Morrikynn

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Herein are my findings and notes on the creatures known as Morrikynn. It strikes me as peculiar that I am only now writing of my own kin, but it is of small matter. I consider myself blessed, in a way; having been reared far outside the Morrikynn culture has provided a unique perspective in my study.


Contents

Description

I should begin by clarifying that the Morrikynn are not vampires. Rather, it was their exploits that helped fuel the legend of the vampire among the mortal races. I mistakenly identified myself as a vampire for many years until I found myself in the company of those more knowledgeable than I on the topic. It is a label invented by mortals to define those who feed on blood, and that label has morphed over the centuries to describe a variety of creatures, Allym’yyn and Dthoum’yynn, living and deathrisen, and often combining unrelated elements to form entities of pure fiction. The Morrikynn, however, are an established race of undead creature with a cultural history dating prior to the Undead War. Over the millenia they have diversified and formed many clans and covens throughout the world. One such group I discovered on the western borders of Villijatam, and it is from their teachings that I largely source this document. Within the Morrikynn race there are four subclasses defined by certain traits: the An'ddrom'yyn, the Keph’gurrah, the Chemm’devarum, and the Kephuahn. I will address each of these in turn, as well as the features and history shared by all Morrikynn in this report.

Unifying traits

The overall appearance of the Morrikynn are not unlike that of many deathrisen or other undead creature. They are not particularly associated with any living race, human, fae, or monster, and any intelligible creature of flesh and blood appears to be equally receptive to the blessings of Hod. Their bodies tend to be well-preserved and slow to decay, in part due to their magickal practices which I will address later. Beyond this, the most common physical traits among Morrikynn prove to be red eyes, sunken dermal features, and prominent teeth which often protrude over shrinking gums and lips. The foremost and most notable feature is, of course, their consumption of the blood of living creatures. Blood is the singular element that ties all Morrikynn together. It is not only the principle of their connection to Hod, but also their means of antecedence. In order to raise a new Morrikynn, the Morrikynn offers their blood, imparting it on their would-be subject. This rite can be done to either the living or the dead, although the blood of an Acolyte of the Void is typically required. (I have yet to take measures to test if other dthoum’yynn are turned to Morrikynn upon exposure) The method of the rite varies between clans and subclasses, but all Morrikynn share a common ancestry with a being known as Morryn, after whom the race took their name. I was not made privy to his history at this time and will likely record such events in a separate document once I learn more. However, it was from this progenitor that the blood was first shared and the first Morrikynn were risen. Most Morrikynn consume blood on a regular basis. There is no known limit to the amount of blood a single Morrikynn can consume nor how long one can go without feeding. However, Morrikynn who have gone an extended period of time without blood may tend to feel sluggish, and others may enter a hibernative state if they remain unsatiated. There are no known cases where a Morrikynn has severed their connection to Hod by forgoing the blood rite; Morrikynn who have fasted for thousands of years theorhetically could be restored to full activity upon a single exposure. Many describe a hunger in their core that is temporarily satisfied when consuming blood, but is often quick to return after the meal. The amount of blood consumed does not seem to affect how long the hunger is quenched. That is not to say, however, that there is no benefit to consuming more blood than less. Morrikynn have mastered the art of blood magick, or Keph’kadimah as they know it. The Keph’gurrah subclass in particular have spent millennia reaping the life-giving properties of the sanguine fluid. While more powerful spells require rituals and rites, it is understood that most Morrikynn, with practice, are able to perform minor spells at will. Keph’kadimah are named as such because they require blood- that of a directed sacrifice, or of the caster themself. The most common of these is a ritual of preservation, or prevention of decay, allowing the mindful and practiced Morrikynn to appear unaltered by the passage of millennia. Casting multiple Keph’kadimah will eventually drain a Morrikynn’s reserves, and so those who have the most blood available to them are usually considered the more prominent of Morrikynn culture and power.


