Difference between revisions of "Voidal Horror"

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Should a horror encounter an event that would usually kill a mortal entity they are instead displaced. As entities without lifeforce, therefore not living, they thus cannot die nor be undead for they could never be living to begin with; horrors are an anomaly against nature and instead of losing their soul -- something horrors lack all together -- their mind recedes to their Mindplane or their place within the Veil where they originated from. With a metaphorical foot already placed in the material world, the horror may then choose to regenerate their body. As forces from beyond, they may recreate their avatars or choose to remain in the Veil and lurk as they like in its eternal aeons of chaos and madness.
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Should a horror encounter an event that would usually kill a mortal entity they are instead displaced. As entities without lifeforce, therefore not living, they thus cannot die nor be undead for they could never be living to begin with; horrors are an anomaly against nature and instead of losing their soul—something horrors lack all together—their mind recedes to their Mindplane or their place within the Veil where they originated from. With a metaphorical foot already placed in the material world, the horror may then choose to regenerate their body. As forces from beyond, they may recreate their avatars or choose to remain in the Veil and lurk as they like in its eternal aeons of chaos and madness.
  
 
   
 
   
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Eremites of the Void, horrors are the natural-born masters of the magical chaos and contradictory, infinite anarchy of the Void; where Archons adopted the Void, Horrors were born in it, molded by it. As the quintessential creature to bear the arcane, the vices and limitations of magic for mortals are not so for horrors, for they are the epitome of casters; true nightmares from the disarray and primordial soup of the Veil. Horrors devour knowledge; they hunger deeply for information, no matter its source, truth, or nature, however magical arts are treated as a fine delicacy to savor and gorge on through learning and experimentation. With minds unbound by the normal capabilities of even the wisest wizard and warlocks, horrors may reach mastery over a magical art that requires study an IRL month and a half faster than other magi. Horrors are able to tap into the infinite cosmos of the Void and pluck mundane arts from it like fishing in a pond, their minds so boundless and abysmal that by the very act of being they absorb knowledge. Upon seeing any arcane magic cast a horror may teach themself the art through their inherent mastery of learning and tutelage under the Void itself, merely requiring an out of character overseer. As well, so long as their repertoire of arts remain mostly based in the arcane -- keeping at least four Voidal arts -- horrors may expand their minds past the weak, limiting shackles of mortality and attune to a sixth magic.   
+
Eremites of the Void, horrors are the natural-born masters of the magical chaos and contradictory, infinite anarchy of the Void; where Archons adopted the Void, Horrors were born in it, molded by it. As the quintessential creature to bear the arcane, the vices and limitations of magic for mortals are not so for horrors, for they are the epitome of casters; true nightmares from the disarray and primordial soup of the Veil. Horrors devour knowledge; they hunger deeply for information, no matter its source, truth, or nature, however magical arts are treated as a fine delicacy to savor and gorge on through learning and experimentation. With minds unbound by the normal capabilities of even the wisest wizard and warlocks, horrors may reach mastery over a magical art that requires study an IRL month and a half faster than other magi. Horrors are able to tap into the infinite cosmos of the Void and pluck mundane arts from it like fishing in a pond, their minds so boundless and abysmal that by the very act of being they absorb knowledge. Upon seeing any arcane magic cast a horror may teach themself the art through their inherent mastery of learning and tutelage under the Void itself, merely requiring an out of character overseer. As well, so long as their repertoire of arts remain mostly based in the arcane—keeping at least four Voidal arts—horrors may expand their minds past the weak, limiting shackles of mortality and attune to a sixth magic.   
  
 
   
 
   
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There is no art so befitting horrors than that which allows them to express their eldritch, intangible brain than the sorcery of mentalism. It is thus that horrors are apt mental mages and formidable wielders of psionics. Superior horrors express this mastery over their own thoughts and that of others through choosing to galvanize their minds, locking out mental mages from accessing them and forcing out any active mentalist. This does not seal mindplanes from their translators, however. Horrors may extend their minds out to mortal ones, implanting the unfathomable and the strange into their students. The eldritch tutelage of horrors in the mastery of one’s mind instills bizarre, weird thought patterns to slither through the mind of the mentalist. While mentalists taught by horrors -- known as lunartics -- cannot have thoughts read or altered relating to the horror which taught them, having only images of whistling, puffy flesh in their mind if attempted, being taught mentalism by a horror also instills an irrational, intense fear including but not limited to claustrophobia, arachnophobia, ophidiophobia, triskaidekaphobia or mysophobia.
+
There is no art so befitting horrors than that which allows them to express their eldritch, intangible brain than the sorcery of mentalism. It is thus that horrors are apt mental mages and formidable wielders of psionics. Superior horrors express this mastery over their own thoughts and that of others through choosing to galvanize their minds, locking out mental mages from accessing them and forcing out any active mentalist. This does not seal mindplanes from their translators, however. Horrors may extend their minds out to mortal ones, implanting the unfathomable and the strange into their students. The eldritch tutelage of horrors in the mastery of one’s mind instills bizarre, weird thought patterns to slither through the mind of the mentalist. While mentalists taught by horrors—known as lunartics—cannot have thoughts read or altered relating to the horror which taught them, having only images of whistling, puffy flesh in their mind if attempted, being taught mentalism by a horror also instills an irrational, intense fear including but not limited to claustrophobia, arachnophobia, ophidiophobia, triskaidekaphobia or mysophobia.
  
 
   
 
   
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*Choir: The individual may conjure an ethereal swarm of false, chittering minds around them, obscuring their own. A mentalist attempting to reach for the individual’s mind must succeed on a 15+ roll lest they be unable to hone in on the mind. However, the lunartic’s psyche is plagued with artificial, uncontrolled emotions and voices which distract them and make focusing impossible until the choir is silenced via willpower.
 
*Choir: The individual may conjure an ethereal swarm of false, chittering minds around them, obscuring their own. A mentalist attempting to reach for the individual’s mind must succeed on a 15+ roll lest they be unable to hone in on the mind. However, the lunartic’s psyche is plagued with artificial, uncontrolled emotions and voices which distract them and make focusing impossible until the choir is silenced via willpower.
  
*Master: The individual may call upon intangible, invisible servants to levitate up to three objects of combined weight of 10kg or less which may act as though commanded or utilized for their purpose. Books may turn pages or organize themselves, brooms may sweep, sponges may wash, or scissors may cut. These possessed objects fall inert if touched and cannot exert force upon others, thus being utterly useless in a combative situation. However, the lunartic begins to hallucinate and creates strange, sometimes disturbing, ghostly iterations of their respective horror which manipulate the commanded objects; the hallucinations may become threatening or frightful should the lunartic use this Blasphemy more than three times every 24 hours.
+
*Master: The individual may call upon intangible, invisible servants to levitate up to three objects of combined weight of 10 kg or less which may act as though commanded or utilized for their purpose. Books may turn pages or organize themselves, brooms may sweep, sponges may wash, or scissors may cut. These possessed objects fall inert if touched and cannot exert force upon others, thus being utterly useless in a combative situation. However, the lunartic begins to hallucinate and creates strange, sometimes disturbing, ghostly iterations of their respective horror which manipulate the commanded objects; the hallucinations may become threatening or frightful should the lunartic use this Blasphemy more than three times every 24 hours.
  
 
*Voice: The individual may relocate the origin of their voice to perceptive listeners within a 20 meter radius by touching an object and whispering the desired phrase to it, making it sound as though the speech comes from the location of the object. As well, the pitch, volume, and clarity of the speech may be controlled such as to make one’s voice deeper, louder, or distorted. However, the lunartic’s own voice gains a moderate degree of hoarseness, garnering a raspy quality permanently.
 
