Freestian Vampires

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Freestian Vampire
Temporal range: Neogene–Recent
File:Sizecomparisondrake.PNG
Adult vampire, human to scale
Scientific classification
Kingdom:
Division:
Class:
Order:
Draconidae
Family:
Draconid
Genus:
Rivudraconidae
Species:
Freestian Vampire
Binomial name
Rivudraconid sapiens
De Ruyter, 1865 (SC)
File:Freestianvampire.jpg
Two adult vampires, varied sub breeds

Freestian Vampires, also known as Freethinker Vampires (lat: Rivudraconid Sapiens, arc: Drake), are large, sapient synapsid carnivores of the draconid subclass of the draconidae genus, ranking as perhaps the most infamous and distinct residents of the Freethinker Commonwealth. They form the native civilisation of the Freestian Mainland, one of the few sapient species at a pre-historical level of development to be able to survive the desolate and hostile landscape, and though their numbers have remained relatively low into the modern era they still form a strong cultural and political nucleas within the wider Commonwealth. The recent emergence of several extrasolar communities has shed light on the wider history of the breed.

Though considered a direct lineal descendent member of the rivudraconidae sub genus, the vampires are unique in possessing a shape-shifting ability, based around an unknown inherent supra-natural ability, to adopt a humanoid appearance and characteristics. In both forms, the vampires are notable for their impressive speed, strength and endurance, far in excess of most comparable species. Despite similarities in appearance and features, they are not closely related to any modern reptilian genus and indeed are taxonomically closer to mammals than any extant reptilian or avian species.

The Freestian vampires are the progenitor race of the Ghouls, and the species is capable of producing viable offspring with most humanoids. There are a number of distinct vampiric communities, who claim descent from the Cidran civilisation. The primary one is the Navarre-centred Freestian Vampire Nation, with other significant cultures in the Ctan and Menelmacar.

Etymology

The name Vampire is a linguistic oddity, and is derived from the appearance of the human-esque alternative form of the vampire breed. These forms do share some cultural and pyshiological attributes with more conventional vampire types, such as pronounced fangs and a (relatively) pale complexion in some breeds. The name was applied by Midlonian colonists, contrasting the humanoid forms with Porphyrian vampires.

The scientific name Rivudraconid Sapiens was applied by Edwina De Ruyter at the end of her taxonomical study of the Mainland Dominion, her classification of the breed within the rivudraconid genus remains controversial, as described below. Originally, classification was either as a human subspecies or as a uniquely populated reptilian genus.

Since the emergence of more anciently-rooted communites in the C'tan and Menelmacar, other terms have come to prominence, including Serceloki (lit. Blood dragon, the term is considered archaic), Necili (lit. Slayers, the most common name), and the olden term Drake. It is common to use 'Vampire' and 'Necili' to distinguish invidduals from their respective nations, in both origins and political affliations.

Taxonomy and Phylogeny

D. angelensis, a distant ancestor

The evolutionary origins of the species appears to have been a split from a common ancestor of the Freestian vampire and the Freestian Wyvern, the closest extant relative and only other member of the rivudraconid grouping, around 1,000,000 to 1,500,000 years ago. A common evolutionary ancestor has been proposed and roughly identified, though no extant, fully fledged fossil specimens have been discovered. There is evidence based on remains available that the species has undergone significant evolutionary changes over a relatively short and recent time period. There are significant morphological differences between the two species.

New data from previously unknown communities indicates a significant adaption made by several other sapient dragon breeds, though how much impact these changes had on the natural development of the breed remain in contention. It is argued that at least some sapience and other advance characteristics were in place prior to any modification, but it is accepted that any magical talent, along with the inherent shapeshifting capability, are artifacts of this external influence.

