[h1][color=black]Strange Beings[/color][/h1][hr][hider][table][row][/row][row][cell][b]The Maiden[color=2e2c2c].[/color]of[color=2e2c2c].[/color]the[color=2e2c2c].[/color]Crows[/b][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/RnVqRpb.jpg[/img] [b]Millennia's old | The Maiden of the Crows | She/Her [/b][hr][i]"I only ask for you to trust me."[/i] [@NoriWasHere][/center][/cell][cell] [b]Description:[/b] [indent]The Maiden of the Crows is a mysterious figure who stands at a height of five feet seven inches. Its attire is a mesmerizing display of otherworldliness, as both its dress and cloak are crafted from the sleek, iridescent feathers of crows. These feathers cascade down gracefully, creating a flowing and ethereal appearance. If she so costs she can expand the cloak, causing it to turn into her winter. These wings unfold with broken beauty and cast a green light on the area in front of it. The feathers are much, much larger than any crow seen on Earth suggesting that there exists a giant one out there, somewhere in the void, or the feathers are simply a construct of The Maiden. On a close look, it may be that The Maiden has a flair for the dramatic and simply modeled her dress after the Crows she so affectionately loves, but on a second glance one might see that the dress, and the outfit a whole, can separate in the middle. A possible second set of wings, or a possible entry point to something more monstrous underneath. The Maiden's hair seamlessly merges with her cloak. A mask conceals her face, leaving observers unable to discern the features behind it. Her visage is further heightened by a vibrant green emerald that adorns her waist, catching the eye amidst the dark feathers. The gem has a quality that draws in all eyes, causing those who stare for too long to be entranced with a desire to trade anything, and everything, to try and convince The Maiden to part with it. If that fails, they will then take it from her. A green glow envelops the Maiden. The glow is the same color as the emerald that sits on her waist and it carries a softer form of the trance effect of the gem. Those who bask too long under the glow are eventually driven mad with a desire to pluck the feathers off the Maidens's wings. On top of her head is a crown of feathers. Each feather seems to be plucked from a separate crow, and the more crows that are available to Lila the more feathers adorn the crown.[/indent] [b]Abstraction:[/B] [indent] Apparition - A Murder of Crows The Maiden is an Apparition born from the emotion of loneliness. Long, long ago she spawned into existence in this realm and has sought out a companion, a friend, or a lover to keep her company and break her loneliness. Yet, no matter who she lets in or gets close they are taken under the spell of her form, compelling them to break her body to steal her feathers and her jewels. The Maiden has a curse, and her body is hexed to enact revenge on those who succumb to the allure of her gifts. Those who pluck and steal a feather will eventually be turned into one of her servant crows within a week of the theft, and those who steal the jewels from her body eventually get turned into the very item they stole. As such, The Maiden maintains a treasure trove that is next to none in terms of size and has a flock of followers to keep her company on her eternal search for a companion, a friend, or a lover to keep her company and break her loneliness until the end of time. The Maiden becomes adjoined with every person she tries to bring into her life, and once selected there is no way to break free of her grasp except distance. If the person she is adjoined to has gifted her enough valuable stuff, however, distance is no longer a hurdle and The Maiden will follow the person forever more. Until they either accept her invitation, and gaze on her form, or die. Once adjoined, The Maiden will bind her crows to a chosen mortal. Her current choice is Lila. Once The Maiden binds her Crows there is no way to undo it. The Crows will take commands from the chosen, as long as they are offered a reward for doing so. The Crows themselves take great pleasure in shiny things, be it jewelry like rings and necklaces or raw gems. In the modern world the Crows have an intense love of anything diamonds although, in the past, gold was king. The Crows will also love a delicious treat, and they have been known to do many a bold thing for a particular dish that Lila cooks often for them. The Crows do not collect the jewelry and the gems for themselves. They collect, and return, them back to The Maiden. While it is unclear why The Maiden requests these gifts for a favor from the crows, especially considering the vast wealth she has available, it is suspected that it is a way to gauge the soul of a person. A gift given freely, without a task, is often considered especially important to The Maiden, as are gifts that carry a significant emotional reason or history. As such, a ring that has