Infernal Species

Species derived from infernal essences.

Abominations

Abominations are beings created via rituals of pain and torment out of other mortals.

Abomination (arnum)

Old Abominations Page

Aliens

Aliens

Aliens are beings from outside of Shem or her moons.

Asterian (qeernariji)
Brannish (kakraohy)
Destroyer (slitna)
Ilaaliye (miyirnimo)
Karangunnu (edayilu)
Lutipariant (brown aether)
Naegotuu (qeernariji - blackholes)
Tacuhlata (hegnh - comfort)
Validus (corrogatio)
Wathite (oalkhaylaoataa)

From within Angeldawn: all of these are beings of birtimeme when they come to Shem; energies listed are secondary to this aether

Scythax from Behial (birtimane - war)
Verethir from Jahur (birtimane - love)
Delothian from Salit (ibbissu)
Inoxan from Inoxuil (birtimane - pain)
Avagenian Eye from Avagen (birtimane - ibbissu)
Kene from all the moons of Weptaram (kuvva)
Llassar from Thuruvail, moon of Thurudrill (birtimane - storm)
The Ha'ull from all of Mytoth's moons (birtimane - neutrality)
Nelemerene from Unim (birtimane - silence and shadow)

From other stars: all of these are beings of birtimeme when they come to Shem; energies listed are secondary to this aether

Alhenan (birtimane and qeernariji)
Eridanean (birtimane and mortal will)
Nibirun (birtimane and momentum)
Nikawiyan (birtimane and banaru)
Rigelian (birtimane and euphoria)
Saiphan (birtimane and oalkhaylaoataa)
Talithan (birtimane and uafas)
Tianguanean (birtimane and ethereal essence)
Zaurakian (birtimane and misfortune)

Old Aliens Page

Athaks

Athaks: Beings empowered by void energy.

Lesser Athak (void) - the slave nation
Greater Athak, (void) - the ruling class
Formless One (void) - the real rulers

The Contagion

The Contagion

Living miasmas.

Basics

  • Taxonomic Order: Insubstantiates

  • Alignment: Infernal

  • Energy: Vile Energy

  • Lifespan: 160 years

  • Diet: Immune systems

  • Habitat: Mortal bodies

Origins

When mortals first sought to wield plagues as a biological weapon, casting the corpses of other mortals into besieged cities, the horror of this infused the suffering of all and created the contagion.

Description

The contagion are an invisible vapor being. If subjected to concentrated ultraviolet light, they appear to glow eerie green and their shape can be perceived - they usually form a double helix about 4’ long swirling in the air.

Diseases

Each contagion represents a different disease. Disease can be a bacterial infection, a viral infection, or some other physical malady that afflicts mortals, but it has to be understood as a disease. It cannot be a symptom - fever, headache, etc. - nor is it a mental illness like depression or obsessive-compulsive disorder. But cancer, HIV, flu, tuberculosis, COVID, syphilis, and so on are all possible.

The Infected

Mortals infected with the contagion experience an intense version of the disease the individual contagion represents. If they die, their body becomes a vessel for the contagion, gaining an eerie green tinge to their flesh. If the disease they died of caused disfiguration, that disfiguration remains, but they otherwise appear healthy.

Procreation

The contagion reproduces by infecting mortals and spawning from their suffering.

Powers

Each individual contagion represents a specific disease, but they do not infect people in the same manner as the disease they represent. Instead, they operate as a miasma, a disease elemental that is airborne and can infect a mortal via any form of contact. They succeed in infection based on fighting different aspects of a mortal’s Name, depending on the contagion’s type. There are four types of contagion:

  • Vile-crawler: a contagion that floats close to the ground and infects people through an assault on their physical form (they roll their power vs. STR).

  • Vile-diver: a contagion that floats high up in the sky and dives at mortals, infecting people through an assault on their metaphysical form (they roll their power vs. WIL+STR).

  • Vile-flier: a contagion that floats around head-height to most mortals and infects people through an assault on their mental form (they roll their power vs. WIL).

  • Vile-spinner: a contagion that floats around chest-height to most mortals and infects people through an assault on their emotional form (they roll their power vs. PRS).

The contagion will then subject their target to the disease they represent at an amplified level, continually fighting the stat they challenge, until the target has failed exceptionally six times, specially 12 times, or normally 24 times. They re-roll every day. If the reverse is true (if the target succeeds at the same rate), the contagion is weakened and expelled.

Infected Powers

A mortal who dies by the contagion becomes a vessel for the contagion in a physical form. The body of that mortal becomes their body and their invisible form takes the place of the soul. These infected beings are often called “venomirs”. Their touch infuses any targeted living thing with a powerful toxin (always roll vs. STR), but the contagion themself does not get transferred unless they intend to. If they transfer themself over (fully infecting the target, roll vs. the stats of their type), their previous vessel becomes an empty corpse and begins to rot.

Weaknesses

Curacion and ashar can destroy them.

Nations

There are two nations of the contagion: the Envish in Fennvell and the Vendalians in Vendale.

Cultural Commonalities

All contagion prefer not to be known by other mortals. If they take a body, they pretend to be a being of that species who has suffered an illness and lost most of their powers. They will sometimes use the names of the mortal whose body they have taken, and sometimes, they will take a new name at random, based on their skewed perception of mortal society. Their own names are always in reference to the disease they represent, but in their own language.

Envish Culture

The original nation of the contagion is the Envish in Fennvell. Unlike their cousins in Vendale, they prefer to remain invisible. They take bodies, then release them on death. They are more interested in studying esoteric arts, creating new diseases, and plotting to spread disease for the sake of spawning new contagions. The people of Fennvell who are not infected and not contagions have a twisted view of disease, believing that being sick is a sign of weakness and surviving illness is a sign of strength. Those who come close to death in illness but recover are seen as sages, prophets, and mystics. Those who survive disease easily are considered warriors.

Fennvell is ruled by a council of the contagion who gather invisibly and consider how they will influence the other mortals who believe they are the rulers of the country. The ostensible rulers are kings and queens of a feudal society. The contagion manipulate and control them, encouraging them in both external and internal warfare, horrific health practices, and general misinformation to keep the population seriously ill but still producing new victims. They view the non-contagion mortals in Fennvell as a form of very clever livestock.

If not for the fact that the contagion are constantly struggling with one another for more “livestock”, they would have conquered the world. Instead, they war with one another.

Vendalian Culture

The contagion of Vendale prefer to infect mortals and use their bodies, and thus, the ruling class of Vendale is made up of venomirs. Their culture is a machiavellian nightmare of backstabbing, political machinations, evil schemes, and treacherous plots.

Vendalian contagions run a brutal society that is a mixture of feudal power and early capitalist power. Their rural regions are very feudal, and their cities are run by powerful guilds and quasi-capitalist enterprises. Both vie for complete control via two political entities: the crown and the sceptre. The crown is the king and their court, and the sceptre is the high guildmaster who runs the council of guildmasters. The former is hereditary, the latter is bought.

The contagion keep up a constant ruse of “families” within their society, but they have no concept of being related to one another. They define “family” as a group of contagion with a preference for the same kinds of bodies. They maintain a set of mortal bodies to use by breeding these mortals, and thus, the outside world thinks the Vendalian aristocracy is made up of families of a handful of different incestuous species with a weakness to certain illnesses. As contagions don’t really recognize relationships between each other, a contagion may switch families by taking on a new body and proving their loyalty to the family by some task set by the family.

Amongst the guilds, there is a preference for bodies that make them good at the various crafts they represent or the roles they take within the guild, which makes Vendalian guilds very confusing to outsiders. It seems that deaths happen often and new people take up roles, and that names are based on roles and refer to diseases.

Esoterica

The contagion are beings of vile energy. They are inherently made of it. They can be captured by plague-bearers as very powerful miasmas, but they themselves do not engage in the art of plague-bearing, as they do so inherently. In their vapor form, they can wield any infernal power that does not require a body and any nommic, paradoxical, shebvic, or ambrosial power that isn’t physical. In their infected form, they can wield any infernal power and any nommic, paradoxical, shebvic, or ambrosial power. They cannot wield aetherial or celestial powers, and they are not very good with poioumenonic ones.

Religion

The contagion believe their utmost form is Seminibus, the Divine Plague, and they honor it by casting off every tenth disease-ridden corpse into a body of water considered sacred to it. In both Vendale and Fennvell, they have manipulated the other mortal beings into worshiping Seminibus as well.

Gender

The contagion adopt a patriarchal view of gender when using infected bodies because it benefits them to keep such a social structure in place, but in their true forms, they have no gender and don’t understand it.

Economy

Fennvell is wholly feudal. Vendale is feudal with burgeoning capitalism.

Military

The Fennish military is a collection of feudal knights and other warriors who serve their liege lords and conscripted serfs and peasants in times of trouble. The Vendalian military is similar, but it is augmented by large mercenary forces who serve the guilds.

Language

The language of the contagion in both of their main nations is a chemical misting that only they understand. It is translated into Anglo-Saxon or other variants of English for convenience.

Trade

Fennvell produces mined materials. Vendale produces crafted materials.

Occupations

The contagion in their vapor form have one occupation - being a vector. In their venomir forms, they are often employed as assassins, poisoners, biological terrorists, political agents, false doctors, and merchants.

Outside View

Most mortals have no idea the contagion exist, and those that do have no idea that they are also venomirs.

Notables

Estimated Populations

  • Envish: 8,000

  • Vendalian: 10,000

  • Other: 1,000

Sample Stats

Vapor

PRO 8
ATH 8
STR n/a
AWA 11
WIL 14
PRS 10
STH 19

Venomir

PRO 9
ATH 11
STR 6
AWA 11
WIL 14
PRS 10
STH 9


Cythreuliaid

The cythreuliaid are infernal illittum who are empowered by cruel deeds.

Cythreulig (razdavit') - pl. cythreuliaid

Demons

Demons

Denizens of the Infernal Realms.