The Divergent Tribes and Substrains

Upon further study it should be noted that Morrikynn have a sort of societal structure and creed all their own. Their ancient roots lead them to be found throughout much of history. It's only natural that a handful of these ocreatures would eventually group up and seek to prolong their ancient lineage. But their solitary nature and differing methods of survival would eventually lead to different branches of undeath to rising from their experimentations with blood magicks over the years

An'ddrom'yyn or "Skin Walkers"

I was addressed as such upon first meeting with the informant coven. It is no more difficult for Morrikynn to identify one another than for the beasts of the earth, for the scent of blood sits heavy on our breath. I was in a commoner’s guise and thus they knew who I was, for it is the gift of the ‘skinwalkers’ to alter their appearance and seemlessly blend in amongst the living. The An'ddrom'yyn are perhaps the most populated of the subclasses; however it is difficult to estimate their exact numbers as they are often solitary predators. Stealth is a distinguishing trait among the An'ddrom'yyn, for their survival is dependant on secrecy. It is perhaps from them that many rumors of vampires emerge, for their exploits infiltrating human settlements bear the closest resemblance to the mythological figure. For the An'ddrom'yyn, the blood magicks creating a living guise, called an am’allym, come as naturally as the hunger that festers in all Morrikynn. This ruse allows for the An'ddrom'yyn to walk among the living, and many take up residency with them; “a wolf among sheep” as the saying goes. Some of these strive to gain standing within the settlement, building material wealth while risking the dangers of public notoriety. Others roam the underbelly of society, taking assassin work and finding no shortage of degenerates to sate their hunger. I know of both walks of life, but from experience, I can only say for certain that the experiences of an An'ddrom'yyn Morrikynn is subject to the possibility of extreme variation. The An'ddrom'yyn arguably have the most contact with the realm of the living, and have adapted to and assimilated the unique cultures of their prey. Each lineage brings a new strain or expression of the subrace, and I should wonder what knowledge might be gained if they would better communicate and coordinate with one another, for far too many lineages feud and dispute territory with one another. Most Morrikynn I have met in my travels stem from a lineage of An'ddrom'yyn centered around an ancestral figurehead, past or present. The raising of new Morrikynn is a rather exclusive affair for the subclass as progenitors are directly responsible for their brood, and any mistakes made by inexperienced hunters risk exposing the whole clan, leading inevitably to mortal hysteria and mass purges of suspected ‘vampires’. Most of the living races have common accounts or legends about blood hungry creatures that they have named “Meraasaas” or “O’thrall” or “Vampire”. Incidentally, many An'ddrom'yyn could well have been individuals from whom those aberrant legends could have originated from. These legends help to secure An’ddrom’yyn anonymity and keep them hidden among the irrational hysteria suffered by living minds. It is rare to find a coven of more than three An'ddrom'yyn in any location, given the secrecy of their lifestyle. An’ddrom’yyn will often send their brood away to find their own directions when proven experienced and will rarely cross paths again. Despite this isolation, many An’ddrom’yyn maintain a sense of respect and honor for their blood ancestry and will find it difficult not to heed the call of their kynn in their time of need.

Keph’gurrah or "Legacy Magus"