*Voice: The individual may relocate the origin of their voice to perceptive listeners within a 20 meter radius by touching an object and whispering the desired phrase to it, making it sound as though the speech comes from the location of the object. As well, the pitch, volume, and clarity of the speech may be controlled such as to make one’s voice deeper, louder, or distorted. However, the lunartic’s own voice gains a moderate degree of hoarseness, garnering a raspy quality permanently.
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Greater horrors, with empowered Mindplanes, are capable of the same power of Creation as the dismal Void they crawled out of. From Greater Horrors may pet-like creations be spawned from their ungendered wombs and spill forth miniature copies of themselves. The many-tentacled form of Achan-Chatla may birth tiny, three-armed squid-snakes  from his beak or the shelled and tendriled likeness of Shbchl may wretch up small crustaceans like pill bugs to serve it. These little critters are extensions of the Greater horror’s Mindplane and serve as additional avatars for their mental force, addition arms and legs to a Horror’s metaphorical body. These creations may operate alone as thus be given small, menial tasks for unlike a mundane mortal the minds of these alien beings may act on multiple levels and thus function in multiple bodies, able to focus on more than a single thing at a time. Broodlings are no more than mere animated bodies of the unconscious mind of a horror; they are not of the same sensitive, sapient caliber as the main body and therefore cannot relay information to the horror without physically interacting with it, acting just as a pet, messenger, or meagerly intelligent slave to carry out simple tasks. These creatures may serve as substitutes to birds for carrying messages, small librarians to order and read books, canon fodder for combat -- of which these creatures prove utterly useless in a fight and cannot impose damage worse than the most minor of cuts and serve better as single use shields -- or mere pets to coddle, love, or devour. A Greater horror may have a maximum of three broodlings at any time and may spawn them at will.
+
Greater horrors, with empowered Mindplanes, are capable of the same power of Creation as the dismal Void they crawled out of. From Greater Horrors may pet-like creations be spawned from their ungendered wombs and spill forth miniature copies of themselves. The many-tentacled form of Achan-Chatla may birth tiny, three-armed squid-snakes  from his beak or the shelled and tendriled likeness of Shbchl may wretch up small crustaceans like pill bugs to serve it. These little critters are extensions of the Greater horror’s Mindplane and serve as additional avatars for their mental force, addition arms and legs to a Horror’s metaphorical body. These creations may operate alone as thus be given small, menial tasks for unlike a mundane mortal the minds of these alien beings may act on multiple levels and thus function in multiple bodies, able to focus on more than a single thing at a time. Broodlings are no more than mere animated bodies of the unconscious mind of a horror; they are not of the same sensitive, sapient caliber as the main body and therefore cannot relay information to the horror without physically interacting with it, acting just as a pet, messenger, or meagerly intelligent slave to carry out simple tasks. These creatures may serve as substitutes to birds for carrying messages, small librarians to order and read books, canon fodder for combat—of which these creatures prove utterly useless in a fight and cannot impose damage worse than the most minor of cuts and serve better as single use shields—or mere pets to coddle, love, or devour. A Greater horror may have a maximum of three broodlings at any time and may spawn them at will.
  
  
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Bloated and lethargic, this pulsating mass of quivering flesh and humming bone mantlepieces is the colossal form of Shub-Umbilius, The Trilling Cavity. Her girth spreads ever far, filling her birthplace with her gargantuan being -- a chasm deep beneath a mountain, sizable just enough to fit her horrific alien form; one that was coated in a thick film of mucus and pus, occasionally writhing enough to part the film and expose its abyssal flaps and folds, her many eyes and gibbering mouths exposed to scour and babble at the walls. Her fleshy, brain-textured body mimics the very Void itself -- a bed of chaos borne of the churning potential -- whose skin and cartilage-ridden carriage wriggles and throbs with festering tumors and tendrils that match its oversized girth, and while able to destroy with her sheer physical weight she is too burdened with apathy to leave her cave, filling it to the brim with her mass. She instead opts to amalgamate the energies within her puffy innards, shaping twisted abominations of the Void within her to be wretched out and tasked with servicing her. These creatures alone, save for the few madmen who worship her terrible eminence, do her bidding for fear of consumption.  
+
Bloated and lethargic, this pulsating mass of quivering flesh and humming bone mantlepieces is the colossal form of Shub-Umbilius, The Trilling Cavity. Her girth spreads ever far, filling her birthplace with her gargantuan being—a chasm deep beneath a mountain, sizable just enough to fit her horrific alien form; one that was coated in a thick film of mucus and pus, occasionally writhing enough to part the film and expose its abyssal flaps and folds, her many eyes and gibbering mouths exposed to scour and babble at the walls. Her fleshy, brain-textured body mimics the very Void itself—a bed of chaos borne of the churning potential—whose skin and cartilage-ridden carriage wriggles and throbs with festering tumors and tendrils that match its oversized girth, and while able to destroy with her sheer physical weight she is too burdened with apathy to leave her cave, filling it to the brim with her mass. She instead opts to amalgamate the energies within her puffy innards, shaping twisted abominations of the Void within her to be wretched out and tasked with servicing her. These creatures alone, save for the few madmen who worship her terrible eminence, do her bidding for fear of consumption.  
  
 
   
 
   

Revision as of 07:26, 13 May 2020

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VoidHorror.jpeg
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Voidal Horror


These horrendous and arcane creatures originate from the void with almost no explanation for their creation, their various purposes or why they are the way they are. This mystery will likely remain such for a long time. However we can still understand what these creatures are.

' What is a Voidal Horror?'

Voidal Horror is the general term for any twisted and morphed creature, birthed and residing in the Void. They live and reside in the Void, wandering, warring, learning and otherwise doing whatever it is they please. They are a strange and incomprehensible form of being, having been twisted, scarred and morphed by the void into impossible beings of the abyss. Each more vastly different than the last, Voidal Horror’s are as infinitely different as the void from which they originate from, their traits and powers and physiology all alien. However, despite this, there are obvious similarities between all of them, not to mention the obvious similarities between various groups of them, allowing us to more or less generalise them and place them into vague categories. Classifications & Hierarchy

Voidal Horrors are as chaotic as the void they originate from, their purpose very odd and alien and always different from another. However, despite these creatures having no form of social structure or civilization, there is a faint semblance of a pecking order amongst the horrors, much like there is in the animal kingdom.

Lesser Horrors

Greater Horrors

Arch-Horrors

Simply out of fear from one another, the Lesser horrors do not come between the Greater horrors and the greater horrors respect the wishes of the Arch-Horrors. It is out of a sense for survival, not a desire for order.


Aside from this, there are certain similarities between the types of horrors that can bring some form of order amongst the chaos. The various horrors do not necessarily align alongside their type and they merely wander aimlessly in the void, seeking ways to complete their ambiguous and alien goals, should they even have any.


Classifications

Horrors

Voidal Horrors are the most well known form of void-based creature. They are generally far more sentient than their counterparts, very intelligent and analytical (if at all strange), oddly enough oftentimes having the ability to speak common. They are inquisitive and curious, though are as devious as any demon.


They sometimes have the capability to wield magic, some magics that are completely alien to the descendant races, some that have not even been discovered yet. They are not necessarily violent or particularly strong, however their various features and differences may make them so.


They are usually no bigger than your average man, taking on what could be considered humanoid forms. However, the differences between voidal horrors are vast. For example, the most famous voidal horror, Achan-Chatla, took on a human-like tentacley form, whereas others will look entirely different. However the basic premise is that all voidal horrors take on a humanoid form, regardless of the vast and chaotic differences between them.


tl;dr

Sentient, humanoid, people-like, very strange, magic-sensitive, huge variation in physical appearance, usually a fleshy form.

Terrors

Voidal Terrors are the vicious and savage cousins of their Horror counterparts. They are generally mindless and animalistic, their forms reflecting such. They operate almost solely on an animal-like influence, almost immediately acting violently when come into contact with, be it within the Void and their voidal kin or with any living being in the world of the living. They cannot be reasoned with and they cannot communicate, they are mindless beasts with no capabilities or functions other than to slaughter and feed.

