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.
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
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.
Alterveins have a minor degree of shapeshifting, able to transform into certain animals or creatures. They gain minor powers to manipulate blood.
Generally, most new Alterveins are made by turning. Only organic beings with blood that can be "infected" by the Alteric blood can be turned. Turning is typically done by giving an individual Alteric blood (blood of an Altervein) to ingest, and then draining that individual of all the blood in their body. The individual will experience death, and return as an Altervein.
In the case that not all the blood is drained, there are a few possibilities:
Above a certain threshold, the individual may become ill, but eventually recover with no lasting effects.
Below that threshold, the original blood will war with the Alteric blood. If the individual does not perish, this will eventually result in the individual experiencing a slow and painful transition. While fledgelings made this way typically exhibit better adjustment to their Alteric state, this method is considered cruel, and has been banned by the Alteric community.
Turning, when consensual, is generally considered a very intimate affair—though it is not at all sexual in nature, at least by default. The process brings the sire and to-be-fledgeling very close physically and mentally; usually, the sire will be the one to drink all of their fledgeling's blood, and this can lead to a profound and euphoric experience for both. The sire will usually stay by their fledgeling'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—not to mention dangerous for any hapless individuals to find the new Altervein. Multiple Alterveins can take part in siring a Altervein, if they both give the individual their blood and both take part in draining. It is relatively uncommon.
An existing Altervein can also have their bloodline changed by having another Altervein go through the process of siring them once more, i.e. the sire must feed the individual their blood and then drain the individual of all of theirs. Changing a bloodline requires a significant amount of blood given by the new sire. This is usually done after requesting permission from the original sire unless they are unavailable or have a bad relationship with the individual to be changed. A sire can also be re-sired by one of their progeny, leading to a balanced relationship between the two from a bloodline standpoint.
Generally, the sire of the Altervein is responsible for bringing up the new fledgeling and keeping them from running wild. If the sire is not available (i.e. dead, having run off, or too young to be qualified) the closest older Alteric relative will be asked to take them under their wing.
For those in united society, the fledgeling becomes a legal dependent of their caretaker. The sire will often sequester the fledgeling away from living beings to prevent them from going into a frenzy. In the first few years of life, the fledgeling can easily be overwhelmed by their bloodthirst and new senses, leading to catastrophic situations for both the fledgeling and others. The sire may bite the fledgeling to comfort and/or restrain them if necessary.
To feed the fledgeling, the sire may hunt on their own or feed from blood bags and have the fledgeling bite and feed from them—fledgelings often have a strong urge to bite, and feeding from their sire can address this need. This will also strengthen the bond between sire and fledgeling.
For united society, the fledgeling should gradually be exposed to situations that test their will against their bloodlust—a living animal, fresh human blood, etc. After five years, if they are able to remain in complete control around humans, they may be authorized to join the public of united society.
Alterveins do not age and are extremely difficult to kill; they generally are active for several hundred years or only a few if they are killed while still vulnerable as a fledgeling.
Alterveins can heal and regenerate from almost any injury so long as they consume or have consumed enough blood. If they bleed out, are unable to feed for a significant time, or are significantly injured by light or holy magic, they will enter a coma from which they can be revived by feeding them blood. They can only absolutely be killed if their body is destroyed such as by burning it to ash, or by permanently separating the soul from the body.
Some Alterveins are content with their immortality, living forever, while others may tire of it. Those who do will usually find a place to rest for eternity. Another trusted Altervein will often be asked to drain them of all their blood, putting them into their coma, and then they will be locked away in their eternal sleep.
Theoretically, Alterveins can be revived from eternal sleep, but there are often seals and other deterrents preventing access to the body, and reviving an Altervein from eternal sleep is considered to be a great transgression by other Alterveins.
Alterveins generally look mostly like their original species, with their natural state having some notable characteristics. They are able to hide some of their Alteric features with their shapeshifting abilities, but this takes some amount of effort. For Alterveins who were originally human:
Pale skin: Alterveins generally have very pale skin.
Cold body temperature: Alterveins do not generate any natural body heat. 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.
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 must consume blood to function properly. All the blood in their body is blood consumed by another and transformed into their own through the Alteric essence in their blood. Feeding can be done through a variety of methods. Alterveins may feed from live donors, whether directly through a bite or indirectly through bloodletting or some tool. They can feed from other Alterveins, blood bags, and creatures with blood as well.
Live donors of the same source species of the Altervein are generally the most satisfying and filling experience. The Altervein will be able to taste unique flavors associated with an individual. In united society, both the Altervein and donor must get approval, either separately (in the case of irregular or random donors) or together (in the case of a regular donor to a single Altervein).
