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.
If you wish to design your own blighted character or import an existing design, please consult Auspice with a description of your character idea, including name, pronouns, and how they were blighted. You can use this form:
Name:
Pronouns:
Blighted Species: (which blighted species they are)
Source Species: (e.g. human, extradimensional being, closed species [see options below], cognitively enhanced animal)
Origin: (how they were blighted; feel free to include exact or estimated dates)
TH Username: (only needed if this is your first blighted; for adding to the ML)
Once you have permission, your character's details will be added to the Blighted ML without a number. Once you have the design, TH profile, and basic character details, Auspice will give an ML number.
You can also commission Auspice for a design. As the blighted are by nature hybrids, the price and method of acquisition will vary depending on the source species. For humans and humanoid species, you can make use of the form for humanoid/humanlike notion and semi-custom designs, or consult Auspice for a custom.
Certain closed species can be blighted as well. See specific details:
Guluriums (created by Void_Gremlin): blighted Guluriums
Taums (created by Happy): blighted Taums
When Blight creates a new blight, the process is not entirely deliberate. They may have a clear vision—a concept, an aesthetic, a feeling they want to evoke—but in most cases, Blight guides the process more than they control it. Many characteristics of a blight emerge organically from this process: abilities Blight didn't consciously design, transmission vectors that simply felt right, and perhaps most notably, weaknesses. These are rarely something Blight chose to include; they tend to emerge as natural counterbalances, the magic stabilizing itself in ways that Blight cannot always predict.
Once a blight exists and has spread, it is not entirely static—but it is not easily changed, either. Blight can revise an existing blight to some extent, and any changes will take hold in newly infected individuals. Existing progeny, however, are unaffected; the blight they carry is already part of them. The more a blight has propagated, the harder it becomes to alter, as though the magic grows more entrenched the more it has taken root in the world. Blight can also modify a single individual directly—but like creation, this process is unpredictable, and the outcome may not be quite what was intended.
Blights are magically created pathogens that can take many different forms—viruses, bacteria and other microorganisms, mutagens, parasites, or pure magic. The red fluid of Blight's body, which can be referred to as their "blood," contains all of the pathogens they have ever made. Nothing will infect others unless Blight wills it, but if it is touched and especially if it is ingested, Blight can infect the individual with anything they have created.
All blights require sufficient cognition to fully express their conversion. Human-level cognition is the general threshold; without it, a blight may fail to take hold, produce an unstable or partial effect, or simply cause illness. Animals can occasionally act as carriers or develop minor symptoms, but do not undergo true conversion. If an animal's cognition is expanded—through magic, gaining an Idea, or other means—they may become susceptible.
Certain properties are universal across all blighted, regardless of strain, emerging from the nature of Blight's magic rather than any individual blight's design:
Perfusion: Blight maintains a connection to all their progeny. They can sense the location of any blighted individual, and with focus, can read their emotions and even their thoughts. They can also exert influence — issuing a command, instilling a compulsion, or nudging behavior in a subtle direction.
Endogeny: All blighted are incapable of rejecting or hating Blight, even those transformed against their will. They are not compelled to feel warmth toward Blight and may be entirely indifferent, but active hatred is beyond them. Blighted individuals also share an instinctive recognition of and familiarity with one another—members of the same species understand each other naturally, and all blighted carry a sense of kinship with each other regardless of strain.
Harmony: Blighted individuals cannot develop prejudice against one another. Personal grudges and conflicts are possible, but they are incapable of forming negative generalizations or expectations about other blighted without direct personal experience. This is a subtle effect rather than an imposed compulsion—it does not prevent conflict, but it does mean that the kinds of systemic bigotry that exist among ordinary people cannot take root among the blighted.
Most blights are able to hybridize to some extent—that is, multiple blights can infect the same individual. A blighted individual who is affected by multiple blights can be referred to as a "chimeric blighted." However, there are some considerations:
The blighted do not have any compulsions to infect other blighted.
The blighted have some resistance to other magical alterations; this includes other blights. There is a lower probability of a new blight successfully infecting an existing blighted.
Even if a blighted individual is in a state that is more instinctive and/or with reduced cognitive capacity (e.g. frenzied Alterveins, feral Lunarwilds, feral Ravenous types, etc.), they will sense a familiarity from other blighted. They would only attack another blighted if they were provoked (such as by attacking/injuring them), but some may not attack even then.
As such, it is unlikely, though not impossible, for a blighted to become chimeric by accident. Those who do become chimeric usually either have prolonged and/or repeated exposure or specifically request to receive that blight.