Demon (infernum)

Old Demon Page

Destroyers

Destroyers: alien beings that have found homes on Shem, spawned from the Destruction at the center of the universe.

Destroyer (slitna)

Doppelgangers

Doppelgangers are shapeshifters who take the full appearance of another person, stealing their whole identity slowly. Doppelgangers were once human, but their culture focused so much on this thorn magic tradition that it consumed them. Now, they have built a nation of slaving, piracy, and manipulations.

Doppelganger (envy)

Dreordomne

Women who wash in blood.

Dreorcwenn (quaestus) anglosaxon

Echoes

Echoes are the reverbrating memories of things from former iterations of the world.

Echo (deceit)

The Eldritch

The Eldritch

Horrors, the embodiment of ancient evil, vast and unknowable.

Basics

  • Taxonomic Order: Inmortals

  • Alignment: Infernal

  • Energy: All infernal energies

  • Lifespan: Inmortal

  • Diet: Souls

  • Habitat: Remote locations

Origins

The origins of the Eldritch are unknown, but theorized to be from a universe before Shem, one that succumbed to evil.

Description

Each individual Eldritch is different in form:

  • Aam'nal, the Grey King, Undead Ultimate, who thrives in the Grey Lands, stands about 9' tall. He is a human in appearance, skin-tone varying by the light, but draped always in dark grey. He bears a crown of white, hair whiter still, and hands of bone. His eyes are deep, empty pits, and his tongue is a serpent. His voice is soft and disturbing, like a whisper disturbing the peace of a cemetery. (msawhat)

  • Angh-orhal, the Ever-Shrieking Maw, appears to be a vast mouth in the bottom of a jar. (cacophony)

  • Cha'elotl, the Weeper, appears to be a pair of eyes in the bottom of a jar filled with tears. (mollesse)

  • Ddelolo-Aurtu, the Creature in the Machine, used to power industrial machinery, appears to be a small white lizard with foul slime coming out of its skin. (brown aether)

  • Dha-bothuathl, the Ancient Eldritch, who is sealed into a deep sea cavern, has a form that none can fathom if they look upon it. The closest descriptions we have are that it is vast, of a color unseeable by mortal eyes (best approximated as a sickly green or a chalky white, or both, or neither), and that it can see you even though there is no discernible face. (Eldritch energy)

  • Dhat-Gnthazhu, the Devouring Worm, Destroyer Ultimate, also in deep space, is a massive annelid worm, 10 million miles long and 500,000 miles in diameter. Its flesh is grey and metallic. Its maw, filled with teeth the size of mountains, can swallow planets. A massive fin the size of several moons runs down its neck near its head. It is pocked with craters. Stars have scored its flesh with long burns. Nebulae have left dust in its mucus, and blackholes have ripped its fin in places. (slitna)

  • Dha-lauggoth, the consort of Dha-bothuath, the Wreaker of Disaster, the Bringer of Misfortune, Six-Headed Queen of the Outer Reach, in deep space, is a creature about the size of a large house. She has six heads, each one a different form, all of them palest blue in hue. She has six tongues in each head, six pairs of eyes on each head, and six mouths on each head and neck (they run all the way down to the collarbone). Her body is a mass of writhing snakes, worms, roots, muscles, and eels, coiled together, and the six heads arise from one of these forms, though these change rapidly. (misfortune)

  • Ghammi'chogora, the Hungering Swell, the Hands of Chogora, locked in a dry closet in an abandoned shack, appears to be two desiccated hands, disembodied. (sterisi)

  • Ghanalac, the Masked Ripper, Avenger Ultimate, sealed in a boar’s head, stands 15' tall erect, but is hunched to 9' usually. It has four arms and two legs ending in long, sharp blades, and it runs on the lower two arms and legs. Its upper arms are used like mantis claws. Its face is hidden behind a mask of gremian metal. If it ever comes off, the world will be filled with fires and consumed. Its body is so light a red it almost appears white; its flesh is hard as stone. It has no voice. It has no odor. It may not have a mind. It feels only rage. (baleblood)

  • Ighazskiha, the Red Czar, the Sleeping Vesturian Lord, sealed in the crown of the czarina, appears to be a snowy white figure with a pitch black beard and three glowing red eyes. He stands 9’ tall and has blood coming from his fingernails, eyes, and ears. His mouth is filled with bright white fangs, and he has a tail made of palest white flesh that runs down to his upper thighs. He wears no clothing. (razdavit’)

  • Ilhlilclo the Mindscourer, the Faceless Reaper, a robed figure that drains minds when its true face is seen, sealed in a mirror, stands about 7’ tall. Its robe is light grey cloth with a heavy hood that always covers its face. The face appears to be a grinning green beauty when revealed. The body is also green, with long fingers and toes (the toes are webbed) and hair all over the lower half. (stravomenos)

  • Jolgau'ghill, the Priest of Bloods, entombed in Endruin, stands 8’ tall and has robes made of blood-made-cloth. His internal organs hang on the outside of his flesh, except for his heart, which is encased in a metal cage inside his chest. His flesh is white but stained red by blood, and his head is concave though otherwise human. He has sharp claws on his hands and a stinger on the end of his phallus. (quaestus)

  • Ki-thatu, the Vilest, the Reptilian King of Liith, on a distant world, stands 12’ tall and appears to be a massive lizard person with scaled ridges along his snout, forehead, head, and all down his back and tail. He is bottle green with yellow eyes and belly. His teeth are venomous fangs and his tail ends in a rattle. He has six arms and six legs, and his tongue is long and capable of catching flies and slaves. His belly can open up to devour people. (vile energy)

  • Krhogogneiqu, Moon Fall, the Patriarch, trapped in 12 artifacts and hidden around the world, when whole appears to be a bearded, falcon-faced human standing 10’ tall. He wears armor made of the tanned flesh of witches, wields a sword 8’ long in the blade, and has a crown made of white fires. His eyesockets are empty. His feet are white talons, and he has four wings (red, brown, grey, and yellow in hue). (tandh)

  • Kroni, the Adversary, Pit Ultimate, who is trapped in The Pit, appears to be a figure of glowing white, draped in soft white robes. His face is never seen, but his voice is that of peace and kindness. He seems human, perhaps, or maybe some metahuman or very human-like spirit folk. Those who see him are often overwhelmed by his presence and unable to describe him. He carries a sceptre that seems to be made of a living, moving white serpent, though it never doesn't have the shape of a sceptre. (blasphemy)

  • Mmel-an, the False Face, the Mask of A Million Masks, Speaker of Lies, the Image Beyond Comprehension, caught in a broken rhyme, appears to be a mask that, when put on, alters all of reality to the wearer. Its true form is completely unknown. (bedrog)

  • Niho-ranthac, Menaphos, and Shausolli, the Trinity of Chains, the Three Emperors or the Emperor With Three Heads, depending on who is looking, sealed in a crown that is broken into three pieces, either appears to be three different people, each one a horrific imperial figure wearing a crown of white metal, or a single person with three heads and three crowns. Their bodies or body's always muscular. The flesh is either white or grey or both. Each face has an extra mouth, eye, or nose. They are surrounded by white and grey light that burns with infernal power, and they wear the skin of others as clothing. (fusei, imperium, and hollow energy)

  • Oshotilin, the Eugenetic Ultimate, the Perfect, the Purest, the Creation, still in pieces in former Agikaani breeding camps, appears to be an amalgamation of every species on Shem mixed together, if it is ever stitched together. (feirua)

  • Phathanoiac, the Abyssal Ultimate, is sealed in the deepest parts of the oceans. Froth and foam follow Phathanoiac where it roams. It is a mass of tentacle, claw, segmented legs, eyes, and mouths. It is constantly mutating. It is twisting and roiling and reshaping and changing forever. Most never see it; they merely see the froth and foam. Its voice is the cackle of something breaking and rattling. (ibbissu)

  • S'rhathlzhogh, the Unseeable Nightmare, the Wave of Terror, the One Behind the Eyes, in Nicnevin's sceptre, appears as a wave of red, black, orange, and green energy, a roiling wave of flame. (uafas)

  • Ta'shamigot, Bolloskth, and Rnd-tha, the Trinity of Desires, the Splendorous Light, the Distant Beacon, the Consuming Aura, in deep space, appear to be three alluring lights, like will o’ the wisps, but of much greater size and power. One is white, one is pink,a nd one is green. (drenante, peccatum, and thorn energy)

  • Udactho, the Fleshless Ultimate, who is bound by true iron chains in a chamber sealed off in the deep Subterranean Realm, is a towering figure, 20' in height, whose skin is missing. His muscles are bared, his blood vessels flowing openly, his organs spilling out. His skeleton touches the air. His voice is a shrill scream, his odor the stench of waste. His blood burns those who touch it. (arnum)

  • Ugolegndar, the Infernal Ultimate, who is sealed in a box in location unknown, appears to be a 9' tall, pale-skinned bipedal figure with no hair. Its skin is wrinkled in places, but mostly it appears smooth. It has no head; instead, a short tentacle protrudes from its neck where the head would be. Its five arms (two right, two left, one back) are long and thin, ending in long, sharp claws. Each hand has a milky blue eye in its palm. The feet of Ugolegndar appear to be naked bear claws at the end of two average-proportioned legs. In its stomach is a massive maw lined with teeth, thousands upon thousands of teeth. It has nine tongues, each one a deep, bloody red. When it speaks, it makes no sound. Words simply form in the mind, but the voice is deep, unnerving, inhuman, cold, draining to hear. When it roars, its roar can be heard deep through the cosmos. Its breath stenches of sulfur. Those who might sense its emotions would feel only envy of those who are not as it is. (infernum)

  • Yuayot, the Vast Ultimate, deep inside the White Moon, has no form. No Name. It merely is the absence of energy of any kind. It is the absence of esoterica and natural power. It is the absence of thought, emotion, flesh and bone, and soul. It is nothingness. It waits, trapped as it is, for the moment it will arise. Then there will be nothing left. Only the athaks speak of it, and then only as rumor or myth. (void)

  • Zhu'rlogothil, the Conqueror Worm, the twin to Dhat-Gnthazhu, becomes a swarm of smaller worms that spreads throughout the Universe, in deep space. (corrogatio)

Procreation

The Eldritch reproduce with underlings, creating powerful Aeonians of infernal might.