The vampires share with other draconids a common distant ancestor, a potential breed similar to the archaic dimentredons. Ancient synapsids in most parts of the world, excluding mammalian descendents, were rendered extinct in the Triassic period, the survival of distinctive, "non-mammalian" therapsid species into the modern era in the Commonwealth is regarded as a consequence of the disperse geography of the country. Although the synapsid super-order does contain the entirity of mammal species, in regard to Freestian megafauna it usually refers to these therapsid breeds.

It has been argued as to whether the Freestian vampire and its relatives can be taxonomically refined into the Mammalian super-order. However, there are notable differences in physiology that render such a grouping dubious. The various draconid breeds are classified as a seperate 'therapsid' grouping in phylogenic studies in most current scholarship, but the classification is always a topic of debate in various fora.

Physiology

Characteristics

Freestian vampires are advanced, large, therapodic synapsids, defined as with other draconids by a long, comparatively slender form, large, elongated skulls formed with a temporal fenestre on the upper jaw, a complex wing formation evolved from the ventral spinal fin structures of more ancient forms, and broad, clawed manipulable appendages on both fore and rear limbs. Poikilothermic, though with a high degree of thermal inertia, vampires are highly adapted to their native desert and steppe environments. They are fast and agile runners with both explosive acceleration and high endurance, particularly for creatures of their size. Typical of an apex predator, they also possess impressive killing power in the form of a powerful bite and large, articulate claws.

The basic form of the vampires is similar to the large therapodic dinosaurs, to which they are often compared, though the vampires possess a far greater flexibility of form. The large head is counterweighted around a wide pelvis by a large, flexible tail, which can account for up to half of the length or more, dependent on the sub breed. The body is widest around the hips, with large, powerful legs designed for bipedal running and quadrupedal foraging or walking. The forelimbs are broad-shouldered, again strong, and possess clawed 'hands' capable of dexterous manipulation. These limbs form the greatest morphological difference from other synapsids.

Size varies with age, though lengths expected for an adult vampire are generally in the 8 to 12-metre range, the oldest members of the Dyriad (and other related gens) are, however, often in excess of this length. Vampires grow continuously throughout their lives, but this rate of growth slows down considerably with age, as such extant maximum measurements are often superseceded over time. Height in turn can range from 2.5 to 3.5 metres, and wingspan up to 15 metres are not uncommon. Again, given continuous growth, records are often surpassed. There is little notable sexual dimorphism, and physical capabilities between genders are statistically insignificant. Age, sub-breed and nutrition have a far greater impact on appearence and performance.

Senses and Neurology

File:Freestianvampire2.jpg
Adult vampire with elf, full size comparison

Vampiric senses are on the whole significantly superior to human senses, and are primarily adapted for hunting and threat detection in an environment that provides a high level of stimulation. Primarily steppe and desert hunters, vampires rely primarily on sight, smell, and the transmission and interpretation of seismic and other tactile signals to track prey and potential predators from a distance. Vampiric senses are often described as almost supranatural in effectiveness, easily rivalling even mechanical optics and other artificial sensor systems.

In their normal form, vampire eyes are highly developed, with a wavelength reception of both infrared and ultraviolet ranges alongside the normal visual spectrum. The eyeball itself is flattened, and the structure of the retina contains a three layered fovea, with density of around 2.2 million cells per square milimetre. This provides impressive visual acuity out to several miles. Vampiric visual acuity is enough to percieve a golf ball at a range of seven kilometres (around four miles), and can even track subsonic (and, disputedly, supersonic) sidearm rounds with accuracy. The placement of the eye mirrors other predators, with a forward focused gaze with a band of hyperacuity straight in front of the head. A change into their humanoid form reduces this distance somewhat, though the spectrum range remains the same. The breed can also filter the visual feedback to an extent, for instance in transition to bright daylight.