been in a family line for generations could convince The Maiden to advance her trust faster as there is power in that emotional connection. After the Maiden has deemed a mortal worthy, she will begin to unlock more of her power, and with that comes her voice. The Maiden will begin trying to build trust with her chosen. Offering her guidance, her opinions, and her assistance in their struggles. These whispers also have some of the infecting qualities much like her appearance. The more The Maiden whispers, the more she will want to talk. The more she talks, the more persuasive The Maiden becomes. The Maiden's end goal is to convince the chosen to take her challenge, and she will do anything she can and say anything she needs to get the chosen to let her in, and then she will let the chosen into her realm. And once she has the chosen in her realm, she will make them undergo her trials. The Maiden is covered in cursed feathers, gems, and jewelry. The curse works in two stages. Stage one is infection. When the chosen gazes on The Maiden's true form they will be overcome with a desire to take something from her body, and the infection that follows will be based on that choice. No chosen has managed to avoid taking something from The Maiden and the curse that compels them to look is strong. If the chosen takes a feather from her wings, they will start to notice a change happening within a few days. Feathers will begin to sprout all across their body until, after exactly one week they will be transformed into one of The Maiden's crows and be subjugated to be a servant of The Maiden for the rest of time. If a jewelry piece or gem is taken the mortal will undergo a similar transformation though instead of a crow they will instead transform into whatever they stole, a ring stolen means the mortal becomes a ring. [/indent] [/cell][/row][row][cell][h3][b]Razgoy[color=2e2c2c].[/color]Stealer[color=2e2c2c].[/color]of[color=2e2c2c].[/color]Joy[/b][/h3][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/VS8TMhN.jpg[/img] [b]????? | Razgoy “Skelly” | They/Them [/b][hr][i]" I’m not here to kill you, I’m just going to take all that brings you joy."[/i] [@FernStone][@NoriWasHere][/center][/cell][cell] [b]Description:[/b] [indent]Skelly is a horror that was brought to our universe when Britney, Lila, and Lynn accidentally performed a summoning one drunken night. They are old, and it is unknown just how old they truly are. They take the form of a skeleton though it is unlike any that is known in our universe. They have four arms with none attached to their body, instead it appears as though they are levitating. Their body is mostly bones however visible muscle sinew is present across it. Their head is the most visibly distinct, with white tendrils flanking what appears to be a visible brain that gives off light. Their most demonic features are their eyes which look like two lanterns ablaze in a dark, soulless expanse. Razgoy was formed from the emotions of one of their universe's very first serial killers. They took a particular joy in making a game or of their killings, and when they died the joy in this suffering created Razgoy. Ever since then they have been hunting targets, individuals or pairs, and bringing a specific brand of misery. They will fight their targets, steal their most prized possessions, ruin their special moments, remove their ability to seek help, and slowly corrupt their target, stealing every emotion but rage. Once they’re at this final stage, they will force a final confrontation to seal the kill. Their current targets are Jasper Wilde and Luca Oliviera.[/indent] [b]Abstraction:[/B] [indent]Apparition - Razgoy The Stealer Of Joy Razgoy is an apparition with a love of dramatic flair, and comedic timing. Razgoys powers are focused on isolation, stealth, and creating opportunities that it can later exploit. At the end of the day they are a hunter, a stalker, and a fearsome foe to be chased by. Mark: Razgoy marks up to two targets at a time. They will search an area for individuals who are, by and large, filled with joy. Happy people, joyful people, and people filled with emotions that are in a sense happy. They will mark them, putting them under their spell. Once marked, Razgoy will begin to hunt their marks periodically. They won’t show up every day, but they could show up every hour of a single day. They’ll show up at times of happiness, drawing their marks into a rage through a fight or by stealing an item or both. Then, they’ll slip away before the fight can turn against him. Silent hunt: There is nothing Razgoy hates more than a ruined hunt. As such, they will prevent their marks from seeking outside help through this spell. If a mark tries to speak, write, or communicate in any form that they are being attacked the mark will be forced to lie in increasingly bizarre ways. Stealthy hunter: Razgoy knows where you’re at, and they know when you’re happy. It has the ability to know where the mark is at all times, and it can tell when they’re happy. It will wait for the right time in these moments of bliss before they make their move and teleport in. Often it will wait, unseen and unheard, in the same area of the marks. They might let them have a moment of happiness before it strikes, or it might ruin it then and there. Stealer of joy: As the hunt progresses, Razgoy will begin to steal more and more of their targets positive emotions. Soon, these once joyful individuals will be filled with nothing but rage and a seething anger towards a monster they can never describe. Once they reach this stage Razgoy will finish the hunt, kill the marks, and begin anew. [/indent] [/cell][/row][row][cell][b]Toad Emperor[color=2e2c2c].