Lifespan: 20 years
Diet: Pain
Habitat: Cold boreal islands
A traditional abomination appears to be a 7' tall skinless figure with pallid musculature, blue blood, and razor-sharp, hooked appendages made of the bone and nail of the mortals they are made from and which they use to rip their own bodies and the flesh of others. Variations on this theme occur.
Abominations can be created, controlled, or summoned by powerful ponomancers. The ritual to create one requires capturing a mortal and torturing them until they are nearly dead or in a state of trauma-induced mental collapse (dissociation, catatonia, psychosis, etc.). Once they are in such a state, the ponomancer must bind them into a magical circle and inscribe their own True Name or the True Name of a powerful being of pain magic into the victim.The hooks at the end of their arms cause unfathomable pain when they tear flesh. They absorb this pain into their own flesh. If they are not sated by the pain they take from others, they must rip themselves. They can sense weaknesses in others.
They are immune to most forms of poison, disease, and pollutants. They are not undead - they live and have uncorrupted souls - but they are not common living things. They can be hacked to pieces and keep going so long as their head and/or heart are intact. Some refer to them as flesh golems, though this is grossly inaccurate.
Abominations cannot be stunned.
To control an abomination, one either needs the True Name used to create them, or they need to capture a bit of the abomination’s flesh. They must then wash that flesh in acid (hydrochloric is best) and place it in a ceramic jar full of nails. The jar must then be shaken while the ponomancer chants a Name of infernal power.
To summon an abomination, a ponomancer must take a piece of someone's flesh (their own or another mortal's) and place it in a magical circle. They must then produce the tears of someone who has been tortured emotionally, the blood of someone tortured physically, the phlegm of someone mentally perplexed (usually gaslit) into a state of agony, and the heart of one metaphysically tortured (usually via some traumatic action that makes them lose their faith or through direct esoteric metaphysical assault). Then a Name of infernal power must be invoked.
Abominations are created for the purposes of being slavers and torturers for imperial powers. The originals formed a culture in their distant homeland where they gained independence. They are a warrior nation who believe that causing pain to their victims is the highest form of victory in combat. From their slaves and enemies, they create abominations, which are used as slaves and soldiers.
Abominations know only pain, and they believe they can only alleviate that pain by causing pain. They are a dangerous being to enslave, for they often rise up and kill their slavers just to alleviate their pain, but they make terrifying shock troops. They keep them in the belly of their galleys, keeping them as rowers and advance forces for raids. Their ponomancers can create new abominations easily from pieces of their captured enemies, especially if an abomination captured the enemy. Therefore, abominations are viewed as disposable.
When a new abomination is formed, it is given a fresh slave to butcher in order to calm it, as it experiences intense pain once it awakens. Once it has slaked its pain and hunger, it is then whipped or prodded by its master(s) until it fears them enough to obey. Then, it is tested, given simple tasks to do. If it is capable of simple tasks, it is kept as a slave; if it fails, it is kept as taken to the pits to be saved up for the next raid or battle.
An abomination doesn’t last much longer than 20 years at most if it is a slave. Warriors die much quicker. If they somehow escape their owners, they spend their lives trying to alleviate their pain, either through causing others pain, through death, or through some potent esoteric means. The smartest seek relief through celestial or aetherial magicks. The most desperate simply torment any living thing they come across. Most find ways to kill themselves, usually throwing themselves off the high cliffs of their homeland to land in the rocky surf below.
In the Talunese city-states, they are rare, but some use them as slaves, soldiers, torturers, and slavers.
Some rare few abominations gain their freedom and seek not to live lives of cruelty; these rare abominations eventually learn they can alleviate their eternal pain via other means, some magical, some mundane, and become calmer and more in control. These abominations are forbidden and cursed, hated by their former masters. These are the ones a player may choose to play.
PRO 11 ATH 11 STR 14 AWA 4 WIL 4 PRS 1 STH 8
Beings infused with boiling infernal blood.
