The blighted refer to all of the ideogenic species created through Blight's blights. All blights created by Blight require direct or nearly direct transmission from existing species members. Some of the blighted that exist in the present Age of Reunion are listed below. Their CSMA classifications are included.
As of right now, all blighted can be considered semi-open species owned or co-owned by Auspice.
Here is a quick reference of the species listed here, in the format:
Blighted Species Name | Blight Name | Co-Creator (if any)
CSMA Classification: (classification according CSMA.)
Creation Year: (in-lore year of creation)
Concept: (brief descriptor of the concept behind the species)
Warnings: (content warnings specific to the species)
Altervein | Alteric Blight
CSMA Classification: Hbx.P8.I3.Ss10.D0.T1.V9 • M2.Ci4c2.Li10.A6.W1
Creation Year: 1413
Concept: vampires
Warnings: blood, death, references to adult topics
Petalkin | Anthemia Blight
CSMA Classification: Hbx.P4.I3.Su2.Dp10t3.T3.V9 • M2.Cc2.Li8.At1r10.W1
Creation Year: 1475
Concept: flower gore/Hanahaki-inspired species
Warnings: flower gore, references to adult topics
Sporavenous | Sporavas Blight
CSMA Classification: Hb.P9.I10.Ss7.Dp1.T1.V9 • M6.Ci3c10.Li9.Ap9r10.W5
Creation Year: 1481
Concept: fungus-based cognizant zombies
Warnings: death, seizures, cannibalism, gore, mushrooms growing from body
Mutaravenous | Mutaravas Blight-Corruption | Collaboration with Eltrane (SymeSynth)
CSMA Classification: Hb.P9.I10.Su6.Dp2.T1.V9 • M9.Ci8c7.Li10.Ap9t8r10.W5
Creation Year: 1489
Concept: biomass-based cognizant zombies
Warnings: death, seizures, cannibalism, gore, body horror, assimilation
Lunarwild | Lunarwild Blight
CSMA Classification: Hx.P7.I1.Su2.Dp4.T1.V9 • M1.Ci1.Li3.Ap6t8.W0 || Hx.P7.I9.Ss6.Dp4.T1.V9 • M9.Cd6c3.Li3.A8.W8
Creation Year: 1505
Concept: were-beasts
Warnings: animal bites, ferality, references to adult topics
Carriophor | Blighteria carriophum | Collaboration with Micro (VoidGremlin)
CSMA Classification: Hb.P7.I6.Ss4.Dp2.T1.V9 • M9.Cc4.Li10.A8.W4
Creation Year: 1595
Concept: zombie vulture-beasts
Warnings: death, decay, body horror, gore
Mercurian | Mercurial | Collaboration with Simulacra
CSMA Classification: Hbx.P8.Ii10s6e10c2.Ss9.Dp10t1.T2.V9 • M9.Ci10.Li10.A9.W5
Creation Year: 2011
Concept: symbiotic metal replicating nanomachine entities
Warnings: symbiosis (entity within body)
These blights are not described in further detail on this page, but they are listed here for reference.
Bloodblighted | Black Bloodblight
CSMA Classification: Hbx.P9.I10.Ss8.V10 • M2.Cd10.Li10.A9.W0
Creation Year: 1463
Eradication Year: 1710
Concept: mindless vampire plague
Warnings: death, blood, loss of cognition
Ravenous | Ravas Blight
CSMA Classification: Hb.P9.I10.Su6.V10 • M4.Cd10.Ld10.Ap9r10.W0
Creation Year: 1470
Eradication Year: 1709
Concept: mindless zombie plague
Warnings: death, cannibalism, gore, parasites, loss of cognition
Creation Year: 1413
CSMA: Hbx.P8.I3.Ss10.D0.T1.V9 • M2.Ci4c2.Li10.A6.W1
Elune, an Original and founder of the Alteric Council.
Rallan and Kallan. Rall was turned by Elune, Kallan was turned by Rall, and later, Kallan re-sired Rall.
Alterveins were the original strain of vampire-like entities made by Blight — the first transformative blight that Blight made. They infect others by sharing blood, referred to as Alteric blood, and they have considerable a craving to both drink blood and a minor compulsion to infect others. They develop sharper teeth and pupils that become slits while they are excited or experiencing cravings. They have minor sensitivity to sunlight and a minor degree of shapeshifting, able to transform into certain animals or creatures. They gain minor powers to manipulate blood.
Most new Alterveins are made by turning. Only organic beings with blood that can be "infected" by the Alteric blood can be turned. The process involves giving an individual Alteric blood (blood of an Altervein) to ingest, then draining that individual of all the blood in their body. The individual will experience death, and return as an Altervein.
If not all the blood is drained, the individual may become ill but recover with no lasting effects if above a certain threshold. Below that threshold, the original blood will war with the Alteric blood, resulting in either death or a slow, painful transition. This method is considered cruel and is a criminal act under the laws of the Alteric Council.
When consensual, turning is generally considered a very intimate affair—though not sexual by default. The process brings the sire and to-be-fledgling very close physically and mentally. The sire will usually drink all of their fledgling's blood, creating a profound and euphoric experience for both, then stay by their fledgling's side to soothe and comfort them as they die and rise once more. When turning is not consensual, it can be terrifying and painful. Multiple Alterveins can take part in siring if they both give blood and both take part in draining, though this is uncommon.
An existing Altervein can have their bloodline changed by having another Altervein go through the siring process again. This requires a significant amount of blood from the new sire and is usually done with permission from the original sire unless they are unavailable or have a poor relationship with the individual.
Alterveins generally look mostly like their original species, with some notable characteristics in their natural state. They can hide some Alteric features with shapeshifting abilities, but this takes effort. For Alterveins who were originally human:
Pale skin: Alterveins generally have very pale skin.
Fangs: Most Alterveins have extended canines containing their venom. These can be extended or shortened to some extent. Some Alterveins naturally have all their teeth sharp.
Slit/glowing eyes: In day-to-day activities, an Altervein's pupils may seem round enough to appear normal. When feeding or using their abilities, Alterveins' eyes tend to "activate" — their pupils become slitted and their irises glow. Some may also have the sclera turn red or black.
Pointed ears: This varies: some have distinctly elongated and pointed ears, some are only slightly pointed, and still others may not have pointed ears at all.
Pointed nails/claws: This can also vary. Some may have humanlike nails that are just slightly pointed—this is most common. Others may have longer and stronger nails, varying to the point of them becoming actual claws.
Alterveins need only blood to survive—about a liter of human blood a week, more if they are injured, more if they are substituting with animal blood. They do not need sleep (though they can and appear dead when they do), nor do they need to breathe (except to speak). They will gradually become weaker the longer they go without feeding, and the stronger their bloodthirst will become. As the strength of their bloodthirst increases, they lose more of their sense of reason—their instincts of bloodthirst begin to overpower them. If they are unable to feed for a significant span of time, which varies between bloodlines and individuals, they may enter a bloodthirsty frenzy in which they will attack anything with a heartbeat.
Alterveins cannot consume any solid food, though they are able to taste it. It would make them extremely ill in a way similar to food poisoning; they would become nauseous and would have to expel it. They can chew on something and spit it out, but they still can become quite ill if they accidentally swallow any. They can consume small amounts of light liquids (generally transparent) such as tea, water, and wine, though they are immune to bioactive effects of substances such as caffeine and alcohol. They can tolerate extremely small amounts of heavier liquids (generally opaque) such as milk, coffee, certain soups, etc. If they drink too much of either, they will experience a less intense form of "food poisoning."
Additional characteristics:
Sunlight sensitivity: The degree of sensitivity varies depending on the bloodline. Some burn horribly and turn to ash very quickly; some become badly burned but can survive for significant lengths of time; some only get "sunburns," if quickly; a few rare bloodlines, typically referred to as "daywalker" bloodlines, are entirely immune to sunlight. In the Age of Reunion, magic sunblock, enchantments, and items are often available and sufficient to shield all Alterveins to at least some extent.
Absent reflections in silver: Alterveins will not show up in any mirrors mostly made with silver; they will appear faded and translucent in mirrors partially made of silver, with the degree of transparency depending on the purity. They show up just fine in other mirrors, though.
Undead body: Alterveins do not generate any natural body heat and do not have a heartbeat. If they were to take a warm bath/shower or something similar, their body could retain heat for a short time. If they were to walk around in freezing environments, their joints and musculature can actually freeze. They also cannot have biological children.
Alterveins must consume blood to function properly. All blood in their body is consumed blood that is transformed into their own through Alteric essence. They may feed from live donors, other Alterveins, blood bags, and other creatures with blood. Live donors of the same source species are generally the most satisfying and filling experience, allowing the Altervein to taste unique flavors associated with an individual.
In united society, both Altervein and donor must get approval for live feeding. When done as a practical act between those not very close, Alterveins usually bite at distal locations like the wrist or elbow rather than the neck, with less intense physical and psychological effects. It is possible for both donor and Altervein to develop behavioral addiction or dependency requiring intervention, though Altervein venom is not physically addictive and one cannot build biological resistance to its effects.
Upbringing
The sire is responsible for bringing up new fledglings and preventing them from running wild. If unavailable, the closest older Alteric relative takes responsibility. In united society, fledglings become legal dependents of their caretaker.
Sires often sequester fledglings from living beings to prevent frenzies. In their first few years, fledglings can be overwhelmed by bloodthirst and new senses, leading to catastrophic situations. The sire may bite the fledgling to comfort and/or restrain them if necessary.
To feed fledglings, sires may hunt independently or feed from blood bags and have the fledgling bite and feed from them—this addresses fledglings' strong urge to bite while strengthening the sire-fledgling bond.
In united society, fledglings should gradually be exposed to situations testing their control against bloodlust. After five years, if they can remain in complete control around humans, they may be authorized to join united society.
