, doesn’t equal out of mind, though!

Even small children understand that nothing good awaits those who venture too close to the mountainous realm of the Crazed, as humans and the White Elves alike, have dubbed the Ember Dwarves. While the female dwarves grow no beard, they do share an unnatural thin waistline with their male counterparts, earning all of their kind the name the Crazed, due to an appearance which makes them resemble starved, depraved, animals.

For all of their species, a pair of prominent and bushy brows are set above eyes with small pupils which are highly sensitive to light. Short noses with wide nostrils, reaching towards a square jawline, certainly doesn’t help cultivate a friendly appearence—neither do the stained and crooked teeth. Hygiene isn’t much of a priority to an Ember Dwarf, and many have lost their teeth altogether.

The only part of their body well-tended to is the shaved, bald head. Every last one of them have tattooed the sigil of their God of choice on their bare skulls. Against a backdrop of unusual pale skin which is as white as a corpse, the colors of the tattoos stand out clear as bright stars in the night sky.

Despite the cold climate where they live, the Ember Dwarves wear no clothing on their upper body. Their only covering is to their lower parts with bleak, dirty, gray rags.

Being extremely warm-blooded, the Dwarves have fully adapted to their frigid environment. The excess body temperature does, however, consume a fair amount of energy, leaving the Ember Dwarves with a vicious appetite. Heat exhaustion is also somewhat of a concern to the dwarves. As a result, they stay out of the sun as much as possible. When their body temperature builds up, heavy sweating and rapid heartbeats follow, ultimately causing severe headaches.

They are extreme in every way.

From the way they prefer to settle any disagreement with a fight, rather than words, to how they eat their dead kin. One could be led to believe such a practice being due to their ravenous appetite, but it’s in fact because the dwarves believe that they can absorb the power of the dead by eating them.

The Wielder of Wrath

At their core, the Ember Dwarves are primitive and bloodthirsty. When tempers boil over and yet another tribal leader gives into his loud and aggressive nature, new battles break out between the different dwarven tribes.

Genuine respect is only earned through valor in combat and by reaching the pinnacle of becoming the next grand champion of the Dark Gods: The Wielder of Wrath.

This devotion to fighting is beautifully symbolized by the handmade belts, which the dwarves wear on top of their worn leggings. From this leather girdle hangs thin iron plates, forming narrow straps reaching the knee to allow the fighting dwarf to move freely. The plates usually portray an image of the Sword of Resurrection—a weapon of untold power.

The sword was crafted by the dwarves themselves and kept in a hidden vault inside Pyres Deep. This city is their uninhabited capital, left empty except during the Conclave of Champions. One day, the Wielder of Wrath will emerge to utilize the strength of the blade on behalf of them all.

Conclave of Champions

Having led his tribe to numerous victories against fellow clans of Ember Dwarves over recent years, the leader, Bescu, has been immensely effective in earning his reputation. Already in a position of fame among his kinsmen, Bescu shows no signs of ending his successful campaign.

If he continues his streak of triumphs, he might very well grow strong enough for the Ember Dwarves to convene at Pyres Deep for the Conclave of Champions.

The holy Conclave is the only governing body honored by the dwarves. Should Bescu be unanimously acknowledged by the other tribal leaders as the most formidable warrior alive, he would be granted the title of Wielder of Wrath. In a society where survival of the fittest is the norm, only this supreme leader has the authority to unite the Ember Dwarves under one banner and change their focus outward, towards the rest of the world.

While a consolidated army of Ember Dwarves might sound terrifying for those in its wake of fury, the other nations only regard it as a theoretical risk. In recorded history, the Conclave of Champions has only been successful twice.

Centuries have passed since Lacah celebrated his position as the second Wielder of Wrath.

Just as the first Wielder of Wrath did after having been named champion, he too walked into the Rift. The Rift is a well-kept secret tear in reality, forming a passageway between the physical world and the realm inhabited by the Dark Gods and is located at the center of the dwarven territory near Pyres Deep.

Lacah never returned and the Ember Dwarves resumed fighting amongst themselves.