Powers

All Eldritch can sense fear, dominate the minds of servitors, and repel aetherial and celestial energies.

Individual Powers

Individual Eldritch have the following powers:

  • Aam'nal: the eyes of Aam’nal drain souls. He can turn the air into grey mist with a gesture, and in doing so, corrupt the souls of those who it touches. Any undead in his presence are made enormously more powerful, unless they betray him. If his name is spoken by a living being, that being will become his undead thrall. His touch rots flesh, his breath freezes hearts, and his voice makes minds numb.

  • Angh-orhal: the voice of Angh-orhal, if the jar is opened, will shatter every piece of solid matter for 500 miles in every direction, including downward and upward. Beyond that, the shockwave will tear flesh from bone and soft materials will shred for another 500 miles. Beyond that, the shockwave will rupture every eardrum, eye, and other vulnerable and exposed thing for another 500 miles. Beyond that, a hard breeze will knock things over for yet another and final 500 miles.

  • Cha'elotl: if Cha’elotl’s jar is ever opened, the tears produced will flood the world for 500 miles in every direction. A wave of mollesse will roll forth and cause despair in the same amount of space, leading many to give up and drown in the flood. Once the flooding stops, Cha’elotl’s singing will drive any who hear it (within about a mile and a half) to commit suicide.

  • Ddelolo-Aurtu: the slime produced by Ddelolo-Aurtu fouls everything it touches. Living things are poisoned at a power of 50. Inorganic matter becomes tainted and contains the poison (at a power of 25). The lizard can grow in size to be 100’ long and 30’ tall if surrounded by pollutants and poisons, but only for a few hours before it becomes smog and must reconstitute itself elsewhere.

  • Dha-bothuathl: those who perceive Dha-bothuathl lose all connection to reality. What other powers it may have are unknown, for none have ever been able to coherently explain it. It is said, however, that if Dha-bothuathl awakens and arises, the world will end permanently.

  • Dhat-Gnthazhu: it devours worlds. Morags and hexars spew from its mouth after it destroys solar systems. Its followers gain the power of slitna, for the brief periods they exist. It represents the end of the universe in total devastation and apocalypse.

  • Dha-lauggoth: each of her six heads speaks a different kind of disaster into existence - flood, famine, tempest, eruption, impact event, and plague. Anyone who can perceive her has bad luck for six to the sixth (46,656) years, following them even into the afterlife or reincarnation. Her tendrils can rupture buildings.

  • Ghammi'chogora: the touch of these hands sucks the moisture out of everything, including the air that touches them, instantly.

  • Ghanalac: the blades of Ghanalac's limbs can cut through almost anything. Every ounce of blood that touches them is absorbed to empower it. Ghanalac's unending rage makes its flesh burn like a furnace. It moves with incredible speed.

  • Ighazskiha: his fangs rend metal and stone, bone and wood. If he consumes flesh, he consumes souls with it, and those souls give him briefly (about a minute) the powers of those he consumed.

  • Ilhlilclo: their face drains the minds of those who see it, though they often keep it hidden. The minds they drain add to their vast knowledge. Their voice is extremely convincing; those who hear it believe what is said. If their minds have been drained, they believe it forever.

  • Jolgau'ghill: his stinger paralyzes those it touches. His robes deflect liberation power and ujjval aatma. His heart-cage can only be broken by the united might of 10,000 warriors, and he cannot die unless his heart is destroyed. His external organs cannot be harmed so long as he has recently drunk blood.

  • Ki-thatu: his scales are impervious to impact attacks. His fangs are venomous with venom that is a power of 100. His tongue is sticky and can ensnare a full-sized mortal. If he devours people with his belly, they are dissolved in acid, which fuels his venoms. His breath causes disease.

  • Krhogogneiqu: his armor protects him from celestial attacks, and his crown makes mortals cower in fear. His sword is extremely powerful, but gains extra power when used against any kind of witch (+6/+6 on top of its usual +12/+12). His empty gaze draws in those who are caught in it, filling them with a hatred for all women. When he speaks, mortals forget their mothers’ names, if they know them, and when he flies, his shadow glows red if it crosses over a witch.

  • Kroni: those who see him are often overwhelmed by his presence and unable to describe him. He tells all who see and hear him that he is a messiah sent to usher in an era of fulfillment, achievement, and goodness. Few disbelieve him, for he is most persuasive. His sceptre destroys all faith powers, and he can draw fuligin into himself and unleash it as lightning that destroys all spirits it touches.

  • Mmel-an: they have no true form, but appear to mortals as a mask that fills their mind with an alternate reality that is utterly convincing. Those who wear the mask never return from this alternate reality and are eventually drawn into and consumed by the mask.

  • Niho-ranthac: one of the three Emperors, Niho-ranthac’s aura weakens his enemies slowly but surely while in its presence. He has the ability to repeat an action that has already happened, but with the knowledge of the first iteration of its occurrence. He can call upon servants or soldiers to appear instantly from nowhere, alway in a number twice-plus-one the number of foes present. He prefers to wear skins of powerful warriors, which gives him physical bonuses. He can draw a sword from nowhere that can slice through reality itself.

  • Menaphos: one of the three Emperors, Menaphos’s aura makes mortals weaken slowly but surely while in its presence. His voice terrifies those who hear it, and he wears the ring Dominion, which draws all mortals who love power to it and enslaves them. The more slaves those he has enslaved have, the stronger he is. The more they work, the more they conquer, the more they enslave, the stronger he becomes. He prefers to wear skins of great lords, which gives him presence and willpower bonuses. He can draw an axe from nowhere that can hack through stone and metal with ease.

  • Shausolli: one of the three Emperors, Shausolli’s aura makes mortals weaken slowly but surely while in his presence. His gaze makes mortals feel immense, deep traumatic pain that they do not in the moment realize, but only feel later, and he wears the most skins of mortals - he has a rotating set of skins, once for each base stat, one for magical powers, and one for combat. He can draw a mace from nowhere that can shatter bones but leave the target alive.

  • Oshotilin: if ever constructed properly and fully, Oshotilin would have the powers of every mortal species on Shem, amplified significantly.

  • Phathanoiac: it has many, many powers, all of which vary wildly as it mutates, but in general, its tentacles cause mutations in others, its claws alter reality, its eyes blast entropic energy in waves, and its mouths are teleporting gates into the Abyss or other infernal realms.

  • S'rhathlzhogh: its flames cause intense, overwhelming fear, hallucinations of horrors, and heart-stopping panic.

  • Ta'shamigot: they appear to be a white light, alluring to all who desire wealth, riches, and luxury; if pursued, they trap the pursuer in a prison of gold and diamond, then drain their hearts and souls.

  • Bolloskth: they appear to be a pink light, alluring to all who are prideful, vain, or cruel. If pursued, they trap the pursuer in a prison of intoxicants and physical pleasures, then drain their hearts and souls.

  • Rnd-tha: they appear to be a green light, alluring to all who believe themselves superior, alluring to all who are envious or jealous. If pursued, they trap the pursuer in a prison of thorns, then drain their hearts and souls.

  • Udactho: he has the power to inflict pain on any who come near him, by mere force of will. His blood is acidic; his voice piercing. To hear his shrill cries is to feel one's bones and eardrums and skin break. He can break the soul of a person with his gaze, drain their emotions with his tongue, desiccate them with his breath, and impose upon them intense nausea with his visage.

  • Ugolegndar: the reek of Ugolegndar's breath is sulfurous (and therefore poisonous). It can belch out gouts of yellow hellfire, and its eyes can unleash green, Eldritch lightning that tears Names apart. Any eaten by its vast maw will find their souls devoured as well, and their minds will linger in the stomach long after their body has dissolved. It can unleash a wave of infernal power and summon and control common demons. Any who hear its voice in their minds might become enthralled by its might or driven into uncontrolled awe. And its touch burns with the cold of the coldest emptiness of space.

  • Yuayot: its power is void, which negates all.

  • Zhu'rlogothil: the worms of Zhu’rlogothil devour all in their path, leaving behind barren wastes. If they burrow into the head of someone, that person will be enslaved. If they burrow into the heart of someone, that person will be driven to violence. If they burrow into the stomach of someone, their body will become a new worm.

Weaknesses

The Eldritch each have specific, secret weaknesses. The nature of the weakness will always involve a quest that takes a mortal into extremely dangerous places, forces them to face powers and obstacles unique to the Eldritch, and ends in acquiring a tool that will allow the Eldritch to be sealed away. The only way to kill an Eldritch permanently is by ending evil in the hearts and minds of all living things.

Nations

The Eldritch belong to no nation. They are individualistic figures. They do dominate some nations, and their servitors have a distinct culture.

Culture

The different cultures of the Eldritch’s servitors:

  • Aam'nal: the Lephurtae (sing. Lephurta), also called the clickers, are a nation of undead, skeletal monstrosities that serve Aam’nal as his servitors and soldiers in the physical world. They are mostly found in Kael’Ras, massive armored animalistic monsters guarding powerful relics of Aam’nal. They are mindless slaves.

  • Angh-orhal: the Shaguaul are a nation of many species, a nation that is devoted to finding the jar which contains Angh-orhal and releasing the scream into the world. Thus far, they’ve never come first. They are indoctrinated from a young age to believe that the jar contains a source of infinite power that will grant them release from painful bonds such as love, responsibility, or community and allow them to be perfect individuals.

  • Cha'elotl: the Icauggua are a nation of many species, a nation that is devoted to finding the jar that contains Cha’elotl and opening it. They are raised to believe that the world is tainted and must be cleansed by the waters in the jar. They believe that happiness is a lie and that the harshness of the world is justice for unnamed crimes of the past. They are a knowing suicide cult.

