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'''Rampancy''' is a severe '''neurological and psionic affliction''' that primarily affects the [[Valorèin]], a species within the universe of [[Lethurèa]]. It is the final and most devastating stage of [[The Curse (Valorèin)|The Curse]], a condition that afflicts unbonded or improperly bonded High Valorèin. The disease leads to a complete loss of identity, rendering its victims into feral, hyper-violent creatures.
'''Rampancy''' is a severe '''neurological and psionic affliction''' that primarily affects the [[Valorêin]], a species within the universe of [[Lethurêa]]. It is the final and most devastating stage of [[The Curse (Valorêin)|The Curse]], a condition that afflicts unbonded or improperly bonded High Valorêin. The disease leads to a complete loss of identity, rendering its victims into feral, hyper-violent creatures.
{{Disease
{{Disease
   | name=Rampancy
   | name=Rampancy
   | image=Rampancy.jpg
   | image=Rampancy.jpg
   | caption-image=A Valorèin in the late stages of Rampancy
   | caption-image=A Valorêin in the late stages of Rampancy
   | type=Neurological/Psionic Degeneration
   | type=Neurological/Psionic Degeneration
   | universe=[[Lethurèa]]
   | universe=[[Lethurêa]]
   | affected_species=[[Valorèin]], [[Elder Valorèin Rebellion|Post Rebellion]] [[High Valorèin]], [[Old Valorèin]]
   | affected_species=[[Valorêin]], [[Elder Valorêin Rebellion|Post Rebellion]] [[High Valorêin]], [[Old Valorêin]]
   | cause=Failure to bond, blood deprivation, partial Valorèin heritage
   | cause=Failure to bond, blood deprivation, partial Valorêin heritage
   | stages=Onset → Intermediate → Late Stage (Irreversible)
   | stages=Onset → Intermediate → Late Stage (Irreversible)
   | symptoms=Aggression, bloodthirst, cognitive collapse, physical decay
   | symptoms=Aggression, bloodthirst, cognitive collapse, physical decay
   | prevention=[[The Binding]], [[The Ûlèum]], Regular Blood Consumption
   | prevention=[[The Binding]], [[The Ûlêum]], Regular Blood Consumption
   | cure=None (only prevention or delay)
   | cure=None (only prevention or delay)
   | fatality=100% (once past a certain threshold)
   | fatality=100% (once past a certain threshold)
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=== Intermediate Stage ===
=== Intermediate Stage ===
* Physical '''tremors''', nausea (unusual for [[Valorèin]]), and hypersensitivity to light and sound.
* Physical '''tremors''', nausea (unusual for [[Valorêin]]), and hypersensitivity to light and sound.
* Gums recede, elongating into '''fangs'''.
* Gums recede, elongating into '''fangs'''.
* Loss of '''[[Call of It'slâmwâ|It'slâmwâ's Call]]''' (spiritual connection to the afterlife).
* Loss of '''[[Call of It'slâmwâ|It'slâmwâ's Call]]''' (spiritual connection to the afterlife).
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== Causes & Triggers ==
== Causes & Triggers ==
Rampancy is '''not a disease''' in the traditional sense, but rather a catastrophic failure of the Valorèin psyche due to '''prolonged deprivation of a [[Soul-Tether]]'''. The main causes include:
Rampancy is '''not a disease''' in the traditional sense, but rather a catastrophic failure of the Valorêin psyche due to '''prolonged deprivation of a [[Soul-Tether]]'''. The main causes include:


* '''Failure to Bond''' – Valorèin who do not undergo the [[The Binding (Ritual)|Binding Ritual]] or [[The Ûlèum]] in time will eventually succumb.
* '''Failure to Bond''' – Valorêin who do not undergo the [[The Binding (Ritual)|Binding Ritual]] or [[The Ûlêum]] in time will eventually succumb.
* '''Extended Blood Deprivation''' – Hunger for blood accelerates the process.
* '''Extended Blood Deprivation''' – Hunger for blood accelerates the process.
* '''Partial Valorèin Heritage''' – Mixed-blood Valorèin are especially vulnerable if their genetics weaken their ability to resist [[The Curse (Valorèin)|The Curse]].
* '''Partial Valorêin Heritage''' – Mixed-blood Valorêin are especially vulnerable if their genetics weaken their ability to resist [[The Curse (Valorêin)|The Curse]].