Lifespan : 10-20 years after infusion for constructed, 40-50 years for baleborn
Diet: Carnivorous
Habitat: Anywhere mortals dwell
Socioeconomic Status: Privileged oppressed or ruling class
The baleful appear to be distorted, hypermuscular versions of their former selves. Tzukans, the largest nation of baleful, originated as humans experimenting with baleblood from infernal boars, and most of them have developed into a nation of larger than average humans with massive muscles, tusks, and bleeding eyes. They have clawed hands and feet and no hair except small patches in odd places on their bodies. Typically, about half of all Tzukans have this general appearance, while the rest are more muscular, tusked, clawed, bleeding-eyed versions of other species.
All baleful have the same blood. When their it spills, it comes out as liquid fire.
Even the tiniest bit of anger causes the baleful to fly into uncontrollable rage. During this rage, their physical stats (PRO, ATH, STR) increase by one point per round, and their other stats (AWA, WIL, PRS, STH) reduce by one point per round. If their STR exceeds mortal limits (42), they explode. If their other stats hit -1, they explode. During their rage, though their AWA drops, their reaction and perception remain the same if they are tied to AWA.
All baleful can consume most meat and blood without worry for disease or toxicity.
There are three ways to alleviate the power of baleblood once infused with it: burning out, emotionally rejecting it, or supernaturally fighting it. The former happens rarely, as most who get to that point burn to death or explode. The second method is done through deep psychological efforts, usually involving complete submission to peacefulness, emptiness, contentment via meditative arts, or through loving care and total acceptance and compassion. These emotional methods require decades of intensive therapeutic efforts or communal care.
Supernatural methods of fighting baleblood infusion usually involve celestial energies or nommic energies.
The first nation of the baleful is the Tzukan, who were the earliest to survive. They are ruled by the Eternal Bale-King the Tzukazi Horng Toecutter, Resurrected in Fire, and his vast armies. Other nations that embraced baleblood culturally were wiped out by the Tzukan or others who feared them. However, from the Tzukan, three other nations formed - the Dalgryam, a nation of refugees who rejected the baleblood, but retain some remnant of it; the Prajgrkam, a nation of slaves who have lower levels of baleblood and are owned by the Tzukan; and the Xyrnyrak, a nation of survivors whose baleblood has burned out but not killed them, leaving them empty vessels.
Mostly they dwell far in the east, but those who come to the city-states usually come as Tzukan immigrants, tourists, or dignitaries with a retinue of Prajgrkam slaves. Some Xynryrak or Dalgryam come to seek refuge. They are all proud of their heritage and warrior culture.
PRO 11 ATH 10 STR 14 AWA 8 WIL 7 PRS 7 STH 8
Constructs made to obscure something terrible.
Decorians appear to be beautiful, no matter what they look like. Those who see them see something crafted with care and intention, something with deep, profound beauty… unless they have the insight or power to see past the shallow glamour and see the truth. Underneath their illusory beauty is the exact opposite - no matter what the true form is, they are perceived as disturbing and soulless, empty and terrible.
Decorians are made of expensive, often rare or exclusive materials. Fine silk, gold and platinum or other rare metals, rare or expensive stones and gems, wood from extinct or endangered trees, fur and bone from extinct or endangered animals, mortal flesh and bone, or other terrible things. They are shaped to be hominid, though the custom is to leave their faces blank so that the viewer can fill it in via the power of the illusory beauty. The classic example is a hollow statue of a “woman” with traditional patriarchal “beauty” and no face that is alive, but has unpolished stone as skin and disproportionate limbs that end in weaponry.
Decorians can control when their illusory beauty is on and off; they use the response people have to their false beauty to draw emotions and consume them. The people that fall prey to them are left with a little less depth of emotion afterward. They usually have this power on, unless they are resting, as they need to feed often, and anyone who sees their true form becomes immune to their illusions. It is possible for them to live off of common mortal fare if they give up their illusory beauty, but few choose to do this.