  • Ddelolo-Aurtu: the Enaehaq are a nation of many species, a nation in industrialized areas that are devoted to the great engine of smog and foul muck that is Ddelolo-Aurtu, whom their leader, a powerful tycoon, belongs to. They are a ruling class nation of several industrialized countries, one of many, but often in hiding amongst other ruling class nations.

  • Dha-bothuathl: the Ulh'hathat are a nation of many species that dwells near the deep sea cavern in which Dha-bothuathl is said to sleep. They are all disconnected from reality, a nation in collective psychosis, surreal and unfathomable. They understand each other and have rituals no one seems to understand.

  • Dhat-Gnthazhu: the R'zoalosha are a nation of many species that dwell near Abaddon and perform ritual sacrifices to the hexars and morags, leaving captives tied to rocks for them to destroy. Their nation is an apocalyptic cult that believes they can bring Dhat-Gnthazhu to Shem to devour it.

  • Dha-lauggoth: the T'yoshotho are a nation of many species who dwell in remote places where the weather is especially violent. They worship natural disasters as expressions of Dha-lauggoth’s justice.

  • Ghammi'chogora: the Iglarso are a nation of many species who continually wander the arid places of the world, seeking their Eldritch “god” and believing in the power of self-denial and self-loathing.

  • Ghanalac: the Scthama are a nation of many species, most of whom become baleful eventually, who believe that Ghanalac is the true warrior god of their people. They are a small nation underground who resemble the baleful above.

  • Ighazskiha: the Ehobosky are a nation of many species, mostly in Vesturia, who believe that they are the true descendents of the Red Czar and that he will one day return. They operate as a conspiracy against the czarinas.

  • Ilhlilclo: the Thauago are a nation of many species who believe that conscious thought is a curse. They lobotomize the most sacred among them. They believe that Ilhlilclo will one day wipe out the minds of all living things, and they work toward that day.

  • Jolgau'ghill: the Bhuguathala in Endruin are a nation of many species who worship the Blood Priest and perform blood sacrifices frequently. They are a ruling class nation of Endruin and very powerful politically.

  • Ki-thatu: the Sanactel are a nation of many species in Vendale who worship illness and malady, a suicide cult of horrific desire to spread disease, powerful plague-bearers who believe that Ki-thatu will return to the world and wipe out all that live.

  • Krhogogneiqu: the Ch'moliquboih are a nation of many species who dwell throughout the world in small groups, murdering women and believing one day the moons will be destroyed.

  • Kroni: the Hawghagyi are a nation of many nations, especially fuliginites, who dwell along the side of The Pit and work to restore Kroni to power.

  • Mmel-an: the Ruizanthas are a nation of many species who allegedly come from the world Ruiz, which never existed except as a delusion.

  • Niho-ranthac, Menaphos, Shausolli: the Gotugai are a nation of many species who live in eastern Dabusen and seek to revive the Three Emperors. They believe they are the true inheritors of power in the world and deserve to rule it.

  • Oshotilin: the Notsuurlategh are a nation of froemmlers, mostly in Stolzen and Agikaan, a small, obscure nation who believe in genetic purity and hate themselves for being crossbred monsters. They believe that one day, Ghanalac will purge them of impurities and turn them into gods.

  • Phathanoiac: the Yazzoggnal are a nation of many species in the Pandemonian Sea who seek to open the Abyss and unleash its power upon the world.

  • S'rhathlzhogh: the Lign-Bosth are a nation of many species who dwell entirely in a trance of nightmarish visions.

  • Ta'shamigot, Bolloskth, Rnd-tha: the Urhonygota are a nation of many species who seek a way to find the lights and go to them. They employ a lot of wealth and power into it.

  • Udactho: the Kek-ke are a nation of many species who work at creating abominations and living as a cult of misery and pain.

  • Ugolegndar: the Ath'scha are a nation of many species who are demon-worshippers who want to summon Ugolegndar to wipe out all life and become infernal masters.

  • Zhu'rlogothil: the Zhostho are a nation of many species who wish to be conquered by the worm, to turn into worms and be part of the Conquering Worm.

Esoterica

The Eldritch wield Eldritch energy foremost, but they can wield all forms of infernal power if they so choose.

Religion

The Eldritch are worshiped, usually by cults who wish to use their power for some horrible purpose.

Gender

Their genders are detailed above when relevant.

Language

Their language is Lovecraftian.

Outside View

Those who know of the Eldritch fear them or worship them. Some know of them and don’t believe they are real. Most have never heard of them.

Notables

Aam'nal

Angh-orhal

Cha'elotl

Ddelolo-Aurtu

Dha-bothuathl

Dhat-Gnthazhu

Dha-lauggoth

Ghammi'chogora

Ghanalac

Ighazskiha

Ilhlilclo the Mindscourer

Jolgau'ghill

Ki-thatu

Krhogogneiqu

Kroni

Mmel-an

Niho-ranthac

Menaphos

Shausolli

Oshotilin

Phathanoiac

S'rhathlzhogh

Ta'shamigot

Bolloskth

Rnd-tha

Udactho

Ugolegndar

Yuayot

Zhu'rlogothil

Estimated Populations

There are 29 Eldritch.

Sample Stats

PRO 300
ATH 300
STR 300
AWA 300
WIL 300
PRS 300
STH 300


Enders

Enders are metahumans empowered by infernal energies in their blood to harm others. They are beings of tandh, meaning there are none who are born with wombs.

Ender (tandh), wounding touch, sadistic empathy, skin tainting
Guyven (vile energy), poisoning touch, weakness sensing, bone tainting
Remath (baleblood), burning touch, strength sense, blood tainting
Terminee (mollesse), draining touch, sadistic empathy, heart tainting

Froemmlers

Froemmlers are eugenically constructed interspecies cross-breeds.

Froemmler (feirua)

Fuliginites

People of The Pit:

related: Pit-Monster (blasphemy)
Harkanian (blasphemy)
Xorcran (undeath)

Gens Bas

The gens bas are a pair of small nations who lost their ability to speak.

Sans Confiance (deceit)
Sans Lengue (ignorance)

Goblins

Goblins are small, troublesome beings who once were related to fairies; they are the nightmarish counterparts thereof.

Goblin Template

Alux (harvest)
Bauchan (war)
Bugbear (chaos)
Chaneque (death)
Douen (fauna)
Dunnie (crime)
Duende (hatred)
Ettin (famine)
Farfadet (home)
Goblin (nightmare)
Gudrobonga (exploitation)
Hobgoblin (mischief)
Iratxo (metal)
Kobold (earth)
Lutin (nature)
Menninkainen (luck)
Muki (value)
Nuno sa punso (misfortune)
Ponaturi (doom)
Pukwudgie (fire)
Shishiga (ice)

Harpies

Adelfoi with no arms, just wings, and human-like bodies. They were born of birds as well as the Goddess. The original harpies are quite cruel, but some of the other nations are less so.

Harpy (vulture) (famine)
Vantoase (wind)

Hollow Children

One of the many horrific end results of hollow magic.

Hollow Child (abuse)

Old Hollow Children Page

TheBaleful

Warning: Can't find topic Shem.TheHorde

Inimica

Illittum nations who drain power from others with their tentacles and inflict dooms upon them.

Cthatynga (famine)
Gnilyu (abuse)
Nthlathastur (chaos)
Sothglatha (doom)
Uratath (blasphemy)

Kashirum

Kashirum

Spirit folk bound with gossamer light.

Basics

  • Taxonomic Order: TheFolk

  • Alignment: Infernal

  • Energy: Gossamer Light

  • Lifespan: Variable - they may senesce to death at age 100 or at age 3,000, depending on how many souls they consume

  • Diet: Blood and souls or common mortal fare with more bugs

  • Habitat: Temperate regions

Origins

The Dwonnic elves sold their souls to the mithran Ettuttu in order to ascend into something more powerful and spare themselves from extinction.

Description

Kashirum appear to be humans with arthropodal features. Their appearances range from humans with half of their bodies and arthropods with the rest to humans with just a few slight arthropodal features. The commonest arthropods they resemble are spiders, ticks, centipedes, beetles, flies, locusts, mantises, mosquitos, moths, scorpions, dragonflies, and wasps. Culturally, these are chosen because they are associated with power. When they are born, they resemble their parents’ physical appearances, but they molt by the age of eight and get to choose a new form if they wish.

Procreation

Kashirum procreate sexually with one another. However, they are not always viable with each other - it varies by their anatomy. Those that are more arthropodal may even lay eggs or have reproductive processes similar to their arthropodal antecedents. They may also reproduce by binding a mortal of another species to their arthropodal emblem and forcing them to become a kashirum; this process is done only to create slaves, culturally.

Powers

Kashirum have the innate ability to spin light into gossamer light, the infernal energy of manipulation. They do this using mouths, their saliva, which transforms any light they “consume”, then spitting it out as a white slurry. They consume light simply by shining it into their mouths, closing them, and filling up with saliva.

Binding

Kashirum use their gossamer salvia to bind other living things. If they apply enough saliva, the person will be bound to them. Each binding allows for more control, each binding gives the kashirum power over another facet of the target’s Name: first mind, then heart, then body, then soul, then the full True Name.

Binding the mind requires only a little saliva. Anything they apply a drop of their saliva to will dissociate mildly, allowing the kashirum to more easily manipulate them.

Binding the heart requires a stronger dose. Anything they apply a mouthful of their saliva to will dissociate significantly, allowing the kashirum to more deeply manipulate them.

Binding the body requires a full wrap of the torso and legs (or equivalent). Anything they tie up in their saliva will be bound as if in spiderwebs, drained physically and slowly, allowing the kashirum to drink their blood for nourishment.