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
Eonian | Eonian Blight
CSMA Classification: Hx.P10.Ss10.V9 • M3.Ci3c5.Li10.A3
Creation Year: 1490
Concept: immortality hybridization blight
Warnings: none
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
Exuvian | Metarus Blight
CSMA Classification: Hb.P9.I7.Ss3.Dp2.T2.V9 • M7.Ci2c3.Li10.Ap7t6r9
Creation Year: 1915
Concept: molting arthropod hybrids
Warnings: body horror, parasites, bugs, references to adult topics
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)
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
Content Warnings: blood, death, references to adult topics
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.
See the full details on the Altervein page.
This blight is eradicated.
Creation Year: 1470
Eradication Year: 1620
CSMA: Hbx.P8.I10.Ss8.V9 • M2.Cd10.Li10.A9
Content Warnings: death, blood, loss of cognition
The Bloodblighted are those infected by the Black Bloodblight, a "vampiric plague" made by Blight in their era of exacting revenge on humanity.
The lack any degree of identity or cognition, operated only by the instinct to feed and infect others. They will attack anything that sounds, smells, and/or looks like it has blood, though they are not aggressive towards other blighted. When not attacking, they often go dormant underground, in basements, or in buildings, shielded from the sun.
The Black Bloodblight is transmitted by contact of body fluids with an injury of a victim's mucosal membranes. Typically, this is a bite. Once 90% of their blood is drained, they transform; this can occur in 10-30 seconds, depending on how many Bloodblighted are feasting on their blood.
As they transform, their remaining blood becomes black and their eyes turn red completely red with no distinct iris or pupil; they lose any form of thought beyond the urge to bite others and drink until their victims' blood also turns black.
Ingesting the blood of any infected, or being bitten without having all blood drained, will lead to a slower transformation. This can occur over the course of several hours, where they gradually experience symptoms of dissociation, psychosis, and strange urges until they suddenly lose their mind and fully become one of the Bloodblighted.
The Bloodblighted can be "cured" by Blight, if very reluctantly, or by being turned by an Altervein, with the Alteric bloodline completely "overwriting" the Black Bloodblight. Such an individual may have darker blood than usual, but they would no longer transmit the Black Bloodblight and would be Alterveins, not Bloodblighted.
As the Black Bloodblight is a derivative of Alteric blood, they share many abilities and characteristics with Alterveins.
Sunlight sensitivity: The Bloodblighted burn horribly in sunlight, though they do not feel pain. Some will attack in daylight, as drinking blood will improve their regeneration; if they are in the sunlight for longer than 5 minutes without blood, they will turn to ash.
Undead body: Bloodblighted do not generate any natural body heat and do not have a heartbeat. If they were to walk around in freezing environments, their joints and musculature can actually freeze.
Immortality: The Bloodblighted 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: Bloodblighted 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 no pain, even from extreme injuries.
Shapeshifting: Bloodblighted are capable of some degree of shapeshifting. Typically, they take the shape of creatures such as bats, rats, wolves, and other creatures.
Venom: An Bloodblighted's bite contains venom that can immediately induces paralysis, making victims unable to escape.
The Black Bloodblight was created in 1470, not long after Blight's Actualization, as an alteration of the Altervein strain. Blight unleashed it in the midst of Europe, and it spread rapidly across villages, towns, and eventually, cities. Humans could do little to resist it, though some attempts are quarantine and protection from other Edeia or magical entities allowed some groups to survive within what would come to be call the "Bloodblighted Zone."
Eventually, other Edeia decided to act. In 1480, Sanctuary was asked by the other Orderly to create a border around the Bloodblighted Zone and other areas affected by Blight's most destructive plagues, preventing humans from entering and the infected from leaving.
Though Blight remained elusive, they understood that they were on rather thin ice, so to speak, and did not try spreading the Black Bloodblight or their other blight-plagues elsewhere. Some Alterveins entered the quarantine zone to turn the Bloodblighted into Alterveins after discovering that the Bloodblighted could be "saved" by doing so.
Around 1590, at a particular convergence, it was discussed to eradicate some of Blight's most dangerous strains. Blight fought back ferociously, but eventually conceded to have the strains that made mindless progeny eradicated, in exchange for their existing communities to receive a promise of protection and acceptance in the future society Order envisioned.
The process of eradicating the Black Bloodblight took several years. Several Alterveins were asked if they were willing to re-sire the Bloodblighted, though having a large volume of new fledglings coming out of the trauma of being a Bloodblighted faced its own share of issues. As the conversions slowed, some Edeia took it into their own hands to kill the Bloodblighted within the quarantine zone, and only then, very reluctantly, did Blight "cure" the remaining Bloodblighted en masse, finishing the eradication in 1600. The bordering Sanctuary was thus lifted.