They can come in various sizes, from the size of a small cat to the size of an elephant, with varying physical strength and traits. They are often found with numerous spines, spikes, fins or horns covering their bodies and heads, multiple eyes, more often than not moving around on four or more legs as opposed to two, however it is not unheard of. Like their voidal horror counterparts, they take on a fleshy appearance, oftentimes with a hardened exoskeleton (sometimes taking on a magical/elemental exoskeleton, such as the volcanic voidal terror of Adrallan, who’s exoskeleton was made of volcanic rock and consistently evoked fire).

tl;dr

Animalistic, savage, vicious, mindless creatures, can be large, no magic/intelligence/communication, feral beasts, fleshy forms, hardened exoskeleton, sometimes elemental exoskeleton.

Abominations

Voidal Abominations are the most alien out of all the voidal kin. They often come in elemental, primordial or ethereal forms, sometimes taking on humanoid shapes, other times no. They will often appear to be the embodiment of an element, an invokable element or sometimes even another force within the universe.

These abominations are quite intelligent and often times can be quite tricksy. Most of them retain the ability to speak common, others have the ability to find ways to speak common. Most often than not, they are adept in the art of the arcane, their powers often strange and different to what the descendants are capable of doing, however boast an expansive arsenal of arcane power.

Their bodies are vastly different from that of their kin, their fleshy forms taking on very strange and elemental forms. They are not necessarily physically strong, but their physical capabilities vary between each one. The Voidal Abominations are the most different out of all their voidal kin, even amongst one another, their differences are ridiculously stark.

tl;dr

Elemental, intelligent, primordial forms, magic-sensitive, physical appearances vastly different, physical strengths fairly low (varies).

Behemoths

Voidal Behemoths are the kings of the void, the titanic voidal beasts that reside within the endless abyss. Behemoths are colossal beasts with savage appearances and incomprehensible minds, usually with an unbreakable fixation on a certain aspect of existence. For example, the “Mana-hunter” as described by Avar Telos the void wraith, it’s entire existence revolves around the draining and absorbing of all the mana around it.

Behemoths, despite their savage appearance and brutal mindset, are rather intelligent and devious, though despite this they cannot be reasoned with. Their minds too focused on achieving their desires, their ambitions, it driving their every action until it is completed. Some behemoths do have some semblance of magical ability, generally that of standard arcane magics, sometimes having access to more strange and unfathomable powers.

Their physical strength however is monstrous, usually being, at the very least, the size of house, some growing larger than that. Their appearance and forms are fleshy but hardened, more often than not covered in a hardened exoskeleton much like Voidal Terrors. Their physical appearances vary massively, however much resembling their lesser terror kin.

tl;dr

Colossal beasts, intelligent, irrational, fixate on singular aspect of existence, magically adept, physically strong, terrifying. Physiology


Diet Voidal horrors do not rely on a diet to absorb nutrients but seem to have the desire to eat anyway. Their diets are extremely strange, more often than not preferring raw meats, fish and insects, however none are aware as to why.

Blood All Horrors, regardless of their classification, all bleed the same way. They bleed an odd form of ichor, similar to that of the Itharel in concept but far different. Their blood is a strange pink, bismuth looking form of blood and is rich in genus (the energy of creation and catalyst of all magical energy), serving as nothing but a vessel for their mana, their power. Their blood is extremely volatile when used in rituals, for example with blood magic or contract magic, however does not preserve. Due to its volatility, it cannot be collected nor contained, dissipating and evaporating into the void within hours of it spilling.

Life Unlike the descendants, voidal horror’s lives are entirely magical and based around the arcane. Strangely, they do not contain any life force and do not require it in order to sustain their bodies. They do however require mana in order to sustain themselves. Their mana pool being far larger than that of a descendant, voidal horrors tap into this pool, manipulate it’s energy in order to live.

Body Voidal Horror’s bodies are all majorly different, as stated above, however there are some similarities between them all. Their bones are brittle but light, their skin rough and tough, their flesh strangely dry. They do not have organs like the rest of us, nor do they have the need to breath. However, at the centre of all voidal horrors is their “heart of horrors”, a singular orb, their lifesource and power battery. When voidal horrors absorb mana, it is transferred to the orb, acting as a battery for the being. Should the heart be destroyed or pierced, the voidal horror will immediately die. A voidal horror can be killed by normal means, enough damage and they will perish, however this is the quickest way.

Power The majority of all voidal horrors have access to a wide range of arcane magical abilities, some of which seem entirely foreign to the descendants. Unlike the descendants, they are quick to adapt and learn new magics, evolving their abilities with uncanny ease. Some are far more powerful than others, thus creating a pseudo pecking order amongst them, outlined above.

Generally, horrors take to their abilities very naturally, manipulating the void as if it were an extension of themselves. They generally are drawn towards magical schools that appeal to them, rather than choose them out of practicality, the magics and powers available to them more like a fingerprint than a tool.

Death In death, voidal horrors don’t leave behind a mangled corpse like creatures of the earth. Much like an evoked element or a conjured being, voidal horrors will always return to the void. Their deaths are mildly explosive, releasing a burst of energy before dissipating and evaporating, their essence and energy returning to the void.

Reclassification

The Origins of Voidal Horrors

Long has it been thought by mortal scholars that the creatures known as Voidal Horrors were not simple monsters, but were actually utterly alien beings who have invaded from the Void where the rest of their bizarre societies resided. Though this line of reasoning is understandable, it is unfortunately incorrect. Voidal Horrors are not invaders from over the great arcane sea, but are instead something perhaps more mundane.

The Veil protects the mortal world from disintegration by the endless and chaotic energy of the Void, and it has done so ever since the Creator forged the universe. However, it is not perfect, and often the imperfections result in anomalous instances where the energies of the Void manage to seep into the mortal world, without the control of an arcane mage to guide them. Most often, the Void energies take the form of everyday objects and elements, such as saucepans, fireballs and clocks. Sometimes though, enough energy pierces the veil and interacts with lingering mana, forming what could be considered a pseudo-soul. The energy then takes a physical form around this pseudo-soul creating a sentient being, the Voidal Horrors that many a mortal knows and fears.

The beings known as "Greater Voidal Horrors", and even "Arch Horrors" are formed in this exact way. They are not special Voidal Horrors, but are only the result of greater quantities of Voidal energies seeping through in one scenario and therefore creating a more powerful and perhaps intelligent creature.


What is a Voidal Horror?

Voidal Horror is the general term for any twisted and morphed creature, birthed and residing in the Void. They live and reside in the Void, wandering, warring, learning and otherwise doing whatever it is they please. They are a strange and incomprehensible form of being, having been twisted, scarred and morphed by the void into impossible beings of the abyss.

Each more vastly different than the last, Voidal Horror’s are as infinitely different as the void from which they originate from, their traits and powers and physiology all alien. However, despite this, there are obvious similarities between all of them, not to mention the obvious similarities between various groups of them, allowing us to more or less generalise them and place them into vague categories.


Classifications & Hierarchy

Voidal Horrors are as chaotic as the void they originate from, their purpose very odd and alien and always different from another. However, despite these creatures having no form of social structure or civilization, there is a faint semblance of a pecking order amongst the horrors, much like there is in the animal kingdom.

  • Lesser Horrors
  • Greater Horrors
  • Arch-Horrors

Simply out of fear from one another, the Lesser horrors do not come between the Greater horrors and the greater horrors respect the wishes of the Arch-Horrors. It is out of a sense for survival, not a desire for order.

Aside from this, there are certain similarities between the types of horrors that can bring some form of order amongst the chaos. The various horrors do not necessarily align alongside their type and they merely wander aimlessly in the void, seeking ways to complete their ambiguous and alien goals, should they even have any.


Classifications

Horrors

Example of a possible Horror

Voidal Horrors are the most well known form of void-based creature. They are generally far more sentient than their counterparts, very intelligent and analytical (if at all strange), oddly enough oftentimes having the ability to speak common. They are inquisitive and curious, though are as devious as any demon.


They sometimes have the capability to wield magic, some magics that are completely alien to the descendant races, some that have not even been discovered yet. They are not necessarily violent or particularly strong, however their various features and differences may make them so.