When done as more of a practical act between two who are not very close, the Altervein will usually bite at a distal location such as the wrist or elbow, as opposed to the neck. The physical and psychological effects associated with a bite are usually less intense in this case.
It is possible for both a donor and an Altervein to develop a behavioral addiction or dependency in varying degrees to live feeding, sometimes requiring intervention to wean them off each other or reduce feedings to a frequency that is safe for the donor. Altervein venom is not physically addictive due to magical properties, however, and one cannot build a biological resistance to any of its effects.
Immortality: Alterveins do not age. They are also extremely difficult to kill; they can undergo grievous injuries—lose limbs, be beheaded, get stabbed in the heart, etc.—and regenerate by drinking blood. If they bleed out, are unable to feed for a significant time, or are significantly injured by light or holy magic, they will enter a coma from which they can be revived by feeding them blood. They can only absolutely be killed if their body is destroyed such as by burning it to ash, or by permanently separating the soul from the body.
Optimal health: An Altervein remains in optimal health so long as they have a sufficient blood supply. When an Altervein is turned, they are cured of all infectious, degenerative, and other physical ailments. Limbs can be regenerated, eyesight/hearing loss/other sensory losses can be restored, blemishes on their skin vanish. Moles and freckles may remain unless the skin or the area is damaged or lost and needs to be regenerated. Wounds will heal and scars will fade. If an individual was born with defects, depending on the type, they may or may not persist; in some cases, there can be a process to modify a body with blood magic to guide the Altervein's body to its optimal form.
Blood sustainment: Alterveins do not need anything besides blood to survive. They do not need to sleep, though they are able to and seem entirely dead when they do so. They do not need to breathe for living, though they do need to in order to speak. (As a fun fact, in cold weather they do not produce foggy breath if they breathe.) They also do not eat or drink; they are able to drink small amounts of fluids but are completely unable to digest food.
Enhanced senses: Alterveins have sharper senses of sight, smell, hearing, and taste. Only their sense of touch is relatively dulled from their living state.
Enhanced physical ability: Alterveins have immense strength and excellent agility. They feel very little pain if any, even if they experience extreme physical injuries. They can sense that a temperature is hot or cold, but they do not experience pain or discomfort from it.
Bloodline link: Alterveins are linked to one another through their Alteric bloodline. The strongest bond is between sires and their fledgelings, though all Alterveins are linked to Blight and each other to some extent. The closer the relation, the stronger the link; they can sense when another is in danger or if they die, and some can sense when a new member joins the bloodline.
Shapeshifting: Alterveins are usually capable of some degree of shapeshifting. For many, this can be limited to changing their appearance to one that is more or less Alteric. Some can take the form of another creature, and some can shapeshift freely.
Psychic abilities: Alterveins have some degree of psychic ability, with some individuals being better with it than others.
Feeding connection: Alterveins can connect psychically to the person they are feeding with. The strength of the connection depends on the level of trust the donor has with the Altervein; the connection can persist even after the feeding is over if the Altervein has fed from the same donor multiple times and the two trust each other greatly.
Hypnosis/thrall: Most bloodlines can hypnotize mundane beings by making eye contact. The strength and apparentness of hypnosis varies, with some being able to entirely subjugate the subject's will, some making the individual unable to resist suggestion, some only subtly shifting the individual's will, etc.
Venom: An Altervein's bite has venom that makes the experience of the bite become painless and/or pleasurable. It can also have effects to paralyze the subject or make them relax, whether physically or mentally. The strength and nature varies between bloodlines. Some "pleasurable" venoms may have aphrodisiac effects, while others may feel good or even euphoric without anything sexual in nature.
Healing saliva: Altervein's saliva has healing properties; it can rapidly close a wound as well as stimulate the production of more blood.
Sterility: Alterveins are sterile in all aspects except their infectivity of the Altervein blight; their saliva and other bodily fluids have no other infectious agents. They cannot contract any biological illness, and infectious agents on their body will die or become destroyed quickly. If they drink blood with infectious agents, they may experience something akin to food poisoning, but their Alteric blood will purge the agents from the blood in time. They cannot biologically reproduce.
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
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.
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 and growls. 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.
Beast form characteristics:
Most beast forms are mammalian creatures, resembling wolves, cats, bears, etc. but other non-mammalian species are also possible.
Their saliva and other fluids have a shimmering quality like moonlight.
The most notable (required) characteristic is that they 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.
A visual of the moon-like eyes of Lunarwilds.
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 when transformed; 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.
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.
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. Every month, Lunarwild packs find and prepare a hunting ground (which, in modern times, would involve putting up warning signs and a scent barrier to ensure that their hunt remains within bounds). They then accept their Beast as the full moon rises, transforming for the Lunar Hunt.
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.
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.
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.