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Murder Vampires: The Underworld

Arcade_Arcane
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Chapter 1 - Prologue ( World- building)

To the one reading these words...

To you who once lived in the bliss of ignorance...

To you who never knew what lurked in the shadows of this world...

To you whose eyes were veiled from the true history of this earth—its darkness and its fleeting light—who never paused, not even for a single second, to consider that beings other than humans share this planet with you. Beings known as Children of the Night.

Let me offer you a simple warning before you read any further: once these words enter your mind, your view of the world will never be the same.

You will begin to doubt everyone around you.

Paranoia and endless questions will dominate your thoughts.

Fear will grip your heart, seep into your bones, and slowly devour the innocent soul that once dwelt in the paradise of not-knowing.

In this world live ancient creatures—beings renowned for their immense power, their tyranny, their brutality. They fed upon humans or enslaved them. To them, humanity was weak, fragile, easily broken and discarded. Some of these creatures chose isolation, withdrawing from both humans and their own kind. Yet despite their strength, they all shared one fatal vulnerability: some perished under the light of the sun, while others could wield their powers only during certain seasons or lunar phases.

For centuries they ruled unchallenged. But time eroded their dominion. Their numbers dwindled—some races wiped out entirely in savage wars among themselves, others felled by human rebellion. The very beings they once regarded as lesser prey rose up, evolved, built empires, challenged their supremacy, and in some regions erased their rule from existence. Eventually their names faded into legend—mere bedtime stories meant to frighten children.

As humanity advanced—mastering technology, science, medicine, and weaponry—these ancient predators retreated further. The survivors hid in the darkness, watching from the shadows as the world they once dominated grew brighter and stronger. The tables had turned: those who once inspired terror now lived in fear of the humans they had preyed upon.

They witnessed everything—the World Wars, the Cold War—yet remained unseen. To preserve their secrecy and fragile existence, they formed the Council. This shadowy assembly included representatives from every major race of these creatures, usually drawn from the most powerful clans or ancient bloodlines. Occasionally, enigmatic newcomers of overwhelming strength and influence claimed a seat.

The Council enforces three sacred laws:

First : (Territorial Sovereignty):

Each race claims exclusive dominion over designated regions, governed by its ruling clans and families. No creature may interfere in the affairs or conflicts of another race's territory. Internal wars must remain contained; any request for outside aid or intervention requires prior approval from the Council.

Second: (Absolute Secrecy):

Interaction with humans—trade, friendship, even marriage—is permitted. In rare cases, revealing one's true nature to a trusted human is allowed, but the individual bears full responsibility for any consequences. However, no creature may meddle in human politics, wars, or conflicts. The human world must remain untouched by supernatural influence.

Third: (Unity in Crisis) :

Should any race violate the second law and interfere dangerously in the human world, or should an existential threat emerge, all members of the Council must set aside rivalries, unite their forces, and act together to protect their collective survival.

The Council was founded in 1810. Since then, new and unknown races have periodically risen in power and claimed seats, their influence measured by raw strength, ancient lineage, and political cunning.

Here are the primary races and their domains:

(Vampires)

The most numerous race. They possess superhuman strength, flight, rapid regeneration, and in certain bloodlines, extraordinary specialized powers.

Territories: Eastern Europe (especially Transylvania in Romania), the Balkans, Ukraine, Russia; in the Americas — Louisiana (particularly New Orleans), California, Oregon, Texas.

Weaknesses: sunlight, holy symbols, garlic, fire.

They feed on blood and flesh (especially human), most active in autumn and winter, less so in summer.

(Werewolves)

Fewer in number than vampires, but possessing exceptional physical strength, agility, and flexibility—greatly amplified during the full moon transformation.

Territories: Scandinavia, Scotland, Ireland, the frozen forests of Canada, and scattered pockets across northern North America.

Diet: raw meat in wolf form; human food in human guise.

Weaknesses: silver, and loss of control during transformation (they train rigorously from youth to master this).

They share a centuries-old enmity with vampires; though a fragile truce holds, skirmishes still erupt.

(Jinn)

An enigmatic, insular race dwelling in a hidden parallel realm. They include tribes of ifrits, ghouls, and other variants. Their powers and weaknesses remain largely unknown, as do their numbers and true sustenance. Some whisper of ties to demons and black sorcery from the underworld.

Territories: Africa and the Middle East.

They are masters of mysterious, forbidden arts.

(Snow Tribes (or Icefolk))

Fierce, yeti-like beings reminiscent of ancient legends—supremely fit, agile hunters skilled with every weapon (including modern human firearms). They can live over 200 years.

Diet: ordinary food; they view those who feed on humans as barbaric savages.

Territories: frozen regions — Siberia, Greenland, Arctic zones.

Weaknesses: they die like ordinary mortals—no regeneration.

(Witches)

Almost indistinguishable from humans in appearance (most are female). They wield astonishing varieties of magic, spells, and connections to underworld entities or supernatural forces.

Their numbers were decimated by the European witch hunts (late 14th to 18th centuries)—one of the main catalysts for founding the Council.

No fixed territories; they appear scattered, often offering magical services for payment.

Diet: normal human food, though blood or flesh is sometimes required for powerful rituals.

Weaknesses: ordinary mortal injuries, no regeneration, limited resources for major spells.

Despite their scarcity, witches command respect—even ancient monstrous clans seek their aid in exchange for protection or wealth.

(Mysterious Beasts)

Unknown and unpredictable entities. Some have grown powerful enough to claim Council seats; others exist only to destroy and kill, forcing the Council to hunt them down.

This is the hidden world—the underworld of monsters and shadows, drenched in blood and death. Yet even here, amid the endless darkness, flickers a tiny spark of hope, a sliver of happiness.

This story is not about a hero saving the world or reshaping it.

It is a tale of survival... and fragile hope enduring in the heart of the abyss.