They are usually no bigger than your average man, taking on what could be considered humanoid forms. However, the differences between voidal horrors are vast. For example, the most famous voidal horror, Achan-Chatla, took on a human-like tentacley form, whereas others will look entirely different. However the basic premise is that all voidal horrors take on a humanoid form, regardless of the vast and chaotic differences between them.

tl;dr

Sentient, humanoid, people-like, very strange, magic-sensitive, huge variation in physical appearance, usually a fleshy form.


Terrors

Example of a possible Terror


Voidal Terrors are the vicious and savage cousins of their Horror counterparts. They are generally mindless and animalistic, their forms reflecting such. They operate almost solely on an animal-like influence, almost immediately acting violently when come into contact with, be it within the Void and their voidal kin or with any living being in the world of the living. They cannot be reasoned with and they cannot communicate, they are mindless beasts with no capabilities or functions other than to slaughter and feed.

They can come in various sizes, from the size of a small cat to the size of an elephant, with varying physical strength and traits. They are often found with numerous spines, spikes, fins or horns covering their bodies and heads, multiple eyes, more often than not moving around on four or more legs as opposed to two, however it is not unheard of. Like their voidal horror counterparts, they take on a fleshy appearance, oftentimes with a hardened exoskeleton (sometimes taking on a magical/elemental exoskeleton, such as the volcanic voidal terror of Adrallan, who’s exoskeleton was made of volcanic rock and consistently evoked fire).

tl;dr

Animalistic, savage, vicious, mindless creatures, can be large, no magic/intelligence/communication, feral beasts, fleshy forms, hardened exoskeleton, sometimes elemental exoskeleton.


Abominations

Example of a possible Abomination

Voidal Abominations are the most alien out of all the voidal kin. They often come in elemental, primordial or ethereal forms, sometimes taking on humanoid shapes, other times no. They will often appear to be the embodiment of an element, an invokable element or sometimes even another force within the universe.

These abominations are quite intelligent and often times can be quite tricksy. Most of them retain the ability to speak common, others have the ability to find ways to speak common. Most often than not, they are adept in the art of the arcane, their powers often strange and different to what the descendants are capable of doing, however boast an expansive arsenal of arcane power.

Their bodies are vastly different from that of their kin, their fleshy forms taking on very strange and elemental forms. They are not necessarily physically strong, but their physical capabilities vary between each one. The Voidal Abominations are the most different out of all their voidal kin, even amongst one another, their differences are ridiculously stark.

tl;dr

Elemental, intelligent, primordial forms, magic-sensitive, physical appearances vastly different, physical strengths fairly low (varies).


Behemoths

Example of a possible Behemoth

Voidal Behemoths are the kings of the void, the titanic voidal beasts that reside within the endless abyss. Behemoths are colossal beasts with savage appearances and incomprehensible minds, usually with an unbreakable fixation on a certain aspect of existence. For example, the “Mana-hunter” as described by Avar Telos the void wraith, it’s entire existence revolves around the draining and absorbing of all the mana around it.

Behemoths, despite their savage appearance and brutal mindset, are rather intelligent and devious, though despite this they cannot be reasoned with. Their minds too focused on achieving their desires, their ambitions, it driving their every action until it is completed. Some behemoths do have some semblance of magical ability, generally that of standard arcane magics, sometimes having access to more strange and unfathomable powers.

Their physical strength however is monstrous, usually being, at the very least, the size of house, some growing larger than that. Their appearance and forms are fleshy but hardened, more often than not covered in a hardened exoskeleton much like Voidal Terrors. Their physical appearances vary massively, however much resembling their lesser terror kin.

tl;dr

Colossal beasts, intelligent, irrational, fixate on singular aspect of existence, magically adept, physically strong, terrifying.


Physiology

Diet

Voidal horrors do not rely on a diet to absorb nutrients but seem to have the desire to eat anyway. Their diets are extremely strange, more often than not preferring raw meats, fish and insects, however none are aware as to why.


Blood

All Horrors, regardless of their classification, all bleed the same way. They bleed an odd form of ichor, similar to that of the Itharel in concept but far different. Their blood is a strange pink, bismuth looking form of blood and is rich in genus (the energy of creation and catalyst of all magical energy), serving as nothing but a vessel for their mana, their power. Their blood is extremely volatile when used in rituals, for example with blood magic or contract magic, however does not preserve. Due to its volatility, it cannot be collected nor contained, dissipating and evaporating into the void within hours of it spilling.


Life

Unlike the descendants, voidal horror’s lives are entirely magical and based around the arcane. Strangely, they do not contain any life force and do not require it in order to sustain their bodies. They do however require mana in order to sustain themselves. Their mana pool being far larger than that of a descendant, voidal horrors tap into this pool, manipulate it’s energy in order to live.


Body

Voidal Horror’s bodies are all majorly different, as stated above, however there are some similarities between them all. Their bones are brittle but light, their skin rough and tough, their flesh strangely dry. They do not have organs like the rest of us, nor do they have the need to breath. However, at the centre of all voidal horrors is their “heart of horrors”, a singular orb, their lifesource and power battery. When voidal horrors absorb mana, it is transferred to the orb, acting as a battery for the being. Should the heart be destroyed or pierced, the voidal horror will immediately die. A voidal horror can be killed by normal means, enough damage and they will perish, however this is the quickest way.


Power

The majority of all voidal horrors have access to a wide range of arcane magical abilities, some of which seem entirely foreign to the descendants. Unlike the descendants, they are quick to adapt and learn new magics, evolving their abilities with uncanny ease. Some are far more powerful than others, thus creating a pseudo pecking order amongst them, outlined above.


Generally, horrors take to their abilities very naturally, manipulating the void as if it were an extension of themselves. They generally are drawn towards magical schools that appeal to them, rather than choose them out of practicality, the magics and powers available to them more like a fingerprint than a tool.


Death

In death, voidal horrors don’t leave behind a mangled corpse like creatures of the earth. Much like an evoked element or a conjured being, voidal horrors will always return to the void. Their deaths are mildly explosive, releasing a burst of energy before dissipating and evaporating, their essence and energy returning to the void.

Second Lore

Born from the Veil spits anomalies and contradictions of nature; things misunderstood by reality itself may come crawling from beyond the bounds of Creation and into our world, entities so unfathomable and infinite that their existence is itself a violation of natural order. Creatures such as these, if they can be called such, squirm and wriggle in the Infinite Deep of the Veil, spawn of the Void, and are wholesomely strange and bizarre. No mortal tongue can describe them better than “abnormal.” Sentient as any man, intelligent as any scholar, and analytical as any scientist are these things, devious as demons and hungry as the Void they came from. They are inquisitive in nature as if they were manifestations of curiosity itself. These are Voidal horrors and the world knows their touch.


From these three Greater horrors and a volatile work of blood sorcery came the awakening of Shub-Umbilius, the Arch-Horror behemoth, the Singing Chasm and the Queen of Decadence. Her boundless mind is a great threat to horror kind, asserting herself atop their pseudo-hierarchy not out of law or order but through power and domination; Lesser and Greater horrors obey her hungers for the sake of survival for her mind is so great and terrible, boundless and infinite, and incomprehensibly ravenous that she may devour their Mindplanes at any moment and erase them. From her puss-ridden womb she spits Lesser horrors, spawn of the Void, whom may be played by Event Team or Lore Team members. All horrors require an application and filled character sheet as seen in the bottom two links of the page. All horrors spawned through blood magic may only also be played by Event Team members or Lore Team members as event characters.



Definition

There are four variants of Voidal horrors; Lesser, Greater, Superior, and Supreme. Lesser, Greater, and Superior horrors are all tangible whereas Supreme horrors are intangible. Tangible horrors are incomprehensible aliens from beyond the stars which bear tentacles and float, have blood rich in arcane-tinged genus capable of great marvels through blood magic, are immune to worldly harm like poisons and disease for their forms are beyond the touch of nature and its weapons, regenerate from sludge-beds throughout the world, have heightened prowess with the arcane, speak the tongueless tongue of Moonspeak, and possess Mindplanes. The Greater variety may translate their Mindplanes and may birth writhing Broods. The Superior variety may manifest their Mindplanes, shield their minds from mentalists, and grant Blasphemies. The Supreme variety are almost entirely enigmatic and unknown.