Those who regained their humanity struggled to find a life of their own, however, as Blight's beneficence no longer extended to them once they were removed from their "family." Most were relocated to other Sanctuaries, where they learned to live once more.
This blight is eradicated.
Creation Year: 1473
Eradication Year: 1610
CSMA: Hb.P8.I10.Su6.V10 • M4.Cd10.Ld10.Ap9r10.W0
Content Warnings: death, cannibalism, gore, parasites, loss of cognition
Ravas is a "zombie parasite" made by Blight in their era of exacting revenge on humanity, with those infected called the Ravenous.
The hosts have incredible regenerative abilities and physical strength and agility, and can generally only be destroyed via fire, annihilation via magic, and other similar methods of obliteration.
Ravas is transmitted via bite, contact with body fluids, and inhalation of airborne micro-eggs or droplets containing the parasites. The parasites immediately attach themselves into the host's nervous system, flooding it with neurotoxins that kill the host immediately, making them collapse like a puppet with strings cut. Metaphysically, their souls depart from their body at this time.
The parasites then devour the host's natural neural tissue and replace it with a weave of its own neural tissue, allowing them to pilot the host's body. This process can occur over the course of 30 seconds to an hour depending on whether the victim was infected with live parasites or eggs and how much they were infected with.
A human infected by Ravas has the following characteristics:
completely white eyes with no iris or pupil.
dark blue body fluids (blood, tears, spit, other fluids).
extremely slow and faint heartbeat (10-30 bpm), no natural body heat, and sluggish blood flow.
grayish skin
dark bluish nails
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, leading them to attack. If the heartbeat fades or the scent is no longer present, then the urge can fade; both must be present. A feral Ravenous has the following characteristics:
dark blue veins might appear on their face and body.
they release excessive amounts of dark blue drool.
They need to eat their body weight in raw meat every three months, whether in small amounts or all at once. If they starve, they will become indefinitely feral before their body starts blackening and decaying. If the feral Ravenous is in a group with other Ravenous, they may instinctively consume the flesh of other Ravenous to survive. Those being eaten tend not to resist, but if too much of them is eaten, they become unable to regenerate and the remains of the body, if there are any, will decay.
Undead 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.
Regeneration: regeneration basic wounds and reattachment of parts occurs automatically. Depending on how much needs to be regenerated, this can lead to 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.
The Ravas blight was created in 1473, not long after Blight's Actualization. Blight unleashed it upon the Asian continent, where it spread incredibly rapidly. Due to the horror and severity of it, both mundane and magical societies became involved in operations to scorch the lands that they had encroached on, preventing further spread but causing irreparable damage to those who relied on those lands. However, there were always outbreaks at the borders due to eggs being carried over the air or water.
Eventually, other Edeia decided to act. In 1480, Sanctuary was asked by the other Orderly to create a border around zone affected by Ravas and other areas affected by Blight's most destructive plagues, preventing humans from entering and the infected from leaving.
Though Blight remained elusive, they understood that they were on rather thin ice, so to speak, and did not try spreading Ravas or their other blight-plagues elsewhere. Over the years, the Ravas kept a gradually decreasing population, subsisting off the animals within the zone and consuming each other when all else failed.
Around 1590, at a particular convergence, it was discussed to eradicate some of Blight's most dangerous strains. Blight fought back ferociously, but eventually conceded to have the strains that made mindless progeny eradicated, in exchange for their existing communities to receive a promise of protection and acceptance in the future society Order envisioned.
Unfortunately, even if Blight were to "cure" the Ravenous en masse, the victims were already dead with their souls departed, and a mass resurrection was not particularly feasible. Still, it upset Blight to see others killing them, so Blight removed Ravas from the world that very year, leaving only the corpses of those formerly infected behind. Other Edeia and members of magical society handled the bodies, some of them taking the time to give all of them proper burial rites.
Creation Year: 1475
CSMA: Hbx.P4.I3.Su2.Dp10t3.T3.V9 • M2.Cc2.Li8.At1r10.W1
Content Warnings: flower gore, references to adult topics
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. More details can be found on the blighted reproduction lore page.
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
Content Warnings: death, seizures, cannibalism, gore, mushrooms growing from body
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.
black nails
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.
Minor shapeshifting: Sporas can shapeshift in minor ways, which can allow them to permanently or temporarily change elements of their physique to better align with their identity.
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.