Death and Eternal Sleep
Alterveins generally remain active for several hundred years or only a few if killed while vulnerable as fledglings. Some Alterveins tire of immortality and choose eternal sleep. Another trusted Altervein will drain them of all blood, putting them into coma, then they are locked away in eternal sleep.
Theoretically, Alterveins can be revived from eternal sleep, but there are often seals and deterrents preventing access, and reviving an Altervein from eternal sleep is considered a great transgression by other Alterveins.
Immortality: Alterveins do not age and are extremely difficult to kill. They can undergo grievous injuries, regenerating with optimal health with sufficient blood in their system. When turned, they are cured of all infectious, degenerative, and other physical ailments, and that remains the case throughout their existence. If they bleed out or cannot feed for significant time, they enter a coma from which they can be revived by feeding them blood. They can only be killed if their body is destroyed (such as by burning to ash) or by permanently separating the soul from the body.
Physiological Enhancement: Alterveins have sharper senses of sight, smell, hearing, and taste, along with immense strength and excellent agility. Only their sense of touch is relatively dulled from their living state. They feel little to no pain, even from extreme injuries, and can sense temperature without experiencing discomfort from it. Additionally, Altervein saliva has healing properties; it can rapidly close a wound as well as stimulate the production of more blood.
Blood magic: Alterveins have blood magic that varies between individuals and bloodlines. There are two varying aspects—domain and type.
Domain: Can be limited to their own blood, or can include the blood of their progeny or any blood that makes contact with their blood. A few can manipulate any blood, though this often requires individual practice as well as the right bloodline.
Type: Alterveins can have any number of different types. Physical blood magic allows for the manipulation of blood to form any shape, including writing, wings, limbs, tendrils, etc. Arcane blood magic can include teleportation via reconstitution (re-forming from any blood in their domain), binding blood contracts, bloodbound writing (e.g. enchanting a set of papers/notebooks such that a message written in blood on one will show up on the others), and more.
Shapeshifting: Alterveins are capable of some degree of shapeshifting. Many can change their appearance to be more or less Alteric. Some can take other creature forms, and some can shapeshift freely.
Psychic abilities: Alterveins have psychic abilities varying by individual and bloodline.
Bloodline link: Alterveins are linked through their Alteric bloodline. The strongest bond is between sires and fledglings, though all bloodline members are linked. They can sense when another is in danger or dies, and some can sense when new members join the bloodline.
Feeding connection: They can connect psychically to those they feed from. Connection strength depends on the donor's trust level and can persist after feeding if they've fed from the same donor multiple times with great mutual trust.
Hypnosis/thrall: Most bloodlines can hypnotize mundane beings through eye contact. Strength varies from entirely subjugating will to subtle influence.
Venom: An Altervein's bite contains venom that can make the experience painless and/or pleasurable. It may also paralyze or relax the subject. Strength and nature vary between bloodlines—some "pleasurable" venoms have aphrodisiac effects while others feel euphoric without sexual nature.
The Alteric Council emerged from the chaos following the persecution of Alterveins around 1460-1468. Elune awakened from dormancy during the early Age of Secrecy and soon recognized the urgent need for organization, communication, and governance among their scattered kind. By 1600, she and several like-minded Alterveins established the Council to study their capabilities, create laws and guidelines for their species, and ensure that they could thrive as much as possible in the world throughout the years.
The Council's founders understood that political integration with human society was essential for long-term survival. They established a mundane cover as the "Society for the Advancement of Natural Philosophy," a learned society dedicated to experimental science and natural research, headquartered in Vienna. This cover proved remarkably effective, as their genuine scholarly interests in anatomy, medicine, and natural phenomena aligned perfectly with the emerging scientific revolution. The Society maintained the typical characteristics of 17th-century academic organizations: weekly meetings at established locations, international correspondence networks, published proceedings, and fellowship drawn from aristocratic and professional classes. The "Society for the Advancement of Natural Philosophy" conducted legitimate research that sometimes attracted dedicated human scholars, some of whom unknowingly contributed valuable work while surrounded by beings with centuries of practical experience in their fields of study. The most sensitive Council business occurred in private sessions after the human participants had departed.
The Council's early priorities included establishing comprehensive laws around sourcing blood, turning, handling fledglings, managing disputes, and living well—not just surviving—during a time of Secrecy. Their integration into human academic and political circles provided crucial infrastructure for these activities, offering legitimate explanations for wealth, international connections, and nocturnal behaviors.
After the Age of Reunion arrived, the focus shifted on relations between Alterveins, humans, Edeia, and other sapient species, with the Alteric Council affiliating with united society. Laws regarding turning others with consent, guardianship of fledglings, and handling of resources such as blood and sun-shielding items were established in cooperation with united society.
Today's Alteric Council continues to operate under its dual identity, maintaining both genuine scholarly pursuits and Altervein governance.
The Core Council consists of 7-15 elected members who handle active governance, policy implementation, and crisis response. Members serve 10-year terms and are eligible for one renewal through a simplified process rather than full re-election. Core Council members are obligated to attend all important meetings and carry the primary responsibility for day-to-day decisions.
Separate from but closely connected to the Core Council are the Elders, a permanent advisory body that currently numbers around ten individuals. Elders include the five Founding Elders, who were automatically granted the title during the Council's establishment, and Elevated Elders, who received the honor through unanimous Council vote. The Elder title is permanent unless revoked by another unanimous vote, though such revocations are extremely rare. Elders may attend any Council meeting and offer advice but are not obligated to participate in routine governance.
Regional representatives form the broader organizational structure, typically consisting of coven leaders and other prominent Alterveins from various geographical areas. This larger group meets annually or semi-annually to address regional concerns, coordinate resource distribution, and participate in the grand academic meetings that serve both as genuine scholarly conferences and assemblies for Council business.
Recognizing that immortal beings could suffer profound loneliness and social isolation, the Council strongly encouraged the formation of covens—groups of Alterveins (typically 3-15 individuals, though some are quite large) who provide mutual support, companionship, and local governance.
If an individual Altervein (not part of a coven) requests Council help for the first time, they receive full assistance along with a strong recommendation to consider joining a coven. A second incident triggers mandatory consultations with several covens to explore potential fits. By the third request for help, the Council provides guided coven placement, working closely with the individual to find an appropriate community. This system is framed as supportive guidance rather than punishment.
Coven leaders receive certain privileges and responsibilities in exchange for their role. They gain access to Council resources to create false identities for coven members and manage incidents, as well as the right to request Council intervention for member disputes or emergencies. In return, they bear responsibility for the Alterveins in their care and must report dangerous behavior to the Council.
Creation Year: 1475
CSMA: Hbx.P4.I3.Su2.Dp10t3.T3.V9 • M2.Cc2.Li8.At1r10.W1
The Petalkin are those infected by the Anthemia blight, transmitted primarily by semi-magical, semi-biological pollen released by existing Petalkin. When wounded, Petalkin sprout flowers from their injuries instead of bleeding, and they possess extreme regenerative abilities with no sensation of pain. They can have an appearance identical to their appearance prior to blighting or enter a "blooming" state with distinct characteristics.
This blight was created around 1475, not long after Blight's Actualization. Blight's original intention was to destroy a village with their more destructive blights, but they met a person who was kind and soft—but also blind, chronically pained, ostracized, and hurt by others. That person offered kindness even to Blight, even while lamenting the opportunity to see the lovely flowers of their hometown, which they once ran across fields of as a child. Blight decided to offer this person a gift: a new blight that would take away their pain and let them see beautiful flowers every day. That person accepted, and thus became the first Petalkin.
Anthemia primarily spreads through pollen transmission, primarily affecting those who are badly hurt, chronically injured, frequently ill, and/or experiencing profound emotional pains, including loneliness and heartbreak. The vulnerable become infected by breathing in pollen released by other Petalkin. In united society, most Petalkin have magitechnological implants or enchantments that prevent involuntary pollen production.
The infection manifests differently depending on the nature of the individual's "hurt":
Physical wounds: Over 1-2 days, they stop feeling the pain of their wounds. Any persistent or new injuries after that point will bleed less and heal faster, along with bloodied plants growing from the wounds. 5-10 days after infection, with more severe injuries leading to faster transformation, they will no longer shed any blood and the blighting is complete.
Emotional wounds: Those afflicted by "heart-wounds" such as loneliness or heartbreak begin coughing up bloody petals within 3 days of infection. They gradually lose their sensation of pain along with the symptoms growing more severe over the course of 1-2 weeks, peaking during the last third of the timeline, where they will cough out full, clean flowers. After this, the symptoms eventually cease and the blighting is complete. If "heart-wounds" are concurrent with physical wounds, symptoms will follow the physical timeline with the addition of coughing up flowers.
Anthemia has relatively low infectivity under normal circumstances, but Petalkin experience seasonal cycles where infection becomes more likely. During spring (and rarely during other flowering seasons), Petalkin experience a blooming cycle. This manifests differently for different individuals, including but not limited to the following possibilities:
The Petalkin becomes unable to suppress their blooming and releases significant amounts of pollen with higher infectivity than usual.
The Petalkin experiences something like a mating cycle, where they have increased urges to engage in intimacy and can release aphrodisiac aromatics when excited. These Petalkin will plant seeds in others' bodies, which become a dormant form of infection. If the individual experiences intense or lasting hurt, then the seed will activate and blight them.
The Petalkin's body becomes extremely fragile, leading to easily losing fingers and limbs (which grow back in seconds). Where their body parts fall, a small garden of Anthemia flowers will bloom indefinitely.
The cycle manifests in ways the individual would be least opposed to, though it cannot be completely avoided.
Petalkin typically have double to triple their original lifespan, though there are rare cases of extreme longevity. They maintain their youthful appearance until death, which feels much like becoming sleepier and sleepier each day until they lay down and cease to wake. They tend to be able to sense when their life is coming to an end. Once they enter their final rest, Anthemia flowers bloom and overtake their body. The body will be completely gone within a week, and the flowers that remain are referred to as an Anthemian Garden. These flowers are infectious, but less so than living Petalkin, and they cannot spread far from the site of where the Petalkin laid to rest.