Physiology

Horrors are chaos incarnate as such they come in all shapes and sizes; while they share the common theme of cartilage-based tendrils it so happens that each and every horror is different from their kin, some insectoid, some marine, some sharing traits with common animals. They are usually small and capable of locomotion, some via legs, some use the cartilage tendrils, while others may simply float each and every horror is capable of moving throughout our plane. Horrors are not physically adept, their impossible anatomy is not structured for use within our orderly realm, many if not all horrors are physically feeble and their lack of dexterous hands makes them clumsy, incapable of feats of great agility or strength such as a swordplay but not necessarily precision; they are limited to a lifting weight of fifty pounds or twenty three kilograms. No horror has the muscular strength to wear armor, making them especially vulnerable to physical harm, indeed a horror in battle is a dead one. What makes horrors capable of surviving in our plane is their extremely high intelligence for they are each and every one clever, capable of diplomacy and often veer toward pacifism in order to maintain a conflict free existence.


Below is three excerpts of horror descriptions:


“Achan-Chatla was a frightening figure to behold, eldritch and impossible by all anatomical standards. There was little sense to be had in its form, a wide vertical maw that parted to reveal innumerable teeth, clear like a snake’s eyelid but as strong as any beast’s this mouth acted as a center mass to a truly innumerable number of ivory tendrils, featureless save for the incredibly coarse skin and the malformed and many colored eyes that dotted them it floated above the ground by about a foot, its full height that of six feet,“


“Shbchl’s alien anatomy renders it fit for the environment it was born into; to compensate for dwelling in the Yawning Deep its form enabled its survival. Its entire body spare a number of fleshy, baroque tentacle-like limbs is covered in a lustrous, iridescent black exoskeleton. Light refracts off the creature’s shell and breaks into nebulous, ephemeral patches of emerald hues and shifting colors of violet and mauve. Portions of its shell and specifically its flesh tendrils all reflect a vibrant and vivid coalescence of nigh neon cyan and saturated violet when submerged within the dark; this coloration can be nullified if Shbchl wishes but it otherwise naturally glows in alien and weird patterns in the dark. Thick, nail-like hairs nearly half a meter long each sprout from parts the abomination’s joints, allowing it to sense the area around it like whiskers. Shbchl’s form disallows the carrying of weight over fifteen pounds lest it must stop floating and very, very slowly drag something under seventy pounds.

Its head consists of an elongated and plated cap of tall, salient ridges run like spines along its skull, ending in a fine point and its face a carapace-shelled, cyclopean maw of inward-facing prongs and layers of mandibles with small, spidery legs which it may hold and touch with around its mouth; pseudo-lips. Along the sides of its head and partially above the mouth are lines of a total thirty eight eyes, each varying in size but symmetrical to the opposing side’s size. The eyes of Shbchl along the ridges of its sides are situated two pairs of scorpion-like, husked, shimmering-black arms that meld from section to section before ending in a fine, hard tipped point like its chelicerae. Beyond Shbchl’s protracted head runs a lengthy, grubby body below akin to a black maggot. Its soft, supple, thickly veined and squirming self is protected by a stretch of centipedeal plates of an exoskeleton and numerous thick, rigid legs along its sides. A large thorax is situated below the head after two sternums is a hub of coxa which bud from its body like unwanted growths. From these coxa sprout a total of fourteen tendrils of soft, iridescent flesh complete with toothed suckers for gripping and raised rims of transverse, fleshy supports like rows of thumbs that run along the tentacle and complete the ends used to strengthen the durability of its arms and grip onto objects of move water and sand over it as a desert snake or eel uses to strafe through both mediums. This expanse of its lower body is usually tucked together in a zigzag pattern beneath its thorax and head, pulled up into a central “body” and is often used to protect its inner juicy bits. Should Shbchl become frightened and must flee or is either swimming in water or run through sand its lower body will undo and sprawl out for a total of six meters long and like a train the Horror will speed away in a serpentine manner; Shbchl’s alias is ‘the Sidewinder’ for this reason.

With its fingered maw, Shbchl may use its chelicerae and mouth-digits to grip onto an object about the side of a melon and unhinge its four jaws, opening a cavernous craw leading into its inwardly spiked, haired, blood-thinning saliva drenched gullet. This slow, vulnerable state is the most extreme physical feat of the Horror and like Achan-Chatla’s beak Shbchl’s maw may be snapped shut with extreme force, enough to crush bone to splinters to feed the creature. “


“As a denizen of the Void, its’ body is contorted much like its fellows. Its flesh is black as pitch, undulating slowly as whatever fluids it is home to pass feverishly within; the flesh itself is slightly chill to the touch, the freezing cold of the Void still clinging to its form. Without a true face, the head is so smooth as to gleam in the light of wherever it might be whilst a single tendril falls down from behind its head. In times of panic, that single tendril is known to rise above its head and split apart, forming two distinct curls that mimic the horns of a goat. The torso is tall and spindly, adorned with many hundreds of intricately curling patterns of what might be called veins, that conjoin together where the navel of a descendant might be found. Each arm is of the same black, growing greyer towards where we might expect the hands to be found. The wrist abruptly explodes into myriad tendrils. When necessary, the horror may cause both arms to split apart into several comprising tendrils, aiding them in whatever manipulation they may be attempting. Below the ludicrously thin waist, what we might expect to be legs split apart into again, several fairly large tendrils. Whilst these can be extended to propel the horror to their full height, they normally curl themselves around to propel their holder forwards through rotation. By turning around and around, each of these slowly hauls the horror onward.“


As well, a horror’s blood is a potent concoction of genus and alien fluid, comprised nigh entirely of pure, raw mana from the Void. This rare blood creates the grounds for legendary feats capable by blood magic in the harnessing of excessive amounts of genus deep in the lifeblood of these slithering outsiders, especially regarding occult rituals using arcane arts. The potency in a horror’s “veins” is consistent throughout their kind for their pink, bismuth blood has the volatility of threefold a mortal man’s worth. Imbibing such blood is a dreadful mistake for any sane individual, for the purity of arcane-tinged genus in the blood of horrors is so strong that digesting the liquid begins a long and dark spiraling descent into madness. Like an archmage put into a hazy mental state from possessing powerful magic for too long, drinkers of this blood become ill with the likeness of the horror they drank it from. However, to some it is a gift; to enter a Greater horror’s manifested Mindplane the visitor must drink from the veins of the horror in order to liken themself to the horror so their brain may translate the dreamscape into something less harrowing.


With bodies comprised of manifested mana and as artificial, unfathomable works of flesh, carapace, and fluid, horror’s lack the proper organs and lifeforce to have their physiology disrupted by the stealthy agents of nature; disease and poisons are rendered inert inside a horror’s body, simply sweating out of them in the form of mucus. This mucus, while originally toxic, is inert and the disease or poison once in their body has been rendered into nothing but gel and slime. As well, due to their souls, soul essence, and lifeforce lacking thereof horrors are immune to necrotic drains, curses, and taint and Naztherak malflame.



Death and Regeneration

Should a horror encounter an event that would usually kill a mortal entity they are instead displaced. As entities without lifeforce, therefore not living, they thus cannot die nor be undead for they could never be living to begin with; horrors are an anomaly against nature and instead of losing their soul—something horrors lack all together—their mind recedes to their Mindplane or their place within the Veil where they originated from. With a metaphorical foot already placed in the material world, the horror may then choose to regenerate their body. As forces from beyond, they may recreate their avatars or choose to remain in the Veil and lurk as they like in its eternal aeons of chaos and madness.


