Spieghul
Spieghul | |
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File:Mirror Demon2.jpg | |
Abode | Reflective surfaces, most notably small ponds and lakes - mirrors have become popular as new homes for Spieghul. |
Symbol | Ponds, waves, mirrors. |
Translation | Spieghul [Spee-gull], literally 'Mirror Reflection Ghoul', comes from the german words 'Spiegelbild' (mirror reflection) and 'Ghul' (ghoul). |
Affiliation | Bösepenst |
Mantra | "Do not heed the water wench's words, for they are lies - careful from the mirror, for they hide there too. Remain strong, for the mirror demon tricks using its words and body." |
The Spieghul (Mirror/Reflection Ghoul), often called the 'Mirror Demon', is a malevolent Bösepenst that inhabits the reflective world; it is recognized as a 'no discernible shape' type Bösepenst. Over the thousands of years of mythological history, Spieghul have evolved like other creatures in TECT Mythology; most notably though, Spieghul have had three major evolutions in tales since its original conception. In all forms, however, Spieghul inhabit reflective surfaces and live to interact with humans - they even go as far as taking the form of the human's reflection or changing into a familiar/friendlier appearance. As a captive to a separated realm known as the 'reflective world', Spieghul are said to live in these sealed spaces that can only be accessed through reflective surfaces; they are captive and can only interact with others on the other side of reflection through voice and vision. Spieghul are as unique as humans in that they are plentiful and vary in personality; some are lonely and look for companionship, some are homicidal, bent on harming people, and almost all are mentally unstable. All, however, have one goal in mind: Freedom. Appearances, sound, and other basic characteristics are unknown as Spieghul are well known for their shape shifting capabilities.
Originally, Spieghul were known as water demons who hid in the reflection of ponds and lakes. They were first noted in the eighth century BCE as creatures that would try to gain the attention and affection of humans; they would interact with people to gain their trust, appealing especially to children who were often more friendly. One ancient writer known only as 'Sphen' detailed the creatures as Ghouls: "They are ghouls of the water's edge. They appear just as you but they have no true shape. They will lie, they will push closer, and they will trick you. Freedom. Freedom is what they seek, nothing else." The original tale of Spieghul reflects their desire to earn the trust of someone and convince them to 'help' them escape their captivity by performing a ritual; this ritual, however, is actually the method invented by the Spieghul to escape their realm and enter the real world by swapping places with the person on the outside. The ritual goes as "look your partner in the eyes with zero loss of contact - place your hand on the water's edge as if pushing against your partner's hand, do not cause any ripples or waves. Chant 'Befreie mich jetzt!' (Free me now!) three times in your head as loudly as you can - and your freedom is achieved." If done correctly, the Spieghul will have access to their partner's mind, invade it, and take control of their ritual partner. Once the Spieghul takes control, the partner's conciseness is sent back as a swap to the realm they helped free the Spieghul from. In essence, the partner is reborn as a new Spieghul while the former Spieghul becomes human by taking over the human's body. According to theories by ancient writers like Sphen, large quantities, if not all Spieghul, were at some point human by time they were discovered in the eighth century BCE - the original Spieghuls had prior to this point gained their freedom by swapping with humans. There were no theories as to how Spieghul were born other than the swapping ritual. Spieghul were not exclusive to just gaining trust as a means to trick; Spieghul would often promise to grant wishes, trick humans into switching under the guise that they enter a paradise, and many stories spoke of an unending determination to find ways to fool humans. If they failed to get the swap, they would move onto another human at random - the process repeats until they are eventually freed. Parents taught their children soon after the eighth century BCE to not to speak with their reflections or around them - silence when swimming, gathering water, fishing, and bathing became culturally common throughout much of the Empire - ignoring reflections became common practice, as did selective words during conversations. Children who appeared to talk to themselves or to an imaginary friend would often be scolded as well. Parents themselves had to put up their guard too in order to not be tempted as Spieghul would often falsely claim to have kidnapped their child and fool the parents into 'freeing their child' from the reflection. Children regardless became the favored targets for Spieghul for their added lifespan and the fact that they were easier fool.