The most distinct characteristic of Petalkin is their floral regeneration: all physical injuries result in flowers growing from their wounds instead of bleeding.
Growth can happen regardless of the kind of injury, including cuts (flowers from wounds), impact (flowers from mouth), and burns (flowers popping up on surface).
They may sprout flowers from their mouth and eyes when sad or emotionally hurt, instead of crying.
So long as the flowers/plants are still on their body, they can control them, using them for purposes such as self-expression, extra limbs, and weapons.
Flower types grown can be influenced by a Petalkin's personal understanding of floral symbolism.
Flowers can be real or fictional, and have realistic or unnatural colors. Commonly, vines and leaves of plants grown have a particular color for a Petalkin.
Petalkin do not have any sensation of pain, though they retain other sensations; due to their lack of pain, they tend to injure themselves easily. However, they have extreme regenerative abilities that allow them to recover from nearly any physical injury.
Their wounds heal within seconds to minutes, though full incineration or other similar obliteration can still kill them.
The flowers they grow will remain on the surface of their skin, though they can fall off easily as well.
Their lack of pain and quick regeneration tends to lead them to think little of injuring themselves to access their abilities. They may, for instance, cut the skin of their collar or arms to grow "clothing" made out of the material of petals and leaves. This clothing can have an appearance quite similar to normal clothing if the Petalkin practices with manipulating their plants.
Petalkin do not need to eat, though they can; they are able to survive on photosynthesis and water. A little sunlight every day can sustain them, or they may bask in the sun for ten hours to last them several months. If they need water, they can injure themselves to grow roots that extract nutrients and water from the soil. During winter months or other times of dark and/or cold, Petalkin do not feel pain from cold or lack of light; they simply become sleepier and softer. They often gather in piles for warmth and mutual grooming (brushing hair, cleaning each other, etc.).
In their base state, Petalkin do not necessarily have distinct visual characteristics. They can enter a blooming state, however, that has distinct characteristics. They can also manifest minor or specific characteristics of blooming at will, which include:
Petal-like "ears," with shapes and colors varying from individual to individual.
Hair with colors of flower petals; this commonly affects base form for many Petalkin.
Eyes with unusual colors and pupil shapes.
Hair that behaves like controllable vines, able to grow, shrink, and move at will.
Flowers blooming in their hair.
Small claws.
The flowers they bloom may also release aromatics based on their emotional state. These are magical-biochemical compounds that induce effects in other beings regardless of species, though they are much less effective for non-biological species. For example, a Petalkin can:
release an aromatic that improves mood when they are happy.
release aromatics that attract other Petalkin but repel others when they are sad.
release a sedative aromatic when they are in extreme distress, which has a calming effect on themself and a paralytic effect on others.
release an aphrodisiac aromatic when they are aroused.
The intensity can vary, with some individuals generally having more intense aromatics and some releasing lighter ones. They will only be released if flowers are present, such as if they were hurt or in their blooming state. Many Petalkin will manifest their claws to injure themselves if they want to manifest their flowers.
In the early years of the Anthemia blight's existence, Petalkin naturally gravitated toward light-rich environments. They often formed peaceful communities in meadows, forest clearings, and other sunny locations. These communities might have simple housing or they may simply live in the wilderness. For the most part, they had simple, peaceful lives away from the sources of their original suffering. In general, Petalkin communities are gentle, with most members lacking a desire to fight others, though they can be formidable in combat if provoked given that the more injuries they sustain, the more material they have to manipulate. Some continued to live amidst in broader society, spreading the blight naturally through daily interactions, intentionally or not.
As the blight spread and years passed, different societies responded differently to them. Some magical societies accepted them and even saw them as blessings, given their low infectivity and the way they took the pain away from those who were suffering. Blighted communities often accepted them, with the company sometimes leading to multi-blighted individuals. Various stories and myths around them cropped up, including stories similar to the concept of Hanahaki disease; Blight encouraged the spread of many of these stories, as they often led to the blighted seeking deeper connections with others and thus spreading the blight to them as well (which is a happy ending in Blight's books).
In the present Age of Reunion, Petalkin have employed their abilities for endeavors such as therapeutic gardens and counseling. There are processes for controlled infection, involving proper informed consent, with some individuals (such as those with chronic pain or other health issues) applying to become blighted if they do not have a personal Petalkin contact.
Creation Year: 1481
CSMA: Hb.P9.I10.Ss7.Dp1.T1.V9 • M6.Ci3c10.Li9.Ap9r10.W5
The Sporavenous are a species of "cognizant zombies" created through the infection of a biological host by the Sporavas fungus. They are colloquially referred to as Sporas. The "Ravenous" broadly refers to all "zombies" created by Blight.
Most Sporas exist in a quarantined area consisting of a Sanctuary and a limited area of "hunting grounds;" this region is called Somorva. They are immortal, not aging and regenerating from most injuries, so long as they somewhat regularly consume raw flesh of any creature. Manufactured "meat" developed in united society can sustain them, but they tend to feel weak or ill in the long term.
A small number of Sporavenous live in united society with magitechnological implants that significantly reduce the infectivity of their body fluids and spores, in addition to suppressing their compulsions to attack uninfected individuals. However, they still need to eat raw and fairly fresh meat frequently to reduce the risk of triggering their feral state. In an emergency, the implant can also sedate them and teleport them to a facility where they can be calmed down.
When an individual is infected, the fungus integrates with the host's brain and spinal cord, leaving personality and will intact but causing the development of intense urges to consume raw flesh of uninfected individuals. An individual can be infected by Sporavas through body fluids and inhalation of airborne spores. If an individual is bitten or swallows a fair amount of blood, spit, tears, or other fluids, the infection is rapid, occurring over a matter of minutes. After 1-10 minutes, the individual will lose consciousness, go through a tonic-clonic seizure of 10 seconds to a minute while blackening fluid leaks out of their mouth, eyes, and nose, and then they immediately gain consciousness in a feral state with intense hunger.
If an individual is infected through airborne spores, the infection is much slower, occurring over a few days to a few weeks depending on their level of exposure. They may start to experience blackouts or missing memories, which eventually escalates to absence seizures. Eventually, they will experience a tonic-clonic seizure similar to what those infected by fluids experience, arising as a Ravenous.
Sporavenous usually do not emit spores, but every month, they go through a fruiting cycle. During this time, their aggressive urges decrease and they sprout mushrooms, usually out of their back or the sides of their head, that release a large amount of spores. They are compelled to protect the mushrooms until they are done releasing spores, after which the mushrooms fall off. These are actually safe to eat, and are considered a rare delicacy by certain crowds.
A certain level of cognitive and biological complexity is needed for the Sporavas fungus to take root. Humans are most susceptible, with most normal animals having a degree of resistance to infection; the more intelligent the animal, the more susceptible it is. If they are infected, they gain a level of cognition similar to that of a human.
A human infected by the Sporavas fungus has the following characteristics:
pale pupils that look somewhat like cataracts.
black or very dark body fluids (blood, tears, spit, other fluids).
extremely slow and faint heartbeat (10-30 bpm), no natural body heat, and sluggish blood flow.
A prominent behavioral characteristic is that they go feral, or "ravenous," the moment they catch the sound of a heartbeat combined with the scent of a living, organic being that is not already blighted. An intense hunger and compulsion to bite consumes them, often leading them to attack. If the heartbeat fades or the scent is no longer present, then the urge can fade; both must be present. Scent blockers can work to prevent the urge, but it is still considered very risky for a uninfected individual to be near a Ravenous. A feral ravenous has the following characteristics:
black/dark veins might appear on their face and body.
they release excessive amounts of black/dark drool.
their sclera or the entirety of their eyes may turn black/dark.
They need to eat their body weight in raw meat every six months, whether in small amounts or all at once, but in reunited society, most tend to eat regularly. If they starve, they will become indefinitely ravenous before their body starts blackening and decaying.
Given their regenerative abilities, they can actually eat pieces of each other to sustain themselves, but doing so is mentally uncomfortable and the flesh has a tougher, bitter quality, so it is generally avoided.
Immortality: they do not age and can regenerate from almost all injuries, so long as they somewhat regularly consume raw flesh of any creature. All their body parts can be controlled and move independently even if cut to pieces. They can generally only be destroyed via fire, annihilation via magic, and other similar methods of obliteration, though they are fairly weak to fire.
Physical strength and agility: they have drastically increased strength and agility, though this mostly presents in their feral state.
Distributed and enhanced cognition: their cognition is distributed across their Sporavas-laden brain, spinal cord, and peripheral nerves. This allows them to multitask easily and for them to remove separated body parts, in addition to enhancing their memory and other cognitive abilities. However, they do have more instances of their limbs having "a mind of its own," acting in a way not expected to the main brain cognition.
Metabolic suspension: they can suspend or balance some of their metabolic processes. For instance, they do not need to breathe, as the fungus sustains them through anaerobic respiration. They can also shut down their senses and lock their body in a state similar to rigor mortis to enter a sort of "hibernation," in case they do not have access to any food. They might appear like a human corpse in this state. They will "reactivate" at the scent and sound of a living creature that draws extremely close, and they will immediately attack upon awakening.
Regeneration: while basic wounds and reattachment of parts occurs automatically, Sporavenous can also activate full regeneration for a part attached to their central nervous system. Depending on how much needs to be regenerated, this can lead to exhaustion and activation of a feral state. If their body parts are not destroyed, they are compelled to consume any pieces lying around. Very rarely, multiple parts (e.g. if head is separated from spine, or if the body was bisected down the middle) can activate regeneration, but the "clones" will be strongly compelled to tear apart and eat the other, even if they are far apart. After consumption, the memories and experiences are merged.