=== What Does Not Cause Rampancy ===
=== What Does Not Cause Rampancy ===
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* '''[[The Binding (Ritual)|The Binding Ritual]]''' – The safest and most accepted way to prevent Rampancy by forming a [[Soul-Tether]].
* '''[[The Binding (Ritual)|The Binding Ritual]]''' – The safest and most accepted way to prevent Rampancy by forming a [[Soul-Tether]].
* '''[[The Ûlèum]]''' – A more extreme and '''taboo''' method, [[The Ûlèum]] is an intense sexual bonding act that can forcibly '''stabilize a rampant individual''' if performed in time.
* '''[[The Ûlêum]]''' – A more extreme and '''taboo''' method, [[The Ûlêum]] is an intense sexual bonding act that can forcibly '''stabilize a rampant individual''' if performed in time.
* '''Regular Blood Consumption''' – Blood-drinking, particularly from a bonded mate, can slow Rampancy's progress. However, this is only a temporary measure.
* '''Regular Blood Consumption''' – Blood-drinking, particularly from a bonded mate, can slow Rampancy's progress. However, this is only a temporary measure.
* '''Mercy Killing''' – Once Rampancy reaches a certain stage, the only humane option is to '''put down the afflicted''', as they cannot be reasoned with.
* '''Mercy Killing''' – Once Rampancy reaches a certain stage, the only humane option is to '''put down the afflicted''', as they cannot be reasoned with.


== Cultural Impact ==
== Cultural Impact ==
Rampancy is one of the '''greatest fears''' in Valorèin society, as it is '''worse than death'''. Several cultural beliefs surround it:
Rampancy is one of the '''greatest fears''' in Valorêin society, as it is '''worse than death'''. Several cultural beliefs surround it:


* '''Suicide as an Alternative''' – Some Valorèin choose '''ritual suicide''' rather than succumbing to Rampancy.
* '''Suicide as an Alternative''' – Some Valorêin choose '''ritual suicide''' rather than succumbing to Rampancy.
* '''Fear of Malis' Claim''' – It is believed that those who fall to Rampancy are '''claimed by Malis''', the god of evil, and their souls never reach [[It'slâmwâ]] (the afterlife).
* '''Fear of Malis' Claim''' – It is believed that those who fall to Rampancy are '''claimed by Malis''', the god of evil, and their souls never reach [[It'slâmwâ]] (the afterlife).
* '''Ties to The Curse''' – Rampancy is viewed as the ultimate consequence of failing to resist [[The Curse (Valorèin)|The Curse]].
* '''Ties to The Curse''' – Rampancy is viewed as the ultimate consequence of failing to resist [[The Curse (Valorêin)|The Curse]].


== Famous Cases of Rampancy ==
== Famous Cases of Rampancy ==
* '''[[Delkar Pavarii|Delkar]]''' – A once-honored Valorèin warrior who succumbed to Rampancy and had to be killed by his own squadmate.
* '''[[Delkar Pavarii|Delkar]]''' – A once-honored Valorêin warrior who succumbed to Rampancy and had to be killed by his own squadmate.
* '''[[Merik Teslek|Merik]]''' – Nearly fell into Rampancy multiple times, saved only by the memories of [[Mêra Ûrlek Teslek|Princess Mêra]] and his vow.
* '''[[Merik Teslek|Merik]]''' – Nearly fell into Rampancy multiple times, saved only by the memories of [[Mêra Ûrlek Teslek|Princess Mêra]] and his vow.


== Related Concepts ==
== Related Concepts ==
* [[The Curse (Valorèin)]] – The affliction that leads to Rampancy.
* [[The Curse (Valorêin)]] – The affliction that leads to Rampancy.
* [[The Binding (Ritual)]] – A ritual that prevents Rampancy by forming a [[Soul-Tether]].
* [[The Binding (Ritual)]] – A ritual that prevents Rampancy by forming a [[Soul-Tether]].
* [[The Ûlèum]] – A taboo alternative to prevent or reverse Rampancy.
* [[The Ûlêum]] – A taboo alternative to prevent or reverse Rampancy.
* [[Soul-Tether]] – The permanent bond between Valorèin lifemates.
* [[Soul-Tether]] – The permanent bond between Valorêin lifemates.
* [[It'slâmwâ]] – The afterlife where Valorèin souls are meant to transcend.
* [[It'slâmwâ]] – The afterlife where Valorêin souls are meant to transcend.
* [[Transcendence]] – The state of a bonded mate after death.
* [[Transcendence]] – The state of a bonded mate after death.


== Trivia ==
== Trivia ==
* Rampancy is so feared that some Valorèin clans '''exile or execute''' individuals showing early signs, even if they could still be saved.
* Rampancy is so feared that some Valorêin clans '''exile or execute''' individuals showing early signs, even if they could still be saved.
* The transformation process is '''extremely painful''', with some victims remaining '''partially aware''' of their descent into madness.
* The transformation process is '''extremely painful''', with some victims remaining '''partially aware''' of their descent into madness.
* Some scholars believe '''certain legendary creatures''' from Valorèin folklore were actually Rampant individuals whose bodies mutated beyond recognition.
* Some scholars believe '''certain legendary creatures''' from Valorêin folklore were actually Rampant individuals whose bodies mutated beyond recognition.