Around 500 AD, the Spieghul myth evolved into a more dangerous and gruesome tale. Mirrors of glass and metals underneath became popular in TECT around 500 AD, though mirrors using copper and other shiny metals invented hundreds of years earlier were also widely used/produced. With these new popular mirrors, the Spieghul myth evolved into one that also inhabited mirrors. Spieghul, in lore, were now said to inhabit almost any reflective surface. Mirrors, rivers, lakes, ponds, and shiny surfaces were said to be habitats for Spieghul now. Although the tale did not change much from its earlier conception - new material was added to the myth that made Spieghul more frightening and far more dangerous. To start with, Spieghul evolved into malevolent creatures - although you could say they were before, tales that emerged in this time period depict Spieghul as evil and more trouble making - earlier tales spoke of Spieghul as desperate creatures trying to escape their imprisonment rather then to torment humans. Personality shifts were enormous when it came to the Spieghul myth around 500 AD; Spieghul evolved into ghouls who would haunt people just because they could. Scaring, harassing, and other behaviors were recorded as being "incredibly hostile, depraved, and malevolent." Spieghul essentially became poltergeists that haunt reflective surfaces and were not limited to one surface alone - most did these deeds for the sake of committing evil, some used it as a threat that they'd continue the haunting until they followed the switching ritual. Spieghul could now follow people anywhere and use almost any reflective surface available to interact/torment humans. Monks who combated Bösepenst were usually required to perform rituals that would protect a person from such hauntings - though these rituals were extensive and full of possibilities of failure. Fear of such reflective surfaces became common within TECT, though it did not hurt the industry too much because the invention of the mirror had its uses. People however adapted in order to protect themselves from such demons; avoiding the eyes of a reflection, ignoring conversations or carefully choosing words, and mentally preparing for horrid scenes in mirrors were part of the ways to combat Spieghul; if the haunting continued then monks or other spiritualists were called in to help victims. Commoners soon became fearful of Spieghul in any surface that reflected, which had engraved itself in Commoner culture even into modern times.
In 1981, a film by the name "Haunting of the Spieghul" aired in Commoner movie theaters for the first time. It became the comer stone of the modern evolution of Spieghul that once again brought fear to people. Although touching a sensitive fear that existed in Commoner culture for thousands of years, the film became popular as one of TECT's greatest horror films; a modern remake in 2012 was another huge hit. The film, along with other mythologist aligned people had begun turning the myth into a sort of 'urban legend', or modern mythology. Though the myth had changed little - the mass media and technology brought the fear of the Spieghul back into the spotlight of many. Spieghul became even more malevolent and now existed in any reflective surface imaginable; they are said to often follow people and strategically spoke to them, some even attempt to fool people into thinking the Spieghul was their inner conscience or guardian angel. A unique evolution to the myth, however, was that Spieghul had an array of magical abilities that related to mirrors and mental torment. As Spieghul were known to haunt people and scare them - Spieghul became able to use allusions and shape shifting to frighten and traumatize their victim. This new evolution created two types of Spieghul: the 'Tormentor' and the 'Invader'. The Tormenter type is portrayed as a malevolent, hostile, and haunting creature. Its goal isn't necessarily to be freed but instead to torment humans. It is almost no different from a poltergeist except for the fact that Spieghul are limited to reflective surfaces; they use allusions, voices, shape shifting, mind tricks, and if you fall for its tricks, even memories can be used. Spieghul in modern times are described as very intelligent as most have had thousands of years of practice to sharpen their tactics; Tormenters used their intelligence to do harm rather then free themselves. As a very smart malevolent creature - Spieghul could easily investigate targets and learn about them, being tricked into sharing information or linking memories would insure Spieghul an unlimited pool of weapons. Many stories of these Spieghul is that they will cause humans torment, suicide, personal harm, and overall damage to humans; there are many claims, reports and suicide notes, that claim that Spieghul were the source of their grief - though these cases are widely believed as cases of Schizophrenia and other mental illnesses. The 'Invader' type is characterized as similar to the older versions of the myth. They posses the same abilities and intelligence as the Tormentor but the key difference is that their goal is freedom. As with their earlier conceptions - Invaders will use any means to escape its realm, be it tormenting, trickery, haunting, or befriending. They are incredibly desperate creatures and will devolve into desperate states if they feel they are failing. They will use their skills, knowledge, and powers to gain freedom rather then to torment humans. The same ritual as in olden times exists, but direct contact using fingers instead of the entire hand is also said to work - though any skin contact should work as well.
Impact on Commoner Culture
Spieghul are one of the few Bösepenst who have greatly affected Commoner culture. Ever since its first conception in the early eighth century BCE, Spieghuls have impacted Commoners by denying the use of reflections. Out of fear or worry, people avoided reflective surfaces to prevent Spieghul from taking over their bodies. Although this threat was not very serious for adults, children were often stressed from an early age to avoid talking to their reflections; they were fed stories of dangerous ghouls who looked like them in reflections that would kill them if they did as the creature did. As adults, these children became cautious of reflections and instilled fear into their own children. The threat however was very low as Spieghul could only do harm if you allowed them switch places with you - so if humans avoided performing the full ritual, they should be safe. Though fears about performing parts of the ritual, such as eye contact, lead Commoners to believe it gave Spieghul more access to your mind. This fear produced a cultural habit that made Commoners quiet and avoidance of reflections was common. If they were used, it was quick, quiet, and they had total concentration. Bathing was usually conducted with more then one person because Spieghul targeted individuals rather then groups, children especially were never allowed to bathe alone; though if bathed alone, Commoners would do it in a hurry or show the same intent concentration they would around other reflective surfaces. Trust for reflections and water dropped to a low point after many centuries of this tale. What made these creatures so influential is that they had access to people almost 24/7 and people would have to acknowledged them eventually - a fact that made Commoners both nervous and anxious often. Though fear for these creatures grew exponentially after the myth evolved around 500 AD. Before this point, fear of Spieghul had actually died down.