An invasion of horrors is denoted by sporadic growths from the deep wherein sludge churns and expulsions of mucus and amniotic fluid occasionally spill out like pestilent vomit. In locations where a horror deems safe and homely they may wretch up this naturally accumulating mucus and create a crib to meditate in, a bed for them to lay and regenerate within. Should their bodies become inert through pseudo-death or events which would usually kill a living mortal, their minds recede to their upper Mindplane wherein the force may rebuild its form by will. Soon, the avatar of their greater consciousness shall spew out from a sludge-bed, having regenerated in cocoon-like bundles of iridescent ichor in a purposeful bed.


There a multitude of things which may demanifest a horror’s unsightly avatar, ranging from being impaled, skinned, incinerated, or dismembered but not losing a limb, being lynched, or drowning for example; what would usually slay a scrawny, pathetic mortal man would undo a horror. As well, abjurationists who study horror blood may come to learn how to properly fashion a ward into a weapon or armament, creating an Arm of Banishing which is a weapon exceptional at slaying horrors, causing them the greatest of any in the perception of ‘pain’ and through causing their forms to degrade around blows. As well, patrons which demonize these outsiders may opt to allow their spells, usually divine smites or holy light which would scorn undead and the tainted, to as well function similarly upon horrors and thus obliterate their bodies as the dark may.


Should a horror be consumed by Shub-Umbilius all of their worldly influences are erased including any manifested Mindplane, the use of a Mindplane translator, lunartic quirks, and Blasphemies.



Magic

Eremites of the Void, horrors are the natural-born masters of the magical chaos and contradictory, infinite anarchy of the Void; where Archons adopted the Void, Horrors were born in it, molded by it. As the quintessential creature to bear the arcane, the vices and limitations of magic for mortals are not so for horrors, for they are the epitome of casters; true nightmares from the disarray and primordial soup of the Veil. Horrors devour knowledge; they hunger deeply for information, no matter its source, truth, or nature, however magical arts are treated as a fine delicacy to savor and gorge on through learning and experimentation. With minds unbound by the normal capabilities of even the wisest wizard and warlocks, horrors may reach mastery over a magical art that requires study an IRL month and a half faster than other magi. Horrors are able to tap into the infinite cosmos of the Void and pluck mundane arts from it like fishing in a pond, their minds so boundless and abysmal that by the very act of being they absorb knowledge. Upon seeing any arcane magic cast a horror may teach themself the art through their inherent mastery of learning and tutelage under the Void itself, merely requiring an out of character overseer. As well, so long as their repertoire of arts remain mostly based in the arcane—keeping at least four Voidal arts—horrors may expand their minds past the weak, limiting shackles of mortality and attune to a sixth magic.


Lacking souls and lifeforce, horrors are limited to the kinds of magic they may learn, leaving the following as possible arts they may come to study and master:

  • All Arcane arts
  • Atronach Forging
  • Arcane Displacement
  • Cognatism
  • Blood Magic
  • Further Alchemy
  • Naztherak

(Subject to updating.)


There is no art so befitting horrors than that which allows them to express their eldritch, intangible brain than the sorcery of mentalism. It is thus that horrors are apt mental mages and formidable wielders of psionics. Superior horrors express this mastery over their own thoughts and that of others through choosing to galvanize their minds, locking out mental mages from accessing them and forcing out any active mentalist. This does not seal mindplanes from their translators, however. Horrors may extend their minds out to mortal ones, implanting the unfathomable and the strange into their students. The eldritch tutelage of horrors in the mastery of one’s mind instills bizarre, weird thought patterns to slither through the mind of the mentalist. While mentalists taught by horrors—known as lunartics—cannot have thoughts read or altered relating to the horror which taught them, having only images of whistling, puffy flesh in their mind if attempted, being taught mentalism by a horror also instills an irrational, intense fear including but not limited to claustrophobia, arachnophobia, ophidiophobia, triskaidekaphobia or mysophobia.


Lunartics are the base population of horror cultists and zealous followers, often moonstruck individuals. They are the sad few who have fallen to the charisma or wit of a horror, either seduced by the charm or invaded by their power. Lunartics do not remember their dreams and wake up in sweats, experiencing extensive and frequent bouts of deja vu wherein they feel as though they dream of the future and are instilled with a permanent mental disorder or quirk befitting the horror such as an inclination for cannibalism or something less macabre like schizophrenia, however most lunartics also suffer from clinical depression. Horrors feed off the dreams of lunartics and draw psionic power from them, enabling the horror to engineer and craft supplementary dreams with help from the lunartic’s memories to fill in the gaps and make it seem natural and self generated which the mentalist remembers and subsequently believes is an auguring of the future. However, horrors can only control the content of the dream and not the interpretation. This is the beginning of a horror’s domination of mortal minds, allowing them immense creative freedom in how they wish to use this to influence their underlings.


Should an individual be moonstruck, the respective horror may teach that individual mentalism remotely through manipulating their dreams. This allows the horror to either give discrete lessons and make the lunartic believe they are developing a strange psychic power or they can be more direct and paint themselves as a great, unfathomable alien force for which the lunartic must bargain with to obtain more power. The mentalism of lunartics is warped by the eldritch intelligence which taught it just as horrors’ mentalism is frightful and changed, inciting a list of alterations. Telepathy with a lunartic or horror causes frantic whispers and unintelligible auditory hallucinations to buzz in the mind of the listener and the voice of the mentalist becomes erratic, spastic, and chaotic in nature. The mentalist’s abilities to alter memories becomes flawed in that what they change oftentimes causes bizzare or macabre, unintended memories to also be created such as altering a memory to forget an acquaintance's face yet it is replaced by sweeping worm body segments and pus ridden liver spots. These mentalists who use catalepsy to divert the consciousness of an individual may opt to leave the body of the dreamer in a raving, frantic, feverish mess babbling gibberish, weeping or hyperventilating whilst stuck in a deep mental stupor.



Ascension

Horrors seek to consume, grow, and expand: their minds being both their only and most potent possession, they pursue evolution for outside the Veil they are both predators and prey among realm after realm of flora and fauna deserving study and, in the end, subjugation. Through ascension a horror may climb the ladder of *****, nigh amorphous hierarchical levels to better what they do best: manipulate, dominate, and consume. A horror seeks to advance their mind; it is their innate hunger for knowledge that heightens their volatility. It is evolution and predation that defines horrors: the weak are meat and the strong do eat. To this end the horror seeks to have their cosmic presence cemented in Creation and expanded through feeding upon lesser minds; they may act as spymasters, masterminds, or puppeteers and work from the shadows, kingpins or religious figures and work directly as seen in the Saltfolk of Judi, or somewhere inbetween when following their overarching goal of building a following of moonstruck and lunartics. This becomes reality through the settling of a location and formation of a guild, family or house, city or town, cult, or even culture where the horror establishes themself within it and keep themselves out of harm’s way.


Starting from the bottom, a horror may willingly submit their Mindplane to a mortal and fuse their minds, creating a cognat. This leaves the horror trapped within the mortal until they die wherein the horror is then released. Doing so is likely a decade or century, convoluted plot spun at the tentacles of the horror but is a rare decision to make. Horrors are born Lessers and should they learn mentalism and create three moonstruck, three lunartics, or a combination of the two they ascend to the ranking of Greater. Greater horrors may have their Mindplanes translated as well as produce broodlings. Should a horror have taught ten lunartics, made ten moonstruck, or a mixture of the two who are not lunartics or moonstruck of other horrors their mind evolves, elevating to the Superior ranking. This distinction of horror is capable of manifesting a part of their mindplane in a single location, can make themselves invisible to mentalism’s reaching and therefore shut out all use of mentalism, and may grant Blasphemies to lunartics or to themselves should they be applicable.