Binding the soul requires a total body wrap. Anything they enshroud in their saliva will be bound as if in spiderwebs, drained metaphysically, allowing the kashirum to steal a tenth their remaining average lifespan (maxing out at 500 years per victim) if they are of an intelligent mortal species. Non-conscious animals, plants, and fungi simply nourish the kashirum as if they ate a significant meal. Inmortal species give a kashirum an extra 500 years. An average kashirum will do this enough to live to the age of 300 or so, but most cannot afford the slaves or victims needed to do this. No kashirum can live beyond 3,000 years of age without some kind of potent supernatural intervention beyond their abilities. If they never consume a single soul, the average lifespan is about 100 years.

Binding the True Name requires performing the four previous bindings. Anything they bind four times will be subject to the fifth binding, which allows them to consume elements of the target. If the target is an arthropod, this allows the kashirum to take on parts of the arthropod in their appearance. If the target is any other living thing, it allows the kashirum to manipulate other beings of that species supernaturally through speech, touch, or gaze for up to a year and a day.

Binding something is exhausting, and most kashirum must rest up to eight days after consuming an intelligent mortal victim at any level. Non-intelligent creatures take less energy, unless they are otherwise supernaturally potent.

While bound in gossamer light, victims may resist. If they successfully resist, they may break free, and during the first 30 seconds or so after the binding is broken, the kashirum will be dazed and vulnerable.

Molting

Kashirum are born resembling their parents, having the same arthropodal features as their birthing parent and the same human-like appearance as their other parent. But at age eight or so, they molt, losing their arthropodal features and remaining vulnerable and raw until they find an arthropod of their own to bind and consume. If their parents are supportive (for any reason), they will be provided with one, but many are forced to find one on their own.

After their first consuming, they have to molt every eight to 64 years, depending on their powers. After they molt, they are very vulnerable until they find another arthropod to consume. For this reason, most keep a stock of their favored arthropod. If they do not consume a new arthropod within eight days, they regrow their arthropodal form but minimally. Their gossamer saliva powers will fade over time, and they will become nearly indistinguishable from humans, having only a few minor arthropodal features inherited from their birthing parent.

Most choose to keep using the same arthropodal form over and over, often preferring their first form consistently, but some choose to change it up.

Venom

All kashirum have some kind of venom, even if their arthropod doesn’t. If they have a stinger, they will have a venomous sting. Otherwise, they will have a venomous bite.

Weaknesses

Just after molting, they are extremely vulnerable (-6 to all stats at least, if not more). If they attempt to consume aetherial or celestial light to create gossamer light, it will burn them from within.

Nations

There are 12 nations of kashirum, each one having their preferred arthropodal forms:

Culture

The original kashirum culture is that of Srisia. The spiderkin were formed by Dwonnic elves, guided by the Prophetess of Ettuttu, who sold themselves to the power of the Spider God in exchange for escape from extinction. They were tricked, manipulated, and became at first demons. At the end of Second Shem, they attempted to free themselves, not knowing once again that they were deceived, and transformed themselves in the Infernal Realm into spirit folk. They were enthralled and worshiped the Divine who had them fooled. Vital to their formation is the fact that in their new form, they are not required to use their powers to consume, manipulate, or transform - they do so for the sake of power.

On Third Shem, they were placed in Srisia and set up as the dominant “race”, the ruling nation, and given dominion over the other nations in the area. Indoctrinated by Ettuttu, they built an empire that spanned much of eastern Ansulym. From there, they colonized much of the world, either directly or through economic domination. They developed rapidly through stolen technologies, slave labor, and brutal exploitation of other nations.

The Srisian Empire is known throughout the world. To many, it is the enemy, a country known for plundering the rest of the world, but to others, due to the Srisian propaganda machine - empowered greatly by their supernatural talents for manipulation - they are an emblem of liberty and individualism. The first and only law of the land is “don’t get caught”, as the Srisians joke amongst themselves.

The Srisian Empire is run by the Emperor- or Empress-Elect. While in theory anyone can run and be elected, consistently, the same two-dozen families retain the office. There is a Senate, which is a hereditary legislature, and a Great Council, which is elected, mostly “middle class” people who all want to become richer and more powerful. There is a massive, complex legal system designed to confuse and manipulate the populace, but heralded as the model for true justice.

The kashirum are positioned as the rightful rulers of this empire. Through ruthless propaganda and subtle but potent control of all media, education, major religions, and cultural institutions, the kashirum promote their own inherent supremacy amongst the Srisian populace. A hierarchy of other nations exists, some more privileged than others, but all are subject to the whims and wants of the kashirum.

In Srisia, the kashirum are always spider-kin. If someone takes on another form, they are denounced, banished, imprisoned, enslaved, or otherwise shunned and scorned. The spider is the national symbol, and even those who are not kashirum embrace spiders as a sacred animal. Kashirum believe that the more they resemble a spider, the greater their privilege and power. There is some evidence that this prejudice exists in Srisia, but it is not formal or systemic. In truth, it is the opposite - the privileged and powerful are the only ones capable of more fully embracing arachnoid forms. The most powerful kashirum replace their lower bodies with bulbous spider bodies, making them like spider-centaurs, but only if they have the luxury to live remotely and not interact much with the public. Public-facing figures tend toward more human-like appearances, keeping only the mandibles, eyes, and an extra set of arms or legs.

What species of spider they choose is not indicative of their status save in three cases: black widows are always restricted to the priestesses of the same name; tarantulas are exclusive to the military; and cellar spiders (daddy long legs) are considered an embarrassment.

Because kashirum are a privileged nation, most of them are part of the Srisian nobility. While ostensibly Srisia is a (bourgeois) democracy, the noble class remains from the olden days and still has quite a lot of wealth and power. They allow others to do the hard work of governing, save for key roles, but they hold the keys to the bank vaults, so to speak. Usually, they hold positions in government that allow for maximum control and influence without being in the spotlight. The only exceptions are the Emperor-Elect and the head of the Senate.

Poor kashirum live as any working class people do, but they have great pride in their “race” (read: species) and aspire to be part of the ruling class. Rich kashirum live in opulence and use their power to influence everything that meets their whims. They are deeply involved in politics, and they make sure their agendas are pushed through. They keep their wealth by employing thousands of slaves, prisoners, and super-exploited workers around the world; they often have their fingers in many terrible pies, ranging from Agikaani breeding programs to Uraymean slave markets to Aeldian plantations to mining interests in the Low Mines and logging operations in eastern Palhur to oil companies in Mahad to shipping consortiums run out of Merukis to colonizing distant planets. If they can siphon profit and power from it, they do.

Srisia’s main industry is finance. It is the largest export and their most influential sphere of business.

As children, kashirum are either raised by their immediate families or by slaves or servants. Their ages are not counted until they have their first molting, at which time they are said to be eight years old (this is usually more or less true). Their birthday is then set by the day of their first molting and their age measured from there. If their parents are supportive (whether out of love or practicality), the child will usually be provided with a spider to consume. Some parents have traditions of requiring the child to find their own spider, but make sure there are spiders nearby to be captured. Others make the child find their own. Others still don’t bother to care about their children enough to support them at all.

Kashirum recognize their birthdays, but they only celebrate after a molting. At molting parties, they share gifts (usually at least one gift will be a slave) with the molter, provide protection during their vulnerable period, and drink blood and eat cake.

Once the child has taken their first spider, they are required to go to school. Srisian schools are indoctrination factories designed to teach kashirum children that they are inherently superior - unless they are poor, and then they must have done something wrong - and deserving of the riches of the world. Other children are taught to respect, obey, and serve kashirum. By the time they are of age at 18, kashirum will graduate either to some kind of speciality school, college or university, or occupation.

As adults, kashirum are expected to participate in Srisian society as “examples” to the “lesser races”. This usually means keeping their more depraved and violent tendencies hidden. As children, they can get away with outright murder, unless it’s murder of a powerful kashirum noble or someone useful to a powerful kashirum noble.

Srisian music is full of drones, buzzes, and clicks that reflect the arthropodal voices of kashirum. Their art is designed to be emotionally manipulative and to spread ideas that favor the Srisian ruling class. Fashion is heavy on silks (especially gossamer) and whites and greys. Men and women wear loose clothing apt for the temperate climate. Kashirum with more arthropodal bodies wear clothing that suits their forms, usually robes or drapings.

Entertainment amongst the kashirum is usually violent blood sports engaged in by slaves for their entertainment, word games of psychological manipulation (written by šaţāru), or, in modern eras, television. Television stars and other celebrities are called mahāru, and they are extremely popular. Puppet shows are also extremely popular, because the esotericists known as puppeteers are a powerful force in Srisia, and they mask their powers by posing as entertainers. In all eras, advertising is a major industry, controlled behind the scenes by the state, and used to indoctrinate people.

Kashirum live in complex houses. As spiderkin, every house has rooms draped densely with spiderwebs, both natural and supernatural, and the house of every kashirum has access to the underground tunnels called the spiderwarrens. These are vast catacombs filled with supernatural spiders.

While kashirum devour souls and blood from their victims after molting, they do not make a common habit of it. These substances nourish them more than almost anything, but they also require a period of rest afterward that makes them vulnerable. It also causes distress amongst the “lesser races” when they eat one of them. Therefore, they mostly eat common mortal fare except when seeking power. Srisian cuisine does have a tendency toward richer foods, expensive foods from other parts of the world, and lots of arthropods. As spiderkin, they enjoy eating bugs, and they make delicacies of it.

National Cultures

The other kashirum nations always tend to find themselves as part of the ruling nations of other countries:

  • Abauzakian: in the Hollow, they are part of the ruling class of Thaurgkall alongside the tyrannical ruling chthonian nation there. They take on beetle-kin forms and prefer massive, armored bodies. They are a warrior nation of brutal, violent brutes.

  • Bazaunian: in Vendale, they are a swamp-dwelling nation of mosquito-kin who have a predilection for drinking blood. They are a nation of mystics, bloodcasters, blood mages, and webweavers who trade in slaves and political power.