During the fifth century AD, the Spieghul myth evolved to match the invention of more common place mirrors. These mirrors were made from glass with reflective metal behind it - they often looked like modern mirrors do today and became popular around the fifth century. With these new common place reflection points came the evolution of the Spieghul by imaginative writers and gullible populations. The malevolence of Spieghul increased to a point that made them dangerous to people. Commoners believed that they now caused deaths from fright, heart failure, stress, and suicides. The horrors they showed people, the amount they harassed, and the levels they went through to gain freedom made them determined to attack humans. They essentially became malevolent ghosts that haunted reflections. This was also the first period in the myth's history that Spieghuls used other reflections other then the person's reflection to interact with people. Persistence became popular for these creatures so almost any reflective surface became a topic of cautiousness. Desperation was another focal point that increased, so Commoners had to develop a strong sense of concentration and had to develop a strong ability to ignore outside thoughts. Although this limited interactions, it increased productivity of Commoners; it did, however, set back social standards by many years. Paranoia became a new aspect of Commoner culture when it came to reflections. Mirrors did not stop selling however; many Commoners who were used to the practices they developed to counter Spieghul had no additional fears of them in mirror form. "If I just ignore it and hurry the process, I'll be fine." or so went the thought.
In modern times the Spieghul myth has been overwritten by modernization. As with other myths, the Spieghul myth had died down in belief as Commoners entered the modern era. With modernization, however, tales can be rewritten and franchised into bigger names; this happened with the Spieghul myth in the form of movies, writings, and art. "Haunting of The Spieghul" became a huge hit that brought new light to the myth that generations had less knowledge of. Grandparents shared the stories of their parents and grandparents who knew the tales all too well - historical records and popular stories remained well and alive in written form and on the internet in later years. The age of the internet has introduced generations of Commoners to the stories that terrified their ancestors, essentially evolving the tale into a modern ghost story. Without realizing it though, the Spieghul myth had already affected their culture and behavior deeply. Ancient practices had lived on to the modern era concerning reflective surfaces and reflections. Though many don't realize it or let it bother them - reflections did bother them. Specifically, Commoners today avoid any matching of the ancient ritual that switches places with a Spieghul; Commoners will not look their reflection (or others) in the eyes especially in water, they will not match points to their reflection, and they often keep focused minds while using mirrors. Most Commoners wont realize it or show any concern to reflections, however, since the deep rooted fear has since been outlived. Pools can sometimes be quiet places as they have become the modern form of ponds to the myth - swimmers and athletes are very cautious by nature for they know the myths too well often not. In the mornings when cleaning up, Commoners have adapted to quickly perform actions like shaving or fixing hair - a habit they earned from earlier generations who did it to avoid time with Spieghuls. The largest dent in Commoner culture caused by the Spieghul myth is that Commoners avoid looking at their reflections if it can be done and seeing them makes them cautious - Commoners often seem focused on the matter at hand and will pull away from these surfaces if they can. A popular dare children have is the 'Staring Game'; it is performed by staring your reflection in the eyes in a pool or small body of water, mirrors are acceptable too but considered less daring - the longest lasting person wins. The same game can be done with large mirrors but with hands placed on the mirror instead. A full game that is often taboo to perform and will result in severe backlashes is performing the 'Full Game' or performing the actual ritual; the game essentially offers your body to swap with a Spieghul, not being replaced grants you luck forever, if you lose you will obviously be swapped out with a Spieghul and spend eternity in their dark domain. Parents, as well as children, have good reasons to be afraid of such actions because stories in the news have portrayed the consequences of Spieghul - ancient stories have also been a basis of worry. There have been many cases where suicide victims claim in their notes, or survivors tell, or even witnesses claim, that a Spieghul was involved. There are countless other claims that Spieghul haunt people who have issues in their lives, such as stress and depression. But the worst claims are that Spieghul are malevolent and haunt people using terrifying methods to torment victims. As daring as the "full game" is, it's hard to know if people lose since a Spieghul takes over the body and will play along if it did actually gain freedom. According to the mythology, there is no way to to tell how many Spieghul live among humans if they really do exist. It is a common saying that "A Commoner who dares to stare you in the eye is among the bravest out there. One who is daring enough to look his reflection in the eyes is the bravest." Although; Commoners usually don't have an issue of staring other people in person in the eyes.