[/color]Tennogama the Robust[/b][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/000ygIv.jpeg[/img] [b] 14370 in Shimmer | Toad Emperor Tennogama the Robust | He/Him [/b][hr][i]"The Pact remains unbroken! Fight, you Toads, like the Empire's last soldiers!"[/i] [@AtomicEmperor][/center][/cell][cell] [b]Description:[/b] [indent] Originally a Cane Toad Daimyo hailing from the realm of Gam, Tennogama first came to his throne after a bloody civil war saw his troops victorious in taking the capitol for themselves. It's said that he was the voice which unified the Amphibians of Gam, and that his army which took the capitol consisted of all creeds and faiths of their vast swampland home. By the time Sage of the Ten Paths Kai arrived through his secret paths between dimensions, said war had been long finished for thousands of years. Instead, he found new political unrest as territorial disputes and invading forces from an altogether different realm began to make their move upon the Toad Empire's vulnerable borders. Sage Kai managed to gain audience with the Emperor, whose generally rigid and imperious attitude was won over by Kai through means that are lost to legend and unwilling to be spoken of by Tennogama himself. What is known is that Kai offered his services to the Emperor, who eventually came around to making a wager: That if Kai was successful in repelling this foreign aggression, Tennogama would enter into a Pact. Pacts, an ancient form of Summoning Magic, allow the user to loosely bind the essence of a Greater Apparition to an artifact that can be used to commune with and accept power from an Apparition without Aberrance occurring. In return, the Apparition is worshipped in their own realm, but are also deified by the other party involved in the Pact. In his hubris, Tennogama was negligent in setting up an alternative, assuming that the painful death the little human would go through was going to be punishment enough. It didn't take long for the Sage to prove the Emperor wrong, and a stunned Tennogama was true to his word as he entered into a pact with Sage Kai. Of course, this was all part of Kai's trickery; his most brilliant plans and schemes often caught prideful spirits off-guard. Many of these pacts can still be found in their original scrolls within the annals of the Gold clan's library monastery. However, some were trusted to branch clans, gifted as artifacts of worship that they're meant to tend to and protect. Some are unruly spirits who are less than satisfied with their containment, while others learned to respect and revere the Sage who had hooked them into his schemes one way or another. Tennogama is in the latter category, who managed to not only find admiration for Kai, but for the branch clan who were left in charge of caring for his essence in the Shimmer. For almost fifteen hundred years, the pact has remained in the Shimmer in one form or another. This usually jovial spirit can now be found by a small lake just outside St. Portwell, where a hidden shrine has been erected in order to house the Pact. His relationship with his latest (and now only) retainer is far different than any relationship Tennogama has had in quite some time. While invigorated by the prospect of another life like he'd had following Sage Kai directly, Tennogama is keeping a secret from Ken: The Pact is keeping the Great Toad alive. In his own world, the Emperor's body has long withered from disuse, and while he's able to maintain leadership through the communion with his most loyal servants, he will never be able to physically recover from the strictures of the Pact. Therefore, while he can and has offered his power directly to Ken, he's reluctant to do so often, rather searching for the next Daimyo worthy of the seat and the crown.