If you choose to create a Vek'pem Ahyre, it is important to remember that many people in the land would fear and be suspicious of your unique gift. Fear may cause them to hunt, hurt or even kill your character. Stay mysterious and you'll live longer.
Of all the races to play, a Vek'pem Ahyre is probably the most difficult. They are brutal and often emotionless. They think little of the 'cattle' that they feed upon. They are usually murderers who do not feel remorse for their actions. They are the enemies of the Seven Gods and all of their followers. They have few allies outside a few Wolfkin who chose to align themselves with the Vek'pem Ahyre, and the odd follower of Belial amongst the 'normal' races. Think very seriously about whether you are ready to play such a character before selecting it in creation.
Following is some basic information about the Vek'pem Ahyre. More information (some of which is not common knowledge) can be found in game through the tips system once you have created a Vek'pem Ahyre character.
- Vek'pem Ahyre can be any of the 'normal' races. However, it is not possible to have a Wolfkin, Channeler or Dryth who is a Vek.
- Be wary of the Dryth, their main goal in life is to destroy all Vek'pem Ahyre.
- Vek'pem Ahyre once experimented upon and tortured the Dryth. Many Vek'pem Ahyre want to see this practice taken up again. Most just want to see the Dryth destroyed.
- The Vek'pem Ahyre follow Belial and as a result, are the enemy of all the other gods. They fear and will avoid any of the other God's places of worship as nearing will cause them pain. Similarly, symbols of the Gods and their prayers.
- Vek'pem Ahyre hunger for the blood of others. This is a need like a drug-addict needs a hit, not a want.
- Vek'pem Ahyre are weak under the light of Cymur and Balor and tend to avoid direct sunlight.
- Vek'pem Ahyre are immortal. They cannot be killed by normal means.
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Overall General Appearance:
Though they consider themselves a race of their own (more often than not), Vek'pem Ahrye propagate purely asexually through a process called 'siring'; they are otherwise infertile, completely incapable of child-making or -bearing. The sired come from all races and nations, although Skrel'eth Vek'pem Ahrye are by far the least common. At the moment of siring, the new Vek'pem Ahrye ceases to age or otherwise change physically from that point on, Physically, they are forever no different from the exact state they were the moment before: there grow no fangs, nor brain nor muscle tissue; there is no change of eye colour or skin tone, and so on. Over time, a Vek'pem Ahrye grows stronger, or more god-like, as they age. Complete cellular regeneration also quickens. This, coupled with true immortality, is commonly referred to as the 'Blessing'. Adversely, the abilities of Vek'pem Ahrye are suppressed or decreased in the presence of sunlight, a god, or when in a location were a god's presence is particularly strong (such as a temple), or when coming into contact with something particularly blessed or favoured by a god. This suppression is commonly referred to as the 'Curse'. The affect of the curse, at times, might be psychosomatic, which is to say that it could seem to affect the Vek'pem Ahrye physically, although there is nothing medicinally or measurably wrong with them.
SOCIAL CHARACTERISTICS AND HISTORY:
Life Span: (Note: figures are rough, and depend on the individual sired, as well as the Sire) Child 1-65, Young Adult 65-100, Adult 100-350, Old age 350+
Vek'pem Ahrye can generally be divided up into three categories: those that submit to or participate in the House of Kin, those that actively do not submit to the House of Kin, and those that are neutral about the whole thing. In all cases, the social and political ties of Vek'pem Ahrye, even to each other, are generally weak, and tend to grow weaker the older a Vek'pem Ahrye gets. More often than not, the only strong relationship one Vek'pem Ahrye has with another is between a Sire and their sired. This creates a society of cells that seem to almost arbitrarily relate or interact with each other growing further apart with age. Immortality is an inevitably lonely and boring existence, and one that wears on the immortal without respite. The results depend on the personality of the individual, and how they were 'raised'. It might incite despair, or anger, or delusions of grandeur, or a propensity to great violence, or a kind of enlightenment, or all of these at once. In short, they go mad, one way or another without fail. The exact flavor of madness is wide in variety. Choose your poison.
It's worth noting here that Vek'pem Ahrye are, technically, nomadic. It's difficult (there are many good reasons) for them to stay in one place too long, and there is no one centralized Vek'pem Ahrye kingdom, or anything similar.
INTERACTIONS:
Vek'pem Ahrye, as a 'soft rule', have a great prejudice against all mortals, though some might retain the social likes and dislikes they were born with (Vek'pem Ahrye who were once Tyeni might loathe Tir more than Tyen, for example). At least for a while.
Dryth and Vek'pem Ahrye are natural -- some would say 'inevitable -- enemies. The immediate reasons are quite clear: Vek'pem Ahrye continue to exist by hiding, and the abilities of Dryth let them see things about people that most others don't. Of course, there are deeper and more complicated reasons: Dryth were, essentially, created by Vek'pem Ahrye, and remain sustained by the gods as a sort of mark against them, a thorn in their side. Many, if not most Vek'pem Ahrye kill Dryth on discovery. The feeling is mutual, and Dryth make excellent Vek'pem Ahrye hunters. The House of Kin's official stance on the Dryth is somewhat hazy: they were against the experiments that lead to their creation, dually bitter of their continued existence and adoption, but do not nessecarily advocate complete genecide otr outright war (for fear, one might guess, of Melchior's reaction).
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Additional Note Concerning Vek and Vampire:
Although
there are certainly similarities, Vek'pem Ahyre are not the same as
Vampires found in fiction now-a-days. They are not adverse to garlic, a
stake through the heart will not kill them, nor will be-heading.
Sunlight weakens and causes pain but doesn't destroy them. They are not
too fond of holy items or anything that may direct the wrath of the
Seven upon them.The only way to become a Vek'pem Ahyre is to choose
to become one and forsake all the gods. It CANNOT be forced be upon
someone. Vek'pem Ahyre are immortal, but not un-dead. They do not have
to drink blood to survive, but have an extremely strong desire for it.
They have no fangs, most typically cut through the skin using a small
blade.
Each account may have only one special race at a time. In order to have a special race, you need to have over 5000 TRPP on your account