The hapless individuals who later claimed having witnessed the return of Lacah were swiftly killed by upcoming tribal leaders, who would have nothing standing in their way of claiming the revered accolade of Wielder of Wrath for themselves. Should Bescu ever prevail and march on the world at the front of an undivided dwarven army, it will require more than just swords, shields, and high walls to stop them.

Map of the fantasy world of Vaerinor

Battle Prowess

Due to the close proximity of the Rift, the Dwarves view themselves as a superior species. While a strong beliefs in signs and omens fills the minds of the dwarves, it’s more than just make-belief. Physical proof shows how they do indeed have linkage to the Gods themselves.

A dwarf showing exceptional bravery and prowess in battle is granted a blessing in the form of a spontaneous mutation. The anomaly can manifest in many ways, ranging from a permanent increase in physical attributes, like strength, to alterations which turn a body part into a weapon.

Such mutations are regarded as the greatest of prizes.

As a result, dwarves are known to chain themselves to an iron rod, driven deep into the ground and connected to a pair of leg cuffs to showcase their fearlessness. Here, they stand to fight or die, unable to escape the onslaught of their enemies.

There is no limit to the aggression and ruthlessness of the dwarves. Gender makes no difference in this regard. Upon entering battle, a frenzied rage takes hold, causing the dwarves to fight without mercy. When the dwarf embraces his or her natural inclination to inflict pain on others, the head tattoo along with the beard begins to glow with a sharp orange color, further fueling the terror caused at the sight of an enraged dwarf.

Under the guidance of a tribal leader, a clan advances armed with double-bladed axes. Their luminous tattoos and beards make them resemble balls of fire dancing across the battlefield, hence their branding as Ember Dwarves.

Outliers

While they are few in numbers, there are those among the dwarves who don’t believe themselves chosen by the Gods or don’t share the animosity towards others as exemplified by their blood relatives. These rare outliers have turned their backs on the Dark Gods, grow hair to conceal their tattoos, and shave off their proud beard in an attempt to live among humans.

It isn’t an easy choice.

While these limited few do see their fellow dwarves as the embodiment of cynicism and untrustworthy, it doesn’t change how humans resent all dwarves. It’s hard to ignore age-old hatred. However, as long as the reformed dwarves keep their beards shaved, reducing their ill temper, they are tolerated. Barely.

In truth, the dwarves are likely only permitted to stay in human cities due to their keen eye for detail and exceptional smithing skills. Not to mention how the ability to craft magical items earns them just the sliver of acceptance so they aren’t turned away at the city gates.

White Elves

In a time long past, the White Elves fought a devastating war against the Ember Dwarves. While the earliest days of the elves go unrecorded, it’s said that a few scribes managed to write down what actually transpired. Unfortunately, such records were lost during the turmoil that ensued.

The only remaining known fact is how the dwarven champion, Oko the first Wielder of Wrath, led his troops to a victory so all-encompassing that the White Elves have yet to recover.

A once proud nation of elves was left crippled and on the run.

Withdrawing to their safe haven of a group of distant islands amidst the Sea of Ice was all the elves could do to secure the survival of their long-lived species. There are those who claim the White Elves to have more than recovered, and speculations have surfaced concerning large forces residing on those remote islands.

However, on the mainland of Vaerinor the White Elves only hold two cities, so such a rumor is difficult to believe.

The Citadel of Far-Seeing is the largest and regarded as the capital. While the modest population of White Elves makes the Citadel a fairly small settlement, those who believe in the rumors claim it nothing more than an outpost of a vast and powerful nation.

Comparitively, the second elven city of Winter Keep is a safe haven for the majority of the known elven population—which may be the largest bastion of White Elves on Alpha Magenta if no other settlement exists on the Sea of Ice. This inland settlement located along a major riverway is far enough away from dwarves, humans, and Sylpham to feel safe for the elves to nearly forget all the rest exist.

Scars of Old

The defeat against the Ember Dwarves cut deep in the elven soul. It left them feeling vulnerable and, over time a fundamental distrustfulness grew from those scars. Ever since, the slender figured White Elves have kept a watchful eye on the world, skeptically analyzing the political situation to advance their own agenda.