Mycelium growth: Sporas can induce separated body parts to break down and grow "Sporas mycelium," which they are able to instinctively communicate with and control, though the mycelium has its own natural growth patterns and can have something of a mind of its own. If left alone, the mycelium will naturally grow and consume organic material to form fruiting bodies that release a small amount of spores. Sporas can reabsorb all the mycelium by touching it. They can also direct the growth for purposes such as construction and artistry. Sporas who feel especially close to each other may place a piece of their flesh in another Sporas's body, establishing a connection that allows them to intuitively understand the others' emotions, intentions, physical state, and more. If they also receive the other's flesh, the connection becomes mutual. If several Sporas do this with each other, they can form something like a hivemind network. The Sporas who gave the flesh can remove it from one who received it by making physical contact, if they wish.
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
Content Warnings: death, seizures, cannibalism, gore, body horror, assimilation
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.
The Mutas were 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.
Additionally, as a corruption created by Eltrane, the Mutas have the characteristic of eventually finding their new states ideal, especially given enough time to properly acclimate to it. More notably, the notion of being arbitrarily special due to notions such as “humanity” or “the human condition” often become an incompatible mindset. That said, the effect is more subtle compared to typical corruptions; Mutas may take longer to acclimate or still have some difficulties with their state, even if they no longer have a connection to the concept of humanity.
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.
The exterior of Hæl-Hive.
Vharyx's personal "room" in Hæl-Hive.
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.
Hæl interfacing with the Hæl-Hive core. Note that interfacing with the hive does not require interfacing with the core, but the connection is stronger if one does.
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.
The genesis chamber of Hæl-Hive.
Creation Year: 1490
CSMA: Hx.P10.Ss10.V9 • M3.Ci3c5.Li10.A3
Lemma Izal, an Eonian Lunarwild. Their beast form was originally more wolf-like in appearance, but after receiving the Eonian blight, they manifested dragon-like characteristics along with horns that remained present in their base form and metallic gold coloration.
Ayeia, an Eonian Petalkin. After receiving the Eonian blight, their leaves and vines took on a metallic gold coloration and in their blooming form they began manifesting crest structures, such as horns and attached halos.
The Eonian blight is a blight that can only affect those already blighted. It is difficult to transmit on its own, but it amplifies the typical compulsion for the blighted to infect others. Its guaranteed effects include:
Extending lifespan indefinitely.
Making the individual extremely difficult to kill by providing the ability to regenerate even from ashes.
Potential effects that may manifest after many years include:
Causing structures such as horns, claws, and sharp teeth to form permanently or during shifts to secondary forms.
Causing unpredictable mutations in the original blight, such as adding or altering characteristics or causing the development of new or altered abilities.
The Eonian blight can only be granted by Blight themself. They will often bequeath it upon leaders and socially valuable individuals in blighted communities.
If you wish to have your blighted character receive the Eonian blight, please ask Auspice and be ready to provide a description of how you imagine them playing a notable role in blighted society and how the Eonian blight affects them.
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
Content Warnings: animal bites, ferality, references to adult topics
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.
See the full details on the Lunarwild page.
Creation Year: 1601
CSMA: Hb.P7.I6.Ss4.Dp2.T1.V9 • M9.Cc4.Li10.A8.W4
Co-Created by VoidGremlin
Permissions: Ask Both
Content Warnings: death, decay, body horror, gore
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 1601, 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
body fluids (saliva, blood, etc.) are all black or otherwise very dark
Saliva is less viscous (more watery) while blood is thicker, like honey.
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.
Their flesh is generally unpleasant to the taste, being a mix of sweet, sour, and bitter.
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.
Creation Year: 1915
CSMA: Hb.P9.I7.Ss3.Dp2.T2.V9 • M7.Ci2c3.Li10.Ap7t6r9
Content Warnings: body horror, parasites, bugs, references to adult topics
Exuvians are those infected by the Metarus blight, a parasitic infection transmitted through small arthropod-like organisms called Metavites. Exuvians can shapeshift along a spectrum from human-like to arthropod-like characteristics, undergo regular molting cycles, and possess enhanced physical abilities. They communicate through a sophisticated pheromone system and form communities called swarms.
This blight was created around 1915, during the Age of Secrecy. Blight encountered Franz Kafka's Metamorphosis, published that year, and was struck by the tragedy of Gregor Samsa's transformation and subsequent rejection by his family. Moved by the story, Blight thought: "What if Gregor hadn't transformed alone? What if his whole family could have changed together?" Despite the pressure of Secrecy, Blight could not resist—they created and released the Metarus blight and helped the first ones transformed find belonging and community in the first swarms.
The Metarus blight spreads through Metavites—small arthropod-like drones produced by Exuvians during their egg cycles. Metavites are biological automatons with no consciousness, operating purely on instinctive "programming" to find hosts and integrate into their nervous systems.
Transmission methods include but are not limited to:
Direct implantation: Eggs laid directly within a host, having a high success rate but only a single infection.