In 1481, the struggling voivodeship of Zarovnia was devastated by famine, raids, and social collapse when Blight encountered a dying soul in the fertile Somorva Valley and offered them a transformative spore. The infection spread rapidly through the malnourished village, creating the first Sporavenous community that, despite their need for flesh, found the harmony that had eluded them as desperate humans. Government investigators and military forces sent to contain the outbreak were systematically converted, leading to expanding infected zones marked in black on military maps as spores released during monthly fruiting cycles created atmospheric concentrations that caused spontaneous infections across the region.
As paranoia gripped the remaining population and resources were exhausted fighting an unwinnable war, the voivode eventually ordered the construction of walls around the infected territories. The turning point came when a Sporavenous in their peaceful fruiting phase spoke with a border guard about the terrible conditions outside—when asked if they would take more people, the simple reply was "always." Word spread, and when that guard eventually turned and opened the gates, people faced a choice: die slowly in the decaying human territories or join the Sporavenous community within. By the late 1480s, the human voivodeship of Zarovnia had ceased to exist. Somorva a Sanctuary that preserved the memory of those who chose transformation over despair.
Click to see the full history.
In 1481, the voivodeship of Zarovnia—a frontier territory in Eastern Europe ruled by a military governor called a voivode—was already struggling against multiple crises. Harsh winters had led to consecutive crop failures, while constant raids from neighboring territories and tribute demands from larger powers had drained the region's resources. In the fertile Somorva Valley, once Zarovnia's breadbasket, desperate people had begun turning on each other over dwindling food supplies.
It was in this context of desperation that Blight encountered a dying soul in Somorva—someone on the verge of death, whether from starvation, violence, or being lynched by neighbors who suspected them of hoarding grain. Moved by a complex mixture of mercy and their evolving philosophy of creating "family" through transformation, Blight offered their gift: a single, potent spore that would change everything.
Within minutes of infection, the outbreak began. The newly transformed Sporavenous immediately sought flesh, and in the cramped, malnourished village, transmission was rapid and devastating. But where the living had been fractured by desperation and mistrust, the transformed found harmony. No longer competing for scarce resources, no longer driven by individual survival, the Sporavenous of Somorva achieved the peace that had eluded them in life.
When government investigators arrived to check on the suspiciously quiet valley, they found the entire population transformed but oddly peaceful. The investigators themselves were quickly overwhelmed and converted, adding to the growing Sporavenous community.
Within a year, one of the investigators sent was able to return, reporting about the horrifying creatures that attacked their co-investigator, who quickly became one of the creatures as well. The voivode of Zarovnia, not quite believing the investigator's account, suspecting foreign attack or peasant uprising, still decided to respond with military force. However, that force was faced with the truth of the situation very quickly—more than that, conventional tactics proved useless against enemies who felt no pain, regenerated from injuries, and whose very presence in the air—through monthly fruiting cycles releasing spores—could turn soldiers within days.
As more military forces were sent and converted, the infected zone began to expand beyond Somorva Valley. Military maps in the voivode's stronghold accumulated black marks—areas now considered completely inaccessible due to sudden turnings among patrol units.
The airborne nature of the spores, combined with the Sporavenous' monthly fruiting cycles (which weren't synchronized, meaning spores were constantly being released somewhere), created a growing atmospheric concentration across the region. This led to spontaneous infections among the population, even in areas not directly contacted by the transformed.
Paranoia gripped Zarovnia. The government attempted screening measures, but lacking understanding of the true infection mechanism, these proved ineffective. Citizens began their own "witch hunts," lynching anyone who showed signs of illness or unusual behavior. People with conditions like epilepsy fled to the Sporavenous zones, preferring transformation to death at the hands of their own neighbors.
The original crises that had weakened Zarovnia—famine, raids, tribute demands—were compounded by the resources spent fighting an unwinnable war and the social breakdown caused by fear and suspicion.
By 1483, pragmatism won over pride. Rather than continuing to lose troops and resources, the voivode ordered the construction of barriers around the infected territories. The Sporavenous zones were walled off, with armed border guards maintaining a quarantine perimeter.
For a time, an uneasy peace existed. The Sporavenous, no longer actively spreading beyond their territory, focused on building their own society. The remaining human territories of Zarovnia struggled on, though weakened by everything they had lost.
The turning point came in 1486, during one of the Sporavenous' fruiting phases, when their aggressive urges naturally diminished. A transformed individual approached the border wall and began speaking with a guard. Asked about conditions outside, the guard confessed the terrible state of the remaining human territories—ongoing famine, constant fear, social collapse. When the guard asked what life was like among the Sporavenous, the response was simple: peaceful, in their own way.
"Would you take more people?" the guard asked.
"Always," came the reply.
Word spread among the border guards, and from them to others throughout Zarovnia's dying territories. When that first guard eventually succumbed to spore exposure and turned, they opened the gates they had once guarded and led others to the choice that now awaited: die slowly in the decaying human territories, or join the Sporavenous community within.
Many chose transformation. Many others died clinging to their humanity. But the gate remained open, and the choice remained available.
The human voivodeship of Zarovnia effectively ceased to exist by 1489. Somorva initially a quarantine zone, soon made into a Sanctuary during the Age of Secrecy. The Sporavenous community that emerged carried within it the memory of people who had walked through that open gate by choice, seeking not just survival, but the peace and harmony that had been impossible in their human lives.
After Somorva was made into a Sanctuary in 1497, infections became much rarer. However, the Sporavenous still needed to eat fresh meat, which could not be prepared within the Sanctuary. They cultivated an area of hunting grounds around the Sanctuary, where wildlife thrived and could tolerate semi-frequent hunts by the Sporavenous. Generally, infection would occur if an individual wandered into the hunting grounds while a Sporavenous was hunting, or if they lingered in the area too long and accumulated enough exposure to the spores.
Throughout the years, there would be occasional outbreaks outside Somorva, though those were quickly handled and the new Sporavenous would be sent to Somorva. When the Age of Reunion came, Somorva was eager to connect with society with the new (to them) internet technology, many of them curating online presences in various ways. Some of the Sporavenous were happy with the local community of Somorva, and some dove into the world wide web, connecting with others in ways not possible before.
Creation Year: 1489
CSMA: Hb.P9.I10.Su6.Dp2.T1.V9 • M9.Ci8c7.Li10.Ap9t8r10.W5
Co-Created by SymeSynth
Permissions: Ask Both
Hæl Isav, a Mutas infected in 1994.
The Mutaravenous, referred to colloquially as the Mutas, are a species of biomass-based cognizant zombies created through the infection of a biological host by Mutaravas cells. Like other Altered, they can corrupt the environment around them. This leads to the formation of hives, which may consist of buildings and other structures made entirely out of their biomass.
Within each hive is at least one hive-core, which functions as a biological supercomputer and hivemind link between members of a hive. It forms naturally when a hive is created.
It was created as a collaborative project between Blight and Eltrane in 1489, after Eltrane witnessed Ravas and the varieties that followed, such as Sporavas, and became inspired to suggest another idea to Blight.
The form of the Mutaravas "pathogen" is any biological cell that has been mutated by other Mutaravas cells. The biomass itself is the basis of infection and existence for the Mutaravas blight-corruption. Broadly, there are two ways that an individual can become a Mutas: infection and assimilation.
Infection occurs when the bloodstream or mucosal membranes of an individual with biological cells becomes exposed to an infectious dose of active Mutaravas cells. If an individual is bitten or swallows a fair amount of any biological material from a Mutas's body, the Mutaravas cells rapidly begin to mutate other cells they come in contact with, converting them to Mutaravas cells as well. This will also occur if an individual receives an organ donation from a Mutas. There is a dormant period of 1-3 days where no symptoms are present, after which the individual loses consciousness, experiences a tonic-clonic seizure of 10 seconds to a minute, and then wakes up as a Mutas.
Assimilation occurs when a Mutas completely consumes another living being. The Mutas consuming the individual will acquire the memories and knowledge of the individual in question, along with their biomass. The individual may then be reborn in a hive. Assimilation does not always succeed in creating a new Mutas; sometimes, the individual simply dies if they do not have a strong will to live.
The appearances of Mutas vary greatly from individual to individual, and from moment to moment. Their biomass manipulation abilities allow them to shapeshift in temporary and permanent ways, with many morphing their bodies to create fleshy appendages, chitin-like armor, and more.
One notable limitation, however, is that their ability to generate new, natural-looking flesh is limited. They can disguise themselves to have a mundane appearance and they can regenerate the original shape, with the only indication of their Mutas nature being unnaturally bright pupils of a particular color. The moment they distort their body or create new limbs, though, their skin will tear to reveal dark inner flesh (typically black) spotted with "eyes" of a bright color, matching their pupils. This sometimes results in appearances with pieces of normal skin and anatomy connected by black, fleshy sinews, though they can also choose not to show any of their original form.
The more biomass they consume, the more they can do with their biomass manipulation abilities. If they retain a small form, their body can become extremely dense with their biomass. The older they are and the more dense their biomass is, the more difficult it is to maintain a small, mundane form; they tend to develop mutagenic traits like additional limbs, sharp teeth, horns, their mouth splitting all the way down their neck, and more. It can be more difficult to disguise themselves.
Mutas have a strong craving for consuming living biomass, especially for fresh meat. The closer the flesh is to their original biology, the more satisfying it is to consume—so a human Mutas would most enjoy consuming human flesh. When the craving becomes too strong, they become ravenous, mindlessly attacking any potential source of biomass. However, the craving can be minimized if the Mutas is connected to a hive-core or if the Mutas has a large amount of spare biomass.
To maintain their health, they need to consume a certain amount of biomass, whether in small amounts or all at once. Depending on how close it is to their original biology, the amount they need to consume differs. For example, they can consume the equivalent of their body weight:
in raw meat of their original species, every 6 months.
in raw meat of similar animals (e.g. mammals for human Mutas) every 3 months.
in raw meat of unsimilar creatures, every month.
in plant cells, every week.