Often bargained for in occult contractional deals or granted to the zealous and loyal, Blasphemies are eldritch boons given by a Superior horror to a lunartic of their tutelage. There are seven blasphemies any Superior horror may grant through a bargain or gift but must be willingly accepted, aware of the full details of the boon or otherwise; should a lunartic obtain all seven Blasphemies they become a thrall to the horror, a heretic. Through touch a heretic’s mind may be temporarily replaced with the horror’s and their body is effectively possessed by the horror, allowing the horror player to roleplay as the lunartic’s character’s body until the horror wishes to cease control or until death. Should the heretic perish, their body reforms at the horror’s translator through a grotesque, quivering placenta born of foreign fleshy origin. The seven Blasphemies are as follows:

  • Vigil: The individual no longer requires sleep. However, the lunartic can no longer sleep and when their mind wanders in a place of rest their ‘dreams’ are replaced with vivid hallucinations which the respective horror controls. While the mentalist spends the rest of their days awake, this Blasphemy rouses an inner level of paranoia which preoccupies them with thoughts of precaution and weariness.
  • Mouth: The individual’s mind melding telepathy can communicate with an individual in any language the target knows, even if the mentalist does not know that language, although with this lunartics cannot learn new languages. However, the lunartic’s speech occasionally becomes jumbled and tossed, switching words, syllables, or letters when verbalizing.
  • Glass: The individual produces no shadow as though they were an illusion. However, the lunartic begins to have occasional, weekly dissociative episodes where they stare off, go stiff, and become unresponsive until thirty minutes pass or they are roused.
  • Outsider: The individual is resistant to poison, taking twice the dosage to be poisoned. However, the lunartic’s blood becomes thin and runny, taking twice as long to stop bleeding.
  • Choir: The individual may conjure an ethereal swarm of false, chittering minds around them, obscuring their own. A mentalist attempting to reach for the individual’s mind must succeed on a 15+ roll lest they be unable to hone in on the mind. However, the lunartic’s psyche is plagued with artificial, uncontrolled emotions and voices which distract them and make focusing impossible until the choir is silenced via willpower.
  • Master: The individual may call upon intangible, invisible servants to levitate up to three objects of combined weight of 10 kg or less which may act as though commanded or utilized for their purpose. Books may turn pages or organize themselves, brooms may sweep, sponges may wash, or scissors may cut. These possessed objects fall inert if touched and cannot exert force upon others, thus being utterly useless in a combative situation. However, the lunartic begins to hallucinate and creates strange, sometimes disturbing, ghostly iterations of their respective horror which manipulate the commanded objects; the hallucinations may become threatening or frightful should the lunartic use this Blasphemy more than three times every 24 hours.
  • Voice: The individual may relocate the origin of their voice to perceptive listeners within a 20 meter radius by touching an object and whispering the desired phrase to it, making it sound as though the speech comes from the location of the object. As well, the pitch, volume, and clarity of the speech may be controlled such as to make one’s voice deeper, louder, or distorted. However, the lunartic’s own voice gains a moderate degree of hoarseness, garnering a raspy quality permanently.


An enigmatic force may be formed through cooperation rather than predation, a generally foreign thought to even horrors of the Void. Through a coalescence of psionics, three Superior horrors may gather and in a blood ritual conducted by two moonstruck awakened blood mages the horrors may fuse their mindplanes together, submitting them to one another to merge and melt away their individual forces to congeal and meld into a singular, greater being, a Supreme horror, also known as an Elder One. This transcended horror, now one instead of three, is physically undone yet its mindplane is cemented in the world, not physically but in an intangible, lurking presence. A Supreme horror is comparable to the notion of a Void deity, both in scale of influence and ethereal immortality. These entities surpass Arch-Horrors and Behemoths in scope and scale, freeing horrors from the predation of the likes of Shub-Umbilius. An Elder One is the definition of an alien entity, godlike to the extent of a patron yet incomprehensible and unfathomable. There are no existing Elder Ones at the acceptance of this lore and ones not made through roleplay require unique lore for acceptance. They enable the same lore and event opportunities as an Aengul or Daemon. Additionally, a magic granted by an Elder One is Voidal. The three previous Superior horrors are PKed in this crescendo of the horror invasion, a rare and nearly unthought of event known as Deuslirious.


Language

Every horror, no matter their shape or form, is capable of speaking what is recognized among other horrors as the primal, crude, and raw iteration of what mortals deem language. Through whistles, slurps, belches, hisses, scrapings, scratches, and other woesome sounds meant only for a vacuum is the tongueless tongue of Moonspeak, the Common among those native to The Space Between. This maddening chatter gnaws at the minds of mortalkind for it is no physical creation of resonance or vibration but an extension of the horror’s transcendent mind towards another, expanding and expressing itself through an unfathomable and nauseating babble albeit a buzz not potent enough to induce a daze, vomiting, or crippling headache. Only those truly and utterly insane may even attempt to grasp at the meaning of these “sounds,” but those forlorn and sad few dedicated to the study and allowed to listen to a horror for long enough may learn to mimic the whispers and fevered gargling. These are known as the moonstruck, speakers of Moonspeak. A sad reality for these individuals is that their forms were never made to allow such strange notes and weird melodies, forcing their speech of the language to be improper and poor: any horror may appreciate the attempt but is equivalent to listening to a speaking deaf; close but not quite. Moonstruck gain a latent understanding of Moonspeak upon imbibing horror blood and remain able to speak and read it so long as their minds remain addled, the mortal body naturally processing through a dose of horror blood within two years (two IRL weeks). To remain moonstruck an individual must imbibe again before their body cleans their mind. As well, moonstruck gain a mental trait likening them to the horror they drank of as well as a mental disorder, be it a knack for puzzles or art and paranoid schizophrenia or social anxiety.


Rare others may understand moonspeak such as cognats whose inner horrors choose translate for them, often not knowing the exact meaning of what was said but rather an interpretation through the horror’s own words however not all cognats’ horrors may be so kind. Cognats have no advantage over others in speaking moonspeak, however, only understanding it


Moonspeak can be written, however it is often in very strange mediums or through odd methods wherein it would not necessary be deemed language by most known as ‘Moonrunes’ or “Qulchn”. This may be as simple as carving out sigils upon the surface of clean wood or as complex as the texture and pattern of woven paper in a volume. Only horrors, moonstruck, cognats whose horrors would inform their host, and use of Voidal Feeling can read Moonrunes as the complexities and anomalies within its grammatical structure are far too vast and minute for a usual mortal mind to grasp without assistance; only horrors have the intuition necessary to read it otherwise..



Mindplanes

Horrors, aberrations and mishaps in physical form, lack both souls and lifeforce for their invasion into the material plane granted them an avatar for the force that is their minds. Horrors are not abominations themselves but rather the formless brains behind the puppet. The proverbial plane upon which these entities think is beyond mortal comprehension, some describable only by maddened babbles and fevered whispers of the moonstruck and ill. A scholar may describe them as fields within the Void, areas claimed by a horror as Aenguls and Daemons had in the formation of the world in order to claim their powers, implying the Veil is a patchwork of small, horror-claimed demiplanes whereupon they exist as half-Creation, half-Void cocktails of sinew and shell. These planes allow horrors to exist without souls but as entities so unleashed and unburdened by reality that mere thought enables their pseudo-existence, machinations of the Void and utter madness. These planes are the homes to horrors and where they exist on a half-spiritual level. So near to the Void and trembling, they allow horrors their very nature of being such as their magical prowess or enriched blood. When a horror is slain they retreat to this plane, expelled from their avatar, and slumber as long as they desire until they seek to reform their body.


These Mindplanes are playgrounds to Horrors, incomprehensible landscapes of nightmares and dreams borne of the Horror’s thoughts. Their cranium, however, is borne of a language so beyond mortals for most they cannot be trafficked to or beheld. Mental mages may attempt to peer into the mind of a horror but only become stricken with a fleeting bout of madness upon the attempt, however Greater horrors have more resilient planes which, with the proper precautions, can manifest into a physical plane where souls may vacation to under the right circumstances.