  • Falzurian: in Lyfane, they take the form of fly-kin so that they may thrive in the industrial wastes. They are allied to the industrialists and thrive in the polluted bogs and trash heaps. They are vulgar and cruel, but very, very rich.

  • Kthiki: in Ghaestr, they take the form of scorpion-kin and practice powerful necromantic arts. They are among the only living things in the area, allied to vampires and greater undead, and they often become greater undead themselves.

  • Mronim: in Jhuin, they ally themselves to the powerful pleasure class, taking the form of moth-kin. They prefer more human-like features with beautiful wing patterns and colorful eyes.

  • Nzogki: in Gest, they dwell in the chaotic swamps as dragonfly-kin and live as violent warriors who are keen on political alliances that change often.

  • Skreskh: in Skree, they take the form of locust-kin and devour what food they can. They are survivors in a great host of warriors and conquerors, one of the more powerful warrior nations there.

  • Tepetes: in Nakatan, they are wasp-kin who wield powers of mollesse to depress the population and maintain control. They ally closely with other powerful nations and have their own warlords.

  • Tnozga’m: in Endruin, they take the form of tick-kin and practice blood magic. They ally closely with the cythreulig nations there.

  • Usonzigk: in Mysaral, they practice void arts and take the form of mantis-kin. They are a small and strange nation with a penchant for technology.

  • Wvalsen: in Lann Kurat, they ally with the mammonite nations and take the form of centipede-kin. They are also a warrior nation and usually take the centaur-ish form with a lower body of a centipede and upper body of a human.

Esoterica

Kashirum are beings with inherent powers of gossamer light, and they are its greatest users. They wield it directly and naturally, and many common kashirum are de facto webweavers. Some use it as puppeteers, religious figures, or melultu, powerful esotericists seeking to solve the legendary Puzzle of Webs (a complex puzzle that connects all people, places, and things throughout history via prophecy, politics, and class relations).

Kashirum also commonly wield quaestus, razdavit’, msawhat, stravomenos, peccatum, imperium, infernum, corrogatio, bedrog, drenante, feirua, mollesse, hollow energy, and vile energy. D’qiarsea, kakraohy, shavev mashkalran, blood energy, Raesian energy, mashoaab, emotional resonance, psionic energy, vonzot, complexity, nommos, soul energy, gebvel, and gemtkhereg are also commonly used. They eschew using aetherial, poioumenonic, or celestial energies out of cultural imposition.

Webweaving

Webweavers are users of gossamer light who manipulate people from behind the scenes. They are often found in key positions that give them maximum power and minimum attention. Most kashirum practice these arts naturally and culturally, but those who specialize in this are the shadow government in control of Srisia.

Puppetry

Puppeteers are wielders of gossamer light who control people via sympathetic magic by using puppets, marionettes, and other dolls bound by gossamer light. Puppeteers in Srisia are almost always this kind of puppeteer and never mundane, though many find posing as mundane puppeteers to be useful. Among the kashirum, puppetry is a popular hobby, though some take it up as an occupation as it is easier than webweaving. However, it costs more to make the puppets than it does to emotionally and mentally manipulate people.

Puzzle of Webs

Melultu are those who study the Puzzle of Webs, one of the potent esoteric puzzles of Shem. They use gossamer light to manipulate people, places, and things in order to reveal the connections between all and understand the universe, in an attempt to control it.

Religion

The Srisian Church is perhaps the most powerful institution in the entire world. It is a front for the wealth and power of the family Sris, the oldest noble family of spiderkin in the world, and the religion promoted by it spreads the gospel of individuality. It is designed to promote personal empowerment while demonizing communal empowerment, resistance, or love. It is a mixture of prosperity gospel, toxic individualism, and racial purity. It is a cocktail of lies designed to mask the rampant manipulation, exploitation, and oppression of the masses by the Sris family and the Srisian ruling class.

The Srisian Church is run behind the scenes by the Prophetess of Etttuttu, an Aeonian spiderkin who predates the spiderkin species. She controls the church, the empire, and her own network of agents, all in the name of the Spider God’s grand designs. Most people believe she died at the end of Second Shem; this may be true. Regardless, the black widows, priestesses of the Spider God, are said to be the daughters of the Prophetess, and they hold immense sway in the church from behind the scenes. They are in truth the real power behind the chuch, even more so than the Hierarchs, but they operate almost entirely in secret.

The words of the Prophetess are read and shared by the kurgarru, special lesser prophetesses who are chosen by the black widows or the Prophetess herself (depending on if you think she is dead or not). The kurgarru are only eight in number, and they live in a secluded spiderwarren below the ground. They come out every eight years to make proclamations. Usually, they simply announce there are no new proclamations.

The head of the church are eight necrarachs called the Hierarchs of Srisia. Most are undead of other species who contorted themselves into spider-like forms. They are served by agents and attendants called dayyālu and eresìkiin. These may be kashirum or other species, but they do the work of the hierarchs and directly interact with the public. The main job of the dayyālu is to act as spies within the church. The main job of the eresìkiin is to serve the interests of Ettuttu directly or the serve the Hierarchs as servants or sacrifices.

Below the Hierarchs are mortals, almost always kashirum, known as lugals, who are eight high priests. They are the council who runs the church’s political, social, and moral agenda. It is said, correctly, that they have more power and influence over Srisian life than the Emperor-Elect, and historically, they have often overridden the Senate. A lugal is always a man. Lugals are elected by the rank-and-file of the church, but they usually control the elections.

The rank-and-file of the faith, amongst men, are the gukallu. The gukallu are clerics of Ettuttu who do the day-to-day business of the church. They are extremely manipulative and vile people, usually, and they enjoy the luxury and power of their positions. They are petty bullies. Below the gukallu are the gùtadés, who are tasked with the work of preaching and spreading the doctrines of the Spider God. They are sent amongst the people, and therefore, their work is both more vital and more intensive.

The lowest rung of the church are the abdu, most of whom are not kashirum. These are people entirely enthralled by the Webweaver, the Prophetess, the Hierarchs, or the lugals. They are victims of mass manipulation, and they believe that the power of their Divine controls them (which it does, but not kindly).

All kashirum are expected to worship Ettuttu. Most do not attend church after leaving school, but the indoctrination sticks. Technically, Srisia has freedom of religion in that anyone may worship privately as they please, but the only organized religion allowed is the Srisian Church.

Some rare kashirum (or other Srisians) engage in druidry, bonding to spiderwarrens via gossamer light, becoming the protectors of the warrens. They are considered corrupted versions of bright druids, though few speak of them this way. They practice mortal sacrifice and believe spiders are perfect animals.

Web of Srisia

The Prophetess of Ettuttu has her own personal force of spies. They serve her and her black widows and kurgarru. They are all webweavers, puppeteers, and other powerful wielders of gossamer light. They are perhaps the greatest, most secretive, most powerful spy network in the world. They employ agents both willing and unwilling, assets both knowing and unknowing, and they use every trick in the book to gather information for their mistresses.

Gender

Srisia proudly promotes itself as a country where men and women are equal, but this is an illusion. They are a deeply patriarchal country where the only way for a woman to gain power is to sell out her gender by backstabbing other women. The power of women is built on other women. The power of men is built on the backs of people of all genders. Deviance from binary genders is only accepted if the individual has the power to enforce it; otherwise, they are subject to patriarchal violence.

Marriage as an institution is common in Srisia. Among nobles, it is usually arranged for political or economic gain. Among commoners, it is done for the same reasons, but not arranged. Courtship involves a lot of emotional manipulation and abuse. Among the rich and powerful, both husband and wife will have sex slaves or manipulate servants or others they view as “lesser” for sex. Same-sex relationships are accepted only if the individuals have the power to enforce acceptance. Otherwise, they are subject to patriarchal violence.

Economy

Srisia is an imperialist country.

Military

The Srisian military is the most well-funded military in the world. Using the vast wealth extracted from their colonies and dependents, the imperialist ruling class of Srisian funds a massive military that enforces their control of the globe.

The military is split into eight groups:

  1. Airforce: depending on the era, these are either supernatural airships and flying cavalry or jets and drones.

  2. Army: the extensive ground forces of Srisia.

  3. Communications: the communication corps is all media, telecoms, etc. used by the military.

  4. Esoteric Corps: esotericists who support all other parts of the military.

  5. Intelligence: spies and scouts.

  6. Navy: all aquatic and subaquatic forces.

  7. Spaceforce: all forces in outer space.

  8. Subterranean: all forces operating below ground.

The Srisian military is highly regimented. Each part is headed by a supreme officer, and below them are eight subordinates, and below them another eight, and so on. These are structured as follows:

  1. The Marshal of the Srisian Military

  2. 8 Supreme Officers of the Corps (head of the army, navy, etc.), usually a specific rank such as general, admiral, etc.

  3. 64 Division Commanders (eight for each corps), usually a lesser general or admiral

  4. 512 Regiment Commanders (eight for each division), usually colonel or commander

  5. 4,096 Battalion Commanders (eight for each regiment), usually a lesser colonel or commander

  6. 32,768 Company Commanders (eight for each battalion), usually a captain or major

  7. 262,144 Platoon Commanders (eight for each company), usually a lieutenant

  8. 2,097,152 Squad Commanders (eight for each platoon), usually a sergeant

  9. 16,777,216 Soldiers (eight for each squad), common soldiers or sailors or airmen

This massive force is never full (the esoteric corps, for example, has fewer than 8,000 people in it), so empty slots are taken up by undead, constructs, or animals (usually large spiders).

Srisian Guard

The Srisian Guard are the elite forces of Srisia. They are warriors who wield poisoned lances, spears, daggers, or swords using gossamer light. They are capable of manipulation and control, but they are also subtly manipulated to be thoroughly indoctrinated. Some are of a special group called the Srisian archers, and they use poisoned arrows in their bows.

Threndrir

Mounted aerial cavalry who fly on horrible beasts called kappumamu. They wield poisoned weaponry and are recruited from the most elite of the Srisian guards. They are part of the airforce and army, usually.