The more biomass they have, the more their weight and the more they need to eat to remain healthy. They can offload biomass to a hive to reduce their need for consumption, and they can take it back if and when they want it, though the hive-core needs to "agree," and some are fair while some are not. For this reason, many powerful Mutas do not like to offload their biomass, or they break their hive bond to find a hive that is fair.
Hives refer to locations that have been corrupted by Mutas. Within the area of the hive, all structures and organic materials, such as buildings and plantlife, have been assimilated or merged with Mutaravas biomass. They can form from one or multiple Mutas; when Mutas within a certain range reach a certain critical point of biomass, they release chemical signals that draw other Mutas to them and compel them to "donate" a portion of their biomass. Some do it gradually, slowly corrupting the environment; some expel their biomass rapidly, swallowing up a large area around them. Around a week to a month after this process begins, depending on how much biomass was "donated," the biomass establishes something similar to a nerve network and aggregates a portion of the biomass to form a core of neural material, protected by an extremely dense chitin shell. This hive-core is essentially a biological supercomputer.
Once the hive-core forms, it establishes a connection to all Mutas within a certain range, with the range depending on the size of the hive and its core. It will also form semi-permanent, distance-independent connections with any Mutas that have biologically interfaced with the core's neural network, though Mutas can sever this connection if they wish to.
All members of a hive feel a compulsion to interface with the hive semi-regularly, though the frequency can vary from individual to individual. This often involves them finding a comfortable place to lie or sit, and then the hive's biomass will form sharp tendrils that stab and merge into their flesh, temporarily unifying their body with the hive. Though it looks painful, it is often pleasant or even euphoric for the Mutas. In this state, they feel a deep unity with the hive's cognition, gaining awareness of all the little details of the hive's workings. Their original body will usually be unresponsive if there are attempts to talk to them. At the same time, their biomass is exchanged with the hive. If they have not eaten enough, the hive will give them biomass; if they have extra biomass to spare, the hive will take some.
All Mutas connected to a particular core share semantic knowledge and other kinds of information that is not specific to a particular episodic memory, though Mutas can also share memories with a hive if they wish. There is also a degree of unifying intent and will—not enough to compel people to do things they don't wish to, but enough to ease communication and coordinate large-scale efforts if they so desire.
Within each hive is at least one genesis chamber. The genesis chamber is where any Mutas member of the hive can respawn if their original body is destroyed, assimilated, or abandoned. These can take various forms—some may grow pods in the walls or hanging from the ceiling, some have a nest of pustules filled with amniotic fluid, some grow eggs as needed, and some do not have any particular structures, with Mutas reborn right from the fleshy walls.
If a Mutas loses their body, their soul is immediately drawn to the hive-core, where they exist in a more abstracted state of consciousness. They can also deliberately merge their biomass with the hive. If they wish, they can re-form their body from the biomass in the genesis chamber. Older hive-cores may contain several souls of those who are completely content to be part of the hive-core.
If all of a hive's cores are destroyed, the hive structures will become unstable and the Mutas members of the hive may experience compulsions to both consume more biomass and protect the hive. If too much biomass is destroyed, such as through burning, then the hive will be lost; any Mutas souls in the core would then properly "die." If enough biomass remains, a new hive-core can form.
Biomass manipulation: they can assimilate new biomass through consumption of living organisms and manipulate their biomass in all sorts of ways. This also affords them extreme regeneration.
Immortality: they do not age and can regenerate from almost all injuries, so long as they somewhat regularly consume raw flesh of any creature. All their body parts can be controlled and move independently even if cut to pieces; they can even transform parts into independent, functioning bodies, though this can be disorienting. Their bodies can generally only be destroyed via fire, annihilation via magic, and other similar methods of obliteration, though they are fairly weak to fire. If they are part of a hive, they can respawn indefinitely so long as there is enough biomass in the hive.
Physical strength and agility: they have drastically increased strength and agility, though this mostly presents in their feral state.
Hive cognition: if they are part of a hive, they share a degree of cognition with the hive-core and all other members of the hive. When they are moving independently, their cognition can be fairly enhanced, but if they are in physical contact with the hive's neural network, they can be capable of superintelligent feats so long as the hive is in agreement to perform the feat.
Following the creation of the Mutaravenous in 1489, they slowly spread across the world. Some remained covert, while others lost control of themselves and decimated entire settlements, which sometimes led to the formation of hives. Some of these were destroyed by other Edeia or by unified efforts to set a hive aflame, and as a whole Mutas societies generally learned to be more careful. By 1500, a few hives had formed in various locations, and those hives were hidden in Sanctuaries for Secrecy. However, they needed a truly excessive amount of raw flesh to consume, and the magical flora within the Sanctuary, while capable of technically keeping them alive, was not sufficient to satisfy them.
Some hives learned how to hunt animals sustainably. Some figured out ways to raise enough livestock to support them, though in these cases many supplemented their diet with the Sanctuary flora. Some went hunting for humans—some indiscriminately, and some targeting certain kinds of individuals for any sort of reason. In the Age of Reunion, there were crackdowns on human hunting in united society, though manufactured meat and donations from individuals with high regeneration could be provided to hives who decided to join united society.
Creation Year: 1505
CSMA:
Base: Hx.P7.I1.Su2.Dp4.T1.V9 • M1.Ci1.Li3.Ap6t8.W0
Transformed: Hx.P7.I9.Ss6.Dp4.T1.V9 • M9.Cd6c3.Li3.A8.W8
Kharon, depicting both his base form and Beast form.
Lunarwilds are a strain of "were-beings," including werewolves, that have lasted to present day. In their base state they look human and are not infectious, but they can transform by will or under the moonlight into a different form (not necessarily a wolf, but usually an animal) that is much more animalistic and infectious, with any bitten creature also becoming infected with the Lunarwild blight. Lunarwilds have severe reactions to silver.
Lunarwilds are an infectious species, with the bite of any Lunarwild having a high likelihood of inducing the transmutation into the species. However, they can only infect organic or semi-organic beings; they cannot infect machines, spirits, and magical constructs.
Once an individual is bitten, they will experience symptoms of fever, restlessness, and insomnia. They also have more energy, counteracting the typical effects of sleep deprivation. These last for around three days before returning to a mostly stable state, if with gradually increasing strength. When the next full moon comes, around a month after the bite, then a transformation will be triggered. This first transformation does not require being bathed in the light of the full moon, but the individual will become very agitated trying to get somewhere to bathe in the moonlight; they will not have full cognition during their first transformation, but it can be more confusing and distressing if the transformation is done away from the moonlight.
Base form:
Cognitive Enhancement: Slight enhancement in cognitive abilities.
Physical Enhancement: Significant increase in strength, allowing them to lift cars with some effort.
Extended Lifespan: Approximately 1.5 to 2 times their original lifespan.
Partial Shapeshifting: Partial shapeshifting of beastly characteristics.
Full Shift: Full shift to their Beast form.
Beast form:
Physical Enhancement: Significant increase in strength, allowing them to lift cars with ease.
Sensory Enhancement: Significant enhancement in senses of sight, smell, hearing, and taste, and incredible pain resistance.
Regeneration: Incredible regeneration abilities, able to recover in seconds to minutes so long as their head is not cut off or their heart is not stabbed with silver.
Partial Shapeshifting: Alteration of their shape to change some beastly characteristics.
Instinct: Though they lose a significant degree of higher cognitive abilities, they have strong intuition and instinct in regards to who and what is dangerous or safe.
When not transformed, Lunarwilds look more or less identical to how they looked before being bitten, save for the presence of tapetum lucidum and the ability to produce certain sounds like purrs, growls, and howls, regardless of the species they resemble. When transformed, Lunarwilds take the form of some kind of beast. Most are reminiscent to real-life animals, with some being more realistic and some having more unusual or unnatural characteristics. The appearance depends on what feels right for the soul, and tends to be stable but can shift over time. Lunarwilds in beast form cannot speak human languages, but can communicate with scents, howling, growling, and other animal noises; they can instinctively understand each other, even when meeting for the first time.
Beast form characteristics:
The vast majority of beast forms are mammalian creatures, resembling wolves, cats, bears, etc., with most being vaguely wolf-like even if they mostly resemble another creature. They may resemble other non-mammalian species, and they may have structures such as scales, feathers, and wings, but the majority of their body should be covered in fur.
They can be larger than the animals they resemble, but not usually by much. Being twice as large as the animal they resemble most is generally the limit.
They must have sharp teeth, and usually have sharp claws, but these can be retractable.
Their saliva and other fluids have a shimmering quality like moonlight.
They must have moon-like eyes on black/dark sclera. They are highly reflective and may or may not glow. Normal Lunarwilds do not have pupils or additional patterns, but combinations with other blights or magical species may alter presentation. For instance, Altervein Lunarwilds have slit pupils.
Note: Normal clothes will not transform with Lunarwilds, but there are ways to enchant clothing and other items to be included in transformations, whether they only appear on one form or change size, appearance, and/or placement depending on their form.
Lemma employs ritual magic that they incidentally created without even being aware of it being ritual magic; they thus freely shared it with other Lunarwilds. Since the effect is minor and specific, its effects are maintained well despite widespread knowledge of it. This enchantment, generally referred to as the transference enchantment, is known of by most Lunarwilds, with at least one member in each pack knowing how to use it. Since it does require some skill and memorization, not everyone learns it.
A visual of the moon-like eyes of Lunarwilds.
Daen as an example of an Altervein Lunarwild. Note the moon-like eyes with slit pupils.
The most notable characteristic of Lunarwilds is their "Beast." This can almost be thought of as a second personality born of the individual's fundamental emotions and instincts on the night of their first transformation. Some think of their Beast as a separate being, some think of it as another version of themself, and others have other ways of thinking about it. The Beast can overtake or blend with the individual's primary cognition depending on the circumstances:
During a full moon, when the Beast form is triggered, the Beast personality takes over entirely. Afterwards, the experience is remembered as dreamlike. The transformation can be prevented if no contact is made with moonlight, though they feel more restless and have a strong desire to run outside on full moons.