For a mortal to behold a Greater horror’s Mindplane, represented by a 50x50x50 cube of bedrock tucked away somewhere in the world or build world, they must undergo a process of translation. In order for other minds to enter this greater mind, first they must be likened; for the visiting mind to attempt to comprehend the utter madness and pure, primal chaos that is a horror’s Mindplane they must become like the horror and spiral into madness with their blood to begin to try to understand and experience their mind, known as translating. A second translator is needed beyond the drinking of a horror’s blood, that being that the horror must know mental magic and has mastered their own mind, allowing for it to be tamed and subdued just enough so the minds of others are not torn asunder in the violent changing and anarchy of their thoughts. A third, final translator is required which is perhaps the most rare; a physical link must be made in order for the physical properties of Creation to attempt to follow into the Mindplane, where the insanity and utter chaos of a horror’s mind is only slightly quelled. Here, through using a Horror’s blood to imbue either paints, clay, or mortar, works of great art must be made: paintings, sculptures, or feats of architecture. A blood-drunk, moonstruck madman must create these translators in order for them to function correctly under the babbling disorder of horror magic. Should the chaos-embodying artistry be completed in method best representing the appropriate horror, a hand may be laid upon the art and a passphrase of the horror’s choosing may be uttered in whatever tongue the Horror deems fit to act as a key into their mind. This act follows the worldly laws of planar locomotion and movement between space regarding the arcane and here, with speaking a passphrase to enter the artwork, a being may disappear and be drawn into the translator to then appear within the Mindplane of the horror. These lands, while under the complete and total control of a horror, are susceptible to damage; wear and tear upon their physical translator may render the connection to the Mindplane inert and should the relic of art be destroyed all minds bar the horror’s are shunted out and their bodies remanifest in the material plane, suffering critical bludgeoning damage from being torn back into the world.


Should a soul enter a mindplane and suffer harm their physical bodies do not suffer the same damage upon remanifesting. Dying in a Mindplane causes the person to remanifest. A horror may try to trap an individual within their mindplane, however contesting rolls of /roll 20 causes the victor to choose whether or not the soul may leave and remanifest once every 2 hours. Objects may be kept indefinitely within mindplanes but may also be stolen with a contest of /roll 20 wherein the victor chooses the fate of the object every 2 hours. Objects which enter Mindplanes must be smaller than 15x15x15 and may only come should a soul touch both the object and the Mindplane translator to bring both within. The horror may deny the entry of any object or individual they wish upon the attempt to enter.


Superior and Supreme horrors may manifest their Mindplanes partially within the mortal realm, blending their consciousness with creation to create cancerous tumors of homes. Here whatever the horror has designed as their true self begins to bleed into the world such as a mountain cavern where the tunnels begin to bear scabs and bloody flesh which twist into beating and warm organs and biomass leading to a putrid, pulsing eye or a pale yellow mist creeping throughout a forest speckled with wriggling tumors under the bark of trees leading up to a saffron spire of metallic alien material. They are strange areas befitting discord. These Mindplane manifestations may take place within 15x15 block “hearts” with a 50x50 block area of surrounding partial anomalies: should the heart be warded by five abjurationists or purged by five holy mages the mindplane manifestation is purified and cleansed from the plane. The Mindplanes of great elder things such as the Trilling Cavity, Shub-Umbilius may be forced into the material plane to manifest through an occult blood ritual requiring the shared blood of three horrors and a fresh cauldron’s worth from the respective Arch-Horror, Supreme horror, or Behemoth conducted by at least three blood mages or a moonstruck awakened blood mage. The attempt to bridge such a gargantuan mindplane produces one of two effects: one creates a 30x30 block “heart” with a 100x100 block area of surrounding partial anomalies akin to the Mindplane manifestations of Superior or Supreme horrors or it ruptures in a chaotic, slow-spreading explosion and spawns a Hollow as designed by the ritual.



Broods

Greater horrors, with empowered Mindplanes, are capable of the same power of Creation as the dismal Void they crawled out of. From Greater Horrors may pet-like creations be spawned from their ungendered wombs and spill forth miniature copies of themselves. The many-tentacled form of Achan-Chatla may birth tiny, three-armed squid-snakes from his beak or the shelled and tendriled likeness of Shbchl may wretch up small crustaceans like pill bugs to serve it. These little critters are extensions of the Greater horror’s Mindplane and serve as additional avatars for their mental force, addition arms and legs to a Horror’s metaphorical body. These creations may operate alone as thus be given small, menial tasks for unlike a mundane mortal the minds of these alien beings may act on multiple levels and thus function in multiple bodies, able to focus on more than a single thing at a time. Broodlings are no more than mere animated bodies of the unconscious mind of a horror; they are not of the same sensitive, sapient caliber as the main body and therefore cannot relay information to the horror without physically interacting with it, acting just as a pet, messenger, or meagerly intelligent slave to carry out simple tasks. These creatures may serve as substitutes to birds for carrying messages, small librarians to order and read books, canon fodder for combat—of which these creatures prove utterly useless in a fight and cannot impose damage worse than the most minor of cuts and serve better as single use shields—or mere pets to coddle, love, or devour. A Greater horror may have a maximum of three broodlings at any time and may spawn them at will.




Shub-Umbilius, the Trilling Cavity

Decadence in physical form. Gluttony, raw and true. A voracious appetite for all. This is Shub-Umbilius, a Behemoth Arch-Horror pulled from the greyspace of the Veil, mother to the squirming and languishing. Summoned through the black, occult sorcery of blood magic fueled by the fuchsia blood of the three Greater Horrors, Qthgotn-Qthgtyn, Shbchl, and Achan-Chatla


Bloated and lethargic, this pulsating mass of quivering flesh and humming bone mantlepieces is the colossal form of Shub-Umbilius, The Trilling Cavity. Her girth spreads ever far, filling her birthplace with her gargantuan being—a chasm deep beneath a mountain, sizable just enough to fit her horrific alien form; one that was coated in a thick film of mucus and pus, occasionally writhing enough to part the film and expose its abyssal flaps and folds, her many eyes and gibbering mouths exposed to scour and babble at the walls. Her fleshy, brain-textured body mimics the very Void itself—a bed of chaos borne of the churning potential—whose skin and cartilage-ridden carriage wriggles and throbs with festering tumors and tendrils that match its oversized girth, and while able to destroy with her sheer physical weight she is too burdened with apathy to leave her cave, filling it to the brim with her mass. She instead opts to amalgamate the energies within her puffy innards, shaping twisted abominations of the Void within her to be wretched out and tasked with servicing her. These creatures alone, save for the few madmen who worship her terrible eminence, do her bidding for fear of consumption.


Tentacled and lazy, the Queen of Decadence earned her title rightfully; perplexed and curious of the nature of existence and Creation, she seeks to addle her brain and twist her perception as most intensely as possible. Cubic yards of drugs, tons of alcohol, and massive quantities of other such addling substances attract her taste, seeking to sit and bake for the experience is what she craves, hungering for a high ever unreachable. Too she hungers for horrors to swell in number and dominate, surmounting the will of mortals through creating cults and cliques dedicated to the service of horrors for it is the Void which inspires her to consume, grow, and rule; the Cavity hungers, voracious and ravenous, and her want cannot be quenched. Those who fail to fulfill their roles, be it through inactivity or misbehavior, are often subject to her hungering maw wherein she may cannibalize the horror’s Mindplane and PK them. She sings her ghastly melodies through harrowing, artistic mastery over Moonspeak and chants her anthem throughout the ducts and crevices of her chasm, serenading all who come near with her lust for narcotics, information, and domination.


For her ***** tastes and odd lustings, the Trilling Cavity is a hermit at heart and a shy beast; only in the company of her most trusted is she comfortable, weary of the eyes of her Lesser horrors or mortalkind. She thus requires a caretaker from her Greater horrors, a being willing to dedicate itself to her and her cravings. Only the most utterly mentally ill and crazed may do, for the sanity of the living sickens the Behemoth, causing her belly to roll; she is home with the mad.



  • There may only be five player horrors at a time, including three Superior horrors. There may only be one Supreme horror which does not count towards the other five.
  • Should a horror not be played for longer than 2 months their application may be revoked and be PKed by Shub-Umbilius