CH Headcanon: Militant Madness

153 6 6
                                    

Being a militant entity is a very dangerous profession, you have to lead armies, protect your country, and constantly have to charge into the heat of battle.  Unfortunately, there is one secret danger that is even more deadly than the rest, it is a condition known as Militant's Madness

As its name suggests, Militant's Madness (or MM for short) affects militant entities, though there are a small number of cases that report special entities being affected.  MM is triggered when a militant becomes dangerously angry at something or someone and it causes them to lose all rational thought, turning them into feral animals.  Thankfully MM is a rare condition, but it does become more common the older the entity gets.

The first symptom is irrational actions and unwillingness to listen to anyone talking to them, if a militant is lucky then they can calm themselves down before the madness can take hold, but if they are too angry they proceed to the next stage, loss of thinking and speech.  When this happens, the militant will lose their ability to make decisions or to distinguish friend from foe, they also lose the ability to speak, instead making animalistic growls and snarls.  The last stage of MM is marked by the militant's irises turning a bloodshot red, but if the entity's eyes are naturally red then they will turn a deep crimson.

Once the eyes have turned red, then a militant entity has fallen under complete influence of the madness and anyone in the vicinity should immediately evacuate and wait for professionals to arrive.  MM causes a militant to behave similar to a rabid predator, crawling on all fours (sometimes), growling and snarling, and attacking anything in sight by hitting, kicking and biting, never using any weapons.  There are very few ways to stop a militant affected by MM, so far the most efficient method has been tranquilizer darts or tear gas canisters filled with powerful sedatives.

There are a few warning signs that one can spot to determent when a militant is going to go feral.  First is the militant's black entity eye will emit a faint glow, which it normally won't do at all.  Another sign is changes in behavior i.e, increase in aggression, physical assault like shoving and slapping, a desire to not want to be helped, etc. 

There is one sign that happens after a militant has succumbed to MM, and it is a pain that appears in the chest of the country that the entity belongs to.  For unknown reasons, this pain seems to awaken a sixth sense within the country that is otherwise dormant, it is a sense that gives the country the ability to pinpoint the exact location of their entity.  No one knows how this ability works, but interviews with countries that have experienced this sense describe it as "a sort of awareness of where their entity is like a map appears in their head that leads to the militant." 


(If someone can count how many times "militant" is written in this chapter, I will give them a cookie 🍪)

A Random Book of RandomnessWhere stories live. Discover now