Being the most ancient species alive, the elves view themselves as the true keepers of the world.

There’s nothing they won’t do, should they believe the balance of the universe shifts too much in favor of one people. While the elves might not have the numbers to engage in outright war, they are still recognized as formidable opponents and counted as hardy as the Ember Dwarves.

The wise know not to poke a slumbering bear.

For this reason, humans prefer to stay at a safe distance. Any engagement with the taciturn and reserved elves is kept to a minimum. However upon first sight, the elves’ natural beauty could easily fool the unknowing into believing them mellow. A mesmerizing and charismatic aura surrounds the White Elves.

Elves are generally taller than humans and reaching over six feet in height. Their fair and pure white waist-long hair is as bright as newly fallen snow and makes for an elegant backdrop against a pair of bright, shiny blue eyes. A set of pointy ears embelishes their appeal, while their native ambidextrousness makes them move with a gracefulness seldom observed. In addition, the elves enjoy the benefit of heightened sight and hearing, and are rarely affected by illness or disease.

Wrapped around their slim shape and reaching from shoulder to feet, elves often wear a camouflaging cloak with magical properties that allow it to blend in with the surrounding, rendering an elf as close to invisible when they want to be. Despite the use of some magical objects like the camouflaging cloak, elves themselves do not have magic. At least, no elf in recorded history has ever possessed magic themselves.

Map of the fantasy world of Vaerinor

Assassins Guild

Only the long-lived Elves can recall when the Assassins Guild was founded, but ever since its purpose has been to preserve the order of the world. Working in the shadows and striking with deadly precision, the elven assassins stealthy dispatch those they view as threats.

While long-bladed, curved, daggers, and blowguns shooting poisoned darts are the general weapon of choice among elven soldiers, the highest-ranking assassins are gifted a double-bladed knife. Reserved for the few, the renowned Primer is no ordinary weapon.

Two unadorned blades with no markings to reveal their significance makes it appear dull at first glance. The edges aren’t sharp to the touch and because its grip is wrapped in common arctic hare skin, a Primer is quite easily dismissed as worn out and useless.

However, a keen eye will notice the crossguard between the twin blades is decorated with intricate markings, designating the origin of the weapon to be one of note. In the hands of the master assassin, a Primer transforms. It’s blades emit a pulsing magical energy which holds the power to burn through armor as if it were nothing but a thin sheet of linen.

To prevent such a powerful weapon from falling into the hands of their enemies, the Assassins Guild has made each of the twelve Primers in existence attuned to their wielder, leaving it ineffective and dormant in the hands of others. Should one of the twelve master assassins ever die while on a mission, the Guild will dispatch a retrieval duo of assassins to recover the lost weapon.

Upon safe return, a ritual will be performed to retune the Primer to a new master.

The Citadel of Far-Seeing

Apart from any cities potentially located in the distant island kingdom at the center of the Sea of Ice, the Citadel of Far-Seeing is the only elven port city on the mainland of Vaerinor. From here, great elven ships ply the oceans of the world, showing all how the elves are the only ones who dare to sail the treacherous sea.

The Citadel itself stands sentinel at the end of a long, wide peninsula which stretches into the Unsettled Sea. On the ice encrusted docks, the White Elves handle cargo without any regard to the stormy winds and icy rain that batters the city walls. In the cold, the Elves thrive. That much, they have in common with the Ember Dwarves.

Where a more temperate climate affects the dwarves physically, the White Elves only feel a slight discomfort. These elite warriors stand with unwavering morale as the first line of defense against the Ember Dwarves, whom they profoundly hate for having brought the esteemed elven nation to its knees.

Since the Elves allegedly lack the forces that would allow for a direct assault on the dwarves, the elven fighters find satisfaction in dealing swiftly with the odd group of dwarves who, driven by their aggressive nature, stray into elven territory from time to time. In reality, as long as the dwarves haven’t united under one leader, the Wielder of Wrath, they are of little concern to the elves, who focus time and energy on keeping the inhabitants of the Citadel safe.