[[Category:Diseases]]
[[Category:Diseases]]
[[Category:Lethurèa universe]]
[[Category:Lethurêa universe]]

Revision as of 11:49, 8 October 2025

Rampancy is a severe neurological and psionic affliction that primarily affects the Valorêin, a species within the universe of Lethurêa. It is the final and most devastating stage of The Curse, a condition that afflicts unbonded or improperly bonded High Valorêin. The disease leads to a complete loss of identity, rendering its victims into feral, hyper-violent creatures.


Symptoms & Progression

Rampancy progresses in distinct stages, beginning with mild cognitive and emotional instability before escalating into a full psychotic break.

Early Symptoms (Onset)

  • Heightened aggression and paranoia.
  • Disturbed sleep patterns, including night terrors and prophetic visions.
  • Inability to regulate emotions, leading to extreme mood swings.
  • Bloodthirst intensifies; failure to feed accelerates the process.

Intermediate Stage

  • Physical tremors, nausea (unusual for Valorêin), and hypersensitivity to light and sound.
  • Gums recede, elongating into fangs.
  • Loss of It'slâmwâ's Call (spiritual connection to the afterlife).
  • Episodes of hysteria, manic laughter, and involuntary convulsions.

Late Stage (Irreversible)

  • Extreme physical deterioration:
    • Eyes change to pale gray-blue, with orange pupils reflecting their eye shine.
    • Hair loss, severe bleeding from the eyes, nose, and ears.
    • Skin loses pigmentation, becoming corpse-like.
  • Total loss of self-awareness: The afflicted cease to recognize former friends, family, or even their own identity.
  • Unstoppable bloodlust: Victims attempt to feed on any available source, including loved ones.
  • Cognitive collapse: They become hunched, twisted creatures, capable of only primal hunting instincts.

Causes & Triggers

Rampancy is not a disease in the traditional sense, but rather a catastrophic failure of the Valorêin psyche due to prolonged deprivation of a Soul-Tether. The main causes include:

  • Failure to Bond – Valorêin who do not undergo the Binding Ritual or The Ûlêum in time will eventually succumb.
  • Extended Blood Deprivation – Hunger for blood accelerates the process.
  • Partial Valorêin Heritage – Mixed-blood Valorêin are especially vulnerable if their genetics weaken their ability to resist The Curse.

What Does Not Cause Rampancy

Contrary to some beliefs, losing a bonded mate does not cause Rampancy. Instead, the surviving mate will either:

  • Transcend with their partner, their souls passing into It'slâmwâ together.
  • Gradually lose the will to live, often dying within a short period due to heartbreak and spiritual depletion.

Treatment & Prevention

There is no known cure for full-blown Rampancy, but some methods can slow or prevent its onset:

  • The Binding Ritual – The safest and most accepted way to prevent Rampancy by forming a Soul-Tether.
  • The Ûlêum – A more extreme and taboo method, The Ûlêum is an intense sexual bonding act that can forcibly stabilize a rampant individual if performed in time.
  • Regular Blood Consumption – Blood-drinking, particularly from a bonded mate, can slow Rampancy's progress. However, this is only a temporary measure.
  • Mercy Killing – Once Rampancy reaches a certain stage, the only humane option is to put down the afflicted, as they cannot be reasoned with.

Cultural Impact

Rampancy is one of the greatest fears in Valorêin society, as it is worse than death. Several cultural beliefs surround it:

  • Suicide as an Alternative – Some Valorêin choose ritual suicide rather than succumbing to Rampancy.
  • Fear of Malis' Claim – It is believed that those who fall to Rampancy are claimed by Malis, the god of evil, and their souls never reach It'slâmwâ (the afterlife).
  • Ties to The Curse – Rampancy is viewed as the ultimate consequence of failing to resist The Curse.

Famous Cases of Rampancy

  • Delkar – A once-honored Valorêin warrior who succumbed to Rampancy and had to be killed by his own squadmate.
  • Merik – Nearly fell into Rampancy multiple times, saved only by the memories of Princess Mêra and his vow.

Related Concepts

Trivia

  • Rampancy is so feared that some Valorêin clans exile or execute individuals showing early signs, even if they could still be saved.
  • The transformation process is extremely painful, with some victims remaining partially aware of their descent into madness.
  • Some scholars believe certain legendary creatures from Valorêin folklore were actually Rampant individuals whose bodies mutated beyond recognition.