Environmental spread: Eggs laid in the environment where they may contact potential hosts, having a low success rate but wider range.
Internal incubation: Exuvians can allow eggs to hatch within their own body and carry Metavites for 1-2 months, releasing them at will.
Once a Metavite finds a host, it burrows into their body and connects to the nervous system, where it begins releasing substances that gradually alter the host's mind and body. After a certain point, the Metavite becomes so deeply integrated that removing it through mundane means would kill the host.
Outside a host, Metavites can survive for 1-2 days after hatching before dying like ordinary insects. Once attached to a host, Metavites release pheromones that allow Exuvians to identify infected individuals and track their transformation progress. This detection is difficult in the first week but becomes increasingly clear as the infection progresses.
The transformation from initial infection to first molt takes approximately one year, though this varies somewhat between individuals. During this time, the infected person experiences gradual changes:
Months 1-3: Increased appetite, developing taste for calcium-rich and fortifying foods. The host develops minor improvements in visual acuity, particularly motion detection, along with other subtle changes that can be easily dismissed or rationalized.
Months 4-6: The host's skin texture starts to change, becoming unusually smooth and free of blemishes. They begin to develop nodes on their head that are typically covered by hair; antennae are developing underneath the skin. Their appetite increases further, ever so slowly.
Months 7-9: Soft exoskeleton forms beneath their smooth skin. Though the surface of their skin is still soft, it is more resistant to pressure and resilient to damage. They become able to sense the pheromone signals of other Exuvians, though they may not be able to understand them well. At this stage, many start feeling a compulsion to find other Exuvians, something within them demanding to find someone (an Exuvian) or somewhere (a swarm) that would keep them safe. Their hunger is lowest at this point, traded instead for the seeking instinct.
Months 10-12: Their exoskeleton becomes apparent under their skin, with segmentations visible at thinner parts of the skin, like at the wrists. They have intense hunger that, if not satisfied, could lead them to eat all manners of strange things, including cloth and dirt (which does, in fact, contribute). Their skin becomes increasingly uncomfortable. Eventually they experience a strong compulsion to seek a safe place; once they feel safe, they curl up and their skin hardens into a cocoon. After 3 days to a week, they will molt and become a proper Exuvian.
The first exuviation marks the completion of the transformation. The infected individual sheds their old skin, leaving behind a desiccated shell.
Exuvians undergo exuviation approximately every 1-2 years throughout their immortal lifespan. Each molt allows for healing and renewal, with their new shell healed of all injuries and slightly larger than their previous. Before molting, they tend to eat more; they also release pheromones that trigger protective instincts in other Exuvians.
For at least an hour after molting, the new Exuvian is extremely physically and emotionally vulnerable. They are physically exhausted, their exoskeleton is soft, and they are unable to shapeshift from their natural Exuvian appearance for approximately an hour after the molt.
This vulnerable state is often a bonding moment for those who share it with trusted others. The molted shell may be left behind, or be eaten for nutrition if the Exuvian was malnourished. Many Exuvians eat their previous molt to avoid the intense hunger that would follow after a molt otherwise, but there are some who leave them—or even collect them, forming an odd collection of their exuviae that captures their growth throughout the years.
An Exuvian's natural height (when not actively shapeshifting) gradually increases with each molt. A six-foot individual might reach eight feet after a century, though growth slows over time. The eldest Exuvians (from the 1915-1920s) can be notably tall when not consciously maintaining a smaller form.
Exuvians can also trigger a rapid exuviation to heal major injuries or regenerate lost limbs. This process requires enormous energy reserves and is only done in safe locations due to how vulnerable it leaves them, however.
Once per year, at a time roughly opposite to their regular molting cycle, Exuvians develop eggs containing Metavites within their body. This cycle has several stages:
Development (lasting 1 month): Eggs form internally, and the Exuvian experiences increased appetite to support egg production. Other Exuvians can detect the cycle through pheromones and may instinctively offer food and support.
Active Cycle: The Exuvian experiences a strong compulsion to release eggs in ways that maximize infection chances. The cycle lasts until eggs are released or forcibly expelled a day to a week.
If an Exuvian does not wish to infect others, eggs can be forcibly expelled before development completes, breaking them down into non-infectious material. However, this may trigger multiple cycles per year and is emotionally taxing due to instincts against "losing eggs." Alternatively, eggs can be placed in other Exuvians, where the hatched Metavites are harmlessly absorbed, satisfying the cycle without spreading infection.
In united society, infection can only occur with consent from citizens. Exuvians typically work with authorized programs for consensual blighting or infect individuals not part of united society.
Exuvians cannot reproduce through the means of their original species.