[/indent] [b]Abstraction:[/B] [indent]As an Apparition, Tennogama's abilities only extend as far as he's able to spread his influence. For close to a thousand years, the Murakin Clan harbored Tennogama in the hazy foothills of the Kanto region of Japan, where his still relatively young and fresh essence was able to permeate the ground, water and air. Now in this strange land, weakened by his long term disconnection from his homeland and stripped of the residual energy he'd left behind in Japan, he's more a refugee than any kind of territorial beast. But as a warrior, one who warred and killed and bloodied himself for his Empire, Tennogama is just as dangerous as he was thousands of years ago. While not some grand Multiversal threat, lesser apparitions need only feel the weight behind his massive padded fingers and hands crushing them to death or the equally deadly swordsmanship that the creature displays to know that he is truly leagues above common beasts. Like the Daimyo beneath him, Tennogama's sense for battle and combat is preternatural, and his immense strength translates into surprising speed while his massive girth and powerful Emotional Field leave him equipped to receive and return damage at devastating scales.[/indent] [/cell][/row][row][cell][h2][b]The[color=2e2c2c].[/color]Watcher[/b][/h2][/cell][cell][/cell][/row][row][cell][center][img] https://img.roleplayerguild.com/prod/users/383ef8a5-5804-4c2c-aa05-dffefda3bc98.jpg[/img] [b]??? | The Watcher in the Woods | He/Him…? [/b][hr][i]"You are not in danger."[/i] [@Blizz][/center][/cell][cell] [b]Description:[/b] [indent]There once was a man named Reed Mayfield. He was an Adept inclined towards mimicking animals and promoting the growth of certain plants. He was a hermit, with a military background that left him troubled and weary a long career of service. Nature was his refuge, so one day, Reed retreated into the forests of St. Portwell, never to be seen again. Years went by, and years became decades. To him, time began to mean very little once he cast off his name. Family members assumed he moved out of town, others assumed he went out on his own terms. Both are true, but not in the way most understand. Today, those who venture into the deepest parts of the woods may find themselves feeling as if they are not alone. The Watcher in the Woods cares little for the troubles of society, but keeps a very close eye on those who walk into his domain. Should someone treat nature with respect, they may find that a deer or a bird will lead them back to a familiar path when they are lost. Those who simply come to hunt and live off the land are left well enough alone, but those who violate the peace of the forest are quickly scared off by an ominous presence that is just barely human enough that they don’t get the wrong idea.[/indent] [b]Abstraction:[/B] [i]Green Lux[/i] [indent]The Watcher in the Woods does not consider himself human, or an Adept. But his domain of magic includes altering his physical form and tending to the forest in ways that simple gardening cannot. It is through the use of this magic that the Watcher has moved beyond the need for a human body, and has irreparably changed to something closer to an Apparition. [indent]Wild Form: The Watcher can take the form of many different forest-dwelling animals, such as wolves and deer. In Wild Form, he blends in with other animals so perfectly that they cannot tell him apart from their own offspring. [list] [*]Wolf [*]Deer [*]Crow [*]Hummingbird [*]Mountain Lion [*]Ringneck Snake [*]Great Basin Spadefoot [/list] Apex Predator: The Watcher stands at 8 feet tall, can see in pitch black darkness, and has skin strong enough to stand up to some of the sharpest blades in the world. This was achieved through magic, allowing the Watcher to reshape their body into something inhuman. He can go for weeks without food or water, and can rip flesh from the bones of wild animals with his bare hands. The changes are irreversible for the Watcher, but they are a product of biology manipulating magic, meaning the Watcher is also a very capable healer in emergencies. Boundless Garden: The Watcher’s body, when not in Wild Form, is a catalyst for ecological growth. Under the thick drapes of hide and moss that they wear, countless forms of plant life grow and flourish. This does not end at plants native to Oregon. The Watcher’s flesh supports everything from sunflowers to creeping arctic willows. Occasionally, this growth can be seen sprouting outwards over their body, tangling with moss and skin like a layer of wool. [/indent] [/indent] [/cell][/row][row][cell][h3][b]Melsha[color=2e2c2c].[/color]the[color=2e2c2c].[/color]Architect[/b][/h3][/cell][cell][/cell][/row][row][cell][center][img] https://img.roleplayerguild.com/prod/users/574a1089-e893-4e99-953f-26c51af10568.jpg[/img] [b] Billions of year | Melsha the Architect | He/Him [/b][hr][i]"My dearest benefactor, you have much to learn."