Lumgud

Srisian guards recruited to be devoured and reborn in the spiderwarrens to be, essentially, werespiders. They are the most elite warriors in Srisia, and they serve the most powerful of Srisians directly - always behind the scenes. They are special forces, assassins, spies, and bodyguards not to the Emperor-Elect, but to the black widows, kurgarru, certain noble families (including the Sris family), and the Web of Srisia.

Daiālu

Rangers of the spiderwarrens who gain special powers of perception and stealth, which they use as scouts in the military. They wield poisoned arrows in their bows and control animals via manipulation. They are usually covered in tiny, highly venomous spiders.

Pa'asu

Elite assassins, sometimes lumgud, but usually just elite Srisian guards recruited for their skills at stealth. They are part of the Web of Srisia as well as the Intelligence service.

Ḫālilum

The skilled webweavers who serve as spies in the Intelligence service and the Web of Srisia.

Sararu

The Srisian secret police who are part of all the military and the Web of Srisia.

Language

Srisian language is a hodgepodge of many languages, but the term “kashirum” and many other terms associated with Srisia come from ancient Akkadian or Sumerian. This is an affectation by the kashirum, whose original species name was “spiderkin”. They have no relation to Lohar, the actual “Sumeria” of Shem; they simply chose it because of its legacy as one of the world’s earliest empires. They claim falsely to be descended of it.

Trade

Srisia exports finance capital and imports profits. They “invest” in every kind of business, both nefarious and not, and exploit the entire world.

Occupations

See Military, Esoterica, and Religion for occupations relevant to those institutions. Other occupations include the following:

  • Aburu: someone who offers transportation through the spiderwarrens.

  • Busur: professional gamblers who use subtle manipulation to rig games of chance.

  • Damgàra: manipulative merchants.

  • Karsi Akalu: aqyns who praise people in verse and song in order to manipulate them.

  • Kas: a messenger for the powerful who specializes in delivering messages in a way to manipulate communications for their masters.

  • Kaššāptu: a witch who wields gossamer light through controlling emotional cycles.

  • Kibzuh: someone who manipulates the stock market or financial institutions.

  • Gossamerweaver: those who weave silk cloth from gossamer light.

  • Gutaka: those who sew clothing out of gossamer light.

  • Igizalsur: puppeteers who practice their art in the guise of being jesters or clowns.

  • Puppetmaker: those who make esoteric puppets for puppeteers.

  • Rahāšu: dancers who control gossamer light through their movements. Webdancers.

  • Saĝšuaka: a slaver who uses gossamer light to control slaves.

  • Sahirru: political scholars who manipulate information.

  • Subar: someone who is enslaved via gossamer light.

  • Ummânu: weavers of gossamer light who create works of art that manipulate people emotionally.

  • Widowweaver: webweavers who use sex magic.

Outside View

Kashirum are viewed either as paragons of individuality and freedom, champions of personal liberty, or as exploitative monsters.

Notables

Estimated Populations

  • Abauzakian: 5 million

  • Bazaunian: 50,000

  • Falzurian: 5,000

  • Kthiki: 800

  • Mronim: 3,000

  • Nzogki: 4,000

  • Skreskh: 1 million

  • Srisian: 40 million

  • Tepetes: 25,000

  • Tnozga’m: 5,000

  • Usonzigk: 1,000

  • Wvalsen: 5,000

  • Other: 10 million

Sample Stats

Stat for spiderkin only. Other nations may vary:

PRO 9
ATH 11
STR 14
AWA 13 Kinesthetics 15
WIL 9
PRS 11
STH 9


Mammonites

Mammonites are metahumans who were consumed by greed and turned into monstrosities. There is only one nation of mammonites.

Mammonite (drenante)

Menywod

Menywod

Women whose voices shatter stone and glass.

Name

Their name translates as “women”, a plural word, but has evolved over time to be used singularly and plurally.

Basics

  • Taxonomic Order: Akhoata

  • Taxonomic Family: Veyetheans

  • Alignment: Infernal

  • Energy: Cacophony

  • Lifespan: 300 years

  • Diet: Meat-heavy mortal fare, usually bird's eggs, seeds, heavy soups, and venison

  • Habitat: Forests

Origins

The screams of pain of Mother Shem as the men of the world destroy her, taken consciousness and seeking to serve the interests of those same men.

Description

Menywod are an all-female-assigned nation of menywod. They appear to be human, but their hair is more brightly colored, being blue, green, or violet naturally. Their voices can break stone or glass, even when spoken quietly.

Procreation

Menywod reproduce with the male-assigned members of any sexual species that has male-assgned members, always producing menywod children, except when reproducing with enders.

Powers

Menywod are immune to bonding magic of any kind. Imperium, ethereal energy, and yahas do not touch them. They are able to fly for short periods of time under the night sky.

Voices

The voice of a menywod is like a nail on a chalkboard, and when they "sing" it can snap branches, shatter stone, break glass, and burst eardrums. They are able to bounce their voices off solid objects (usually breaking them) to target other objects or people. Their voices are filled with raw cacophonic power, and in its use, they can cause metaphysical connections to break as well.

Weaknesses

Euphony harms them. Arcane shadow weakens them.

Nations

There are three main nations of menywod:

  • Ch’uẖeti: a nation in eastern Taggarus who use the First Language to control their own voices such that they are able to speak without destroying.

  • Gwichians: the original nation, dwelling in Shrikewood, where they live in small, violent communities.

  • Karjuda: a nation in Surva in Ranu who took a vow of silence and generate arcane shadow in order to live in secret.

Culture

The culture of the Gwichians is one of isolation and conflict. They live in small communities in a region of Ansulym known as the Shrikewood (sometimes “Shrike Wood” - it is never consistent whether it is one or two words), named for its famous birds.

These small communities all answer to the most powerful amongst them, which is ruled by a woman simply called “the Regent”, who gains her power from being an absolute monarch. Each community is its own feudal fiefdom, controlled by vassals to the Regent, who each believe themselves to be in the line of succession. When a Regent dies, they all scramble to prove their worth, with the victor of the ensuing battles winning the metaphorical throne.

Vassals rule by threat of violence. They keep a force of powerful warriors, the saethwrs, who use arrows that they surround with cacophonic auras that shatter metal armor, stone, wood, and bone. They kill anyone who threatens the power of the nobles or the Regent; they also have standing orders to capture or kill any outsider who enters the Shrikewood, with only a few exceptions.

Because menywod rely upon beings of other species to reproduce, captured men (or anyone with seed) are often kept as prisoners for that purpose. They also use outsiders as slaves for other labor.

It is rare for a man or person of another species to have any standing among the menywod, and those who do do not last long. Children among the ruling menywod are raised by slaves or weaker menywod. They are trained from a young age to be self-sufficient, brutally so. If they survive to adolescence, they usually start a gang of weaker menywod. These gangs develop into violent enforcers of their power, which grows into their personal guard as they become vassals. Children among the oppressed menywod are raised similarly, but they instead become members of the gangs and enforcers, hoping not to be relegated to slavery or servitude.

Menywod are considered adults when they reach the age of 16. At that age, they are expected to either become warriors, rulers, or servants.

Art, music, and crafts are rare in their brutal society, but there is some work amongst the poor and indentured, mostly creating works that have meaning only to themselves. Their isolated and individualist society encourages such works to be inscrutable. Their whole lives, they are encouraged to be alone, and any semblance of community feeling, love, or connection between them and others is seen as weakness. Only loyalty to the vassals or Regent are considered acceptable.

National Cultures

  • Ch’uẖeti: a nation in eastern Taggarus who use the First Language to control their own voices such that they are able to speak without destroying. They live as part of the broader culture there, living among the Sewochu people.

  • Karjuda: a nation in Surva in Ranu who took a vow of silence and generate arcane shadow in order to live in secret. They live in a very small community there.

Esoterica

Menywod are beings of cacophony and its finest users. They cannot use ethereal essence, imperium, or yahas, nor can they use euphony. Sonic aether becomes cacophony when they wield it. Arcane shadow dampens their natural powers. True shadow and gemtkhereg are awkward for them to use. Other celestial or aetherial powers are rarely used, though some wield nzwara murazvo, prasinofos, and tykva vlast in their work in the forest.

They commonly use ibbissu, thorn energy, arnum, bedrog, fusei, blasphemy, corrogatio, gossamer light, slitna, stravomenos, sterisi, misfortune, mollesse, razdavit’, uafas, d’qiarsea, oalkhaylaoataa, kakraohy, b’qar, flux, fuinneamh, kutsegula, and fortune.

Religion

The Gwichians worship Neidi, whom they see as a primal goddess who represents opportunity and hunting, a huntress who eviscerates her prey (like a shrike) and strikes when they are weak. In every community, there are sanctiaidd (sing. sanctaidd), or priestesses, who lead the community in worship, performing rituals of violence. Elder sanctiaidd leave for seclusion, embodying the disconnection they created their whole lives, and become lleians (nuns). Among the lleians are llais, or prophets, who claim to speak for Neidi directly and instruct them. The lleains take down their words, then send them to the priestesses, who use them to guide the people.

Under the priestesses are derwyddi (sing. derwydd), or druids, who commune with the forest and use it to protect the communities; wylofains (those overcome by the sacred noise) who scream and wail continuously; and canwr mawls, who shriek in praise as a chorus.

Some menywod remove themselves from their communities and live alone, worshiping Neidi and engaging with natural cycles as a llyg, or witch.

Within the communities, religion is whatever the priestesses say it is. They end up being very different from community to community. The focus is always the importance of individualism, opportunistic hunting, and isolation.

Gender

All menywod are assigned female at birth, and any variation is brutally suppressed.

Economy

Menywod live in a feudal society of loosely connected vassalages ruled by a Regent. Serfs, peasants, and slaves make up the underclasses.

