Species Bato Nanm
Order Tutelary Undead
Classification Undead
Dominion Pandemonian
Sphere Chaos
Origin Sunken pirate ships
Lifespan Inmortal
Habitat Open ocean, seas, coasts
Food Souls, emotional resonance, and flesh
Description A damaged ship surrounded by the disembodied souls of its former crew. Each crew member's features are distorted by death, and as they consume flesh, soul, and emotions, they take on animalistic features.
Corruption When a pirate, slaver, or raider ship sinks and kills the crew during a battle, storm, or other circumstances, the chaos of the sea and violence of their deaths sometimes causes their souls to bond to each other and the ship. Creating one with msawhat is extremely difficult (31) and requires them to sink the ship.
Esoterica Bato nanm are conglomerate undead powered by entropy and msawhat. The chaos of their collective minds does not allow for much esoteric learning in undaeth, but they do retain some of the powers they had in life, corrupted, save for anything involving qi, the gates, or heavenly essences. Entropic powers grow in power.
Special Powers

Bato nanm cause unease when others see the ship sailing the seas from afar.

Their ships are able to sail in spite of having been sunk, though the damage is never repaired and often becomes worse over time.

Every weapon on board, whether the ship's weaponry or personal weaponry, is imbued with msawhat and entropy, causing it to be rimed with these powers. Any missile launched from the ship will explode with entropic energy that eats away at its target for about 15 seconds of extra damage. Melee attacks are corrupting; any pirate, slaver, or raider killed by one will become part of the ship, even if they were never part of the ship.

Anyone who spends more than an hour on the ship is at risks being consumed and becoming part of the ship as well, but those who were not violent in life become food for the ship's souls. When individual souls on the ship grow in strength, they grow in form, becoming more solid. The more solid souls seek flesh to eat. All of them eat soul and resonance.

Each individual has one special power of their own created randomly at the time of death.

The ship's collective soul can make the whole ship disappear into a maesltrom when an hour before dawn. They never sail during the day. They reappear within a few miles of the maelstrom, rising from a similar whirlpool, the next sunset.

It is much rarer for non-oceanic vessels to become bato nanm, but there are rare skyships, spaceships, voidships, sandships, etc.

Locus Bato nanm are ghost ships; the ship itself is the locus. Anyone who tries to board the ship faces the undead souls composing the vessel.
Necromancy

To create a bato nanm, one must corrupt an entire ship's crew and then sink it. If the whole crew is not corrupted, the ritual will fail. Most msawhat users will try to get them all at once (31+), but some try to slowly but surely corrupt them one at a time. Others who are part of a crew may attempt to corrupt everyone as a ship sinks.

To control a bato nanm is similarly difficult; a very powerful necromancer, however, can control the ship by taking the helm and using a special ritual. To summon a bato nanm, it must be night, and the summoner must either have part of the ship or a special nautical ritual of incredible msawhat power (31).

To capture the power of a bato nanm, a necromancer must not just have part of the ship, but a very important part--masthead, main sail, helm, something major and large. It still requires incredible power to draw from (at least 19 for basic powers, 31 for full strength).

A medium may channel an individual soul from the bato nanm, but there is great risk that more souls will enter and capture the medium.

Sending If the ship is completely destroyed, the souls will scatter, weaken, and fade away eventually.
Weaknesses Vonzot and light of order or structure are the two most effective energies against them, but qi, the gates, and other heavenly essences can send them.
Behavior Bato nanm sail the seas they sailed in life, operating as the pirates they once were, but only at night. Their primary goal is no longer loot or slaves, but souls, flesh, and emotional resonance. As it grows stronger, they begin to control whole swaths of the seas.
Dominion Culture In the Pandemonian Dominion, bato nanm are the bulk of their navy, one of the most powerful in the world. They control huge swaths of ocean and are considered the core part of the Dominion.
Other Dominions All Dominions use the bato nanm as part of their naval forces. Srisians have infernal powers for each individaul; Raesians more powerful msawhat; Durosian have feiruan arts; Godless have blasphemous powers; Stillborn has pravum powers; Phatahuan have arnic powers; and Qhanuum have void powers.
Mortal Interactions Sailors especially speak of the bato nanm, having seen them from afar or survived their attacks if they're lucky. Pirates speak of them as a terrible fate. Land-dwellers tell fanciful stories of them that mask the horror, make them seem objects of fantasy, something to scare children and laugh about when sailors speak of them as real.
Afterlife When a bato nanm is sent, the individual souls usually separate and find themselves in the in-between with partial souls because of the entropic damage. They almost never get out, but when they do, it is to go to the Grey Lands or the Abyss.
Notables Bato Toubiyon, Bato Nanm Manifest, the crew of the Toubiyon; Bato Grif, sailing the Pandemonian Sea
Special Classes Reever, Captain, Helmsman, Gunner, Rigger, Deckhand, Navigator, Lookout, Quartermaster
Sample Stats PRO 11 Ship 23
ATH 9 Ship Steering 15
STR 11 Ship Hull 36
AWA 12
WIL 12
ROG 12 Ship 13

Unease Countenance 11
Guns 24/33/42
Corrupting Weaponry 15
Consuming Presence 16

This topic: Shem > Reference > Species > Undead > TutelaryUndead > BatoNanm
Topic revision: 02 Aug 2020, SallyJaneBlack
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