There are three eyelids, each with its own adapted purpose, supported by slightly varient muscle structures. Nearest the eye, there is a thin, near completely transparent layer which is near constantly deployed to protect the eye from dust and debris, as well as providing effective water protection when swimming. The second pair, know as blacklids, are nictating eyelids that covers the eyes in a toughened, dark layer of skin that effectively turns the visible part of the eye black. As an adaption, this is also noted on other draconids which rely upon ambushing prey, and is designed to allow rapid movement between light and dark areas whilst stalking prey. The third layer is the armoured epidermal lids, thick bands of leathery skin with enclosed cartilege that physically protects the eye from damage. A thick, bony ridge above the eyes provides further defence. Any stimulus to the eyeball (such as a puff of air) will result in reflex nictitating membrane response. Probing or other 'snap' attacks on the eye are the primary defence mechanism for many prey species against vampiric attack. Because of the near complete transmorphication of almost the entire body during transformation, the eyes and other delicate structures can often be regenerated unless the bulk of the supporting nervous tissue has been destroyed. It should be noted that impressive

Hearing is relatively limited compared to the vampire's other senses. Although there are large auditory structures within the skull, vampires lack defined ears and have some difficulty in filtering direction over distance based on auditory feedback alone. Vampires do have a slight perception advantage over humans in regard to low frequency sounds, but have a similar ability to distinguish higher pitched noises. With age, this auditory range moves lower. The ears have an inner canal structure similar to humans that allows for balance, though it is not the primary internal orientation organ of the breed.

A large nasal cavity is enclosed within the skull, supporting an extremely potent sense of smell.

Vampire tactility is similar in structure to a human's neurological and nervous system, but distinguished by a far greater number of nerve endings and increased concious control of sensitivity. This is related to secondary sensing abilities such as seismic, electro-magnetic and electrostatic detection, and also explains in part the hypersensitivity to such phenomenon as electric shocks and extreme temperatures. The ability to shut down or temper the level of sensation is available to a vampire with practise, though sensory overload is a problem in more extreme environments. The seperate, instinctual drive component of the vampiric psychology is partly a response to this, designed to provide an ability to react instantaneously even under high sensory input and reaction, and in turn it has been noted that mental issues can see a loss of control in this sensitivity control. As with humans, nerve concentration is highest in the cranial senses, hands and genitals.

There are several other sensory organs and adaptions either shared with other members of the draconid family or are unique to the breed. One is a varient of the 'seismic' sense common in some animals. This is traced to a large number of sensitive tactile 'pads' on the feet and hands of the vampire, with the associated nerve structure adapted to amplify directional cues. Vampires can track prey (and potential threats) in contact with the ground for distances covering several miles. Humanforms have a more limited version of this due to a smaller contact area.

Skeleton

The skeletal structure of a drake possesses many of the defining characteristics of the draconid sub genus as a whole, including an avianesque, arching structure and subdermal bone and cartileginous armour. The bones are built with a natural iron-based fibrous filament, replacing the more usual calcium based anatomy of typical vertebrate bone. As such vampire bones are both extremely strong and naturally flexible.

Hatchlings when born have a similar bone material composition to other vertebrates.

There are also significant amounts of cartilaginous tissue structures, including subdermal armour in the pectoral, back and pelvic areas. This acts more as a general dispersive defensive measure, absorbing formidable impacts from falls or combat.

The basic structure and make-up of the skeletal structure has been used as inspiration for various composite materials and structural components.

Musculature

The muscle structure of a vampire is powerful and broadly designed for explosive bursts of acceleration and power, with endurance relying upon a highly efficient capacity for lactic acid dispersal. Relatively rare amongst most vertebrates, vampires are capable of sustained anaerobic exercise, in comparison to their aerobic performance which relies upon the high energy conversion capability of their muscle tissue. The muscles themselves are often comprised of complex lattice arrangements, individual fibres are highly elastic and possess superior lateral strength in comparison to mammalian muscle tissue.

