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Vampirism: Dusk Walker

The Dusk Walker curse is described by most as a sickness or disease. This is not about the species of Dusk Walker or the other species of vampire. Vampirism takes many forms and can affect many different species.   If you're considered a Dusk Walker, you have entered the state of being fifty percent human and fifty percent vampire. You are not undead, and you're still very much alive. A Dusk Walker can be killed, though their skin is harder. Killing a Dusk Walker has a chance to turn the victim into a Night Walker.

Pregnancy and Dusk Walkers

If you're bit by a vampire while pregnant, your baby can either become a Dusk Walker or be born fully human. The baby will not die in the womb because Mother Nature will not allow it. A Dusk Walker baby will grow at the same rate as a human child, but once they're born, they're more hungry. They can eat more and will sleep for longer.

Sun Walkers and Dusk Walkers

You can become a Dusk Walker by being bitten by a Sun Walker, but it is more unlikely because of the curse that affects Sun Walkers. Dusk Walkers turned by a Sun Walker are called Noon Walkers and will behave slightly differently.

Noon Walkers

The symptoms, transmission, and everything about Dusk Walkers are the same as Noon Walkers. But once Noon Walkers pass through the symptoms and are fully turned, that is where you start seeing a difference.   Noon Walkers are less violent when they're younger and slowly become smarter. Noon Walkers have a photographic memory, making them exceptionally dangerous. They’re skilled magic users and are always accepted into Sun Walker tribes. Night Walkers will seek them out as well, hoping to use their skills to their advantage.

Transmission & Vectors

Becoming a Dusk Walker happens through the venom of a Night Walker. Though it is possible to become a Dusk Walker by a bite from a Sun Walker, it is unlikely. The venom is injected from being bitten on the neck or the wrist.   Once the venom enters the victim’s bloodstream, the process has already started. Spit does not carry the same effect and will not turn the victim.

Causes

A person/creature must suffer a vampire’s bite. The person who has been bitten will suffer from a fever, among other things. A vampire must bite the victim on either the neck or the wrist; no other spot will transmit vampirism.   Usually, when you're bit by a vampire, you either turn into that species or die. However, Dusk Walkers are caused when the vampire’s venom cannot mix with the bloodline in the victim. You will see this in demi-gods and Royals: However, it can happen in others. It is highly dependent on the lineage of the victim.

Symptoms

  • Extreme fever, lasting for at least three hours or more: These fevers are known to kill children who have been bitten.
  • Headaches will come and go for 3 hours or more: These headaches are debilitating and cause excessive nosebleeds.
  • Blurry Vision: Your vision will become blurry unless you wear glasses. If you need glasses, you will see exceptionally well.
  • Nausea: Excessive puking will happen throughout the three hours. During this time, it is not uncommon to choke. You will become highly dehydrated.
  • Loss of Balance: You will become dizzy and disoriented even after the three hours are over.
These symptoms last for three hours; some will carry over like the loss of balance. The victim will need to rest for a day, sometimes two whole days after the symptoms are over. Once the loss of balance fades away, that is when the bones cracking happens. The victim’s bones will break and expand before returning to their standard size.   Their teeth will change; this process is excruciating and should not be taken lightly. Once their teeth change, their eye color will change after. Dusk Walkers have extremely light eyes, making them easy to recognize in the general public. Lastly, the initial bite wound will expand and turn red; it will heat up for hours before relaxing and leaving a scar.   Nightmares will occur for weeks, sometimes failing to stop at all. If the victim is a child, bedwetting will occur. During this process, having a spare change of clothes and cold water is recommended for all victims.

Treatment

The only treatment is death, keep in mind that killing a Dusk Walker might result in the Dusk Walker coming back as Night-Walkers: Vampire.

Prognosis

  • The victim’s quality of life highly depends on where they live and if they have any allies. Typically Dusk Walkers are hunted and killed for existing.
  • Nightmares are common and will be frequent; please be prepared to go for long periods with sleep loss. Slylomophine is recommended for extreme night terrors.
  • A taste for blood will set in. Unlike other vampires, you will be able to live off of animal blood, though you will not be at your strongest. At least one ounce of human blood is recommended. Different species will taste different.
  • You will have pain in the bite area for about a month; it will fade after a month.
  • Children and young adults will suffer from extreme anger and will be easily agitated.
  • It is not uncommon for young Dusk Walkers to go through a period of anxiety followed by depression. If left untreated, these symptoms will get worse.