Exuvians exist on a spectrum between their original species and arthropod-like forms, with their "natural" state reflecting their level of acceptance of their transformation. Those who embrace their arthropod nature have less human-like natural states, while those who still identify with their human (or other original species) identity or appearance will have a natural state that appears more human.
In their natural Exuvian state, they must have:
antennae
exoskeleton plates that cover around 20-100% of their body; commonly, hands, legs and feet, neck, and jaw area.
a "tail" that can resemble an insect's abdomen, a lobster tail, a tucked crab tail, etc.
Optional characteristics include:
unnatural eye colors, shapes, and characteristics
additional features of arthropods: compound eyes, mandibles, extra limbs, wings, tail, etc.
body structure that is drastically different from their original species (e.g. a human Exuvian becoming a spider-taur or having a praying mantis body shape).
Each Exuvian's specific arthropod characteristics can draw from any arthropod type:
Insects: beetles, butterflies, dragonflies, mantises, etc.
Arachnids: spiders, scorpions, etc.
Crustaceans: crabs, lobsters, shrimp, etc.
Myriapods: centipedes, millipedes, etc.
Characteristics can be mixed, and individuals are encouraged to draw inspiration from real-life arthropods for unique abilities and appearances.
All Exuvians also have natural shapeshifting abilities. They can mimic their original appearance or go somewhere in between or take on more arthropod characteristics and alter their anatomical shape. They can shapeshift any arthropod characteristics, but cannot become a different kind of creature, such as a mammal or bird.
The effort of shapeshifting increases with greater difference from their natural Exuvian state.
Exuviation/Molting: Regular molting cycle every 1-2 years, plus emergency molting for rapid healing.
Shapeshifting: Ability to shift between human-like and arthropod-like forms along a spectrum. Effort required increases with distance from natural state.
Regeneration: Accelerated healing of injuries. Emergency molting can regenerate lost limbs and repair severe damage at the cost of tremendous energy and vulnerability.
Ageless Immortality: Do not age after reaching maturity, and cannot die of old age. Can be killed through severe physical trauma.
Enhanced Senses: Improved motion detection, antennae-based environmental sensing, and other sense enhancements depending on arthropod characteristics.
Augmented Strength and Agility: Significantly increased physical capabilities beyond human norms.
Respiratory Adaptation: Exuvians can naturally switch between tracheal breathing (for air) and gills (for water), allowing them to inhabit diverse environments. This switching can be automatic based on environment or consciously controlled.
Wall-Climbing: Surface adhesion, allowing them to climb walls and ceilings like many arthropods.
Pheromone Communication: Chemical communication system allowing Exuvians to recognize other Exuvians and infected individuals, broadcast emotional states (fear, joy, contentment, distress), send directional signals ("come here," "stay away," "safe," "dangerous"), detect molting and egg cycles in others before the individual is aware, and more. When others' pheromones trigger their instincts, it is more of a suggestion than an absolute compulsion.
Arthropod-Specific Abilities: Depending on chosen arthropod characteristics. Exuvians can shapeshift any arthropod characteristics, even if they are not present in their base form. Examples include:
Flight (wings)
Venom (fangs, stingers)
Silk production (spider characteristics)
Powerful jumping (grasshopper/flea/springtail characteristics)
Bioluminescence (firefly characteristics)
Exuvians typically organize into communities called swarms, though solitary living is also common. It is typical, but not required, for Exuvians with similar characteristics to join swarms together. Flying Exuvians often form aerial swarms, aquatic ones might establish underwater villages, etc. However, mixed swarms also exist.
Settled Swarms are swarms in permanent or semi-permanent locations. Those that existed during Secrecy were often made into Sanctuaries, which may or may not have been dissolved during Reunion. Examples include underwater settlements (crustacean swarms), underground networks (burrowing insect swarms), treetop villages (flying insect swarms), and surface communities integrated with united society.
Nomadic Swarms are constantly traveling, following resources, seasons, instinct, or other interests that may be practical or emotional. For instance, there may be an aerial swarm including those with characteristics of butterflies, dragonflies, and bees.
Solitary Exuvians live independently or in small family units. They often visit swarms during vulnerable periods (molting, egg cycles), and many integrate more readily into broader united society.
Despite wide variation between swarms, most share certain core values: they mutually support each other, especially during vulnerable moments, and they embrace honesty and integrity, which is further enabled by pheromone communication. They are also generally very welcoming to new Exuvians.
Different swarms often vary notably in other ways. They may have different attitudes towards infection, towards Blight, towards humans and united society, and more.
Click to expand and see the full story.