It might not seem so from the outside, but family is a cornerstone in White Elf society. They take care of each other. Every life is precious. Marriage is valued as the highest honor because with matrimony comes the hope of children. As a consequence, divorce is not only frowned upon, it’s outright illegal.

Elven boat and elf

Sylpham

While the sylpham are in fact an older version of humans from a different branch of evolution, they are also significantly different. At first glance, though, they wouldn’t stand out in a crowd. Perhaps the only sign of their presence would be how they’re slightly shorter than the average human.

Despite a pure plant-based diet, a slow and comfortable life-style means that most don’t get much exercise. Generally, they are somewhat overweight. With rounded jaw lines and prominent brows, they cast a gentle appearance. A set of green-colored eyes matches the hue of their preferred clothing, which usually consists of a pair of oversized linen pants, tailored to allow for comfortable wearing and ease of movement.

It’s when a sylpham opens their mouth to speak it becomes obvious just how infinitely unlike humans the sylpham really are. Words are uttered in a slow methodical tone that, if one didn’t know any better, could be mistaken for a half-witted individual. Nothing could be further from the truth, though.

In fact, the sylpham are highly intelligent. While their physical attributes don’t provide for the most fearsome of reputations, it’s well-known how they are incredibly inventive. Capable of planning the most brilliant of battle tactics combined with an affection for long ranged combat, the sylpham are masters of making the most out of their preferred terrain – the forest.

Ancestral Influence

In the dawn of time, when the Realm Wanderers created life, the first inhabitants of the world of Alpha Magenta were the descendants of the Realm Wanderers; benevolent deities, who existed alongside their evil siblings, the Dark Gods. As the Dark Gods evolved inside the Rift, the most compassionate of the divine beings planted the seeds of change before withdrawing into their celestial realm.

It was from this source, that the first stone trolls spawned.

While the trolls of the past were smaller and more versatile than the ones presently inhabiting Alpha Magenta, these beings were purposely granted a natural immunity for magic. The aim was for the trolls to serve as a counter against the maliciousness that the Dark Gods would one day bring forth. Little did the benevolent creators know that it would take eons for the Dark Gods to announce their presence.

In that time, those stone trolls, once intended as soldiers against corruption, made their way through the maze of evolution. Eventually, they gave rise to the other races of Alpha Magenta, while the trolls themselves were destined to grow larger and become dense, clumsy, but also highly magic resistant.

Despite the fact that all the races of Alpha Magenta share the same ancestral heritage, the sylpham have the strongest connection to the ages of old. Sylpham located in their homeland faraway from Vaerinor retain the deepest connection to their ancestry. However, all the sylpham on Alpha Magenta share the same immunity to magic common of stone trolls.

In Tune with Nature

For the most part, the sylpham prefer to be left alone and live out their life in harmony with nature. They are a quiet, reserved, and peaceful people.

Being forest dwellers, the sylpham reside in only a few cities. Even there, they live in tents rather than houses. A protectiveness towards the environment makes the act of chopping down of a tree a cardinal sin. As a consequence, their cities have no defensive walls or gates—nothing to indicate to a visitor that one has come across a stationary community and not just a temporary camp.

Outside the cities, it isn’t out of the ordinary for foreigners to walk straight past a sylpham encampment,without even noticing its presence. The sylpham tendency to climb into the forest canopy to nestle, combined with their appreciation of quietness, makes them blend in with the surrounding forest.

While a wanderlust does consume the sylpham, making them move around quite often, they only leave their beloved woodland habitat when necessity demands it. Their special link to the forest would likely cause the person to miss the trees as much as any member of his or her family. Perhaps, this is also why their view on the Kingdom of Redron and the human love for technology is troubled by such a high degree of skepticism.

Furthermore, the sylpham’s level of trust in the Kingdom of Redron hasn’t exactly improved after their spiritual leader was assassinated in the recent past.

A building consensus indicates this was the work of the White Elves. However, the sylpham aren’t confident that the elven assassin guild orchestrated the killing on their own accord. At present, King Jerama is suspected to be the person behind the hired job, but there is no proof of such an incriminating claim.