Sequela

  • Killing the victim once the bite has happened will stop the spread. You must do this before the victim turns; otherwise, you have a chance of creating a Dusk Walker.
  • Dusk Walkers will suffer from extreme aggression for months after they have been turned.
  • Dusk Walkers will have emotional instability, especially after having their first taste of human blood: The thirst will cause the Dusk Walker to go into depression, suffer from anxiety, and make their anger worse.
  • Dusk Walkers have heightened speed and reflexes, and it often takes new Dusk Walkers a month to get used to these new feelings and abilities.

Affected Groups

Humans and Elves are most likely to be affected, with humans taking the majority of Dusk Walker cases. Other species are likely to die before being given the chance to turn into a Dusk Walker.   Other species have their own species of vampire that try and hunt them, and Dusk Walkers do cause a divide in the vampire community as a result.

Hosts & Carriers

Only Sun Walkers and Night Walkers have the potential to create Dusk Walkers. Dusk Walkers are made because of the bloodline of the victim. Bloodline is referring to the ancestry of the victim. Royals and demi-gods are likely to become Dusk Walkers, however, other smaller grounds have been known to turn.   For a complete list of bloodlines known to turn into a Dusk Walker or die during the process please see the following article: Vampirism

Prevention

Killing the victim once the bite turns red is the easiest way to prevent becoming a Dusk Walker. Some Witches can remove the venom of a vampire. Animalistic Shifters: Curse  sometimes have a skill that will allow them to remove the venom: All of this must be done before the bite turns red.

Epidemiology

Dusk Walkers are rare, so containing them is easy. They're hated by the majority of the population and often do not come out to feed. You cannot get bitten by a Dusk Walker and become a Dusk Walker, so the condition does not spread with ease.

History

During the Silver Age, the first Dusk Walker was born into the Aurora Bloodline. The Aurora Bloodline is a royal family that, at the time, was the founding family of the Gilded Crest. Amanda Jackob Roseland Aurora was bitten when she was pregnant, the bite didn’t turn her, but it did turn her baby.     Once the baby was born, her family did all they could to keep her shielded from the outside world: This was easy until the young girl turned five. Hiding her became problematic because the baby had bright baby blue eyes, making her a complete abnormality. Once she grew up, she became a target for the surrounding villages, and her family had to make a quick escape. During this time, the baby got her name, Sarah Jackob Roseland Aurora, later the Jackob would be cut from the family name.   Amanda and her family fled as far as they could; each time Sarah got caught, they had to pack up and run again. During this time, the family decided to travel, living in their cart and going wherever the road led them. When Sarah turned sixteen, they told her what she is; Sarah was shocked but not as surprised as her mother thought she would be. On that day, Sarah swore she would embrace her identity.   Lord Demitri Vancrove would eventually reach out to the family; he tried to turn Amanda. He told her of a place that they would be safe, but the family had to hurry. Amanda followed his instructions, and they went to the now known land of Vinaria. Vinaria was still in its infancy, and the people were hesitant to accept the Auroras, especially since Sarah was a Dusk Walker. However, the people soon changed their minds only because Sarah worked hard to earn their trust.   Ever since the Auroras have been the only known Dusk Walkers in a position of power, in Vanaria, they're well respected because of the way they treat their people. The Auroras will protect their land at all costs and treat their people and allies with the respect they deserve. Outside of Vinaria, the royal family is hated by its enemies, and those who hate it often cite the Dusk Walkers as being by. In the capital city, everyone wears blue contacts or has had their eye color changed to match the royal family and make the children more comfortable.   Dusk Walkers are hated around the world and are considered a blight.

Cultural Reception

Outside of Vinaria, Dusk Walkers are hunted and forced to run from their homes. Families will often kill children who have been bitten for fear that they will turn into a Dusk Walker. It is considered better to become a Night Walker or Sun Walker. Humans view them as a parasite and are feared by all Royal families.   Night Walkers and Sun Walkers will shun Dusk Walkers unless each group leader is willing to take one in. Dusk walkers are considered a blessing to some Night Walkers because the Dusk Walkers excel at combat and are fantastic hunters.

Related Content

   
Type
Supernatural
Origin
Mutated
Cycle
Chronic, Acquired & Congenital
Rarity
Extremely Rare
Affected Species

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