Illittum

Species descended of greater powers.

Coeligian

  • Taxonomic Order: Illittum
  • Alignment: Celestial
  • Lifespan: 300 years
  • Diet: Fruit-heavy pescatarian
  • Habitat: Islands
  • Socioeconomic Status: Oppressed

Coeligians appear to be mostly human-like beings in shape and size, but their skin and hair color ranges the entire spectrum of the rainbow. They have small antennae on their foreheads. They also glow softly, the same color as their skin. Usually, their hair color is a lighter or darker shade of their skin color. Those whose hair and skin are shades of different colors are seen as rare and beautiful. They have serpentine teeth used to tear the flesh of hard fruits and fish.

As they complete tasks for the rainbow serpent (if they so choose), they gain colorful stripes on their arms.

Some coeligians take on the features of radiant animals after they have completed some special task in life. The most powerful and rarest grow rainbow scales and feathers like a rainbow serpent. Others include
  • Warriors sometimes grow the rainbow fur and panther claws of an iridal painter.
  • Healers sometimes grow the fiery feathers of a zumrud-u anka.
  • Fishers and sailors sometimes grow the teeth and rainbow skin of a yaku patiri rainbow shark.
  • Travelers and messengers sometimes grow a rainbow carapace and extra legs like a satie harish, the shining centipedes.
  • Laborers sometimes grow large in size and gain the shining, tough skin of a naange ngabu, or sun hippo.
  • Poets and writers grow the beautiful feathers and beak of a sakwie, the blue-grey tanager.
  • Dancers and lovers grow the wings of the vannattuppucci painted lady butterfly.
  • Rangers and druids sometimes grow the glowing rainbow scales and tails of the berpendar biawak or glowing monitor lizards.
  • Hunters, shepherds, and scouts sometimes grow the rainbow fur and jaws of the kuri taika, or radiant thylacine.
  • Singers, musicians, and actors sometimes grow the rainbow feathers of the griv ti gout (the thrush made of the droplets of the rainbow).
These features may change as they grow or complete tasks or quests, but they never have more than one animal feature at a time.

The inherent radiance within coeligians makes them glow various colors. This soft aura grows stronger as they are nearer to those in need, and they can discharge it using one of their various powers involving their task or touch.

Every coeligian is connected to the rainbow serpent and may seek them out to gain a task, starting at the age of seven. They do this by using special teas to have a vision. The vision is a series of dreams, culminating in an interaction with a rainbow serpent. If they do this once, every seven years, they will gain a new task unless they have three tasks unfinished. If a task proves impossible to complete, they must petition the rainbow serpent in their dreams to relieve them of it. They do this by drinking the special tea before they sleep every night until they see the serpent. If the serpent refuses to forgive them and the task is impossible to complete, the serpent will then give them a larger task, a quest, to complete. Those who receive a quest always gain animal features to help them complete the quest. If multiple people are given the same task, they are encouraged to complete the task together.

Early tasks seem to be general, in that anyone can do them, but once a coeligian takes on a role in their community or has a job or otherwise becomes more specific and defined in their lives, the tasks tailor to what and who they are. Warriors get tasks related to fighting off enemies. Healers get tasks related to healing others. Sailors get tasks related to their boats, to giving people passage, or to warning others of dangers at sea.

As they complete tasks, they gain new powers which reflect the services they have provided, as well as a stripe on their arms in a new color.

The touch of a coeligian can empower people to complete a simple task, giving them physical or mental bonuses to do so for a brief period of time. Using this power uses up some of their radiance which must be replenished by doing something kind (and without esoteric assistance) for someone else.

Coeligians can sense when a person is tired physically, mentally, emotionally, or metaphysically.

Coeligians are severely oppressed in most parts of the world. In Endruin, they are among the most oppressed and subjugated. Most are enslaved, and those who aren't are treated as subhuman. They maintain some small fragments of their previous cultures, mostly a preference for arts and music, flower gardens, nautical lore, and certain foods.

PRO 8 ATH 9 STR 8 AWA 10 WIL 9 PRS 12 STH 7

Kashirum

  • Taxonomic Order: Illittum
  • Alignment: Infernal
  • Lifespan: 100 to 3,000 years
  • Diet: Bug-heavy mortal fare
  • Habitat: Temperate
  • Socioeconomic Status: Ruling class

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.

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.

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.

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.

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.

In Endruin, they are called the Tnozga’m nation. They take the form of tick-kin and practice blood magic. They are closely allied with the dreorcwenns. They are usually lesser noble families, middle-wealth capitalists and industrialists, or high ranking executives, military, or police - perfect positions to manipulate the powerful from.

Any PC playing a kashirum would play one who has given up their privilege and become a criminal.