[/i] [@Blizz][/center][/cell][cell] [b]Description:[/b] In a place far from Shimmer, a creature named Melsha toiled for millennia to build a perfect world. He carved reality with the precision of a mason, and laid the foundation of time and space as an artist laid paint to canvas. Melsha likened himself to the Ancient of Red Lux, a creator of things so vast that mortals could not comprehend it. In his perfect world, Melsha was content to be less than a god, but more than a simple inhabitant. He yearned to build and create new life in his realm of metal and clockwork, and did so from before time had a name, and would have done so for all of eternity. But it was not to last. Melsha considered himself a benevolent being in his perfect world, not a god in the human sense, but a force of nature. But the inhabitants of his world were intelligent, made to be so in his image. They built civilizations of their own, discovered ideas that made Melsha proud. Among these ideas was hubris, the notion that they were above their creator. He could not bring himself to oppress or harm his people, and so Melsha was dethroned, ruined. They left his body and his spirit in tatters, with the hope that he might never rise to their level again. Melsha was exiled from his perfect world, and found his way to Shimmer after drifting in the All-Verse for centuries. He found a human girl named Nora, in which he saw a creator in her own rights. He made a bargain with her, that would give him the stability of a bond with another in exchange for his wisdom. Melsha is now voluntarily sealed within Nora’s body, and extends his knowledge of machines to her. They are friends, and she will be remembered when he returns to his world, long after she is gone. [indent] [/indent] [b]Abstraction:[/B] [i]God of Clockwork[/i] Melsha is a being who lives to create. He understands machines and the design of the universe in ways so fundamental, that they are like breathing and thought for him. Anything that did not exist naturally, from cars to the pyramids, falls within the purview of his abilities. In his current state, Melsha is weak, and frail. His strength is a sliver of his former glory as the builder of an entire world. The most he can do is work through his host, and guide her with his teaching. But at his most powerful, Melsha can harvest a dead star to forge cogs of the purest metal, purpose-built to keep the universe in motion. He can create artificial life more intelligent than humans with brains of ticking clockwork, and extend the boundaries of the All-Verse. [indent][/indent][/cell][/row][row][cell][h2][b]ARMY OF[color=2e2c2c].[/color]ONE[/b][/h2][/cell][cell][/cell][/row][row][cell][center][img]https://img.roleplayerguild.com/prod/users/4322f3e1-239d-40d4-962f-385043d68508.png[/img] [b]Unknowably old | The Army of One | They/Them/She/Her/It/Its [/b][hr][i]"We are infinite. We are legion. We are one."[/i] [@Blizz][/center][/cell][cell] [b]Description:[/b] [indent]The Timeless Egregore, the Court of Fallen Souls, it has been known by many names in every corner of the All-Verse. In a time no longer remembered by anything in all of creation, a woman named Amara died defenseless and alone, fighting for something she believed in. Her business had not been finished, and her spirit carried on to another world, where she adjoined to a Counterpart of herself to grow stronger. Her host died, and the two carried on again, and again, and again, until they were unquantifiable. The Army of One has existed since the beginning of humanity, since the Bull created the very first places in the All-Verse. It is a unique Apparition, as it is not one entity, but an [i]infinite[/i] number of entities acting as one. It is a hivemind of Counterparts, all of one woman, Amara King, who have died in fulfillment of the All-Verse constant that demands a righteous death. Many have told stories of the Army throughout history, that they are psychopomps, wayward souls who cling to existence, or a threat that is simply amassing power for something unknown. The reality of the Army is that it is a timeless manifestation of adversity, of spirits who have lost all but the will to fight. Infinite trillions of warriors, tacticians, strategists and revolutionaries who gave their lives for something worthy of them. Its purpose is to conquer, to overcome and outlive the enemy. In death, the phantoms of eras long past extend their knowledge of war and strategy to the living, who will one day take their last breath on the day where their cause demands it, and what is left behind will be committed to eternity. The living are simply blank canvases, yet to be washed away of all that makes them individuals to make room for the eternal war. This has always been the fate of Amara King's Counterparts since the youngest days of existence, and always [i]will[/i] be. The Army of One takes the form of ghostly, humanoid figures. The phantoms are devoid of personhood, of anything that gives them a sense of individuality. They have no uniqueness, they are only Amara King, and they are One. [/indent] [b]Abstraction:[/B] [indent]Apparition - [i]Army of the Fallen[/i] The Army of One is an [i]extremely[/i] powerful Apparition that exists in every world at the same time, and draws on the power of the souls it collects from dead Counterparts. While most Apparitions can only bond to a single human at once, the Army of One is unique in its ability to bond with [i]every[/i] Counterpart of Amara King at the exact same time, from the moment they are born to the moment they die. Born from emotions associated with war and loneliness, the phantoms of the Army fight together, and everything that a single phantom learns is relayed to the entire collective, and can pass these things along to the living Counterparts they are bound to. This is to them what toiling in a field is to a gardener, it makes them stronger so that they can reap what they sow. The Army of One, for this reason, is [i]impossible[/i] to seal, and if they are summoned by a Counterpart, no amount of anti-Apparition measures can truly defeat them, only slow the tide. Where other Apparitions like the Stygian Snake or the Rampage threaten reality itself through sheer potency, the Army of One threatens anyone standing in its way through sheer [i]volume.[/i] Ordinarily, living Counterparts are heavily limited in the number of phantoms they may call on. However, in times of extreme crisis, such as a world-ending monster going unchecked, the Army of One will invoke what it calls the Phalanx Imperative, allowing for forces from low-priority places in the All-Verse to be diverted to the center of the action. The only way to truly ensure that the Army of One is out of the picture, in a localized sense, is to exploit the All-Verse constant they thrive on, the universal law that Amara King's death will always occur when she fights for a cause she believes in. Upon killing the living Amara in one part of the All-Verse, the Army of One will not waste its power on places it has no footholds in. [/indent] [/cell][/row][row][cell][b]The[color=2e2c2c].[/color]King[color=2e2c2c].[/color]of[color=2e2c2c].[/color]the[color=2e2c2c].[/color]Pit[/b][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/k3fqQCs.jpg[/img] [b]Unknown | The King | He/Him[/b][hr][i]"..."[/i][/center][/cell][cell] [b]Description:[/b] [indent]The King of the Pit is less a singular individual, and more a title passed down through the ages. Personally selected by the Mother Will, the King is often the most brutal and ruthless inhabitant of the Pit or a child meticulously groomed into the role. Many have held this title for ages, from mere minutes to decades. Each King's rule is marked by varying degrees of brutality, as the Mother Will explicitly encourages the King to act on their darkest impulses. What makes the King capable of exerting control over the Pit is his psychic connection to the legions of Autoknights created by the Forge. The current King's rule began after the previous King met his demise at the hands of the Pale Horse. Immediately, Mother Will selected a new king: a child named Jane Andrews, who had fallen into the Pit. Mother Will found her and turned her into the King, giving her a playground with many toys. This transformation rendered the King wicked, devoid of morality and empathy, with a lust for power. Under the current King's rule, the Pit has become more organized in its chaos. The Autoknights, driven by the King's psychic commands, patrol the Pit more efficiently, hunting down those who defy the King's will. The King's influence extends beyond the physical realm. This King is morbidly obese and physically incapable of leaving his throne, which necessitates the Autoknights physically lifting the throne to move him around. The King's face, like all Kings of the Pit, is hidden behind a mask, with a crown atop his head. His reign primarily focused on gathering artifacts scattered throughout the Pit for unknown purposes.[/indent] [b]Abstraction:[/B] Afflicted - [i]Voices of the Pit.[/i] [indent]The Voices of the Pit is a potent and sinister Abstraction the Mother Will bestowed upon the King of the Pit. It grants him unparalleled control over the minds of those unfortunate enough to cross his path. This ability manifests as a duality of power: mind manipulation and telepathic communication. At the core of the Voices of the Pit lies the King's ability to implant thoughts, fears, and hallucinations into the minds of others. He can amplify these fears with a whisper, driving individuals to madness or coercing them into submission. Those who encounter the King often find themselves haunted by relentless, tormenting voices that echo their deepest thoughts, pushing them to the brink of insanity. This aspect of the Abstraction is particularly insidious, as it can erode the mental fortitude of even the strongest-willed individuals, leaving them vulnerable to the King's will. Complementing this ability is the King's power of telepathic communication. Within the confines of the Pit, he can establish a psychic link with any being, allowing for instantaneous and silent communication. This telepathic ability is crucial in maintaining control over his legions of Autoknights and other minions. The King can issue commands and coordinate complex maneuvers and strategies.