Species Uxzabor
Order Tutelary Undead
Classification Undead
Dominion Wapek
Sphere Ice
Origin Mortals dying in icy waters
Lifespan Inmortal
Habitat Polar regions
Food Fear
Description The visages of the dead appearing as they lived within walls of ice in ice floes, ice bergs, and ice walls.
Corruption When many mortals die in a traumatic experience in icy waters (drowning, freezing to death, murder, suicide), some of their souls can be trapped by the latent brumal aether and msawhat. These souls conglomerate into a collective undead being that exists only in images in the ice.
Esoterica Uxzabor are beings of brumal aether and msawhat. They retain only powers derived from their appearances, and none based in qi, the gates, emotional resonances, or heavenly essences. They do not learn new esoteric arts in undeath.
Special Powers Uxzabor cause unease and fear in those who see them. If someone feels fear because of the sight of an uxzabor, they are then subject to sensory hallucinations created by the uxzabor. The more fear they experience, the more they feed the uxzabor, and the less the victim is capable of feeling anything except fear. As their emotional capacity dies, so does their ability to feel warm. When the victim freezes to death, their soul becomes part of the uxzabor.
Locus The solid ice floes, bergs, or walls in the polar regions are the locus of the uxzabor. As the souls become trapped within, the uxzabor becomes more and more protective.
Necromancy

A necromancer or brumalist must either find a group of people who died in icy cold water or kill a large group of people in icy cold water to create an uxzabor. The water must be primed with brumal energy (25), msawhat (30), or both (18), either infused with it directly or via a ritual invoking the Name of a frost elemental of sigificant age (at least three Ages) or an onoskeli (similar age) via sigils carved on a piece of debris (driftwood, for instance) in the sea, dropped into the relevant water.

To control an uxzabor, one must have its Name and invoke it, and they must have the will to overpower it directly. To summon one, one must sacrifice a loved one by drowning them in a vat of icy cold water, and one must have enough ice on hand to contain the uxzabor (50 cubic feet per soul). To capture one and draw its power, one must take a significant portion of the ice the uxzabor possesses (10%) and cover it in sigils invoking the uxzabor's Name and the Name of the caster, and the caster must have will power to overpower the uxzabor.

A medium may, if they freeze part of their own body, channel an uxzabor, but the risk is enormous, as the collective will of that many souls is usually more than a single medium can bear.

Sending If someone could melt all of the ice the uxzabor possesses, it would be sent, but this would require enormous amounts of sustained heat.
Weaknesses Solar aether is especially effective, as are intense positive resonances. Otherwise, qi, the gates, and heavenly essences can send them.
Behavior Uxzabor are minimally mobile in the best of cases and usually rely on happenstance to acquire victims. However, they are extremely patient and powerful and can be sustained for many decades with small amounts of mortal fear.
Dominion Culture In the Wapek Dominion, uxzabor are honored as ancients, leaders, sources of fell wisdom and power.
Other Dominions Uxzabor are rare in other Dominions. Most are only in other Dominions either as convenience by location (Pandemonian, Godless, Kaanian, Srisian, Raesian) or strange, unexpected circumstances. Dun, Agikaani, Durosian, and Qhanuum almost never have them due to local temperatures.
Mortal Interactions Mortals don't usually understand uxzabor as individual undead so much as haunted locations, if they are aware of them at all due to their usual remote locations or effectiveness at devouring their victims. In most cases, victims of uxzabor are viewed as unexplained disappearances in the polar cold.
Afterlife The souls in an uxzabor can be redeemed if they escape, though it takes Ages in the in-between. Those who are not end up in the Grey Lands, the Hells, or Evernight.
Notables Y'tholl, Uxzabor Manifest, Eternal Iceberg; Anyihotl, the Polar Chasm; Ggale-ndhalib, the Northern Lurker
Special Classes N/A
Sample Stats PRO 17
ATH Ice 1 Souls 22
STR Ice 75
AWA 25
WIL 42
ROG Ice 1 Souls 25

Unease Presence 15
Fear Presence 19
Souleating (WIL)
Topic revision: r3 - 03 Aug 2020, SallyJaneBlack
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