Vampiric muscle has a similar, if denser structure to similar sized vertebrates. Cross-sectional strength is however far greater, and the total potential output of any muscle is, unlike most species, generally demarcated not by overall muscule cross sectional area (as it is in humans) but on the fibre content. As such, muscle size is not as effective an indicator of strength as it is in other animals.

The actual number of individual muscle fibres actually remains constant between forms.

Air sacs and Cardiovascular system

Similar to, though developed from an evolutionary perspective independent of, the air-sacs of reptiles

One of the great limiters of performance in humanform is the more limited capacity of the smaller lungs and airsacs to intake and absorb oxygen. Though a reasonable tempo of activity can be maintained for a significant period, acts requiring extremes of speed and strength can only be maintained for a limited period in comparison to the larger form.

Digestive system, Nutrition and Metabolism

Freestian vampires are technically omnivores, though they are mostly adapted for (and show a preference towards) a carnivorous diet.

The digestive system is highly advanced, and in terms of both nutrient and fluid extraction is extremely efficient.

Vampires can metabolise even complex proteins and other complicated nutrients far faster than most breeds, and rapidly show the effects of high volume ingestion or starvation.

Bite

Transformation & Ethereal Capabilities

...

The human form of a Vampire reflects the characteristics, to an extent, of the larger

Reproduction & Life Cycle

Like other synapsids, the vampires are egg layers, laying small clutches (1 to 4) of eggs, originally in sandy or rocky mounds dug from the floor. The egg cases are formed partly from mineral osmosis within the mother; the habit of digesting mineral rich soil and sand compounds by birthing vampires stems from this. By avian standards (though typical of extanct synapsid breeds in the Commonwealth), embryo development is usually quite advanced at the point of laying, and actual births occur within a month of being laid.

Roughly, sexual and mental maturity occurs around 50 years of age, though premature adolesence is generally considered to be between 25 and 30 years.

Pathology

Freestian vampires have a pathology that contrasts sharply with most other species, and death through aging or disease are uncommon. Trauma and physical injury during hunting and combat form the principal causes of death in all age groups. Prior to Midlonian colonisation starvation and malnutrition were also concerns, given the sporadic, protein heavy diets of hunter-scavenger communities.

Pyschology & Behaviour

Vampires are natural predators, though they have also evolved in an environment that possesses rival predatory giants, and as such have a mindset that reflects this. The breed are eminently social and heirarchal creatures, and will naturally gather with both their own species and others if able. As with almost all creatures capable of higher reasoning and communication, the vampiric breeds have developed various cultures and civilisations, as well as engineering and languages, and have also adopted and adapted into the societies and cultures of races they have come into contact with.

Freestian-located vampires in particular have had an immense impact on the Freethinker Commonwealth and the Greater Kingdom of Midlonia, notably prior to the independence of the former. This impact has taken the form of knowledge and social transfer, physical guidance and protection within the Freethinker Mainland, and the introduction of the potent Ghouls.

Individual Behaviour

The breed are, as a type, generally highly curious and playful when not on guard, and vampires take great pleasure from problem solving and creative pursuits if time allows.

Heirarchies & Groupings

Nations and Alliances

Religion

Questions about metaphysical origin and other supra-experiential questions were generally answered with at best limited interest by all noted previous and current vampiric nations.

Society & Culture

Social relations between vampires are based on a instinctual heirarchy, and even in small groupings clearly deliniated lines of command exist, or soon emerge.

Romance as a concept has


See Also: Freestian Vampire Nation

Descendent Races

Humans and Ghouls

See Main Article: Freestian Ghouls

Ghouls are the result of a human/vampire mating. These metahuman offspring are physically stronger and tougher than normal humans, but lack the capacity to transform that is the hallmark of a true Freestian vampire. They form the largest metahuman population in the Commonwealth.

Demonic Vampires and Sempyra

See Main Article: Sempyra

Sempyra are 'sired' Freestian vampires bitten by their demonic namesakes. Dangerous and animalistic, they are widely hated and feared despite there being only one ever confirmed case.