It remains unclear to me whether the subclass itself is referred to as the Keph’gurrah or if that is the name of their solitary coven alone. For the purposes of this document, they are one and the same as I have met no other such covens, but I am told there are others like them scattered in the world. Even so, they are the second-most populated subclass of Morrikynn, and the coven I met with consisted of no fewer than twenty-four members at the time of writing. As I have only one reference point, this chapter will be much more anecdotal on my meeting with the coven than analytical of the subclass as a whole. The Keph’gurrah I met with are an isolated community based on the western borders of Villijatam, less than a day’s walk from the old town of Menor. The town itself does not sustain enough people to host so many Morrikynn, and it was a great surprise to find a small colony of humans living among the Keph’gurrah as slaves, nine men and women with two children and a third in the womb. The Keph’gurrah are careful with their slaves, harvesting from the wrist only a goblet’s worth at a time and allowing the slave to recover two days thereafter with minimal labor. The blood is then rationed out as needed - none but the top ranking members of the Keph’gurrah are permitted to drink directly from a slave, and are personally owned by these Morrikynn. These livestock are not their only means of acquiring blood. Indeed, we first learned of the Keph’gurrah from reports of organized raids outside our borders. The Keph’gurrah are a roving band of battlemages; however, they explained that many of their kind have established permanent settlements in the wilds, fortified against retaliation from any neighbors that take offense to their existence. Indeed, they planned to set down roots in our territory and wished to negotiate with the Ashen King. (This was the initial purpose to my visitiation, though the results are best left in separate documentation) The Keph’gurrah are led by a unified clergy that follow the old rites of Morryn, and it was one of their clerics that I spoke at great length with. Their record-keeping through centuries of persecution is astounding, and while I have no other sources to confirm their historic claim, I have little skepticism of its accuracy. I was not permitted to examine their records this time, but was made familiar to the Tiers of Blood, recorded in a separate document and one of the founding principles of keph’kadimah. The Keph’gurrah have spent millennia cultivating and exploring the old rites and have a mastery of blood magick beyond the reach of the other subclasses. What I was shown was indeed impressive, transfiguration and illusion as well as restoration and necromancy; truly there is no scope of magic that could not be reached by the rituals of these ‘blood artists’. Although I am skeptical of their usefulness in battle, as these rituals require time and concentration by the magician. The propagation and raising of Keph’gurrah is not dissimilar to the An’ddrom’yyn. Lineages are formed sharing their blood with the progeny, but it is more common for them to invoke a ritual where multiple or all members of a coven contribute to a pool for the neophyte to consume, thus sharing the responsibility for the new Morrikynn amongst the group. They are as exclusive as the An'ddrom'yyn in their selection, but for the desire of selecting premium candidates rather than secrecy.

Chemm’devarum or "Meat Eater"

I learned little of this group in my time with the Keph’gurrah. It was named in reference to the final subclass and only after much prying did I elicit any more information. The elder whom I interviewed was very hesitant to discuss the ‘meat-eaters’, as they are unsavory, and branded heretics within their order. They are a class in which the hunger of the Void has taken its toll on their mental faculties, yet provides an unnatural strength to the Morrikynn. Described as brutes with no concept of the sacred or foul, they consume flesh as well as blood and bone, be it beast or man. They are even more solitary than the An'ddrom'yyn and rarer than the Keph’gurrah. I can only attest to this as I have neither heard of nor met one. He would tell me no more, and we continued to the final subclass.

Since my interviews with the Keph’gurrah I have had the chance to meet with such a creature. He was of strong build but not quite as monstrous as the elder had described. He admitted to only having been “turned” two winters past, but he had learned much about his kind in such a short time. He told me of how, in his final days as a human, he survived an attack from his would-be progenitor, who was driven off by the boy’s birth father. Blood from the Morrikynn’s wound mixed with his own, and this is how most Chemm’devarum are raised. After slaughtering his human family in his newfound hunger, his new ‘blood-father’ took him under his wing. To have a parent dedicated to rearing a Chemm’devarum, or turner as he called them, is uncommon but not unheard of. His blood-father guided him to understanding his condition, and how to keep his hunger in check. I have learned that an inherent keph’kadimah is the cause of the Chemm’devarum’s fierce strength, much like the An'ddrom'yyn’s ability to disguise oneself. But such magick is costly, and the price is a constant hunger that not even blood can abate. The progenitor instructed him on their ways, for while they did not remember or understand the other Morrikynn, the Chemm’devarum were masters of the wilds. Their raw power drove them apart from other dthoum’yynn, and even other Chemm’devarum, for their eternal hunger makes some quick to anger. Many have been driven to eventual madness seeking hunting grounds, and that is why this one has sought his place among The Lost. We shall see what can be made of him, and I intend to interview him further when the time comes.