Diplomatic relations between the two nations, which has never been overly warm, has taken a turn for the worse.

Stone Trolls

While the ancestor of all the current races on Alpha Magenta stem from stone trolls, their current form is greatly changed from this earlier root.

In the northwesternmost section of Vaerinor, stone trolls currently inhabit the large island, known as The Savaged Barrens. The only route to the rocky and wet plain where the stone trolls reside is a narrow path through the mountains. At its entrance, massive stone statues which create a magical barrier keep visitors from entering. The stone trolls, of course, contain their ancestral ability to nullify magic and could cross the barrier if they choose. However, they are content. And so, the stone trolls are left in peace.

A modern adult stone trolls can reach almost ten feet tall. The trolls are known to be rather clumsy, and intelligence isn’t one of their strong suits. They do have an innate magic resistance; strong enough for even a young troll to, supposedly, be able to shield an entire group of people if they can stay close enough to it.

There are those who claim,that an adult will protect an entire village against magic, if the troll is nearby. However, stone trolls are difficult to control and seem to be occupied by nothing more than their voracious appetites.

Vampires

Only a few beings have ever been foolish, or power hungry, enough to walk into the Rift, sacrificing themselves to the dark gods. According to dwarven legends, this was exactly what Lacah did in an era long forgotten.

Lacah the Unyielding was ambitious beyond belief, and only the second champion to be granted eternal life. Oko the Despoiler was the first dwarven Wielder of Wrath and it was centuries after his successful campaign against the White Elves that Lacah obtained the elusive and very coveted title.

Inside the Rift, both these ancient dwarven champions are said to have been transformed into vampires by the Dark Gods themselves.

As supernatural champions of the dwarves, these ultimate Wielders of Wrath were powerful enough to lay devastation upon the world. Plus as vampires, they would be in a position of such authority and power, that no other Ember Dwarf could ever challenge them.

Then, and only then, would an army of dwarves be capable of wreaking havoc without pause.

The ensuing bloodshed and torment of such a massive war would provide the Dark Gods with an influx of emotions, feeding their own divinity and allowing them to grow even stronger.

Fortunately, this plan didn’t come to full fruition…

In times of old, Oko the Despoiler managed to leave the White Elves on the brink of extinction. However having been born from a magically infused alteration of the dwarven body, the vampire needed to sustain himself, using his fangs to suck magic from victims.

Perhaps it was pure chance that Oko decided to first rage war on the White Elves, who have no magic wielders among them. This eventually caused his own doom as he succumbed to hunger eons ago.

Old wives’ tales, speaks of how Oko had grown so powerful that before he died, he managed to expel his spirit from his own physical body and encase it in a deep red robe. Stories speak of wizards, who in the dead of night, met their end at the hands of a robe-wrapped specter.

Powers

Centuries later, the Dark Gods, once again, attempted to unleash agony and despair on the unknowing world as a new dwarven champion rose to become the second Wielder of Wrath. When Lacah was turned into the next immortal vampire, his boundless masters granted him the same powers they did his predecessor.

Excessive speed, enhanced sight, smell, hearing, taste, and sense of touch, together with an infusion of unnatural strength in his left arm as it was altered into a toothed machete were designed to make Lacah unmatched in battle. Lacah was also granted control over snowy owls, subjecting the animal to serve as long-range spies for the vampire. He also had the ability to use telepathy and telekinesis. Despite all of these impressive gifts, the Dark Gods once again failed in their endeavors.

They hadn’t counted on Lacah not finding the gift of his vampiric powers sufficient reward for ascending to become the Wielder of Wrath. Instead, Lacah demanded to be elevated to the status of a God.

Whether the Gods refused or were unable to comply with such a request is unknown, but legends have it that at that point Lacah turned against his creators.
The audacity of Lacah’s disobedience angered the Gods to the extent that they took him captive. With Lacah being immortal, they could enjoy torturing him for eternity, not having to worry about him dying from his wounds.

And so, time went on…

… until one day, when the human mages offered Lacah freedom from his torments, hoping to turn him into a weapon of their own.