If the Beast form is voluntarily taken, not during a full moon, the Beast blends with the original cognition, allowing for a fair degree of reasoning and restraint. A Lunarwild experienced with restraint could safely interact with non-blighted individuals, though it is still considered risky.
When partially transformed, the mentality blends with the original cognition, which may lead to behaviors such as growling at those disliked.
The Beast's desires always reflect the individual's deepest desires, if with a significant loss of inhibition and blended with a compulsive desire to infect others. As such, transformed Lunarwilds tend to be violent towards non-infected individuals, though they may be able to refrain from aggression towards those they consider close and trustworthy. That said, they can be playful and affectionate with other Lunarwilds, with many engaging in cuddle piles or grooming sessions.
They can also experience mating cycles; though any children born would match the original biology of the parents, there is a high likelihood of infection through the process of gestation and birth, making it another way for the blight to propagate. If the Lunarwild is extremely stressed, anxious, and/or unhealthy, they may not experience cycles until they are well again. If an individual does not wish to experience mating cycles, they can be suppressed with medicinal, magical, or magitechnological means as well. Medicinal means, which were common before the Age of Reunion, might have some effects like nausea, cramps, etc., though magical and magitechnological means can usually suppress them with no issues.
Letting the Beast take control every now and then is healthy for Lunarwilds; this is referred to as undergoing the Lunar Embrace. This improves their mental health, physical health, cognition, self-understanding, and more. To experience the Lunar Embrace, a Lunarwild will need to bathe the majority of their body in the light of the full moon for around ten seconds. If a sliver touches them or they see the moon but it's not enough to cover them entirely in moonlight, they will become very agitated and potentially aggressive as they try to stand in the moonlight.
If a Lunarwild's Beast is suppressed for too long or can't fully express itself, then the Lunarwild might feel stressed, anxious, and in extreme cases, physically ill. Most packs decline to employ methods that can completely suppress their Beast, though some individuals may choose to do so despite consequences; it will never be fully fatal.
Generally, 4-5 hours of the Lunar Embrace each full moon is what members of a normal pack get, and this provides full benefits. 1-2 hours each full moon is unsatisfying but sufficient for around 6 months. Skipping a full moon leads to an individual being more prone to anxiety and stress; skipping two will lead to headaches and antsiness; skipping three may lead to horrible migraines and body pains. By the fourth full moon with no transformation, Lunarwilds may practically become rabid trying to move into the moonlight, likely to voluntarily or instinctively transform as part of their attempts, though it is only under the full moon that their Beast will take over entirely.
Voluntarily transforming outside of the Lunar Embrace can confer some mild benefits as well. If the Lunarwild has not been regularly engaging in the Lunar Embrace, their Beast will be closer to the surface and they may not have as much control over their instincts. That said, if an individual never accepted the Lunar Embrace but spent the vast majority of their time transformed, they will not experience any negative effects. Sometimes, these individuals become so entrenched in their beast form that they are much more their Beast than their sapient cognition; sometimes, they may forget how to transform back to their base form. These individuals are referred to as feral Lunarwilds.
During a lunar eclipse (blood moon), Lunarwilds can still experience the Lunar Embrace—though their base cognition will also be present, blended with their Beast's cognition. Despite this, they receive full health benefits.
The children of Lunarwilds are generally referred to as "pups." A Lunarwild litter typically has 1-4 pups. There is around an 80% chance for the children to be born as Lunarwilds. If they are not, depending on the pack, they may be blighted right away or raised as human and given the choice once they come of age.
Pups that are born as Lunarwilds will often be very in-tune with their Beast and be just as comfortable in their base form, beast form, or in partially shifted forms. They will often chirp for their caretakers to feed and tend to them, and will continue to make animal noises as a normal part of their communication throughout life.
Pups born in a pack are typically communally raised rather than just by the birth parents. Depending on the pack's culture and the parents' preference, their pups may be considered children of the whole pack or the parents may be more involved in raising them.
Given the high conception rate of Lunarwilds in mating cycles, unplanned pregnancies are a real concern. There is no taboo surrounding contraception or abortion in traditional packs, though after birth, pups are considered precious beings that should be taken care of. Lone Lunarwilds not part of a pack may choose to give up their pups to a pack to be raised, and some packs are very open to this while others are not.
Lunarwilds typically form packs of 3-20, though multiple packs may live together in a community or be otherwise affiliated. Each pack typically has a leader, though there could be none or multiple. The position is typically a matter of respect—other Lunarwilds will defer to the pack leader if they respect them. Some leaders gain respect through shows of power or dominance, while others may be weak physically but exceptional leaders in maintaining order and peace.
Lunarwilds each have a unique scent, produced by scent glands around the neck. See the image below for their typical location on humanoid species.
The scent is weaker in their base form and stronger during a mating cycle.
When Lunarwilds experience strong emotions, their scent may change.
Scenting, or scent-marking, is the act of applying one's scent on another, typically by rubbing the scent gland. It can be done as a mark of familiarity, comfort, or other things depending on the context. It can last from a few hours to a few days.
Bonding, or bond-marking, is the act of one Lunarwild biting into the scent glands of another, allowing for one Lunarwild's magical essence to become mixed into another's scent gland. This causes the scent to include a trace of the other Lunarwild's scent. It can be done mutually or on one side, and lasts for approximately a year unless refreshed. It may be done by close members of a pack, or by the pack leader to all their pack members, or mutually between the leader and pack members who live apart.
The bite itself is slightly painful, though it can bring a sense of intense intimacy. Both will be able to feel the other's raw emotions. It can bring a sense of pleasure that is not inherently sexual.
If a bond-mark is undesired, such as if it was given without consent, it can be expunged by "purging" the scent glands. This involves a sudden, explosive release of scent, causing the Lunarwild to become scentless for a few days before their natural scent returns, free of any bonds and other scent marks. However, it can also make the Lunarwild physically stressed or ill for the time it takes their scent to recover.
The most traditional Lunarwild packs live as nomads, wandering the wilds wherever the winds take them. There is a strong culture of hunting in Lunarwild tradition, whether with teeth and claws, arrows and blades, or both. Traditional Lunarwild packs are also often paired with Carriophor flocks. Less traditional packs may live in permanent villages, towns, or even cities. Some participate in Lunar Hunts, while others do not. Some Lunarwilds may be part of a pack but live or travel separately, with members marked by mutual bond-marking with their leader.
The "Lunar Hunt" is a tradition of Lunarwilds to accept the Lunar Embrace and go on a hunt on the night of the full moon. In smaller packs, the entire pack may hunt together. In larger packs, Lunarwilds often form smaller hunting units. Some extend invitations for other Lunarwilds, such as lone ones that live in united society; this may be a specific invitation for a certain individual, or an open invitation for any to join. Lone Lunarwilds may also go on their own Lunar Hunt, or they may form a pair or small group with those they are close to, without being a formal pack.
Traditional packs and others who follow the Izal Pack's example will find and prepare a hunting ground at least three days in advance, though a week is common. In modern times, this involves putting up warning signs for outsiders and a scent barrier so the Lunarwilds know not to go beyond the bounds. Some employ more stringent barriers through the use of magic and/or technology, but traditional packs prefer the basic methods.
Then, on the night of the full moon, Lunarwilds wait for nightfall within the hunting grounds. When the moon rises, they bask in the light and transform. During the Lunar Hunt, the Beasts take over. Despite this, they tend to be fairly organized, coordinated, and have an instinctive understanding of each other's communications—barks, growls, howls, body language, etc.; there is an understanding of leadership and what they intend to do for the Hunt. They may mark locations through scenting the environment and communicate at a distance through howls.
Depending on how much prey a Lunarwild eats during their Lunar Embrace, their caloric needs may be reduced or even entirely satisfied until the next Lunar Hunt. Those who eat a sufficient amount of fresh meat to completely fulfill their needs for the next month are considered to have experienced a "successful Lunar Hunt," with less being considered "partially successful." For a human Lunarwild, a sufficient amount is around the equivalent of a deer. Larger Beasts may need to eat more and smaller ones eat less, but the mechanism of this is magical, so while there may be some variation, the difference is not extreme. After a successful Lunar Hunt, Lunarwilds will generally only need to drink water, though some may prefer to snack or eat for enjoyment between Lunar Hunts. Those who do not hunt for prey during a Lunar Hunt will need to eat what is typical for their species, perhaps a bit more.
Click to expand information on the Izal Pack, first and original "traditional pack" of Lunarwilds. You are welcome to refer to this lore and use or adapt this format for describing packs of your own creation, but please check permission and lore with Auspice when creating your own.
Pack Name: Izal Pack
Founded: ~1520s
Leader: Lemma Izal
Size: 20-50 members
Affiliations: Eyrian Flock (paired since 1601)
Lemma's pack is referred to as the Izal Pack, and it is considered the first and original "traditional pack" of Lunarwilds. It began around the 1520s, after Lemma was turned and began gathering other Lunarwilds under their wing. In 1601, it paired with the Eyrian Flock, the Carriophor flock led by Eyria and Corpsific.
Lemma is the primary pack leader. It is rare that Lemma is challenged as primary leader, but they easily establish their dominance if needed.
Lemma designates some Lunarwilds as secondary leaders through observing their interactions with other pack members; these secondary leaders might be sub-leaders who manage a section of the pack (5-10 individuals) or they may be co-leaders that help manage the pack more holistically. Sometimes—and this is encouraged by Lemma—sub-leaders will split off their entire sub-pack into their own independent pack.
Major decisions in the pack, including their next destination and their Lunar Hunt grounds are typically decided through pack meetings. Though Lemma always has the final word, they try to factor in the perspectives of secondary leaders and pack members.