Tiers of Blood

The Keph’gurrah have celebrated the blood and its magical properties long before their reawakening. Their astute study of the fluid resulted in a categorization of blood, known as Tiers. From bottom to the top, the Tiers are: Kepfetheh, Fetid Blood - the blood of the diseased. A phrase with its origins prior to the Morrikynn reawakening when they were susceptible to disease and poison. Such blood was an affront to the living; a poison disguised as a boon. Today it remains in their lexicon as an insult most foul towards an individual and their lineage (modern Morrikynn have no reservations beyond personal pride about feeding on the ill and dying)

  • Kephdthoum, Dead Blood - coagulated blood, or blood that has lost its life-sustaining properties. This may be used in reference to either blood that has spilled from a wound and has since coagulated or blood still within a corpse. Morrikynn will sometimes refer to other deathrisen as ‘dead blood’
  • Aka, Water - the blood of the earth and sky. Regarded as the source of all blood, and yet it alone cannot create life nor produce the desired effects in blood magicks
  • Kephallym - the blood of life, of plants, scientifically the fluids of the xylem and phloem. The most basic form of all life, this rudimentary fluid is considered the most dilute form of blood and the least useful
  • Kepheddrom - hemolymph, the blood of movement. The next step above sedentary plants are the insects and spiders who scurry underfoot, their blood only slightly more concentrated than that of plants
  • Kephethemaar, Lesser Blood - the blood of animals lesser monsters, from birds and mice to dogs and livestock. (lesser monsters referring to pests that do not have cognitive thought) Proves sufficient for lesser blood magicks, but many morrikynn will not stoop to the level of drinking less than true blood
  • Kephetsue, True Blood - the blood of consciousness, of humanoids and greater monsters. Such is the most common diet of morrikynn today, and the most used for keph’kadimah
  • Kephekaathaar, Greater Blood - the blood of heroes and beings of legend outside of the Morrikynn, and the most coveted. When obtained, it is often bottled and stored to either be sold at astounding prices or reserved for sacred blood rituals. Any effects beyond that of true blood in blood magicks is debatable, although many will swear to its superior taste. To be referred to as one who has greater blood is as much a compliment as fetid blood is an insult
  • Morrynak, High Blood - Morrikynn blood, the blood gift that allows for transformation of the living and the dead into morrikynn. However, it is taboo to drink the high blood outside of specific rituals and it will not quench the thirst of a Morrikynn


The Kephuahn or "Blood Lords"

The Kephuahn are not so much a subclass of their own as they are the unification of the others. They are the rarest of the Morrikynn and perhaps it is just as well, for an alliance or feud between Blood Lords, as they are known in the common tongue, would likely tear nations asunder. Those I interviewed spoke in reverence of the old Kephuahn, monsters who inspire fear and awe to this day. Were I to list their common names here, you would surely recognize their titles, for many were infamous tyrants and others leaders in the world of the living. Those whom were the most devout to Hod were annointed as Acolytes of the Void. They are the pinnacle of the Morrikynn, inheriting both the strength of the Chemm’devarum and the stealth and intellect of the An’ddrom’yyn. Their mastery of blood magic surpasses entire covens of Keph’gurrah. When feeding, it is said that the Kephuan consumes the very soul of the host, taking their memories and skills as its own, facilitating their rapid rise to power and dominance. A Kephuahn may rise from any lineage or subclass, although their full potential may not be realized until long after coming into their own. It is just as rare that a Kephuahn would in turn sire another Blood Lord. Their progeny often retain only the traits of the Kephuahn’s own ancestry. The gifts of Hod are fickle indeed. This all makes for a lovely story, but I found myself skeptical of an otherwise ordinary dthoum’yynn capable of such immense power, and the elder approved of my doubt. There have been many who claimed the title of Kephuahn, far more than those who demonstrated proof of their prowess. Such false idols are disparaged and often lost to history. In order to dissuade unwanted attention from ‘false prophets’, the Keph’gurrah developed tests to assess a Kephuahn’s capabilities. Hearing this greatly assuaged my own skepticism, and I now find myself longing to seek out other colonies of Morrikynn so that I might discover such a powerful being.

