Metahumans with individualized, innate esoteric powers.
Taxonomic Order: Metahumans
Alignment: Poioumenonic
Energy: Wild Mana
Lifespan: 70-120 years
Diet: Normal mortal fare
Habitat: Cool temperate mountains and islands
Originally, they were humans infused with wild, uncontrolled mana, but after the Death of Magic, they became more diverse in their esoteric energies. However, there is always a spark of wild mana within them that makes their powers uncontrollable.
Wild talents mostly have the same range of appearance as humans, but because of the wild mana within them, some incredible variations are possible.
Wild talents reproduce with each other, with other metahumans, and with humans, and their offspring follows the species of the birthing parent. Reproduction outside of metahumans or humans is rare, but possible with some wild talents whose bodies are randomly compatible with other species. Their children follow the birthing parent in these rare cases. If a human has wild talent blood, they and their progeny may randomly be born as a wild talent.
Other than their wild mana, wild talents also have heightened awareness of mana itself.
Most wild talents have a single power that they cannot control. Rarely, their powers cause physical variations in their bodies that are connected to their powers (1 in 100,000). Even more rare are those who can control their powers (1 in 1,000,000), and even rarer still are those with more than one power (1 in 100,000,000).
Mana is an energy that interacts with other energies. Most talents have a power that is a power of pure mana. Next most common are powers that are from a different poioumenonic power (1 in 10,000). Paradoxical, shebvic, or nommic powers are next in commonality (1 in 50,000). Aetherial, celestial, or infernal powers (other than void, which is impossible) are next (1 in 250,000). Ambrosial powers are not possible.
Void weakens them and can kill them. Some talents have powers that are actively harmful to themselves or cause them difficulties in dealing with society.
Though wild talents have become a part of almost every human or metahuman society in the world (and beyond), their national culture is that of the country of Maraddon.
Wild talents carry with them many customs, attitudes, and beliefs from their home country of Maraddon, including the remnants of a caste system that falsely categorized them depending on whether they could control their powers. Though this caste system no longer exists, certain biases remain in wild talent families or communities.
In Maraddon, the old power structure is mostly intact. A feudal empire ruled by the originating family (who have the family name of Maraddon, but have individual last names unconnected to their family name, such as Firesong, Lightningfist, Angelus, etc. based on their powers), Maraddon went through a series of major reforms at the end of the Age of the Broken Sword on Second Shem that eventually led to the creation a more powerful parliamentary system. This system was a compromise to keep the empire from crumbling, but eventually, most of the territory they controlled returned to its original national owners. Maraddon now remains a powerful parliamentary monarchy with a mercantile economy.
Family structure is mostly extended. Multiple generations often live on the same land, sharing either dominion (if they are nobles) or the work (if they are peasants). In urban areas, a merchant class wields much more power, and the working class has created a series of major unions to protect themselves. A class of warriors and mystics serves the ruling nobles, while the merchant class and working class struggle for control over the local police in various municipalities. A rich history of resistance exists in Maraddon.
Children born into noble families are raised by servants and their birthing parent until they are seven years old or so, at which time their talent should be evident. If no talent is evident at the time, the child is sent to an orphanage or religious institution. If a talent is evident, they begin training as either a warrior, a mystic, or an administrator. Warriors are trained as knights; mystics are trained to use their powers as their main occupation; administrators are taught to govern and handle a court or government position. Warriors have powers suited to combat. Mystics have powers suited to specific roles. Administrators have powers that don't fit either. Those with multiple powers are usually in the royal family or close to it, and they are trained in all things. Those with powers that are socially unacceptable (because of physical differences that are seen as aesthetically displeasing) or not viable for life (this happens tragically but not often) are sent away to orphanages or religious institutions.
At age 12, a noble child will enter a school for their specific role. Future knights enter schools that teach both combat and etiquette. Mystics are sent for more intensive study. Administrators learn logistics, governance, and etiquette. Etiquette is extremely important among the nobility, and only mystics are forgiven their lapses. A misstep in etiquette can mean losing one's land, title, or freedom; starting a war; or a generations-long feud.
By age 19, nobles come of age and are able to inherit land and titles. They are expected to take up the role they were assigned, and if they fail in it, they are generally quietly set aside and ignored. If they excel, they are set at center stage. First-borns take up tutelage under their parent(s) in order to know enough to inherit. Second- and later-born are expected to embody their roles. Parents or the title-holding sibling arranges marriages, seeking to build alliances and gain more power.
Merchants' children are raised similarly. At age seven, they are tested for talent. If they do not have one, they are either sent away to an orphanage or religious institution, disinherited, and/or simply ignored and neglected. If they do have a talent and it is not socially unacceptable or unviable (who suffer the same fate as the untalented), they are sent to private schools. They are not sorted further; they all learn the same things - history, economics, business, literature and poetry, etiquette, and so on. By age 19, they are considered adults. Those who are first-born or set to inherit focus on the family business. Those who are further down the chain either find roles in the family business, join the clergy or military, live in luxury as useless parasites, or seek to start their own endeavors. Marriages are usually arranged.