[/indent] [/cell][/row][row][cell][h2][b]Autoknights[/b][/h2][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/ufi8rk9.jpeg[/img] [b]N/A | N/A | It/Its[/b][hr][i]"Obey the King, or die!"[/i][/center][/cell][cell] [b]Description:[/b] [indent]Autoknights, short for [i]Automatic[/i] Knights, are a marvel of engineering forged from the collective work of countless Adepts. Originating from Glint, these mechanical monstrosities were birthed in The Forge, a massive factory created by the lesser families of the League of Luminescence. Intended to expand the League's power, The Forge was deemed an act of rebellion and cast into the Pit. The families responsible were exiled to other worlds, but The Forge remained operational, falling into the hands of the King of the Pit. This massive factory is the cornerstone of the King's power, allowing him to produce legions of Autoknights. Autoknights are towering, coal-powered iron golems, each eight feet tall. Uniform in appearance, they wield various weapons, ranging from massive swords and muskets to cannons and salvaged artifacts, all created by The Forge or scavenged from the Pit. These iron giants are a familiar and terrifying sight in the Pit, representing a formidable challenge to anyone encountering them. Despite their slow speed, Autoknights are organized and individually strong, making them a significant threat. Autoknights operate under a hive-mind control system directed by the King of the Pit. Each unit is connected to the King, allowing him to command entire battalions with a single thought.[/indent] [b]Abstraction:[/B] Abominable - [i]Wretched Automaton.[/i] [indent]Though Autoknights lack individual Abstractions and Emotional-Fields, they are solid and durable by default. Their metal bodies render many abstractions ineffective against them. However, agile and quick-witted adversaries can exploit their bulky and slow nature.[/indent] [/cell][/row][row][cell][h2][b]The[color=2e2c2c].[/color]Mother[color=2e2c2c].[/color]Will[/b][/h2][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/bCCDOn2.jpg[/img] [b]??? | ??? | She/Her [/b][hr][i]"The Pit favors you; it doesn't want to let you go."[/i][/center][/cell][cell] [b]Description:[/b] [indent]The Mother Will is an enigmatic and unnervingly powerful presence within the Pit. She claims to be the voice, the mouthpiece, and the living embodiment of the Pit itself. Whether or not she is truly a being of the Paranormal or something else entirely is a subject of fear and speculation. Mother Will is the Pit’s manipulator, pulling the strings behind its evil influence. She has a chilling, omnipresent quality, able to appear seemingly anywhere at any time. She guides whoever she presents herself to toward brutality, encouraging them to give in to their darker impulses and subtly twisting their perceptions of right and wrong. She is a dark mentor, always seeming to know a person’s deepest fears, desires, and insecurities. Through subtle manipulation, gaslighting, and the instillation of doubt, she can lead her "students" down a path of violence and self-destruction. Her presence feels almost omniscient as if she can see everything happening within the Pit and beyond, her eyes always watching and waiting. When she speaks, it’s as if she already knows the choices that will be made, and her words seem to resonate with an unnatural truth. There is a cruel, almost playful tone to her judgments—she speaks as if the Pit is a living, breathing entity, caring for those it "likes" and punishing those it "hates." Her voice is never without purpose; every word serves to nudge, prod, and push her target in her desired direction. The Mother Will claims that the Pit "likes" worthy people who show promise or strength. If someone catches the Pit’s interest, she assures them they are safe—at least for now. In truth, being favored by the Pit might not be as desirable as it seems. Though the Pit may not harm them directly, it will never let them leave, forcing them to conform to its nightmarish design. Conversely, if the Pit "hates" someone, their end is likely near. However, there is a strange mercy: the Pit may allow them to escape. The Mother Will is always there, a constant presence in their minds, whispering encouragements to embrace the darkness, to become more than they ever imagined. She is challenging to define. Is she an apparition? A manifestation of the Pit itself? Or something else, something far more terrifying? Her influence is subtle, her manipulation insidious, and her true purpose remains a mystery. Some believe she was once a being of flesh and blood, but now, she exists purely as a force of eldritch power, an entity that thrives on chaos and despair. She speaks like a mentor, offering wisdom drenched in poison, presenting violence as a form of liberation, and teaching her "students" that the only way to escape the Pit is to embrace it completely. Her true nature is a question that haunts all who encounter her. Whatever she is, she cannot be easily understood or explained. She is part of the Pit, and perhaps, in some way, the Pit is part of [i]her[/i]. The Mother Will looms over Destiny Wright long after escaping the Pit. She whispers promises of power, purpose, and a place Destiny truly belongs—the Pit.