The Kephuan, display the innate abilities of all three substrains of Morrikynn. To weed out possible hoaxes, the Keph’gurrah have maintained several tests to prove the abilities of a Kephuan:

  • Test of Capability
  • Test of Cunning
  • Test of Consciousness

Each test may only be attempted once per year

The Chemm’devar Test of Capability

The Chemm’devarum are noted for their strength and ferocity. This leads to them being prime warriors for the battlefield. The fighter may ceremoniously imbibe a dose of kephekaathaar prior to the test if they wish. There are two phases to this test: The first phase is a series of 1v1 against knights or equivalent combatants. (optimally at least 11 opponents) Must obtain 50 victories within 30 minutes. Must have no more than 30 losses. Fights immediately follow one another. On the death of the challenger, the current opponent cycles back into the line. May call for a break up to 5 times but the clock keeps running throughout. No boundaries. In case of injury the clock will be paused for no more than 1 minute. If the fighter cannot continue within 1 minute or it is deemed that continuing would be detrimental to the participant’s health, the trial is forfeit. The second phase is a series of group fights against knights or equivalent combatants. No time limit. There are a total of 5 rounds, and all fights are 2v1 with the exception of the final round, which is a 3v1. The fighter must kill all opponents within 5 battles to complete the round. If the fighter is unable to clear the round within 5 battles, they receive a strike against them and a new round begins with new opponents. If the fighter receives 5 strikes against them the trial is forfeit. The combatants of each round do not change with the exception of injury, so if a fighter fails one round they will have to face those same combatants at a later time.

The An’ddrom’yyn Test of Cunning

The An’ddrom’yyn are inclined to skills of stealth and adaptability. Their shape-shifting abilities allow them to blend in seamlessly among the allym’yyn. This test must occur at an event with a minimum duration of 48 continuous hours. Prior to the test an overseer must engage with three willing campsites at said event and present a totem to each of them. (the participant should be aware of what the totems look like, either by image or clear description) The overseer should ensure that all members of the campsite are informed on the rules and willing to participate in the test. They cannot be told who the tester is. The totem must be kept in an open area (not in a tent or building) unless it is kept on a person during active hours. If kept on a person, the totem must be visibly displayed, not covered or pocketed wholly. During the active hours between 9am and 11:59pm, the tester may attempt to obtain the totem by whatever means they see fit. Outside of active hours the totem may be stored however the participants see fit. The totem should not be brought onto open fields of combat. Once the tester has laid hands on a totem, they may be killed by any of the participants by any means legal within the belegarth/dagorhir rule set. Killing the tester must be done outside of official battles and tourneys at the event. (They cannot be killed by poison if an assassin’s tourney is occuring at the same event. If the tester is armed, legged, or stabbed in a limb according to the ruleset, the injured limb is regenerated in one hour during which the tester may not have use of that injured limb) If the totem is kept on a person, that person may also be killed following the appropriate ruleset. The tester must return all three totems to the overseer by the end of the event or at a time designated by the overseer. If the tester is killed before they can bring all three totems to the overseer, then the trial is forfeit. If the participating campsites manage to hold onto their totem for the duration of the event, they will be rewarded in a manner the overseer sees fit.

The Keph’Gurrah Test of Consciousness

The final trait of a kephuan is the ability to absorb the memories of those whose blood they consume. This is tested by several examiners “bleeding” into a vessel from which the tester drinks. They must then pass an extensive verbal examination on the history and experience of the morrikynn. They must score perfectly in order to pass. Answers that are generally correct but lacking detail are permissible, as memory is fallible especially between persons. While the other two tests may be accomplished in any order, the verbal examination is the final test and upon the completion of which the morrikynn will be granted the title of kephuan.


Known Morrikynn:

Falnir Firewalker

  • Known as:
  • Creator of:
  • Original Race: Human
  • Risen by:
  • Status: Unknown
  • Unit: The Lost
  • Lore:

Ashe of Dur Demarion

  • Known as:
  • Creator of:
  • Original Race:
  • Risen by:
  • Status: Unknown
  • Unit: The Lost
  • Lore:

Aeron Sylvair

  • Known as:
  • Creator of:
  • Original Race:
  • Risen by:
  • Status: Unknown
  • Unit: The Lost
  • Lore:
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