Workers and peasants raise their children in their extended families. Children are not tested for talents, but if they do not develop one, they are usually hidden out of shame. Only the most privileged are able to send their kids to schools; most teach their children themselves. They start working once they are old enough to do so, usually very young if they are peasants and by age 10 or 11 if they are workers. By the time they are 19, they are legally adults and may seek their own land from another noble (if they are peasants). Most stick with the family plot. Workers also become adults by age 19, at which time they can legally vote for parliamentarians, get married, and join a union. Workers are very politically active, and they are known for being rebellious. Peasants must get permission from their lords to get married, but they often have informal unions instead.
Maraddon is a country on the coast, and as such, they have a major nautical culture. Their navy is one of the strongest in the world, and service in the navy is more prestigious than joining the army or the small airforce. Working as merchant-marines is a common escape for disowned nobles or merchants, outcasts of any kind, those fleeing peasantry, or criminals. And sailors in general are seen as a respected occupation in spite of their worldly ways and salty language. Fishing is a major industry as well, controlled as much by nobles and merchants, with rights to fishing areas highly competitive. Trading is strictly controlled by merchants, who contract with nobles for goods to sell that are grown on peasant land. Nobles own pleasure yachts and have regattas often. Workers and peasants who live near the ocean often have small boats.
Because of their history of resistance and empire, a parallel set of musical traditions has emerged. The lower classes have folk music and freedom songs, while the upper classes have their fine art music and classical pieces. Art is simple except those who gain noble patronage, who have the luxury of becoming more grandiose and complex. Bean, olive, and lentil dishes are common, as well as fish.
Every year, there are many festivals. The New Year Fesitval is also the Founder's Birthday. Storm Night in the eighth month celebrates the legend of Kavian Stormbringer. Night of the Silver Moon (the seventh full Grey Moon of the year) honors a man known as Damon Argent, the Chancellor, and Parliament Day in the sixth month honors the victory of the underclasses in founding a powerful parliament that represented them. Plague's End in the 12th month celebrates the end of a major plague that swept the country. Day of the Bright Maiden in the third month celebrates the "summer virgins," a group of unmarried women who defended the country from invasion at the cost of their lives. And Crane Day in the 10th month celebrates all kinds of music.
Wild talents are beings of mana, an energy they cannot control inherently. Therefore, they are not generally its wielders. They can use almost any other energy, however, except for void.
The church in Maraddon is mixed heavily with their history and origins. Instead of worship of the Triple Goddess, which is what many wild talents worship outside of Maraddon (as witches), they worship a strange trinity of Ubedlivo Grom, God of Storms; Vistina, the Mother of Truth; and Mikrobi, the God of the Plague.
Ubedlivo Grom is the god of commoners, the one who forms patterns, the one who protects and who floods and who sends cyclones. He is power and war; he is clemency and compassion. Priests who serve Ubedlivo Grom lead public sacrifices to call for good weather (usually a sacrifice of sheep or pigs) every month, with special ceremonies at the beginning of planting season or before times when storms are more frequent at sea. Sailors especially honor him; merchants fund this part of the church and have great influence here. Lesser children of merchant families often end up in this faith. Followers of the storm wear red.
Vistina is the goddess of the nobility, the one who speaks truth, the one who understands absolutes. She writes Names and thus gives them talent, or so they say. The clergy of Vistina are usually female or female-presenting, save for the high priest and his immediate underlings, who are mask-wearing men who speak only the truth, no matter what. The Church of Vistina is heavily vested in the nobility, and younger nobles often join this particular faith. They hold weekly services, bless any noble endeavor, and teach negotiation, diplomacy, and law to nobles in noble schools. The high priest is always a lesser child of an archducal family who renounces inheritance of the imperial crown. Followers of Vistina wear violet.
Mikrobi is a god that is only worshiped by small cults in plague-hit areas; however, he is always prayed to or sacrificed to to protect against his powers by commoner and noble alike. When the weather begins to turn cold, major sacrifices (cattle or deer) are made to Mikrobi in order to stave off the worst illnesses that come with the chillier months. If a pestilence breaks out, the same sacrifices are made to stave off its spread. The cults to Mikrobi are viewed as a form of collective madness that must be isolated but never, ever harmed. Harming a Mikrobi cultist means an instant plague outbreak. They are outcasts, pariahs, but never prisoners. As such, they are known to take in criminals. However, most criminals find their practices of eating molding foods, drinking poisons, and intentionally subjecting themselves to disease to be too horrifying. These practices, however, all have the effect of building up immunities or treating the diseases they have, though few outside these cults realize it. The cults generally go in and treat plague victims or others suffering in epidemics, but their reputation is the opposite. Followers of Mikrobi wear yellow.