In 1915, during the Age of Secrecy, Blight encountered a newly published novella that would deeply affect them: Franz Kafka's Metamorphosis. The story of Gregor Samsa—a man who woke one morning transformed into an insect, only to be rejected and eventually destroyed by his own family's fear and disgust—struck Blight as a profound tragedy. Here was transformation met not with understanding or adaptation, but with isolation and abandonment.
Blight thought: What if Gregor hadn't transformed alone? What if his whole family could have changed together?
Despite the pressures of Secrecy and the watchful eyes of the Orderly, Blight could not resist the urge to create. They crafted the Metarus blight with care—a transformation that would be gradual enough for acceptance, communal enough to prevent isolation, and arthropod in nature as a direct answer to Kafka's tragedy. Where Gregor Samsa had suffered alone, the Exuvians would find each other. Where his family had rejected him, new families—swarms—would form around shared transformation.
Blight released the first Metavites into the world, and the infection began.
The earliest infected individuals experienced their year-long transformations in isolation, not knowing what was happening to them. Some thought they were dying of a strange illness. Others noticed the subtle improvements—sharper senses, increased strength—and welcomed the improvements. A few, driven by instinct as they approached their first molt, found their way to Blight, who welcomed them and explained what they were becoming.
But most found each other.
As the infection spread and more people underwent transformation, the pheromone communication system proved crucial. Exuvians could sense others of their kind, and more importantly, they could detect those in the late stages of infection—those approaching their first vulnerable molt. Driven by protective instincts they didn't fully understand, newly transformed Exuvians sought out the infected and offered safety, companionship, and guidance.
The first swarms formed organically in the early 1920s. Exuvians with similar characteristics—the fliers, the burrowers, the aquatic—naturally gravitated toward each other, finding kinship in shared abilities and experiences. Some settled in remote locations that would later become Sanctuaries. Others remained nomadic, following instinct and season. Blight visited these early communities, pleased to see the harmony that had formed, the families created through shared transformation rather than blood.
As Exuvian communities grew, a tension emerged within the species. The egg cycles that drove Exuvians to spread the Metarus blight created different responses in different individuals.
The "spreaders" were one school of thought; they followed their instincts fully. During their cycles, they would release Metavites widely—laying eggs in environments where people gathered, in homes, in public spaces. For them, this was natural, even beautiful. They were offering the gift of transformation, the chance to join the family. Some were deliberate in their spreading, targeting those who seemed isolated or in pain. Some transformed others by choice, bringing in willing new Exuvians. Others simply followed the compulsion, releasing their eggs wherever the cycle drove them.
But the long incubation period meant that many spreaders never knew who they'd infected. A person might carry Metavites for months before another Exuvian detected them through pheromones, and by then, the one who infected them might be long gone.
Another school of thought, which some referred to as the "claimants," took a different approach. When they detected infected individuals through pheromone signals, they tracked them down. In the early years, this was often met with fear. A stranger approaches, claiming you're infected with something, that you're going to transform into an arthropod creature in a matter of months. Some people believed. Most didn't, at least not until the changes became undeniable.
The claimants faced a moral dilemma: what to do when an infected individual refused help, fled, or tried to seek mundane medical intervention that would inevitably fail and potentially expose magic to the mundane world?
The worst incidents occurred when infected individuals were in months 10-12 of incubation, visibly changing and likely to trigger Secrecy violations. Swarms, particularly those of the claimant school of thought, developed protocols—some begrudgingly, some zealously—for "retrieving" infected individuals before they could expose magic to mundane society.
These retrievals were rarely violent, but they were often forceful. An Exuvian swarm would locate the infected person, explain what was happening, and if the person refused to come willingly, they would be brought anyway. The infected individual faced risk of death if mundane doctors tried to remove the integrated Metavite, not to mention the risk of breaching Secrecy, which would bring down more severe constraints on their kind.
For the infected, sometimes, it was abduction.
They were taken from their lives, from their families, and brought to strange communities of insect-people who insisted this was for their own good. Some fought. Some pleaded. Some went silent with shock. But within days to weeks, they would molt for the first time, and Endogeny would take hold. They could no longer reject Blight or other Exuvians. Many found themselves accepting, even appreciating, the intervention—the swarm had saved them, had given them community and purpose.
But the loss of choice haunted many first-generation Exuvians. Even those who came to love their new existence, who thrived in their swarms, sometimes felt a lingering resentment about the method, if not the outcome.
Not all swarms participated in these practices. Some refused entirely, arguing it violated the very principles of family and acceptance that Exuvians were supposed to embody. This led to another school of thought, one of "preclusion." These swarms focused instead on prevention—trying to find spreaders and convince them to be more careful, to plant eggs only in willing hosts or other Exuvians. But prevention was difficult when instinct was involved, and when the urge to spread was so deeply tied to the egg cycle.