Decorians are usually made by powerful imperial figures as protections hidden as works of art in their palaces, mansions, or institutions, but some rebel against this role and try to be independent. Some are allowed to do so and become members of the ruling class, while others rebel completely and become oppressed and exploited. Players would be one of the latter.
PRO 8 ATH 8 STR 10 AWA 9 WIL 8 PRS 10 STH 8
Those descended of The Pit.
Lifespan : 200 years
Diet: Fuliginized fare
Habitat: Fuliginized landscapes
Socioeconomic Status: Ruling class
Fuliginites appear to be amalgamations of many different species from the current era of Shem. Any given fuliginite will have features of any spirit folk, humans and metahumans, insinsi, elementals, illittum, and adelfoi. Each individual will have no more than seven and no less than five features of different species, and their progeny will not necessarily match them.
Fuliginites are mortals who have been infused with fuligin, a metallic sand found near The Pit, a massive hole in the world where Divinities go to die. Fuligin is created by the rejection of all that is good and decent, and it causes mortals to be drained of their entire being, and as they collapse, they fused with other beings, forming unexpected amalgamations. Those born to them are amalgamations of their parents.
A fuliginite will have no more than five and no less than three powers from random species. Their powers do not necessarily match the beings they resemble unless said powers are derived from physical features they have as part of their resemblance. For instance, a fuliginite who appears to be part-centaur, part-nymph, part-brannish, part-avian animal folk, part-athak might have a nymph's beauty, psionic powers from a psionist, and water-breathing like a merfolk, and they can fly because they have the wings of an avian. The powers they have will all be fuligin-tainted, however, meaning that any interactions their powers have with faith, spirits, or Divines will harm the faith/faithful, spirits, or the Divine.
Upon birth, a fuliginite is almost always rejected by their parents. This act allows the infernal energies to fill them. If this act does not occur, the child will grow up to be one of its component species. This is extremely rare. Upon being filled with fuligin, the child will rapidly grow in strength until it can survive on its own.
Fuliginites have a variety of immunities not necessarily correlated to any being they resemble. Each fuliginite will have an immunity for one to three different esoteric energies.
There are two fuliginite nations:
Harkanians: fuliginites of a brutal theocratic kingdom.
Xorcrans: nomads of the Fuligin Field.
The largest nation among the fuliginites is the Harkanians.
Harkanians live in a brutal monarchist culture. Their God-Emperor rules with a fuligin fist, demanding tribute and taxes monthly from his vassals. The God-Emperor's vassals are kings, dukes, earls, barons, and the landed gentry. Each pays tribute up the chain, with the God-Emperor taking the largest cut from the collected wealth. The main underclass are the serfs, who are not free to move from fiefdom to fiefdom, unlike peasants, of which there are none. The other workers and servants are all slaves, who can be bought and sold, unlike serfs. The only way a serf or slave can get out of enslavement is by joining the military or being chosen for the priesthood.
The Xorcrans are nomadic fuliginites in the Fuligin Field, the vast desert around The Pit on Shem.
Xorcrans live in nomadic tribes that wander the Fuligin Field. Each tribe is ruled by a warlord, who maintains power via violence and control of the meager resources the tribes find in the Field. Warlords are usually very skilled fighters who have many wives, slaves, and warriors. Each tribe has a hierarchy that includes a warrior caste, an esoteric caste, a commoner caste, and slaves.
The Church of Harkan does not present itself as a rejection of the Divine. They see it as faith, a faith in a being they call the One True God. They believe Harkan was this God's chosen champion against the blasphemers of the world. The Pit is seen as the place where false gods are cast. The Church presents their control over blasphemy as Divinely granted, but of course, the rituals are all truly blasphemous rejections of the Divine, spirits, and energies of faith.
In the city-states, all fuliginites come as immigrants, tourists, dignitaries, or slaves, but mostly immigrants.
PRO 9 ATH 9 STR 10 AWA 9 WIL 9 PRS 7 STH 8
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