[/indent] [b]Abstraction:[/B] [indent]The true nature of Mother Will remains elusive. Her essence defies any precise categorization within the realm of the Paranormal. Her influence is unearthly, bending the rules of perception and reality in ways that suggest she may not belong to any world, plane, or system of understanding. Is she a force of the Pit, a product of its corruption, or something older - something [i]else[/i] entirely? [/indent] [/cell][/row][row][cell][h2][b]LIGHT[color=2e2c2c].[/color]EATERS[/b][/h2][/cell][cell][/cell][/row][row][cell][center][img]https://img.roleplayerguild.com/prod/users/d11adf83-78e9-48e5-91e6-6b683499a8eb.png[/img] [b]???| Light-Eaters | N/A [/b][hr][i]"LIGHT LIGHT LIGHT LIGHT LIGHT LIGHT LIGHT LIGHT LIGHT LIGHT."[/i] [@Blizz][/center][/cell][cell] [b]Description:[/b] [indent]In a time long forgotten, a creature full of gnawing hunger descended on the world called Gloom. The Light Eater turned its gaze upon the Adepts of this world, and swallowed them whole one by one. In an event now known as the Lux Purge, over 98% of the planet's Adept were killed over the course of eight days. The Blind believed it to be a meteor shower, but the huge, god-like beast swept over one country after the other in a frenzy too great to stop. The Light-Eater gorged itself on the power of Lux, growing stronger with each passing kill, until the day it could not eat any more. The beast retreated deep into the ground through a chasm, whose location was hidden by the few rare Adepts who survived. They scattered to the wind, and among the survivors, more than half were killed in the years that followed. The Light-Eater couldn't hold all the power it had hoarded, and the Lux began to [i]fester.[/i] All the emotions tied to its stolen Lux soured, rage turned inwards, sorrow took root beyond reason, love went mad. It was just too much, and so the Light-Eater collapsed under its own weight. Its ravenous intentions leaked out alongside the Lux, and that power coalesced into billions upon billions of smaller, more dangerous Light-Eaters as diverse as the countless victims their progenitor had preyed on. Light-Eaters of the current day are ruthlessly dangerous creatures, who stalk Gloom with a ravenous, [i]desperate[/i] hunger for Lux. Adepts who kindle often turn up dead within hours, and the few who [i]have[/i] managed to survive in this world have become so detached from society that their names have never been heard before. In Gloom, the only Adept smart enough to live is one who severs from their ancestors, or find their way to other places in the All-Verse.[/indent] [b]Abstraction:[/B] [i]Pitch[/i] [indent]A Light-Eater is, at the most fundamental level, a perversion of everything that Lux embodies. For every negative emotion one can associate with the rage of red Lux, there is a positive one. The fear of yellow Lux keeps people alive, and the sadness of blue Lux is a reminder of better days. But there is absolutely, unequivocally, [i]nothing[/i] positive about the magic Light-Eaters wield. Known as Pitch rather than Lux, a given Light-Eater wields twisted powers that act as a dark reflection of their origins. For every color of Lux, there is a color of Pitch, and unlike an Adept, a Light-Eater does not express their Pitch in varied ways. [i]All[/i] pink Pitch, for example, is based on the principle of nightmares, and not the manipulation of all emotions and thought like pink Lux. An individual Light-Eater has the ability to absorb its corresponding Lux, potentially rendering an attack all but worthless against them. The saving grace to this is that Pitch is exclusive, meaning a Light-Eater cannot possess more than one, unlike Adepts who almost [i]always[/i] have more than one type of Lux. But using the matching Lux on a Light-Eater is folly, and only makes them stronger. Even the most powerful spells can be a waste if one is especially unfortunate. They also have the ability to sense all forms of Lux from [i]very[/i] far away, no matter how small its use. Light-Eaters hunt Adepts to fill that hollow void in their souls, and will stop at nothing to butcher even the weakest Adepts unlucky enough to cross them. [color=black][b] Red (Hatred): Deconstruction Lux Green (Hysteria): Sickness Lux Yellow (Madness): Vulnerability Lux Pink (Obsession): Nightmare Lux Gold (Egomania): Oppression Lux Purple (Starvation): Antimatter Lux Orange (Sacrifice): Vampirism Lux Blue (Cruelty): Agony Lux Black (Desolation): Apocalypse Lux White (Trauma): Ignorance Lux [/b][/color] [/indent] [/cell][/row]Supernatural beings that reside in St. Portwell and beyond, many of them dangerous and far from innocuous. Take care when dealing with them, as they are numerous and unpredictable.[/table][/hider]