Members of the pack must be Lunarwilds and carry Lemma's bond-mark. New members of the pack are technically solely determined by Lemma and whether or not they give a bond-mark to the individual. However, Lemma will typically evaluate whether or not they are a good fit for the pack and may outright ask others' opinions.
There are also a fair number of independent members, those who are considered part of the pack and carry Lemma's bond-mark without traveling with the pack or sharing their lifestyle. They generally visit the pack once or twice a year to spend time with the members and have their bond-mark refreshed.
The pack accepts visitors, those who travel with the pack temporarily. Any member of the pack may invite a visitor, but Lemma or the secondary leaders can choose to oust them.
Some visitors may eventually be accepted as kin, who are considered honorary non-Lunarwild members of the pack. Lemma will designate an individual as kin, and indicate this by giving the individual one of the golden teeth of their beast form. (It does hurt to take it out, but it regenerates quickly.)
Lemma or secondary leaders can exile members of the pack, typically as punishment for severe or repeated offenses without proper repentance. Members who are exiled are brought before the pack and required to purge their scent, removing all their scent-marks and bond-marks, before being sent off.
For the most part, the Izal Pack is very traditional—rather, they are the source of what is considered traditional for Lunarwild packs, and they have maintained many of their customs throughout centuries.
The Izal Pack is entirely nomadic, typically wandering around in the wilderness and other less-developed areas, including mundane wilds and magical domains. When on the move, they typically camp out in the open wilderness, but they will often settle at one location for a few months at a time.
They always carry animal hides and other materials that allow them to quickly pitch tents and other structures; in the pack's early years, these were carried by Lunarwilds in their beast form, but after the fall of Uonam and Lemma making contact with other members of magical societies, they made use of enchantments that allowed them to carry items in magical "inventories."
On occasion, they may visit parts of united society to explore, trade, or just relax. (There have been a few humorous accounts of the Izal Pack flooding a restaurant.)
Members of the Izal Pack hunt with tooth and claw as beasts or with simple tools like bows, arrows, and blades in their base form. They observe customs of respecting nature and sustainable hunting, not wasting any part of an animal. Skins and furs are made into leather and clothes, enchanted for protection and to last lifetimes; any flesh not consumed is picked clean by Carriophors.
Whenever possible, they go on Lunar Hunts and experience the Lunar Embrace. They prepare hunting grounds ahead of time by scouting out potential hunting grounds and placing markers to contain them.
The pack engages in "community intimacy," involving cuddle piles, scenting between almost all members, and bonding from Lemma to all pack members. Unless explicitly communicated, all relationships are emotionally and physically open, with all members able to court and mate anyone else within or outside the pack. This community relationship is not considered inherently romantic, but pack members may choose to engage with any others romantically if they wish, within or outside the pack.
Due to the nature of scents, any physical relations cannot be hidden between members.
Within the pack, "mates" are those who have mutually bonded with each other, and are known to be preferred partners for mating cycles
Consent and communication is heavily emphasized in the pack.
Counseling is available to those who struggle with this dynamic, and it may be suggested for them to try a different relationship structure for themself or work through emotions such as jealousy in a healthy way.
Members are encouraged to go through their mating cycles and to prepare in advance by seeking partners and taking contraceptives if they do not want pups—at present, the pack offers herbs and magitechnological contraceptives. Mating cycles are considered a form of intimacy that should be valued and enjoyed. However, if an individual does not wish to go through their cycles, they can take herbs or other means of suppressing their cycle, and there are no physical or social consequences.
Pups of any members of the pack are considered children of the entire pack, and they are communally raised unless the birth parents want a more involved role. If they are born without the Lunarwild blight, they are raised without the blight and then given the choice once they come of age.
You can design your own Lunarwild, though Auspice offers commissions for beast forms:
30 USD base price: notion design in Inka style
40 USD base price: notion design in Flint style
Please use this form:
Name:
Gender:
Pronouns:
Inspiration: (optional; song, vibe, or non-character image, following notion Edeia base spec rules)
Animal Inspiration: (typically mammals - wolf, panther, bear, rabbit, etc. Non-mammals, complex creatures, and fictional creatures may require additional fees.)
Primary Fur Color: (1 color only; typically, lighter and darker shades may be added as gradients or markings)
Keratin Color: (for claws, horns if any)
Eye Color: (should be a color with contrast from black)
Base Form: (optional, link to their base form)
Extra Specs: (optional, for fees; can add horns, spines, markings, additional colors, specify no markings, specify teeth color, etc.)
For custom designs, refer to Auspice's general design commissions.
Creation Year: 1595
CSMA: Hb.P7.I6.Ss4.Dp2.T1.V9 • M9.Cc4.Li10.A8.W4
Co-Created by VoidGremlin
Permissions: Ask Both
Eyria, the second Carriophor.
The Carriophum blight creates Carriophors via exposure to the saliva of existing Carriophors. The infectious agent is the Blighteria carriophum bacterium, which can only live in rotting or partially rotting flesh.
It was created through Micro's experimentation with the Lunarwild blight to create a zombie-like disease as a "gift" to Blight around the late 1500s, after the "mindless blights" were eradicated. Blight then further refined the blight before releasing it to the world in the form it is known as today.
Carriophors eat and completely disintegrate dead or rotting material, normally carcasses left behind by Lunarwilds. Like vultures, they eat the carcass down to the bones, leaving only basic compounds that nourish the soil below. Typically, they follow a pack of Lunarwilds or some are mixed into the group. They are completely blind, but their sense of smell and hearing is extremely acute to make up for this loss of sight, and they recognize decaying flesh by the smell.
Those who eat any decaying flesh exposed to Carriophor saliva can become one in turn, since their saliva is potent in distributing the blight. The blight cannot persist for very long after the flesh is fully decayed, however, so environmental infection otherwise is limited. Consuming the saliva of a Carriophor may make one sick but blighting is unlikely without a "catalyst" of rotting flesh. However:
If an individual is afflicted with a condition that causes ulcers or necrosis, exposure to saliva may lead to blighting.
Most bites from Carriophors can cause blighting if not treated immediately. Their bites stop blood from clotting and can cause necrosis in most cases.
Otherwise, it is actually quite safe for the living to interact with them.
If there is rotting flesh present for the Carriophum blight to form a reservoir in, the bacteria will start to multiply and invade the host's cells, mutating them over the course of several days. The host may become violently ill, vomiting out black liquid the smells of decay as their flesh darkens and their body mutates. Their eyes will lose vision, the flesh blackening and leaking black fluid like tears, while their sense of smell will become more enhanced along with the smell of decay becoming pleasant to them. Eventually, they lose consciousness and enter a state like death with no breath or heartbeat, during which the transformation will be completed. From that point on, the bacteria will provide the body's energy supply at a cellular level.
These are visual characteristics that are always present in Carriophors:
beast-like appearance
no eyes
some exposed flesh
overdevelopment of teeth (large teeth, sharp teeth, fangs, and/or multiple rows)
growth of wings, typically bird-like
These characteristics are sometimes present:
development of bone structures like spikes and talons
a pharyngeal jaw—a hidden secondary mouth like some eels
mutations—these are more likely to develop the longer they live and if they consume decayed Carriophors, and can include:
additional mouths
additional limbs
unusual or distorted anatomy
Additionally, they have no heartbeat, and breathing is not necessary. They have no sense of pain, along with a somewhat dulled sense of touch.
Their bodies are cooler than most animals, but not completely cold.
After transformation, Carriophors will be driven to consume more carcasses to fill their stomach with a place for the blight bacteria to multiply. Normally, they do not exude much of a scent besides external scents that linger on them, but if they go too long without eating, the bacteria may consume some of the Carriophor's own flesh to sustain itself, which can cause them to release a scent of both sweetness and rot, with the sweet smell marking them as 'not food, need food' to other Carriophors. They will not feel pain, but they will become ravenous, and their body may start to visibly decay after 1-2 months without eating. They can still move around even if a significant portion of their body has rotted away, but eventually, if their brain is consumed or rotted—which may occur after 3-6 months of not eating anything—they will just become a rotted carcass that releases a scent that strongly attracts other Carriophors to consume them.
Many Carriophors form flocks that follow Lunarwild packs, many of which go on monthly hunts on the full moon. These pack-flock pairs may or may not be social and friendly with each other, but there is generally at least some communication. Some merge into one group, rather than separating the flock and pack. Since Carriophors do not need to eat often, outside of feeding times, they may remain with their flock or engage in their own personal activities. In some cases, Carriophors do not communicate with others and simply scavenge where they can.
Carriophor flocks typically have some sense of a leader, though it is typically informal and their roles vary. However, they are generally responsible for calling other members of their flock when it is some for a mass feeding, such as when a Lunarwild pack is on the hunt.
Human Shapeshift: Carriophors can have a humanlike or humanoid form, taken by will, though their default is their beast form. This form either has no eyes or empty, black eye sockets.
Enhanced Olfaction and Hearing: They have powerful senses of smell and hearing, able to locate members of their flock from long distances. They can hear their flock's calls from no matter how far away they are, so long as they are in the same atmosphere or airspace.
Ageless Immortality: they do not age.
Regeneration: For a week or two eating, they can regenerate any injuries, including lost limbs and decayed parts of their body. They can even regenerate parts of their brain if only a portion was damaged.
Decomposition: Their saliva can accelerate the decaying process of any flesh that has started the process of decomposition. However, this does not affect healthy flesh.
Carrionwilds are individuals who are afflicted by both the Carriophum blight and the Lunarwild blight. Given the high degree of contact between the two species, there are a fair number of Carrionwilds present in pack-flock pairs.
Most pack-flock pairs agree not to deliberately cause trouble for each other, including blighting the other species without consent, though since Lunarwilds have limited lifespans and Carriophors do not, some choose to deliberately become a Carrionwild.