Military

The military of the Gwichian nation is made up of warriors from each vassalage and the larger army of the Regent. The bulk of them are made up of saethwrs, archers who can use their cacophonic voices to enshroud arrows to make them explosive, and specialists such as trywanwrs, who use their sniping skills to assassinate enemies, and the cerddwrs, who have a bond to the Shrikewood and serve as scouts. The Regent also employs terfysgols who use their cacophonic archery powers to disrupt and destroy enemy communities in acts of terrorism. Rare amongst them are the ymladdwrs, who are much the same as saethwr, but use melee weaponry enshrouded by cacophony.

Language

Their language is based on Welsh.

Trade

The Gwichian nation of the Shrikewood trades fruit, hunted meats, materials gathered from prey, and weaponry with other nearby nations, but never with Mwyr Aeld, their rivals to the south.

Occupations

  • Meteldalen - metallic instrument makers who are employed by the Regent to create instruments that resonate with menywod voices.

  • Cerflunydd - menywod who practice sculpting stone or wood with their voices, usually among the oppressed.

  • Canwr Drwg - bards among the menywod who share stories and noise that discourage romance, love, or other positive connections.

  • Perllan - forest keepers, the bulk of serfs and peasants among the oppressed, who tend the woods and gather fruit and animal goods for their vassals.

  • Camgam - dancers who move to the arrythmic noise of the menywod, creating disturbing forms that only the Regent and vassals enjoy.

  • Gwenu - jesters who serve the Regent and speak strange tales and japes that disturb listeners.

  • Twyllwr - menywod who gamble using their voices to disrupt games of chance, often from the underclasses.

  • Diadurwr - menywod who gather information and share with the public, usually tasked to spread information on behalf of the Regent. They are a cross between towncryer and journalist.

  • Regent - the feudal leader of all the Gwichian nation. A vicious ruler who is said to be completely untouchable.

  • Anerchwr - messengers who serve the vassalage and Regents.

  • Hysbysebwr - advertisers in advanced technological times whose work is empowered by cacophony.

  • Cerddwr - rangers who bond to the Shrikewood.

  • Difyon - those who use cacophony during sex to prevent procreation or emotional attachment, often killing their partners.

  • Athraw - “teachers” who disrupt and confuse, spreading disinformation amongst their pupils.

  • Porthor - those whose voices can tear reality and create portals.

  • Cyflymaf - jet pilot in advanced technological eras whose powers help their aircraft break the sound barrier.

  • Ymladdwr - melee warriors who wield cacophonic weaponry.

  • Saethwr - archers who turn their arrows into cacophonic missiles.

  • Llyg - witches who live in the wilderness alone and use cacophonic powers to disrupt natural cycles.

  • Wylofain - religious figures who are overcome by noise and scream and wail unrelentingly in honor of Neidi.

  • Derwydd - druids who commune with the Shrikewood.

  • Lleian - nuns, retired sanctiaidd, who live in isolated communities and serve Neidi.

  • Canwr Mawl - religious leaders who praise Neidi via noise.

  • Sanctaidd - priestesses who lead every community in worship of Neidi.

  • Llais - prophets who claim to speak for Neidi amongst the lleians.

  • Astwen - celebrities in technologically advanced eras who use cacophony to terrify and confuse audiences.

  • Gwneuthurwr Delwedd - menywod who create disruptive soundtracks on television or film in technologically advanced eras.

  • Gair Llafariad - spoken word artists who use cacophony to confuse and disrupt audiences, driving them to be alone.

  • Llenor - poets who use cacophony to turn their art into isolating and confusing works.

  • Trywanwr - sniper assassins who serve the Regent.

  • Terfysgol - terrorists who serve the Regend.

  • Twyllodrus - thieves who use cacophony to disrupt and open locks.

All menywod are cacosingers by birth. Other species become cacosingers to mimic their natural powers.

Outside View

Menywod are seen as mysterious and mystic figures who live in a part of Ansulym that is heavily isolated from outsiders. They are feared and exoticized.

Notables

  • Sgïwr, Menywod Manifest, Aeonian

Estimated Populations

  • Ch’uẖeti: 50,000

  • Gwichians: 500,000

  • Karjuda: 3,000

  • Other: 100,000

Sample Stats

PRO 9
ATH 9
STR 8
AWA 8
WIL 7
PRS 7
STH 8


Old Menywod Page

Madhimoni

Warning: Can't find topic Shem.Meshetani

Ogres

The distinguishing feature of ogres is that they do, in fact, eat other sentient creatures. They generally like to eat raw meat of children, being that children are more tender. Subraces are all cannibals (meaning they eat other intelligent races), but vary in their preferred targets & physical form.

Ogre Template

Aigamuxa, (soul)
Buggane, (darkness)
Căpcăun, (pestilence)
Dzunukwa, (value)
Ghoul, (famine)
Groac'h, (stillbirth)
Ogre, (despair)
Pig-faced Woman, (envy)
Stallo, (nightmare)
Tepegoz, (war)
Tikbalang, (chaos)

Onis

Onis are infernal spirit folk in the far east of Dabusen.

Amanojaku (vanity)
Hashihime (envy)
Ibaraki-doji (chaos)
Kidomaru (famine)
Kijo (blood)
Namahage (injustice)
Onihitokuchi (cacophony)
Shuten-doji (greed)
Tengu (abuse)
Ushi-Oni (spider)

Speculari

Speculari are the "glass people," metahumans whose feet are delicate and capable of walking on clouds, a small group of nations that developed in the sky.

Auroro (might) - the golden folk
Byssoro (order) - the cotton folk
Fullonoro (justice) - the bubble folk
Glaciero (ambition) - the frost folk
Nectoro (abuse) - the lace folk
Salio (storm) - the feather folk
Specularo (oppression) - the glass folk
Venthero (valor) - the harmony folk

Speculari Template

Succubi

Succubi are all-female-assigned nations born from the Goddess's desires, lusts, and temptations. The original nation split into several different nations as they traveled the world and found new desires.

Agrat (deceit) - based on Agrat bat Mahlat
Anuahu (crime) - igbo
Dayan () - hindi mythical creature
Empusa (envy) - empuse
Mahabat Hulwa (love) - arabic
Nekwinde (manipulation)
Onoskelis (undeath) - onoskeli
Rapazasorrinte (water)
Samca () - romanian mythical creature
Sawyim (fire) - thai
Schreiend (cacophony) - german
Soblaznitel' (ambition) - russian
Succubus (vanity)

Tantum

"The Blood of Tiamat," beings of chaos formed in the primordial entropic waters of the universe.

Aqrabuemela (chaos) (Girtablullu's children, scorpion-beings)
Dananum (destruction) (Umu dabrutu's children, violent storm, beast, fearsome, evil weapons)
Gudumuanna (oppression) (Kusarikku's children, bull people, bucket and spade, injustice, giant, immune to evil eye)
Kalba Segu (manipulation) (Uridimmu's children, dog body, wolf-lion, human head, bipedal, tiara, staff with lunar crescent)
Kasulimma (filth) (Kulullu and Kuliltu's children, fish people, mermaid-like)
Mussatur (pestilence) (Basmu's children, horned venomous snake people, giants)
Palhum (order) (Mushussu's children, redeemed by spirits of order long ago, red snake, lion, eagle, tail, horns, crest)
Saninum (misfortune) (Musmahhu's children, snake folk, sevens)
Sukkalu (nightmare) (Usumgallu's children, dragon-lion-folk, horrifying, fearsome, winged)
Tillu (stillbirth) (Lahmu and Lahamu's children, hairy oceanic beings)
Umu Rabu (famine) (Ugallu's children, wolf head, bird feet, yellow, day)

Tantum Template

Trolls

Note: When eye color of trolls is discussed in the description, it refers not to their irises (which have more or less normal variation), but what would be the "whites" of a human eye.

Hellig Clans:

Elv Troll in the rivers (liberation)
Innsjo Troll in the lakes (valor)
Ostlig Troll in the eastern plateaus (justice)

Knuse Clans:

Dyp Troll deep under water (stillbirth)
Fjell Troll in the mountains (destruction)
Gruve Troll in The Pit (blasphemy)
Hoyde Troll in the hills (agony)
Myr Troll in the bogs (filth)
Odemark Troll in the wastelands (famine)
Skog Troll in the forests (cacophony)

Krone Clans:

Nordlig Troll in the tundras (ice)
Sump Troll in the swamps (pestilence)

Sverd Clans:

Dal Troll in the valleys (hunt)
Hule Troll in the caves (might)
Sletter Troll in the steppes (war)
Vestlig Troll in the western frothing seas (death)

Verden Clans:

Fjord Troll among the fjord islands (island)
Molo Troll in the breakwater (water)
Orken Troll in the deserts (sun)
Sortroll in the southern coast lands (storm)
Vatmark Troll in the wetlands (fauna)
Vulkansk Troll near the volcanoes (fire)

Troll Template

Undead

Undead:

Those whose life and death have been corrupted by msawhat such that they are neither dead nor alive, but maintained via evil power in undeath.

Old undead list: Note: all stats listed are for the "human standard." Undead versions of non-humans might have variable stats.

All Undead

Undead Cheat Sheet
Undead Parliament
Undead Dominions
Undead Template

Wekufue

Wekufe are malevolent nations of eastern Palhur who are ruled by or otherwise connected to the kalku.

Anchanchu (filth)
Anchimayen (stillbirth)
Boto (hatred)
Capelobo (nightmare)
Cherufe (destruction)
Colocolo (pestilence)
Gualichu (manipulation)
Imbunche (blasphemy)
Juma (rage) - mapinguari-person
Jurupari (misfortune)
Kharisiri (ambition) - also called pishtaco
Peuchen (exploitation)
Wekufe (abuse)

Old Wekufe Page

Note: Chonchon, Nguruvilu, Boiuna, are diversity connected to these nations.

Agnen is an Aeonian connected to these.
Topic revision: r3 - 26 Aug 2023, SallyJaneBlack
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