PRO 9 ATH 8 STR 15 AWA 9 WIL 10 PRS 8 STH 8

Tantum

  • Taxonomic Order: Illittum
  • Alignment: Infernal
  • Lifespan: Varies
  • Diet: Varies
  • Habitat: Arid and semiarid mountains, temperate swamps
  • Socioeconomic Status: Ruling class or exotified privileged oppressed

Tantum are chaotic beings dwelling in the swamps of eastern Ansulym. Every tantum born takes one of eleven forms, which happen randomly without regard to the parents. These forms are as follows:
  • Extremely tall horned snake person with six mouths, seven tongues, and seven belly buttons.
  • Lion-headed, draconic body, winged, four legs.
  • Lion-body, bird-legs, seven serpent heads.
  • Eagle talons, lion arms, long neck, long tail, horned head, snake tongue, crest, reddish scales.
  • Hairy hominid.
  • Lion-headed person with bird feet.
  • Dog person with human head.
  • Scorpion person with human head and torso and arms, scorpion lower body and stinger tail.
  • Living storm.
  • Human head, arms, and torso, with fish lower body and tail.
  • Human arms, torso, and head, and bull or bison hindquarters, ears, and horns.
Tantum are beings of chaos, and therefore, they have no consistent powers. Some powers they might be born with include the following:
Power DescriptionSorted ascending Roll
Repel intruder if the tantum marks their abode with their own blood, intruders suffer a -3 to all actions if they come with ill intent toward the tantum. 93-95
Give Divine favor if they mark someone with their blood, that person will have +6 favor from a random deity, which will be presented to them the next time the target dreams. 90-92
Control river current if they swim in a river, they can control the current around them, power of WIL. 25-29
Summon natural disaster once per year, they can summon a natural disaster that would not naturally occur in the area they are in. 43-44
Alter luck player rolls a d8-1, and that many people within 13' of them rolls a d4. If they roll a 1, no change. If they roll a 2, they take the low die for all rolls until their luck changes. If they roll a 3, they take the middle die for all rolls until their luck changes. If they roll a 4, they take the high die for all rolls until their luck changes. 86-89
Venomous bite the bite of the tantum inflicts poison at a power of 11. 1-10
Astrological insight the tantum can look into the stars and gain insight into the events of the next month. 99-100
Inflict hex the tantum mark metaphysically mark someone within line-of-sight, inflicting a randomly generated bad effect on them. 96-98
Venom instead of blood their blood is entirely replaced with a venomous fluid at power of 11. 16-20
Death gaze their gaze (WIL) can kill if they lock eyes with someone, once per week. 59-60
Terrifying presence they appear terrifying to those who can see them (PRS+3) at will. 65-68
Bond to weapons they can bond their life to a weapon they have wielded in combat and spilled blood with, meaning they die only if the weapon is broken (conversely, they also die if the weapon is broken). 79-81
Expanded diet they can consume and digest objects others might not be able to at a power of 11. 13-15
Storm control they can control any storm with their shout, howl, or scream, power of WIL. 73-76
Dual image they can create a mirror image of themselves that can act independely for an hour, once per month. 54-58
Instill Name they can give an extra (False) Name to someone or something. 37-38
Protect from infernal powers they can grant someone else protection from infernal energies at power of 11. 34-36
Increase or decrease size they can grow or shrink themselves bodily at will, ranging from half their size to thrice their size. 11-12
Protect from death they can prevent someone from dying of a mortal wound with their touch. 39-42
Chaossight they can see the primordial origins of any target, but they risk entering a psychotic break for three days (roll WIL vs. 14, +3 for every use subsequent, with no restoration). 69-72
Protect from disease they can spit on someone and give them a +3 vs. any disease or poison. 50-53
Domestic animal influence they can subtly influence the behavior of domesticated animals at a power of PRS. 30-33
Summon storms they can summon a storm by stamping their feet, power of WIL, once per year. 77-78
Shapeshifting they can take one of their other potential forms once per year. 82-85
Shadowwalk they can vanish into shadows and teleport to another shadow within 300'. 61-64
Splendorous appeareance they glow slightly and are perceived as impressive (PRS+3) at will. 21-24
Empowered by the sun while the sun is out, they take +1 to all base stats. 45-49
Every morning (whether they have rested or not), the player rolls a d4. What they roll on the d4, that's how many times they roll a d100 to see which powers they have for the day. If they roll a power that has a recovery period, they do not restore the power if it has been used within the recovery period (i.e., if it is once a year, and they have used it within a year, they do not get it again, they simply have no power for that roll).

Tantum live in tribes in the marshes and deserts to the east, but those in Endruin come as revered beings who come from powerful, ancient dynasties and great magic. They are revered as sages and protectors, and they are welcomed by the dreorcwenns as a privileged visiting species. They hold onto their customs and live in mansions gifted them by nobles of Endruin who think they will bring them good fortune or insights.

Any PC playing a tantum would be one who lost their privileged and became a criminal.

Stats vary drastically by form. Confer with the GM.
Topic revision: r4 - 26 May 2025, SallyJaneBlack
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