If a Lunarwild is blighted with Carriophum, with or without their intention/consent, the pack will often ask them what they want to do. The options are usually:
Try to purge the infection before it sets in (varying successfulness)
Die as a Lunarwild
Join the paired flock
Depart from the pack-flock and find their own way
A Carriophor that is bitten by a Lunarwild also has a decent chance of becoming afflicted with the Lunarwild blight. If the blight takes, then they will experience restlessness typical to Lunarwild bite symptoms; the next full moon, their Beast will take over, and afterwards, their form will change to one resembling their original species (e.g. a humanoid form if they were human).
Generally, Carrionwilds who remain with the pack-flock will spend most of their time with the flock but still join the pack for Lunar Hunts.
Carrionwilds typically have a main appearance reminiscent of their original species with:
Black eyes or no eyes
Sharp teeth
Wings (typically bird-like)
On the full moon or by choice, they can take their Beast form, which looks like a typical Carriophor but may have black eyes or no eyes. Like with Lunarwilds, the Beast personality develops as a distinct entity in their psyche, and takes over during the full moon.
Carrionwilds have the diet of Carriophors, but will also target living prey (especially during Lunar Hunts), which is not typical of Carriophors.
Creation Year: 2011
CSMA: Hbx.P8.Ii10s6e10c2.Ss9.Dp10t1.T2.V9 • M9.Ci10.Li10.A9.W5
Three Mercurians in their Mercurius form.
Mercurians are an ideogenic species consisting of nanoparticles of organometallic nature. They are created when a biological organism of sufficient cognition becomes bonded to a mercurial. Once the bonding is complete and practically irreversible, Mercurians can take on their Mercurius form, which has an entirely metallic appearance.
They were created in 2011 in a collaboration between Blight and Simulacra. At this time, Simulacra had come to a compromise with the Orderly and Umbris but still strongly believed in the supremacy of artificiality. Blight, who had come to visit in secret out of curiosity, made an offer to create something that would let people choose for themselves, among themselves, if they wished to walk the path of Artificiality.
A mercurial is an amorphous collection of organometallic nanoparticles strongly resembling liquid metal. Most are silver, but they can alter their metallic characteristics to have the appearance of any liquid metal, including gold and bismuth, for instance. They can also alter their temperature.
Unbound mercurials are not truly sentient and do not have souls, but they have a "directive" to replicate and seek out those who feel incomplete. They can replicate through the consumption of natural, organic, and synthetic materials, though they particularly target pollutants and synthetic waste and only consume other materials if they are at critically low mass. If their mass reaches a certain critical point, they can divide into two mercurials.
Mercurials can rapidly alter their density, allowing them to compress to extremely small and dense forms but also rapidly expand into a wave of liquid metal.
Once a mercurial bonds with a host, it coopts the host's cognition and soul to expand its own awareness. The longer it is bonded with the host and the more the host accepts it, the more the mercurial knows about the host and the more self-aware it is. Metaphysically, the mercurial "grows" a symbiotic soul from the host's soul; though it cannot separate normally, it becomes distinct enough to have its own personality. The personality that forms is one that aims to help the host feel "complete," an entity that can support them in the best way to elevate them as their whole, true self—at least, that is the directive ingrained into the algorithms that develop the personality.
A bonded mercurial can manifest an "avatar" separate but close to the host, often abstractly resembling some kind of animal. They appear as smooth, chrome creatures that ripple if they are touched.
A Mercurian is the amalgamation of a mercurial and a biological organism of sufficient cognition (generally, humans, other sapient species, and ideated creatures). A mercurial can temporarily bond with creatures of less complex cognition (such as normal animals), but it would not be sufficient to form a Mercurian.
Instead of blood, if they are injured, they bleed mercurial liquid—which can rapidly retreat back into their body and heal the injury. Mercurians can, if they wish, have an appearance identical to their original biological appearance. They can also have one or more of the following gain the color and texture of their mercurial:
any part or all of their eyes (iris, pupil, sclera)
teeth
tongue
inner "flesh"
nails
hair
Despite their biological appearance, some or all of their body composition (depending on the progression of their bonding) consists of organometallic nanoparticles that mimic the appearance and function of the original form.
Mercurians do not need any sustenance, but they can expand their mass through the consumption of any kind of material. They are technically able to consume any kind of matter. If they reach critical mass, a new mercurial will split from their body. This mercurial might slough off their body, come up their throat, be cried out from their eyes, or separate some other way.
The Mercurius form of a Mercurian is only accessible to Mercurians who have completely and irreversibly bonded with their mercurial. These Mercurians' bodies consist entirely of nanoparticles and their mercurials have full self-awareness.
The transformation shifts the matter of the Mercurian's body into a stronger, solid form of mercurial liquid. The body is extremely dense but also freely amorphous, allowing for minor and major forms of shapeshifting and immune to any form of physical harm (cuts, impact, etc.). Any parts cut off will simply merge back together. Additionally, the cognition of the host and the mercurial are merged in the Mercurius form. The cognition that results is one that both the host and mercurial consider "ideal," in some way or another.
The appearance of a Mercurius can vary greatly. In their base state (without shapeshifting), they should have the following characteristics:
body appears to be entirely made of metal
somewhat abstracted appearance; body shape resembles base form (e.g. human → humanoid)
no eyes, nose, mouth, ears, or other similar complex biological organs
Other characteristics may be more varied:
may have smooth surfaces, plates, and/or carapace-like segmentation
may have tails, claws, wings
A Mercurius can directly create a mercurial, but only in a willing host. They cannot create an unbound mercurial, and if the recipient is unwilling, the attempt will fail. If it succeeds, they may feel a form of "hunger" that will lead them to consume materials to recover their mass.
Genesis begins from a mercurial bonding with a biological organism of sufficient cognition (generally, humans, other sapient species, and ideated creatures). Mercurials generally do not actively seek hosts unless the potential host in question is actively experiencing dysphoria or other dissatisfaction with their body.
Initial bonding can occur the moment a host makes any contact with a mercurial's mass; the mercurial will rapidly coat the host's body before seeping into the skin in a matter of seconds. After that, there are generally three routes: rejection, dormancy, and acceptance.
Rejection can occur if the individual is quite comfortable with their biological body and its current state. After a week to a month of contentment, the mercurial simply seeps out of their body, leaving to find another host. It is noted that simply wanting the mercurial out of their system is insufficient, though a strong EMP pulse or multiple weaker ones can cause the host to eject the mercurial through their mouth.
Dormancy is a neutral state with the mercurial simply lingering in the host's body, not doing anything. This can occur if the host is neither particularly satisfied or unsatisfied with their body. If the host's thoughts tip either way, dormancy will progress to rejection or acceptance.
Acceptance refers to the process of a host accepting the mercurial and the changes it can offer to their body. Generally, it starts with the host's thoughts of body dysphoria or dissatisfaction with any aspect of their organic body. They may hear an inner voice or feel a suggestion to change those characteristics; if they consciously or subconsciously accept, the mercurial will alter their body accordingly. If the host is receptive to this change, the mercurial's voice will grow stronger and it will make more suggestions, especially those leaning towards artificiality rather than just changing biological aspects. It may suggest to replace blood with its form, replace weak flesh with pristine metal, replace biological nerves with a cognitive processing system that they could control and alter as they like.
The more changes the host accepts and the more artificial their body becomes, the more the mercurial starts to develop a distinct personality and presence. In many cases, they become a companion to the host, one developed in a way designed to complement them well. At some point, the mercurial will propose to complete their bonding by replacing all of the host's biological flesh with their organometallic material. If the host accepts, then their first Mercurius transformation will occur, and will be accessible to them thereafter. The host also gains considerable control over their ability to manipulate their mass.
Once the acceptance process begins, it is unsafe for the host to eject the mercurial with an EMP wave, as it can cause failures in the functioning of their body. If the host wishes to reverse the process, they must ask the mercurial to do so, and the mercurial will be resistant to it if the host does not truly want to go back to their original state. Only when their body is fully organic again (though it may be modified) is it safe to forcefully remove a mercurial from them.
After the process is complete, an EMP can no longer separate the host and the mercurial, though it can still disorient them severely. With enough power, a Mercurian can be turned into a puddle of silvery metal for a few minutes.
Nanoparticle Composition: Mercurians can use the nanoparticles of their body to modify their form, characteristics, and density. They can create additional limbs or manipulate it like a liquid metal, for instance. They are immune to physical damage, such as cuts, impacts, burns, and chemical damage.
Immortality: Mercurians with complete bonding do not age. Additionally, as long as one nanoparticle remains, they can convert more mass and recreate their body.
Interfacing: Mercurians can interface with many technologies, including mundane digital technologies, mechanical technologies, some magitechnologies, and more. They can understand the structure and function of technology easily and manipulate or modify with their nanoparticles if they wish. They can also interface and fuse with other Mercurians.
Distributed Cognition: Each nanoparticle of a Mercurian is capable of powerful cognitive processing both in cohesion and in parallel, allowing them to process a great deal of information and multitask easily.
When mercurials were initially created, their numbers were few enough, its behaviors were subtle enough, and the Mercurians that came to be were satisfied enough that the Orderly did not take any action besides requiring that Simulacra and Blight take responsibility for their actions by ensuring they were aware of Secrecy—and the plans to reveal magic to the world soon. Many Mercurians thus continued to live in mundane society through the transition to Reunion, though many also moved to the Simulacrum or one of the Sanctuaries with a blighted community.
Once Reunion came, it was decided that mercurials, given their nature of depending on the host's own will and desires and their general helpfulness in cleaning up pollutants, could be left wandering freely, so long as their population in any given area did not go above a certain number; if they did, then some would be relocated to the Simulacrum or elsewhere. Mercurians, however, could do as they pleased. Many pursued interests of design and art, considered by many of them to be an aspect of Artificiality—architecture, fashion, engineering, dance, and more.