Gender is recognized and diverse, but less important than what talents one has. Same-sex marriages are not allowed (marriage is entirely about property and inheritance and reproduction), but same-sex relationships are accepted more generally.
The economy of Maraddon is a feudal and mercantile one.
Maraddon has a strong military that once conquered all of Ranu. Their navy is one of the strongest in the world, and service in the navy is more prestigious than joining the army or the small airforce. Their army is mostly made up of conscripts from the workers and peasants and knights from the nobility.
Their language is a mix of Macedonian and Greek.
Maraddon’s trade is primarily mined minerals and metals, fish, apparel, and agricultural products.
Common occupations include
Sposobnost: mystics
Vitez: knights
Podnesuvanje: administrators
Blagorodna: nobles
Most people on Shem know of wild talents and find them remarkable when they meet them, unless they have known a wild talent. The novelty usually wears off. Views of Maraddon vary, but most in Ranu and other nations once under its sway remember them as conquerors. Their reduced power does not negate certain forms of distrust. Wild talents born into other cultures are sometimes viewed as evil omens and killed as children, sold as slaves, or otherwise banished, ostracized, or feared. Other cultures celebrate them as spiritual leaders.
Ilien Noth-Teroq, Azure Witch, Wild Talent Manifest (spreads blue zones when she walks)
Samuel Jericho, the Jack of Hearts (music played when he danced)
Rook Ap Hywel d'Asheria Theros Balthazar Du Merukisi, Prince of Violets, Hero of the Reever Sea, Captain of the Maiden's Honor (reproductive biology changed when they ate salt)
Donna Hayseed, Archmage (plants grew automatically around her)
Willard Drosden, Summoner and Tara'hinian Scholar (never slept), deceased
Henri Tove, Cursed Musician (combined the dreams of those around him), deceased
Anje Severnaya, Old Grandmother (grandmother sense), deceased
Datuna den Loch, Dream Sainte (absorbed nightmares), deceased
Jarod den Loch, Silver Spymaster (walked on water), deceased
Mikhail Mao, Master of Consensus (overheard the past)
Albert Renkarr, Heartsinger (multiple powers)
Gabriel Leannan, Champion of the Masked God (multiple powers)
Marilyna Firesong, Dowager Empress, Vassal of Flowers (multiple powers)
Caspian Starheart, Consul of Swifts, Master of Languages (multiple powers)
Dritta Soulseer, Sorcererss of Ivory, Lieutenant of Ivory (multiple powers)
Altsisi Swordqueen, Queen of Swords, Consort of the War God (multiple powers)
Kimber Brightfire, Queen of Hoods, Consort of the Hooded God (multiple powers)
Olympia Lucksmith, Ancient Crafter, Paragon of Coins (multiple powers)
Annavera Firewalker, Princess of Flames, Ascendant of Flames (multiple powers)
Elodia Silversong, Mindsoother, Vassal of Opals (multiple powers)
Ahaus Lightningfist, Unstoppable Thunder, Bailiff of Storms (multiple powers)
Perival Stonegaze, Scholar of the Esoteric, Retainer of Wands (multiple powers)
Thorian Quietgrace, Subtle Lord, Steward of the Veil (multiple powers)
Orehek Skullface, Deep Memory (deceased) (multiple powers)
Hyun Boxmaker, Patron of the Arts, Paragon of the Spectrum (multiple powers)
Bellflowers Wildling, Ascendant of Claws, Protectress of Kali (multiple powers)
Rayner Shadowstep, Assassin (deceased) (multiple powers)
Isidore Hunter, Ranger of the Wolfwood, Retainer of the Hunt (multiple powers)
Cassarah Colorwalker, Tumbler Devout, Partisan of the Spectrum (multiple powers)
Herala Angelus, Ascendant of the Swan, Daughter of Light (multiple powers)
Blyze Fishscale, Deep Explorer (deceased) (multiple powers)
Maraddon Truthspeaker, Founder of Maraddon (deceased)
Giani Flamedancer, Mother of Maraddon (deceased)
Kavian Stormbringer, Master of Patterns (deceased)
Gru'saag Fishmother, Crone of the Deep (deceased)
Corella Maraddon, Seventeenth Day Founder (deceased)
Vannah Maraddon, Necromnatrix (deceased)
Cadoy Maraddon, Sun Knight (deceased)
Arn Fangdeep, Swampdweller (deceased)
Fye Shadowstep, Assassin (deceased)
Dapvaala Cloudheart, Proud Avenger (deceased)
Jhanson Swordmaker, Mastersmith (deceased)
Goss Fireeyes, Wiseblade (deceased)
Merriander Hyrase and Lysander Hyrase, Twin Dukes (deceased)
Arlie Battisto, Servant of Quills
Lester Jackson, Luck Savant
Chryandemus, the Plague-Bearer (deceased) (multiple powers)
100 million worldwide; 8 million in Maraddon.
PRO 8
ATH 8
STR 8
AWA 8
WIL 8
PRS 8
STH 8
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