The tension between spreaders, claimants, and preclusionists created lasting divisions within Exuvian culture. Despite Endogeny preventing irrational prejudice, many swarms had disagreements of the regular sort. Some swarms wouldn't speak to each other for decades. Others found middle ground, developing careful protocols about consent, tracking, and intervention.
As the Age of Secrecy drew to a close and the approach of Reunion became more concrete, Exuvian communities began reevaluating their practices. The three schools of thought among Exuvians began seeking compromise; spreaders realized that they could bring consequences upon their whole species, claimants wanted others to join the 'family' by choice, and preclusionists had developed practical methods of prevention.
The largest swarms formed agreements with each other that included established formal consent processes, only infecting those who understood and accepted what would happen. Others focused on educating infected individuals early in the incubation period, giving them months to prepare rather than days. A few swarms even developed partnerships with other magical communities, creating informed consent programs where people could choose to become Exuvian.
When Reunion arrived in 2016, these practices became law. Within united society, infection could only occur with explicit consent from citizens. Exuvians worked with the supergovernment to establish authorized blighting programs, complete with educational materials, support systems, and community integration resources.
The integration of Exuvians into united society has been gradual but largely successful. Like other blighted species, initial attitudes towards them were often wary, though with regulations that prevented non-consensual spread and some public figures revealing themselves as blighted, they gradually became a welcomed part of united society, with some citizens deliberately seeking out the transformation from them.
Modern Exuvian swarms play various roles in welcoming new Exuvians and integrating with united society. Some swarms focus on helping newly transformed Exuvians adapt to their new existence. Some swarms are content living their separate lives. Nomadic "recruiter" swarms continue the tradition of spreading, though now largely through consensual means. Some travel through areas outside united society's reach, offering transformation to those who want it. Within united society, they often work with authorized programs, helping educate people about what becoming Exuvian entails. Many Exuvians have also fully embraced life in united society's cities, working and participating in society just like anyone else.
Creation Year: 2011
CSMA: Hbx.P8.Ii10s6e10c2.Ss9.Dp10t1.T2.V9 • M9.Ci10.Li10.A9.W5
Content Warnings: symbiosis (entity within body)
Kavisa, one of the earliest Mercurians, depicting their appearance as a Mercurius, as a Mercurian with the mercurial manifesting an avatar, and as a human prior to significant alterations of their physiology.
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.
By 2028, Kavisa's prominence and efforts to help find and guide other Mercurians helped establish a physical community of Mercurians in Simulacra along with a social network of Mercurians across the world. This connection established something of a convention with Mercurians creating and using their Mercurian shared name as the "surnames" of their host and mercurial, though this isn't something necessarily expected among them.
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 typically 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
some can exhibit characteristics of ferrofluid and/or magnetorheological fluid, whether in response to magnetism or at will. Some Mercurius may present a "ruffled" appearance when startled or angry, as seen here.
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.
Metallokinesis: Mercurians can use their nanoparticles to control and manipulate metal to form solid structures. They can use existing metal or form pure metal by extracting metal from their nanoparticles; once they have finished with their work, the nanoparticles leave the metal and return to their own body.
Fabrication: In addition to being able to form metal, Mercurians can fabricate other materials based on the kinds of materials they have consumed by essentially "printing" the material from their nanoparticles. They cannot freely manipulate non-metal materials as easily, but they can consume and re-fabricate an item.
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.
Integration: As part of interfacing, they can absorb various kinds of devices to incorporate their functions into their body. These functions can be maintained indefinitely if they are simple, but complex or demanding functions tend to be activated and deactivated at will. For magitechnological devices, they need to keep a magical power source in their body to maintain the magical functions.
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.
You can design your own Mercurian, though Auspice offers PWYW commissions for Mercurius forms with a base price of 30 USD. If you get the Mercurius form done along with a base form (for instance, a human design using the humanlike/humanoid commission form), they can offer a 10 USD discount.
At base price, the Mercurius form will be entirely smooth with no or few notable features, as with the example on left. You can either pay more for specifications, or pay a higher PWYW price for Auspice to go for something more complex.
Please use this form:
Names: (host, mercurial, Mercurian/shared name)
Pronouns: (can list different sets if desired)
Color: (can be a wide variety of colors; will be rendered as metallic. Natural metal colors are most common, such as silver and gold. Can specify a shading/tint color. Rainbow sheen/iridescence is an extra spec)
Body Type: (can refer to this list; complex types have additional fees)
Extra Specs: (any number, for fees)
Sketch WIP: (yes/no; +10 fee; you can modify anything but additional fees may be charged if the design becomes significantly more complex)
USD Offer: (the price you want to pay)