Otano, the Goddess of Torture and Wind, was responsible for torturing Lacah, and also had a particular fondness of wreaking havoc in the world. She would create powerful winds that swept the deadly sands of the Restless Expanse beyond the desert, threatening the lands and people as far north as Atheneum where the mages keep their hidden library.

The mages hoped to use Lacah to defeat Otano and put an end to the chaos she devised. In return for subduing the Dark Goddess, Lacah was made to believe that he would be granted freedom. The mages understood they would unleash something as powerful, and evil as the Goddess who obliterated whole towns, but felt convinced of their ability to deal with the vampire. So… just as they prepared a prison to hold Otano’s mind, separating it from her body, they also constructed a spell and a tomb for the vampire.

When Otano approached Lacah for his daily torment, the mages began chanting the spell that would release him. It came as a surprise to the Dark Goddess when Lacah suddenly leaped free of his bonds and sank his teeth into Otano’s arm. While Lacah’s bite and strength went beyond human belief, it wasn’t sufficient to stop a god.

Otano broke free, ripping the vampire by his leg from her flesh, snapping bone and twisting his sinew. Lacah was wounded, but only more enraged. Once again, he launched himself at the Dark Goddess.

A battle ensued.

Lacah sank his fangs into the dark entity and didn’t let go.

He fed.

Powerful magic flooded him. After so long in captivity, tortured and without food, it elevated him to a state of ecstasy. In a stupor and with his victim nearly dissolved, Lacah managed to escape the ethereal realm of the Rift to reentered the material world.

The mages were waiting…

Even intoxicated from consuming the power of a god, the vampire fought viciously. It took a concerted effort before a small group of Arch Mages were able to seal Lacah in an enchanted coffin. Immediately, they took off to bury it at an undisclosed location at Mount Gravespeak. Upon arrival, they dug a hole in the frozen ground but it took too long…

Lacah woke.

The mages had no choice but to fight. But having absorbed the powers of the Dark Goddess, Lacah was nearly unstoppable. Lacah grabbed Sarus the Arch Mage, who happened to be the nearest magic user, and drained him of his powers. The rest of the group acted without delay.

At the last moment, the mages managed to cast a spell now lost to time and put the vampire back into a deep slumber. And there he sleeps still. Should Lacah ever come back to life, there’s no guarantee that he could be stopped. Nor is it of any consolation that the rest of the mages cast an ancient spell to reach into the Rift and pull the defeated Dark Goddess out while the burial of Lacah took place.

The Arch Mages thought it safest to keep Otano’s body entombed and chained in The Vault, while the entity’s mind was separated and held inside an ancient artifact: The Oracryst Cube.

If this was a wise choice is still debated among the Mages.

There are those who feel that since the yearly recharge of The Vault causes earthquakes and the Goddess’s trapped mind attempts to trick and manipulate everyone, who comes within just a few miles of the Cube to free it, it’s a sign of their pending doom. Some find solace in the fact that only the Dark Goddess can sire new vampires. If Lacah ever woke, he wouldn’t be able to create more of his kind. Yet, for most, this fact has been hard to see as a mitigating factor in the problems capturing an immortal goddess has caused.

Remnants of the Past

Both known vampires began life as an Ember Dwarf, their skin complexion turned further white, matching the snowy owl that flies at Lacah’s command.

As soon as the dwarf turned into this creature of destruction, its intelligence increased to outmatch that of its former self. However, not all of the traits that make up an Ember Dwarf were removed. The vampire is still temperamental, loud, and aggressive and its only real weakness came with birth.

As magic is what brought the vampire into existence, magic is also necessary to keep this being alive.

Being unable to feed on anything but spellcasters, the vampire finds its food supply limited. Furthermore, no matter how adept a magic user the vampire can get its hands on, it’ll always be a poor substitute for sating its hunger directly from the Dark Gods.

In the end, continuing for too long without an intake of new energy decayes the vampire’s body. The vampire’s ability to heal quickly offsets such an issue and it said to take years—at times even decades—for the vampire to grow weak from the lack of a proper meal.

Map of the fantasy world of Vaerinor